Entering a Dungeon is dangerous. You never know what might happen - is this way the right one? Or that one over there? That Scallywag earlier told you to always head right. But isn't right on the left side and left on the right side once you turn around? You slowly get doubts about your decicion. All you know is that at the end of this cave, treasure awaits. However, you don't even know what kind of treasure. The one who told you about it actually seemed quite confused, now that you think about it. Whith his pile of hats in the backyard and a stuffed penguin on his shoulder. What if all you find is a stupid hat at the end? Or even worse, a letter telling you that friendship is the real treasure? While we're at it, you seem to have lost some of your companions on the way. Not that it matters. The greater good, and stuff. They had to go. You're the boss. Is that light back there? Not that I'm getting my hopes up. It's probably just a damn Obstacle again. Stupid obstacles, startin' to get on my nerves, always in the way.
As soon as I find my way out again, I'm going to buy a hat to show this place who's boss.
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So, you're over the cheap, Donald-Rip-Off-Intro-Text now, hm? Wanna see some cards? Alright, here you go, my friend! But keep in mind that this Dungeon is yet to be fully explored. If you find a hat on your way, hand it to me. I like hats.
-Seperate V1-
Action - (3)
+1 Coin
Reveal your hand. If there are no duplicate cards in it, gain a Gold. Otherwise, gain a Silver.
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-Seperate V2-
Action - (5)
Reveal your hand. If there are no duplicate cards in it, gain a Gold. Otherwise, gain a Silver.
+2 Cards
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A Menagerie rip-off, obviously. Priced at (5) because drawing cards and gaining Silver / Gold might turn out quite strong, actually, even though always gaining the same kills the variety needed in your deck to gain Gold.
The second version is weaker. I won't make it a card without an effect on its own, because that's boring. +1 Buy is no good on this. +1 Card is boring. +1 Coin seems okay to me. +1 Action is too good, I think.
-Companion-
Action - (4)
+1 Card
+1 Action
If this is the first time you play a Companion this turn, name a card.
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While this is in play, the card you named when you played the first Companion costs (1) less, but no less than (0).
During your Clean-Up Phase, you may trash this. If you do: +1 Card.
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Yeah, I posted this card before, but now I plucked a "You may trash" on it for more Fun. Also, sometimes you have to sacrifice your friends to move on. That's just like it is. Or isn't it? Would they help you more in the long run? Who knows...
-Fountain of Fortune-
Treasure - (5)
Worth: (0)
When you play this, gain a Silver, putting it into your hand.
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When you trash this, every other player gains a Copper.
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It's a pretty simple card. I don't think it is too weak, but I'm not sure. I added the "On-Trash" because it's a Fountain of Fortune. And well, it gives something to everybody.
-Loot-
Trasure -Victory - (3)
Wort: (1)
When you play this, reveal the top card of your deck. If it is a treasure, put it into your hand. If it is an action, put it back or discard it, your choice. If it is neiter a trasure nor an action, discard it.
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1 VP
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A "simple" card. Since it's loot, you never know what you get, so it's a bit of everything. It's a treasure that plays like an action that also gives VP. I like it... do you also?
OBSTACLE CARDS
-Obstacle-
Action - (0)
+1 Card
+1 Action
(This is not in the supply.)
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There are 10 Obstacles in play for each player, unlike Curses and Ruinses. With two players, you have 10 Curses, but 20 Obscacles. With 3 player, 20 Curses, 30 Obstacles, and so on...
This one seems pointless, doesn't it? It actually is, without the following three cards. But move on...
-Hallway-
Action - Attack - (3)
+1 Card
+1 Action
Every other player gains an Obstacle.
Every other player reveals his hand. If he has at least one Obstacle in his hand, he trashes one of them and gains a curse.
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Obstacles on their own aren't that bad as long as you know a way around them. Sometimes, however, they will block your way through the dungeon. Ah, I'm not sure with the name of this one, by the way.
-Ghost Town-
Action - Duration - (4)
+1 Card
+1 Buy
+1 Coin
Every other player gains an Obstacle
At the start of your next turn: +1 Action
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As long as this card is in play, whenever another player plays an Obstacle, he gains a curse and may trash the Obstacle.
No matter how many Ghost Towns are in play, a player cannot gain more than one curse per played Obstacle.
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When you enter a Ghost Town, you're quite positive about it at firest - all the stuff possibly waiting for you to be grabbed! After a day in that spooky, lonely place whithout anything valuable you can't wait to get out. You'd even ask that Margrave or that Smithy-Guys you never really liked to help you.
-Scallywag-
Action - Attack - (5)
+3 Cards
Every other player may discard an Obstacle. If he doesn't, he gains an obstacle and a curse.
You may gain an obstacle. If you do: +1 Coin
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That's the guy who told you about this godforsaken place! Guess all he wanted in the end was your hat.
-Bandit Hideout-
Action - Reaction - (5)
+1 Card
+1 Action
+1 Coin
Every other player gains an Obstacle.
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When another player plays an Obstacle, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card, +1 Action and return this to your hand.
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If you're not hindered by an Obstacle, the Bandit's won't do much. However, as soon as your sight is blocked, they pull out their strongest moves to bring you down!
So, what do you think? About the "Obstacle", especially? Criticism is always welcome.