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CPiGuy's Cards

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CPiGuy:
Hi all. I've been designing some cards, and I thought I would share them and hopefully get some feedback. Card images with pretty art can be found here. (All the cards are independent of each other, except that Orphan/Orphanage and Purchase/Territory are split piles, each with the less expensive card on top.)

Card texts:

Accountant; $7 Reaction
When you would discard or trash cards due to the effects of a card other than an Accountant, you may reveal this card, and instead get +1 Card per card you would have discarded or trashed.
When you would draw cards due to the effects of a card other than an Accountant, you may reveal this card, and instead trash a card from your hand for every card you would have drawn.

Alley; $2 Action
+1 Action
This turn, cards cost $1 less, but not less than $0.

Battle; $3 Event
Each player (including you) trashes a card from their hand or discards 3 cards (their choice). Draw an extra card for your next turn.

Blockade; $3 Action
Put this on top of any Supply pile.
Choose one: gain a Gold, or gain a Blockade from the Blockade pile, or +2 Cards.

Charlatan; <5> Action - Attack
Choose one:
Return <1>, and if you do, each other player takes <1>;
or take <1> and take a Coin token from each other player with one;
or take <1> and take 1VP from each other player with any.
Choose one: take a Coin token, or +1VP.
---
When you gain this, each player takes a Coin token and gets +1VP.

Circle the Wagons; $5 Event
Choose one: trash an Attack from the Supply, or trash an Action card from your hand or from play and gain a Victory card costing up to $2 more. If you did either, choose one: gain a Reaction card, or trash a Victory card from your hand and gain an Action card costing up to $3 more.

Credit; $4 Treasure
$2
When you play this, all cards cost $2 less (but not less than $0) and <2> more.

Cursed Altar; $3P Action
You may trash a card from your hand. If you do, gain a Curse and a card costing up to $5 more than the trashed card.

Custom House; $3 Action - Attack - Duration
You can't buy Victory cards this turn.
Until the start of your next turn, other players can't play more than 4 Treasures, or more than 1 non-Copper Treasure, per turn.
At the start of your next turn, +$1.

Cyclone; $5 Action - Attack
Trash a card from your hand. Each other player may trash a more expensive card. If they don't, they gain a Curse, and discard a card for every $2 the trashed card cost.

Dead City; $3 Action
+2 Cards
+1 Action
You may discard a Curse for +1 Action. If you don't, gain a Curse.

Demolition; $4 Action
You may trash a card costing $6 or more. If you do, +8VP.

Deserted Village; $2 Action
+2 Cards
You may discard any number of cards, for +1 Action each.

Drought; $4 Action - Attack
Choose one: trash a card from your hand, or discard two cards. If you do, each other player chooses one: trash a card from their hand, or discard two cards, or gain a Curse to their hand, or gain two Coppers to their hand.

Duel; $1 Event
Each player sets aside a card from their hand. Then, all players reveal those cards. If any player revealed an Attack or Curse, all other players gain a Curse. However, if any player revealed a Victory card, they get +1VP and don't gain any Curses. If you reveal an Attack or Curse, you additionally get +1VP. Then, players return their revealed cards to their hands. If you didn't gain a Curse, +1 Buy.

Dysentery, $0 Event
Each player gains a Curse, putting it on top of their deck.

Emigration, $3 Action
Trash four or five cards from your hand. Gain five or six cards with a total cost up to double the total cost of the trashed cards.

Exchequer, $4 Treasure
When you play this, put the contents of your Exchequer mat in your hand. Then, you may put any number of Treasure cards from your hand into your Exchequer mat. This card is worth $1 if there are cards on your Exchequer mat, and $0 otherwise.
Rules clarification: everyone can see what's on everyone's Exchequer mat at all times.

Express, $2 Event
Pay any amount of $. If you do, gain a card to your hand costing the amount you paid. If it's an Action, return to your Action phase and play it; if it's a Treasure, play it. (If it's both, choose one.)

Flagellant, $6* Action
+1 Card
+1 Action
+$1
You may gain a Copper. If you do: +1 Card, +1 Action, and you may trash a card from your hand that is not a Copper or Curse.
You may gain a Curse. If you do: +1 Card, +$1.
--
If you gained a Copper this turn, the price of this card is decreased by $1. If you gained a Curse this turn, the price of this card is decreased by $2.

Flea Market, $6 Action
+1 Buy
+$1
If you have now played a Flea Market an odd number of times this turn, +1 Card.
Choose one: +2 Actions, or return this to your hand.
I'm thinking of making the middle clause something like "Turn over your Flea Market token (it starts every turn face down). If it's face up, +1 Card.

Ford, $2 Event
Trash exactly 5 cards from your hand. If you do, +5VP.

Fortified Moat, $5 Action - Reaction
+1 Card
+1 Action
When another player plays an Attack card, you may reveal this from your hand, to be unaffected by it.
When another player buys a Treasure or Victory card costing $5 or less, you may reveal this from your hand. If you do, gain a copy of that card.

Frontier, $5 Victory
Worth 2VP for every remaining copy in the Supply of the Victory card costing the most $.

Herb Garden, PP Victory
Worth 1VP for every Potion in your deck.

Homestead, $4 Treasure
When you play this, reveal your hand. This card is worth $2 for every Victory card revealed.

Land Grant, $3 Reaction - Reserve
When another player buys a Treasure, you may put this on your Tavern mat, to gain a Treasure costing less than the one they bought.
---
When you buy a Victory card, you may call this, to gain a cheaper Victory card.

Liege, $5 Action
You may gain both a Duchy and an Estate. Play a Victory card from your hand as if it were an Action card from the Supply costing less than it that you choose. It gains the abilities and types of that card until it leaves play.

Magistrate, $4 Action - Attack
+1 Card
Each player (including you) reveals their hand. For each player (including you) choose one: they discard a card with the highest cost, or they gain a copy of the card with the lowest cost. Then, every player (including you) gets +1 Card.

Mendicant, $3 Action
Gain a Copper, a Silver, and a Gold to your hand.
Trash three cards from your hand.

Military Village, $5 Action - Attack - Looter
+1 Card
+2 Actions
Each other player discards a card.
At the end of your turn, if any other player has fewer than four cards, they may draw up to three or four cards in hand (they choose). For every two cards they draw (round up), they gain a Ruins.

Mountain Road, $5 Action
While this is in play, Treasures cost $2 less, but not less than $0.
---
While this is in play, when you buy a Treasure with nonzero cost, +1 Buy.

Native Guide, $4 Action
You may discard your hand.
Reveal the top 6 cards of your deck. Discard any number of them, and put the rest of them back on top in any order. Draw up to 4 cards in hand.

Orphan [top half of split-pile], $1 Action
+$2

Orphanage [bottom half of split-pile], $2 Action
+1 Card
You may choose one: play an Action costing $2 or less from your hand, or play an Action costing $1 or less from your hand twice.

Posse, $5 Action - Attack - Reserve
+5 Cards
Discard 4 cards.
Discard any number of cards. Each other player discards that many cards.
Put this on your Tavern mat.
---
When anyone plays an Attack, you may call this, to gain a Gold, putting it on top of your deck.

Prairie Schooner, $5 Action - Duration
Look at the top four cards of your deck. Discard one, set one aside, and put the other two in your hand.
At the start of your next turn, put the set-aside card in your hand and +2 Cards.

Public Assembly, $3 Action
If this is not the first Action you've played this turn, +5 Cards;
otherwise, +2 Cards.
You can't play any more Actions this turn.

Purchase [top half of split-pile], $3 Victory - Treasure
1VP
$1

Territory [bottom half of split-pile], $6 Victory
2VP
---
Additionally worth 1VP for every Purchase you have.

Rebellious Province, $5 Victory
6VP
---
In games using this, when you discard your hand during Clean-up, reveal it, and put all of the Rebellious Provinces in it on top of your deck.

Royal Marriage, $0 Action
+1 Card
Discard a card.
---
Once per turn: When you buy this, +$3 and +1 Buy.

Salt Pan, $3 Action - Reserve - Victory
+1 Card
+1 Action
Put this on your Tavern mat.
---
At the start of your turn, you may call this, to trash a card from the Supply.
---
1VP

Shopkeeper, $4 Action
Gain a Treasure.

Siege Tower, $4 Action - Attack
Each other player reveals their hand. For each opponent, choose one: +$1, or they name a card, and then you name a non-Victory card, and then they trash a card from their hand that you choose that is not the card they named, gain a card costing up to $1 more than the trashed card that is not the card you named, and draw a card.

Sinecure, $3 Action - Victory
+1 Action
+$1
1VP

Standard Bearer, $4 Action
You may play an Attack from your hand twice, but it does not affect other players.
You may discard an Action. If you do, +1VP.
--
While this is in play, when you gain a Victory card, +2VP.

Survey, $5 Event
Reveal the top 8 cards of your deck. You may trash one of them. You may set one aside and put it into your hand at end of turn (after drawing). You may put up to two of them on top of your deck. If you revealed three differently-named Victory cards, +2VP. Discard the remaining revealed cards.

Tax Collector, $5 Action - Attack
Each other player reveals his hand and takes <2> per non-Copper Treasure revealed.

Wassail, $1 Event
+1 Buy
Pay up to $3. For each $ you paid, take a Coin token.

Wise Woman, $4 Action
Trash a card from your hand. If it...
is a Victory card, +1 Action
costs $0, +3 Cards
is a Curse, discard a Treasure from your hand, or reveal a hand with no Treasures.

Waterfall, $8 Action
+1 Card
+1 Action
+1VP
---
You can't gain this if you have any Waterfalls in play.

GendoIkari:
I think you'll get a lot more feedback if you post the text of the cards here instead of just a link to a Google Drive folder. Pretty images are nice to look at, but posting the card text allows people to respond to each card wit the text in their response, which makes it a lot easier for you and others to read through responses.

GendoIkari:
But some notes anyway...

Alley is more or less the same as Copper... so I wouldn't buy it even if it cost . Unless I already had a great engine with lots of +buy. Maybe if the card itself gave +buy it could be ok.

I think I like Battle a lot.

Blockade - I'm assuming that "Gain a Blockade" should allow you to gain any Blockade that's on top of a pile? I dunno if there's clear rules for that in Dominion. The card seems probably weak; though maybe a delayed Gold for is ok.

Charlatan - giving debt is a dangerous thing; because if you find a way to stack it; you can lock people out of the game. The - token already serves as a way of giving out debt but in a way that's self-limited.

Credit - This is basically already what Capital does.

Cursed Alter - Maybe pretty good? I like that it both gives you a Curse and a way to turn that curse into a . I think I like this card.

Custom House suffers from the problem of creating possibly contradicting rules. What if an opponent plays Venture, and that Venture finds a Venture? As far as I know, it's never been ruled that in Dominion, an effect that says "you can't" overrides an effect that says "do it". But also, the attack just seems way too harsh. It basically locks people out of the game.

Cyclone can lock people out of the game by having non-limited discarding.

Dead City might be crazy powerful in a game with other Cursing available. Curses quickly go away, then you just have a cheap Lost City.

Demolition is probably way too powerful. Trashing Provinces with it is an automatic decision, and trashing Golds is almost always the right choice too.

Deserted Village seems too strong if there's no trashing, and you'll usually have an Estate to discard.

Duel just seems like way too much text and if statements that I didn't even want to read the whole thing. Of course, Possession has this problem too.

Dysentery is interesting in that in the early days of Dominion, a lot of people mistakenly thought that if you bought a curse, it went to your opponent. I'm worried that on a lot of boards, the right move is just to buy this every tun until Curses are gone.

Express gives every action card Villa's ability... maybe too strong.

Flea Market gives infinite money and buys with Champion or a +1 action token.

Herb Garden seems interesting.. but no idea how it will play out. Potions are almost dead cards, so it's like buying a bunch of Estates sort of. Maybe similar to Silk Road.

I'll try to look at the rest later.

ThetaSigma12:
I just have to say, these are some of the most original and cool cards I've seen posted for a long time!

Edit: I'm definitely gonna try to redo some of these so I can possibly print them. I love them!

CPiGuy:

--- Quote from: GendoIkari on September 14, 2017, 01:37:44 pm ---Blockade - I'm assuming that "Gain a Blockade" should allow you to gain any Blockade that's on top of a pile? I dunno if there's clear rules for that in Dominion. The card seems probably weak; though maybe a delayed Gold for is ok.

--- End quote ---

Actually, the intent was "gain a blockade from the blockade pile". I've changed the wording to make this explicit.

I'll respond to your other comments and add text in the post later -- thanks!

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