Dominion > Variants and Fan Cards

Kru5h's card ideas

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kru5h:
My cards aspire to be the sequel to Intrigue. Lots of choices and duality. I call it Dominion: Conspiracy.

Card images by ThetaSigma12 and myself. Click to enhance.

Rabbits

You play this card and it goes on top of another card, preventing your opponent(s) from gaining cards from that pile until it's gone. It doesn't make players gain a curse, it doesn't even make cards cost more, it just makes the first card of a pile essentially cost two buys (or gains.)

But what if there are no +Buys? This could get quite annoying. Luckily Rabbits has +1 Buy, so there's always a card in the supply to alleviate that. Fight fire with fire, I always say. Of course, Rabbits aren't quite fire. When you fight Rabbits with Rabbits, you get more Rabbits. You didn't remove a Rabbits from the supply, you just moved it to a different supply pile. And now they're in your deck too, essentially functioning as a one-use buy. You can rid them from your deck, but then they just clog the supply board even more. These invasive vermin are everywhere!

You can also put this on the Curse pile and cursing attacks no longer work until that Rabbits is gained. Somebody playing a Jack of All Trades or Trader? Put Rabbits on the Silver pile.

Countess (Formerly: Scepter)


Cooper


Jetty


King Midas


Promotion


Ivory Tower

Why would you discard first? When you have a small hand. If you only have 2 cards, it's much better to discard then draw 5 than to draw 5 then discard back down to 2.

Cipher


Lost Coins


Bon Vivant

Bon Vivant. Full of action and everybody wants to be him. In fact, you can be him. Got too many terminals? When you play this, you can turn some of them into Villages!

Scientist (Formerly: Inventor)


Grand Workshop (Formerly: Kiln)[3rd place in a design contest!]


Cabin

A really tempting way to ruin your deck with Coppers.

Young Smithy


Bull


Camping Grounds

FAQ: Yes, 0 is even.

Concierge


Smorgasbord


Jungle

The above card is very similar to one of hypercube's events, but we both came up with it independently.

Financier


Junk


Bond


Maid


Mask Salesman(Formerly Pupils)[Contest Winner!]


Royal Terrace


Foundry[Contest winner!]


Tailor


Angry Mob

A $2 attacker. Quite vicious if you play 3 of them.

Rook

Probably been done before, but this is my own spin on it.

Toymaker


Tinker


Pulpit(v5)

A pure Reaction card. No Action part!

Path(v4)


General


Warlock(v7)


Commune(v1)


Bookstore(v10)


Campus(v3) Action - Reaction $5


Polis(v1) Action - Duration - $5


The last one is nerfed by virtually having one fewer in your deck. For example, if you had four of these, you would only be playing three of them because they don't activate until you play the next one. One is always in play doing nothing. You have to buy at least two of these to do anything with them.

Forest(v1) Victory - $6



Bonus Cards/Events/Others using extra Mechanics

Jinx Tokens
Whenever you have 6 or more Jinx tokens, you return 6 and gain a Curse.

Witches' Village


Caltrops


Critic


Loot/Cavern

This is fun, but split piles don't fit with the rest of the cards.

Profit

Turn one Buy into one money. Also, Golds are better.

Mulligan(v4)


Land Grab


Collection


Guard Tower


Experimental



Outtake Cards

Path(v8)

This could be interesting, but to make it work the way I want it to, it would need 7 or 8 lines of text. Way too much.

Dark Arts


Risk


Painter

Oops. Not only is this overpowered, but with two cost reducers, you can empty the pile instantly.

Cloister

Too similar to one of Asper's cards.

Bookstore

Too complicated.

Young Smithy(Previous Version)


Grand Workshop (Formerly: Kiln)[Previous Version, which emptied piles too quickly.]


Hound

Of course, you don't have to name one of those types. If you're desperate for an attack or a traveller, you can forgo the bonus and simply dig for that specific card.

Genie (Formerly: Magic Lamp)

Too powerful.

Benefactor

Empties piles too quickly.

Spike Pit (Formerly: Trap)

Replaced by Dark Arts (Event).

Plague/Plague Doctor

Magnifies too quickly.

Shield


Installment


Accomplice


Rearrange

Special thanks to Mali-mi and Commodore Chuckles for helping with this card.

Warlock

Double Cursing. This may be too powerful.

Locksmith

Locksmith unlocks your duration bonuses. Get tomorrow's bonuses today! For example, you can play Wharf and get +2 Cards and +1 Buy. Then you play Locksmith to unlock its additional 2 Cards and Buy this turn. (You discard Wharf at the end of this turn.) Turn Caravans into Labs. Turn Caravan Guard into Peddlers. Turn your Merchant Ships into +. Sometimes you don't want to fast forward your duration cards. For example, you want the attack bonus that Swamp Hag gives, but that's okay, it's nice to have the option. For cards like Champion and Outpost, this won't give you anything, but that's okay too; it doesn't mess anything up either. Sometimes there are no other duration cards in the supply, that's also okay because you can play it on itself.

Shortcut


Wasp (Supply = Same as Curse supply)

Turn extra buys into temporary junk for your opponents.

Parrot

This can be completely broken with the new Way of the Chameleon.

Dagger

Too weak and boring.

Sellout

Donald X copied me again! j/k I liked this card, but Donald's version is slightly more streamlined.

My submission for the +1 Buy contest. Too strong with Goons.


Blockade

I want this card to cost $2, but then it's too powerful in games with attacks. If it costs $3, it's too weak in games without attacks. Interesting double-defense card, though.

Tinker

Apparently trashing a card and putting it back into your hand can lead to infinite trashing with Fortress and Lost Arts/Champion. With Tomb in the set, that's infinite points.

Judge/Courtroom

I invented this before Fleet came out, but now Fleet obsoletes this card.

Pupils/Campus


Magic Coin

Too Powerful.

Settlement

Too similar to one of Asper's cards.

Bells

Was too powerful and way too easy to find Action cards to play. Also it's very similar to a rejected card Donald X. tried already. Oops.

Snakes

Slightly swingy. Not that exciting.

Young Noble

Too weak/boring.


--- Quote ---Warriors' Village Action - Attack,
+1 Card
+2 Actions
Each other player discards the top 2 cards of their deck. If they shuffle their deck, they gain a Curse.

--- End quote ---
This was a fun card, but had two fundamental problems.
1) Was very luck-based. When testing, sometimes one player would end up with 3 times as many curses as another player.
2) Why Village/Attack? You're going to buy Villages anyway, making them attack doesn't give them any extra incentive.

Cell

This card is probably way too powerful. Comparable to Hireling I think, but cheaper.

AdrianHealey:
I like all of these at first glance.

I might argue there is an argument to be made to be able to remove rabbits all together one way or another.

kru5h:
*I originally added Inventor here, but now I edited it out and added it to my main post.

tristan:
Option durations are an interesting idea but the most innovative thing here is of course Rabbits. I would just slightly buff it via giving it +1 Coin.

kru5h:

--- Quote from: tristan on October 19, 2016, 03:17:32 am ---Option durations are an interesting idea but the most innovative thing here is of course Rabbits. I would just slightly buff it via giving it +1 Coin.

--- End quote ---

I've actually been thinking about that for weeks. I've been 50/50 on it going back and forth, but I think I'm finally ready to accept that it needs +$1.

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