As my first post I feel I should introduce myself. I'm a pure IRL casual player of Dominion, and most frequently play 4 player games with random kingdoms of 10 from all sets except the three small ones and Dark Ages. I love the game's design, how for the most part simple cards combine together to become either strong or weak, creating many strategies with no one 'solved' way to play every game. Its repeatability is great.
So I liked the idea of making fan cards and started thinking about some, trying to introduce new mechanics the game doesn't yet cover. I thought of a batch, then started browsing this forum (and not BGG's) to see if they were already covered. And indeed some of them were, but nothing exactly the same. So after a lot of thought and revision, then putting in a theme, I hope they're now good for posting them here and add interest. I see plenty of coverage on the Industrial Revolution already; thematics aren't important to me, it was just fitting. They can change if needs be.Mechanics
: cards that use multiple actions, refilling the Supply, sets of cycling one-shots, different attacks. I cover each of these one at a time.Cards that use multiple actions
- a mechanic I see has been explored, but not quite in the way I employ it. I feel it could be worth a revisit. I thought the main advantage to this mechanic strategically is needing fewer action cards, and that's what I've tried to work in, though of course this can end up meaning more Villages. So to get around both the Village idiot play and games with no Villages, each action card should be strong with just one action used on it, and there can be...action tokens
to save space. Again I see this has been explored, the same idea that they give +1 action on use and you spend them following the same rules as calling Coin of the Realm. Actually, I first thought of these to make tracking easier; put one on a card for each extra action used on it. Seemed a bit clumsy to use tokens just for this, so now they can be used by cards.
Onto some cards, but first a note on language. When a card says you may use an 'extra' action, it lets you use another action on it after playing it to trigger another effect, so you will need to have played a Village or spent an action token to do this. As soon as another action card is played you can no longer use extra actions on the previous card.
Potteries - Action, You may use an extra action to do the following twice. Choose one: +3 cards; or +1 buy, + $2. $6 cost.
The simplest first to illustrate the principle. In games with no Villages this may be a viable buy as a big money enabler. With Villages you can choose between playing Smithy/Hunting Grounds (HG when you choose it on an extra action, for the same effect of +3 handsize; this is why this costs 6) or a weaker but complimentary Woodcutter (any stronger, like giving $3, and I feel this would be imbalanced in games with loads of actions). Two effects you want to put together, combined in one card - Village-Hunting Grounds-Woodcutter is harder to build and draw than Village-this.
Advancing Village - Action, +1 card, +2 actions. If this was played from your hand, take an Action Token. $5 cost.
Putting action token and Village together is easy enough, and shouldn't be too boring. This needs awkward wording to prevent it replaying itself infinitely with Executive (below) in play. And Thrones are a debatable case - I would say TR/KC and variants could get tokens each time, as they effectively play from hand multiple times, whilst Royal Carriage couldn't. A simpler but weaker alternative is to take the token at the end of your turn.
Cameo - Treasure, + $2. Take an Action Token. You may put a card from your hand on top of your deck. $4 cost.
I thought a way to gain action tokens in the buy phase would be a neat idea. This lets you put a terminal action you can't play back on the deck so it's more interesting.
Canal - Action, +1 buy. You may use an extra action on this. If you do, cards everywhere cost $2 less this turn, but not less than $0. For the first time Canal is played on your turn, when you gain a card, you may gain a Treasure costing up to $4. $5 cost.
This was always supposed to be a card needing 2 actions for its best effect; I chose cost reduction since having numerous actions would be a good challenge for triggering a mega turn (the +buy being first means you get it on every use). Then the no-Village case... The current first play effect is strong and hopefully costs 5, combos with the cost reduction and +buys but plays very differently.
Colliery - action, +1 card. You may do the following once, use an extra action to do it twice, or two extra actions for three times: + $2, discard a card. $4 cost.
A card using 3 actions would surely be a payload one, since if you get to have 3 actions then the game likely favours engines, and you use actions on payload in an engine. This is an epic terminal silver, with the -1 handsize negative since I feel the potential of + $6 on one 4-cost card is strong. There's Diadem, sure, so this may not be different enough.
Executive - Action, +1 card. Discard up to 2 Treasure cards. Take an Action Token per card discarded. While this is in play, when you spend an Action Token you may replay the last action you played instead of +1 action. $6 cost.
It can change some action tokens into reserve Royal Carriages, whilst gains them by discarding Treasures. It enables mega turns, and likes decks with action cards in but also plenty of Treasures, as do several cards in this set. It can simply replay itself to increase handsize by 1 and discard more Treasures.
Expert - Action. Choose one: +1 card, +1 action, + $1 or +1 buy, then replay the last action you resolved that is not an Expert. $5 cost.
Play a copy of the last action with an added Adventures token of your choice, though immediate Thrones do not count as they aren't yet resolved. A diverse engine piece strong in many situations though likes to have a Village to play at its best.
Glassworks - action. You may use an extra action to do the following twice. Choose one: return up to 2 cards from your hand to the piles they came from, and you may gain a card costing exactly the total of the returned cards; or draw up to 6 cards in your hand. $5 cost.
Pairing decreasing handsize with a draw-to-X. The different way to do the former makes for a diverse card; deck trimming, Forge-ing new cards, or re-triggering on-gain effects. It can return non-Supply cards as well, like a Teacher that's finished with.
Labourer - Action, +1 action +1 buy. If 2 or more actions have been used this turn, +1 card + $1. $2 cost.
A Conspirator variant works well, and this set had lacked +buys and 2 cost cards. I thought what would fill the gap is a delayed Market. Perhaps it goes overboard on buys and would be better as a plain cantrip when not activated.
Patency - Action. When you first gain this, set aside 2 different Action cards other than Patency from the Supply costing up to a total of $8. When you play this, it becomes the action on the left until it is resolved, then, unless this has left play, the one on the right. $7 cost.
Ideally it would want a mat to put the set aside cards on. Take two cards in the kingdom and put them together into one, to condense deck power into fewer cards but subtly add to their power; a Village-Smithy Patency would leave +3 handsize 2 actions whereas a played Village then Smithy would leave +2 handsize 1 action, or it can play two terminals with one action. The wording is weird to deal with having a duration and a reserve card, so to answer anticipated FAQs:
- if a reserve is first, on the left, the right card never gets played as the Patency goes straight to the Tavern mat, leaving play. Bad move.
- if a duration is on the left; the rule for durations is they are 'resolved' after doing the immediate turn's effects. So do this, and Patency then becomes the card on the right, and thereby loses the later turn effects. This saves trying broken tricks with Hireling or Tactician. Then there's cards where the later effects depend on how they're resolved; Haven, Gear and Archive. Any set aside cards can go by the Patency mat should the card on the right leave play.
- if either are on the right, they play normally.
(And yes thematically no player should copy another's Patency, but that can make silly first buyer advantage.)
Steelworks - Action. You may use an extra action to do the following twice. Choose one: draw up to 9 cards in hand, then put 3 cards from your hand on the bottom of your deck; or reveal your hand, and if there areÖ 3 or more Treasures, + $2; 3 or more Actions, +2 actions; 1 or more Victory cards, +1 buy. $5 cost.
A kind of sifter with an Ironworks-like bonus according to the hand you leave yourself with. It can be a self-contained engine, so with the strength of the sifting as well this may be too strong.
Taskmaster - Action, +1 card +4 actions. When you gain this, draw 2 less cards for your next turnís hand, down to 3. $4 cost.
Some games with this set will need something like this, but playing 3 Villages in 1 card needs something to balance it out. If Colliery seems a bit weak this card is why. This should take skill to use well whilst not being too harsh - there could even be a use for the on-gain effect, like when you know the top 5 cards of you deck for next turn are all good and you can't afford 2 of them getting Militia'd.
Textile Mill - You may use an extra action to do the following twice. Choose one: +1 card per card in your hand, discard up to 3 cards then put your hand on top of your deck in any order; or gain a card costing up to $4 into your hand. $5 cost.
A kind of Tactician variant I made to fit some of the cards in this set, mainly the cycling one-shots. The more you do in a turn, generally the less you can do with the next. Then I saw I could simply tack on a second effect Workshop, the card going to hand so you could then put it in the deck of you chose again. But maybe gaining two 4s to hand is too good for one card?
Tutor - action duration, +1 card +1 action. You may set aside an Action or Treasure card from your hand face down. At the start of your next turn, choose one: play it; return it to the pile it came from; or discard it and +2 cards. $3 cost.
This was the very first card I did, which changed several times. It principally let you play an action at the start to enable using the turn's action for a second effect. It finally got to deal with Treasures to maximise diversity and draw dead less often.
And one I'm unsure on:
Refinery - Action. You may use an extra action to do the following twice. Choose one: trash a card from your hand and gain a card costing up to $2 more than the trashed card; or look through your discard pile and put a card from it into your hand. $5 cost.
I see Donald found a to-hand Remodel too strong, but could it be OK across two actions? Thrones can work too.
The next mechanic on another post.