I’ve been playing Dominion online and IRL for a few years now and only in the last few months have I started getting more involved with f.ds discussions and tournaments and such. It’s an awesome community (one of the most friendly and respectful I’ve seen on the internet) and I’ve been learning a ton by reading and posting and playing. And now, I’m trying my hand at a small fan expansion!
Currently it’s 15 cards, that mostly revolve around the theme of discarding for benefit and cycling cards that either like or can create small hand-sizes. Since these are my first cards, I kept them simple—no durations, tokens, reserves, debt, potions, travellers and such—just 13 Actions (2 Attacks), 1 Treasure-Reaction, and 1 Victory. All have gone through some playtesting, but I'm continuing to playtest and modify as I go.
For now I’d love to get feedback from the community—do certain cards seem too strong or too weak, does wording need to be more clear, do certain mechanics need reworking, etc. I appreciate your help! Please post comments below.
: With feedback and further playtesting, I'll be periodically posting revised or updated versions of cards here in the OP as well as below. New Card
(see updates below!):
(see updates below!):
Fish Market (minor edit only)
Peasant VillageRevisions Pending
I’ve discovered a new planet—I mean, card-shaped thing! I wanted a cheap Vagrant/Patrician that prefers variety. The first version of Astronomer was effectively a mini-Hunting Party, but that immediately proved to be too strong in play testing—way too easy for them to just be $2 Labs. This revised version checks another player's hand instead.
Unlike most of my cards which started with a card idea or mechanic, and got names and images later, Brewery started with the name and image. Emulating the drunk monk, I wanted a weird hand-discarder like Minion that works out for you in the end. You can keep your best 2 cards, or if your cards suck, discard them all and draw 3 more, to go with your extra Action and Coin.
My Butcher variant that uses discarding instead of Coin tokens for Remodeling. Early on, it also drew a card, but this made it just a bit too easy to gain cards costing $4 more, so the +1 Card was removed.
Corridor is a replacement for Cryptex, a card that I found to be too swingy after playtesting and feedback (see removed cards below). Corridor is a discarder for coin, similar to Storeroom and Vault, but it plays very differently from them, since it has a limit on how much it can discard. To go along with the theme of cards that either like or create small handsizes, Corridor handily does both (it's especially nice after getting hit with a handsize attack as it will draw you back up to five cards). And of course the most compelling part of the card is its chaining ability. The discarding and drawing synergize nicely to create an engine that can sift and generate payload at the same time, but this of course requires you connect your Corridors, which can be difficult to do since the first one often doesn't draw.
Pretty simple digging card—like a Sage that only draws the type of card you want, at the cost of reducing your hand-size by one.
Market is a nice card, but sometimes it feels sad to pay $5 and not use all the +Buys or Coin. Introducing Fish Market, where you can build your own Market! Need a Village? Just discard a card. Need +Buy? Just discard a card. Need Coin? You know what to do. Don’t need any of those? Then just draw a card. Need an actual Market? Well you probably should have just bought one of those then. It’s the flexibility you’re paying for in Fish Market.
The very first card I made. I’ve always loved Draw-to-X cards, and I’ve been sad that there aren’t more of them. Granary skips either Actions or Treasures, and then offers a choice of discard for benefit at the end. It has some fun self-synergy and can be useful for Big Money and engines alike.
My attempt at a fast Big Money enabler. Also a lesson in basic personal finance: I can spend all my money now, invest a little in a short term return next turn, or invest a lot in a long term return next shuffle. If only it was this simple in real life..
Everyday, the Marshal comes to town, demanding we turn over our fugitives. Marshal is a handsize attack where what your opponents discard determine what the card gives you, +$3 or a cantrip. You name the "fugitive" card and then other players have to decide if they'll discard it or keep it and discard other, probably better cards instead. Can be nice payload, but the fact that other players have a bit of power over what you get makes the card sometimes unpredictable.
A cheap village that gives you a choice of what to do with the top card of your deck. It can offer +Buy with a little sifting, light trashing, or a draw and discard--all useful things, but the randomness makes the card play a little bit differently each time.
Another Draw-to-X style card, this time in Peddler form. The fewer cards you have in hand, the better Poet gets. With five or more, it’s a nonterminal Copper: okay, not so great. But it has the potential to draw two, three, even four cards. Good thing you’ve been playing all those discard for benefit cards!
The curser for this set, just a $5-cost Smithy plus that uses Mountebank-like moating with Victory cards. Plus, with each one you get, everyone else can take a free Duchy--junking themselves in exchange for some extra protection and +3VP.
I wanted both a trasher and gainer in the expansion, and then I had the idea: why not make a card that does both? Smelter is flexible, trashing like Steward or gaining like Workshop, and if you’re feeling adventurous, you can do both, but then your opponents get to trash too. Better make it worth it!
Playing Treasures from your hand is so old school. Nowadays we just discard them instead! Introducing Trinket, the Treasure you can’t wait to discard! On play, it’s just a nonterminal Herbalist, but you can also play it on your next Buy phase by discarding it. Anything Tunnel likes, Trinket likes too.
The first version of Water Wheel had 2VP and could be discarded from your hand at the start of your turn for a bonus but it proved to be confusing, overpowered, and could lead to weird discarding loops. So it was scrapped and replaced with this version, still with 2VP but now a Scheme-like on-buy effect. Basically, you can discard whatever cards you have left in your hand to Scheme that many cards you have in play (including Treasures) to use next turn. With just a few discards, you can set up an ideal next hand. It’s pricey though, and only worth it if you actually have some cards left in your hand when you buy it, otherwise you just spent $6 for 2VP. And of course, once it’s in your deck, Water Wheel is a dead card—and another prime target for discarding when you buy another one.
Wow, a Lab + Horse Traders without discarding for $4? Yeah, well guessing one card for Wishing Well is hard enough, this requires you guess two. Cryptex can be a payload card, that rewards deck tracking and careful finesse with your discarding (or just good guessing). And you’re not too sad if it misses, you get the best card of two cards (at the cost of reducing your hand size) and hey, now you know half the code for your next Cryptex—just don’t keep guessing wrong.
After more playtesting and feedback, I've decided to remove Cryptex. Though it was a cute payload card, it's also pretty swingy and can be annoying when you repeatedly miss, so I've replaced it with another card, Corridor (see above).