Hey all, Alchemy was my favourite set, so I've decided to make my own fan expansion, as a kind of follow-up to it. I'm looking for some feedback for some of the cards I'm working on here.
Mechanics I used not found in the Base game are Potions, Coffers, and Night cards. A lot of these cards are meant to be fairly simple Potion costing cards, doing pretty vanilla stuff, which I felt was missing from Alchemy.
I don't have artwork yet for these, since it's still a work in progress and I may cut/change lots of them.
First up is the Endowment. It can be added to the Kingdom (not the Supply) if Potion is being used that game. (Compare with Platinum/Colony.) This card is based on another fan card I saw somewhere, but I can't remember the name/cost/vp it gave. (If you have know, please give me a link so I can credit.)
Next up, we have a new Treasure:
Lead gets "transmuted" into Gold. I really like the "flavor" I got here, although it may be a bit off in terms of balance.
And a new Victory card:
At worst, Grove is a expensive Estate, but if you can go for pileout, it can be worth 2 or 3 VP.
Next, we have some simple Action cards:
These 5 are fairly self-explanatory I think. Just simple effects on Potion cards.
A couple more complicated Actions:
I've also dipped into some Night cards for this expansion:
Doppelganger and Tabernacle are just simple variants of Changeling and Chapel, respectively. Midnight Market is a nice way to help you topdeck a Treasure (maybe a Potion), which building up some money. Maybe it's too powerful to both gain it to your hand and let you topdeck a Treasure...
Gnome is a simple attack card, gaining a Silver (or Potion or something else) while junking your oppenents.
Any thoughts on these? Cards that look over- or under-powered?