Dominion > Variants and Fan Cards

Flash cards

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Co0kieL0rd:
Greetings, fellow fan card enthusiasts!

A while ago, I have come up with a new concept for non-attack player interaction on Dominion cards. (In Contrast, most of these cards turned out to be attacks.) I finally got down to make some images to have them ready for playtesting. Beware though, as all of these cards are completely untested as of when this was posted. Enjoy and please leave a comment!

Flash cards cards are recommended for games with 3 or more players. Several of them use the term “to flash a card”, meaning to put a card from one’s hand on the table face down and, when all players requested to do this have done so, simultaneously reveal it and put it back into one’s own hand, unless otherwise instructed.




--- Quote ---Blueprint, $2, Action
+1 Action. +$1. Each other player flashes a card. Gain a card with cost exactly equal to that of a card with the highest cost in $ revealed. Each other player gains a card costing the same as the card with the lowest cost in $ (or tied for lowest) revealed.
--- End quote ---




--- Quote ---Seeker, $3, Action/ Attack
+1 Card. +1 Action. Each player flashes a card. If you flashed the only Action card, +1 Action. Otherwise, each other player with 4 or more cards in hand discards the flashed card.
--- End quote ---




--- Quote ---Gleemen, $4, Action/ Attack
+$2. Each player flashes a card. Each other player who flashed a card that shares a type with another revealed card gains a Curse.
--- End quote ---




--- Quote ---Preside, $4, Action/ Attack
Each other player flashes a card and trashes it if it’s a Copper. If any Copper was trashed, gain an Action card costing up to $5. Otherwise, gain a Duchy and each other player gains a Copper.
--- End quote ---




--- Quote ---Iron Smelt, $5, Action
Each other player flashes a card while you flash a card per other player. If the total cost of your cards is higher than the total cost of the other players’ cards, +3 Cards and +1 Action. Otherwise, +$3 and +1 Buy.
--- End quote ---


Older versions are listed below for reference.


--- Quote ---Blueprint, $2, Action
+1 Action. Each player flashes a card and gains a non-Victory card with cost exactly equal to that of a card with the lowest cost in $ revealed.
--- End quote ---


--- Quote ---Gleemen, $4, Action/ Attack
+$2. Each player flashes a card. Each other player who flashed a card that doesn’t share a type with another revealed card gains a Curse.
--- End quote ---


--- Quote ---Iron Smelt, $5, Action
Each other player flashes a card while you flash 1 card for each other player. If the total cost of your cards is higher than the total cost of the other players’ cards, +$3 and +1 Buy. Otherwise, +3 Cards and +1 Action.
--- End quote ---


--- Quote ---Cardinal, $5, Action/ Attack
+4 Cards. Each player (including you) with 5 or more cards in hand flashes 2 cards. If the total cost of their revealed cards is $5 or more, they discard one of them. Otherwise, they discard both.
--- End quote ---

Asper:
I see that flashing on your cards means basically "revealing without knowing what the other players revealed", which isn't a concept we have in Dominion, yet. Obviously it creates situations where you are, let's say, the only opponent to reveal an action card Seeker, and are the only one who has to discard something valuable. I'm not sure i like that specific card, and i'm not sure Cardinal needs the cards to be flashed instead of simply revealing them, but it works nicely on Gleemen, Preside and Iron Smelt.

I'd consider unsing another expression over "flash", though, as the word already exists and means "to reveal for a very short time".

Asper:
About the individual cards: I think Preside and Iron Smelt are nice, and that Gleemen has an interesting idea that i'm not sure works as it is right now. As players can avoid getting hit as soon as there's a convention of "let's always reveal Copper if available", and there are only 3 basic types, i think it's going to be a dud very often. How about giving out Curses if you flash a card with the same cost as another player?

Also, Blueprint is a non-attack Copper junker for $2 as long as you have Copper yourself (which you will, because everyone will go for it). Is it supposed to say "each other player"? And "exactly equal" is the same as "equal".

Iron Smelt looks too good, but other players can make you "win" to steal your actions away and give you the (worse) coin outcome.

I think i like Preside the most here, although i have absolutely no idea how to play it right.

Co0kieL0rd:
Thank you Asper!

When I came up with Blueprint it cost $4 but today I thought it's just a weak card. Either you are Copper-junking (including yourself) or everyone gets a card of their choice - both pretty weak options. I'm not even sure it's ever an attractive card to buy.

Iron Smelt originally cost $6 but when other players actively influence the outcome, especially if it's terminal or not, it has to come with a severe discount, doesn't it? I would like to try it cheaper first so people actually go for it.

You are right about Cardinal. I was just thinking about its balance but forgot to make the fact that it makes people flash cards actually relevant.

Asper:
Oh, i missed the fact that Blueprint gives yourself a copy of the card. I assumed it would be other players revealing for them to gain a card, but that doesn't make much sense, does it? Yes, it doesn't give any benefit to your that your opponents don't get, and even costs you a card in hand. How about making it a Woodcutter instead of the +1 Action (still for $2)? After all, it's not strictly better than Woodcutter, and one can even consider the gain for other players a downside. However, i'd think about letting only other players flash (with you still gaining) and not giving out any cards if the lowest was $0.

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