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Author Topic: Make up your own card?  (Read 31013 times)

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rinkworks

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Make up your own card?
« on: June 16, 2011, 03:29:17 pm »
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Does anybody use the blank cards to make up their own kingdom cards?  It's probably the game designer in me, but I keep having the urge to think up my own card ideas.  I'd like to share one here, but I'm interested in cards that other people have made up and found to work well in their own home games.

One I've found to be very nice is one I've named Architect.  It's a 3-cost card that does this:  "+3 cards. +$1. Put 3 cards from your hand on top of your deck."  I've gone back and forth over making it cost 3 or 4, and whether the monetary bonus should be +$1, +$2, or +$0, but those details are peripheral to the main function of the card.

The reason it's called Architect is that it lets you coordinate not just your current hand but a good chunk of the next one as well.  There is no +action, so you probably want to push actions back on top of your deck, but if played with a village, you still have the freedom to try to plan whether an action sequence is played in the current hand or the next one.  You can also use it to try to group together Treasure Maps, make sure Throne Rooms get paired up with an action, or give your Bishop the card you want to trash.

Two similar cards are Warehouse and Courtyard; interestingly, I made up this Architect card before I became familiar with Intrigue and Seaside, so I didn't derive my card from either of them.  In any case, both Warehouse and Courtyard play very differently:

With Warehouse, the fact that you discard the three cards, rather than returning them to your deck, makes Warehouse a simpler affair -- just discard anything green, for example, any terminals you won't get to, etc.

Courtyard is more similar and yet, somehow, completely different.  The "put one card back" lets you save an action card you wouldn't get to use, but you don't really get to set up your next turn, which is what my card is designed to do.  I find I don't really much care about Courtyard in most games, but Architect seems to fit well in a variety of situations.  The one drawback is that deciding what three cards to put back can be complicated, so it can slow the game down a bit when it comes up.

Thoughts?  Has anybody else made up a card that plays well?
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RichyRich

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Re: Make up your own card?
« Reply #1 on: June 16, 2011, 04:19:12 pm »
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My friends and I have toyed around with the idea of having a card that grants a lot of money, or cards, at the price of actions that you currently have. We never got around to designing an actual card, but the we toss it around every now and then.
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Jack Rudd

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Re: Make up your own card?
« Reply #2 on: June 16, 2011, 04:23:58 pm »
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My friends and I have toyed around with the idea of having a card that grants a lot of money, or cards, at the price of actions that you currently have. We never got around to designing an actual card, but the we toss it around every now and then.
That's difficult to make work within the context of the rules as they are written.
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Glooble

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Re: Make up your own card?
« Reply #3 on: June 16, 2011, 04:24:39 pm »
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That is definitely an interesting concept. The only card that offers a similar effect right now I think is the reaction component of secret chamber - useful for countering thieves and pirate ships, mostly. I bet architect would be good in similar situations. Sea Hag, Bureaucrat, Rabble, and Spy are all cards that would make me wary of it though. Combo it with Scrying pool and a world of possibilities open up.

Slightly off topic - you're not the guy who runs rinkworks.com, are you?
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Re: Make up your own card?
« Reply #4 on: June 16, 2011, 04:26:08 pm »
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It's similar to courtyard, but very different from warehouse.  This card would work very well in decks with +actions that let you have access to extra cards, then enabling you to draw the others back using labs, etc.  Putting cards back also works with lookouts, loans, ventures, farming villages, etc that depend what's on top of your deck (as long as you still have actions except loan). Warehouse cycles through decks heavy in low value cards, trying to play the more powerful cards more frequently and shuffle faster to play them again.  If that's the type of deck you have, you don't want to be returning those cards to it.  That said, the card seems like it would be very situational - very useful in some, and not very in many.
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rinkworks

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Re: Make up your own card?
« Reply #5 on: June 16, 2011, 04:31:55 pm »
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Slightly off topic - you're not the guy who runs rinkworks.com, are you?

In fact, I am.  Hi!
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Glooble

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Re: Make up your own card?
« Reply #6 on: June 16, 2011, 04:49:08 pm »
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I'm a big fan. Ok, done being off-topic now.

This could combo brilliantly with trash-for-benefit cards, especially Forge. Also, Baron.
« Last Edit: June 16, 2011, 04:51:17 pm by Glooble »
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Blaeu

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Re: Make up your own card?
« Reply #7 on: June 17, 2011, 03:32:59 am »
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I have never really thought about asking for feedback on cards I have made up since... well, I made them up.  Here are my two favorite cards I play with that I've tried hard to balance.

A Victory card: Ancient Tomb -- Cost: $4

Worth 1 Victory Point per Curse you have.

This basically turns Curses into something you wouldn't mind having, to something you would actually buy.  It also really changes how powerful some attack cards like Witch are.  It seems to work when I play with my friends, but I haven't had the opportunity to try it with better players.

My second card:

An Action - Attack card: Spite -- Cost: $4

+1 Action
Trash a card from your hand.  If you do, each other player discards one card.

It's very slow as far as trashing goes, but I wanted to combine trashing and attacking.  It started out without the +1 Action, but it seemed too weak like that and no one really wanted it.  The fact you have to trash a card to trigger that attack prevents the +1 Action from allowing you to chain more than two (baring certain +Card combos).

I would love feedback on either card.
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chwhite

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Re: Make up your own card?
« Reply #8 on: June 17, 2011, 04:04:18 am »
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I have never really thought about asking for feedback on cards I have made up since... well, I made them up.  Here are my two favorite cards I play with that I've tried hard to balance.

A Victory card: Ancient Tomb -- Cost: $4

Worth 1 Victory Point per Curse you have.

This basically turns Curses into something you wouldn't mind having, to something you would actually buy.  It also really changes how powerful some attack cards like Witch are.  It seems to work when I play with my friends, but I haven't had the opportunity to try it with better players.

My second card:

An Action - Attack card: Spite -- Cost: $4

+1 Action
Trash a card from your hand.  If you do, each other player discards one card.

It's very slow as far as trashing goes, but I wanted to combine trashing and attacking.  It started out without the +1 Action, but it seemed too weak like that and no one really wanted it.  The fact you have to trash a card to trigger that attack prevents the +1 Action from allowing you to chain more than two (baring certain +Card combos).

I would love feedback on either card.

The one suggestion I'd make is that Spite should only hit players with a certain number of cards in their hand- specifically, they can't go below 3 cards.  This would put it in line with Militia, Ghost Ship, etc. and prevent degenerate situations in multiplayer.
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grep

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Re: Make up your own card?
« Reply #9 on: June 17, 2011, 04:06:51 am »
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What about a supply-depletion idea:

Genocide
$5
Trash a card from your hand. Gain 4 cards of the same type and immediately trash them.

I see several uses for this card:
  • Helper for gardens and cities
  • Fast game terminator (while the others are polishing their engines, catch 3-4 provinces and genocide the rest)
  • A version of Embargo against Minions and other cards that heavily synergize with themselves
  • Cure for Curse attacks (especially in 2-player games)
« Last Edit: June 17, 2011, 04:18:08 am by grep »
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Re: Make up your own card?
« Reply #10 on: June 17, 2011, 04:43:26 am »
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Terracotta Warrior
$6
Action/Victory
Trash an Attack card. If you do, gain a Terracotta Warrior.
Worth 1VP for each Terracotta Warrior in your deck.

It's a variation of Duke/Duchy with a taste of Remodel. Are you ready to trash your Goons/Pirate Ships to acquire the victorious terracotta army?
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Re: Make up your own card?
« Reply #11 on: June 17, 2011, 08:46:30 am »
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Terracotta Warrior
$6
Action/Victory
Trash an Attack card. If you do, gain a Terracotta Warrior.
Worth 1VP for each Terracotta Warrior in your deck.

It's a variation of Duke/Duchy with a taste of Remodel. Are you ready to trash your Goons/Pirate Ships to acquire the victorious terracotta army?
Massively overpowered. It's not that hard to get to $6, and if you can get 5 of these, it's better than 4 provinces...

Deadlock39

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Re: Make up your own card?
« Reply #12 on: June 17, 2011, 10:45:20 am »
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Terracotta Warrior
$6
Action/Victory
Trash an Attack card. If you do, gain a Terracotta Warrior.
Worth 1VP for each Terracotta Warrior in your deck.

It's a variation of Duke/Duchy with a taste of Remodel. Are you ready to trash your Goons/Pirate Ships to acquire the victorious terracotta army?
Massively overpowered. It's not that hard to get to $6, and if you can get 5 of these, it's better than 4 provinces...

Perhaps if it could be worded in such a way that you could only buy one of them from the supply, but could only obtain additional ones by gaining them with the action.   I think this would be pretty hard to actually squeeze into the rules, and the card text would be crazy.  "You can't buy this if you have any Warriors in play."  "When you buy this card, reveal your hand, if you have any warriors in it, trash this card."  Then you would have to reveal and set aside your entire deck to search for warriors too, so buying your first one would have a free chancellor effect too.  It would probably be better to just play with the house rule of being honest and following the "buy only one" rule instead of forcing actual verification.

guided

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Re: Make up your own card?
« Reply #13 on: June 17, 2011, 10:53:23 am »
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In lieu of presenting any actual cards, let me preemptively put the kibosh on two bad card ideas that always sprout up like weeds:

1. Reaction cards whose sole non-reaction effect "+1 Card +1 Action"
2. Reactions to attacks that directly harm the attacker in any way

Now, carry on ;)
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guided

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Re: Make up your own card?
« Reply #14 on: June 17, 2011, 10:55:38 am »
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My best card ideas back in the day were all Treasure cards that did other stuff besides give you money, but they were all very simple effects (e.g. +$1 +1 buy, or +2 cards, or whatever) that got thoroughly shown up when Prosperity came out.

One very thoroughly broken card was "Cache", a treasure card with no effect other than "+3 cards" that I initially costed at $4. Turns out it's massively overpowered and boring even at $5, the ultimate in brainless big money.

Oddly enough, I had a trashing treasure called "Loan", something like "+$2. Trash a card from your hand." for $4 cost.
« Last Edit: June 17, 2011, 10:59:21 am by guided »
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Glooble

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Re: Make up your own card?
« Reply #15 on: June 17, 2011, 12:28:20 pm »
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I always thought some kind of Shapeshifter or Master of Disguise card would be interesting - basically a card that, when you play it, can impersonate any cheap card in the supply. Maybe have it cost six and mimic any card costing up to four? I just think it could make for some interesting decks. I'm not sure if it should only work for action cards or if it could be a treasure as well. Making it usable as a reaction would probably be broken.
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Re: Make up your own card?
« Reply #16 on: June 17, 2011, 02:24:16 pm »
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While we're on the topic, how does one print these cards?  I was thinking of using custom labels and adhering them, but that may make those particular cards heavier.  Does anyone have an any experience using their home printer to print directly to the cards? 
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guided

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Re: Make up your own card?
« Reply #17 on: June 17, 2011, 03:11:58 pm »
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While we're on the topic, how does one print these cards?  I was thinking of using custom labels and adhering them, but that may make those particular cards heavier.  Does anyone have an any experience using their home printer to print directly to the cards?

Use a pile of blanks to stand in for the card. If you want to test multiple cards at the same time, use multiple piles of blanks and mark them differently. One pile could say "A" and the other "B" for example.

If you have finalized card ideas that you really want to print up, I've heard of people using Artscow: http://www.artscow.com/
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Thisisnotasmile

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Re: Make up your own card?
« Reply #18 on: June 17, 2011, 03:18:56 pm »
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I've not made any cards yet (and probably won't), but if I did I'd get 10 little bits of paper, scribble the card details on them and slip them into the front of 10 sleeved cards (any cards that are not otherwise in the set).

Of course, this doesn't work if you don't sleeve your cards.
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Blaeu

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Re: Make up your own card?
« Reply #19 on: June 17, 2011, 05:25:24 pm »
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The one suggestion I'd make is that Spite should only hit players with a certain number of cards in their hand- specifically, they can't go below 3 cards.  This would put it in line with Militia, Ghost Ship, etc. and prevent degenerate situations in multiplayer.

I thought about this, but I decided to leave it off as I do not believe it is necessary.  In a two player game you practically have nothing to worry about as it is very difficult for one player to play this attack more than twice.  As such, we look at 3P and 4P games.  It has the best chance of happening in a 4P game since each player only has to play it once.  However, for this to happen, the third player must have discarded two cards and decided it was best to keep this attack and one card to trash over anything else.  I don't think trashing a single card is worth giving up your buy.  Sure, a player could play it twice, but you run into the same problem because the person to play the third attack will only have three cards in hand.  The second or third player could get hit, and then play it twice themselves, but that has never happened to me in play tests.

IMO, this card balances itself.  Unlike Torturer, which can easily be played more than once in a 4P game before your turn comes back around, this card requires that you trash a card, which becomes harder and harder to do if you are being forced to discard a card as you are being attacked by it.

Thinking about it now, I guess it could be devastating if you combine it with Laboratory as you'll have the cards needed to play all of your Spites, however, this is a very bad strategy since after that, you will have a bunch of dead cards since you will no longer want to trash anything and therefore the attack fails.
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Jack Rudd

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Re: Make up your own card?
« Reply #20 on: June 17, 2011, 05:43:19 pm »
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Thinking about it now, I guess it could be devastating if you combine it with Laboratory as you'll have the cards needed to play all of your Spites, however, this is a very bad strategy since after that, you will have a bunch of dead cards since you will no longer want to trash anything and therefore the attack fails.
So what you really want to play it in is a deck with lots of Worker's Villages/Markets/whatever, so that you can buy lots of Copper and trash it with the Spite.
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Re: Make up your own card?
« Reply #21 on: June 17, 2011, 05:53:48 pm »
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While we're on the topic, how does one print these cards?  I was thinking of using custom labels and adhering them, but that may make those particular cards heavier.  Does anyone have an any experience using their home printer to print directly to the cards?

Someone on BBG shared their experience in a long running gaming group where the winners could create a new card that would be added to the mix.  They suggested using a card that's functionally similar to save brain-space/card stock, and having a reference on the board visible to all players.  So, if you created, Deadly Carnivorous Village ($4p, +1 card, +2 action, each opponent gains a curse), you'd put familiar on the board in its place.

Actually, that's a pretty stupid example given that DCV and familiar don't have the same cost, but hopefully you get the gist.
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Blaeu

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Re: Make up your own card?
« Reply #22 on: June 17, 2011, 06:02:11 pm »
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Thinking about it now, I guess it could be devastating if you combine it with Laboratory as you'll have the cards needed to play all of your Spites, however, this is a very bad strategy since after that, you will have a bunch of dead cards since you will no longer want to trash anything and therefore the attack fails.
So what you really want to play it in is a deck with lots of Worker's Villages/Markets/whatever, so that you can buy lots of Copper and trash it with the Spite.

You could, but how would you win the game like that?  I would think you deck would become so bogged down with your Villages and Coppers that you wouldn't get to your Spites as often as you would like.  Sure, the extra buys from Worker's Village and Market would help you gain coppers, but they don't help you draw the cards you need to be able to play Spite more than twice.  You would have to set up a pretty complicated engine to abuse this card and the sole purpose would be to harm other player's hands, as it would provide very little benefit to you.

I mean, if this is a problem I'm more than happy to add a clause that states it effects players with more than three cards in their hand.  I'm not against that as much as I have never found it necessary and liked the idea that it could occasionally really mess someone up.

I have found that the best use for it is to buy one or two with the intent of trashing cards from your hand.  You know it is a very slow way of trashing cards, but you slow your opponent down as you do trash, so it evens out.
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Re: Make up your own card?
« Reply #23 on: June 18, 2011, 03:18:00 am »
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I had an idea similar to the Shapeshifter above.


Illusion
$4 (?)
Choose one of the following:
- Name a card. While Illusion is in play, this card behaves like a 0* copper.
- Name a card. While Illusion is in play, this card behaves like a 0* estate.
- Name a card. While Illusion is in play, this card behaves like a 0* action card (that does nothing when you play it)
So that you can trash your estates/curses with mine/mint, or make your scrying pool more efficient. The 0* price is so you cannot use this to buy provinces at the price of a copper.
(maybe you should change the 0* copper to a 0*, 0$ treasure card, and the 0* estate to a 0*, 0 VP victory card, but I wanted to be able to play Baron or Moneylender with this card)
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Re: Make up your own card?
« Reply #24 on: June 18, 2011, 03:34:02 am »
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This is the only variant I've seen that has caught my eye:

http://boardgamegeek.com/thread/629120/fan-mod-a-change-of-seasons-for-dominion.

I like this one because it's something that adds a whole new element to any game. I haven't played it yet, but maybe I can convince my gaming group to try it once we get bored with Cornucopia.
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Re: Make up your own card?
« Reply #25 on: June 18, 2011, 04:59:25 am »
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I had an idea similar to the Shapeshifter above.


Illusion
$4 (?)
Choose one of the following:
- Name a card. While Illusion is in play, this card behaves like a 0* copper.
- Name a card. While Illusion is in play, this card behaves like a 0* estate.
- Name a card. While Illusion is in play, this card behaves like a 0* action card (that does nothing when you play it)
So that you can trash your estates/curses with mine/mint, or make your scrying pool more efficient. The 0* price is so you cannot use this to buy provinces at the price of a copper.
(maybe you should change the 0* copper to a 0*, 0$ treasure card, and the 0* estate to a 0*, 0 VP victory card, but I wanted to be able to play Baron or Moneylender with this card)

Whack the price up to around $6-7 and make it a duration. Your opponent's making a minion deck? Okay, for the next turn, all minions act like an estate. Good luck!
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drg

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Re: Make up your own card?
« Reply #26 on: June 19, 2011, 03:38:19 pm »
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Terracotta Warrior
$6
Action/Victory
Trash an Attack card. If you do, gain a Terracotta Warrior.
Worth 1VP for each Terracotta Warrior in your deck.

It's a variation of Duke/Duchy with a taste of Remodel. Are you ready to trash your Goons/Pirate Ships to acquire the victorious terracotta army?
Massively overpowered. It's not that hard to get to $6, and if you can get 5 of these, it's better than 4 provinces...

Perhaps if it could be worded in such a way that you could only buy one of them from the supply, but could only obtain additional ones by gaining them with the action.   I think this would be pretty hard to actually squeeze into the rules, and the card text would be crazy.  "You can't buy this if you have any Warriors in play."  "When you buy this card, reveal your hand, if you have any warriors in it, trash this card."  Then you would have to reveal and set aside your entire deck to search for warriors too, so buying your first one would have a free chancellor effect too.  It would probably be better to just play with the house rule of being honest and following the "buy only one" rule instead of forcing actual verification.

You could make them attached to a card like tournament prizes and have them not purchasable, but have an action(should probably be an attack card of some sort, or the card could be useless) card that simply reads 'trash any attack card(including this one), if you do, gain a terracotta warrior' in addition to whatever else it does.  They would then also become much harder to obtain a lot of.
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Re: Make up your own card?
« Reply #27 on: June 19, 2011, 03:44:51 pm »
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I had an idea similar to the Shapeshifter above.


Illusion
$4 (?)
Choose one of the following:
- Name a card. While Illusion is in play, this card behaves like a 0* copper.
- Name a card. While Illusion is in play, this card behaves like a 0* estate.
- Name a card. While Illusion is in play, this card behaves like a 0* action card (that does nothing when you play it)
So that you can trash your estates/curses with mine/mint, or make your scrying pool more efficient. The 0* price is so you cannot use this to buy provinces at the price of a copper.
(maybe you should change the 0* copper to a 0*, 0$ treasure card, and the 0* estate to a 0*, 0 VP victory card, but I wanted to be able to play Baron or Moneylender with this card)

Whack the price up to around $6-7 and make it a duration. Your opponent's making a minion deck? Okay, for the next turn, all minions act like an estate. Good luck!

Yes, this would function far better as a duration attack card to make some of the opponents better cards useless.  As is, it's far too dependent on other cards to be useful in a normal game, as it would *only* function in conjunction with a few specific action cards, and you wouldn't have any actions left after you played it anyway. Also mint would become even harder to get to 5 to buy with this around. A card that needs two other specific cards in hand to have any value at all is not going to work (although one could be removed by adding actions to it).
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Re: Make up your own card?
« Reply #28 on: June 19, 2011, 06:56:10 pm »
0

I have an idea for a card:


(No Name Yet)
$6-7
Action
+ 2 cards, + 2 actions, + $1, and worth  -1vp




Still not sure about the cost, haven't tested it yet
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Re: Make up your own card?
« Reply #29 on: June 19, 2011, 07:11:11 pm »
0

I have an idea for a card:


(No Name Yet)
$6-7
Action
+ 2 cards, + 2 actions, + $1, and worth  -1vp




Still not sure about the cost, haven't tested it yet
Hmmm. This card + Great Hall = Bazaar + Laboratory, which suggests $7 might be the appropriate cost.
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Graystripe77

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Re: Make up your own card?
« Reply #30 on: June 19, 2011, 07:14:00 pm »
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I meant negative 1 vp, not 1 vp, just to clarify
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Re: Make up your own card?
« Reply #31 on: June 19, 2011, 08:34:56 pm »
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I think its overpowered. Think about trash-for benefit cards - Upgrade, Remake, Remodel, Expand, Apprentice, Salvager, Bishop - all of these would benefit greatly from a high cost card that you want to trash before the end of the game. And even without those, it's almost always going to be worth taking the negative VP. Like buying a single Possession or Goons in spite of an opponent's embargo.

Now if it was -2 vp, maybe leaving it in your deck would be a scary enough prospect, but I'd still consider it an overpowered card.
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Re: Make up your own card?
« Reply #32 on: June 19, 2011, 08:36:15 pm »
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what if i make it $5 and -3 vp?
« Last Edit: June 19, 2011, 08:42:35 pm by Graystripe77 »
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Axe Knight

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Re: Make up your own card?
« Reply #33 on: June 19, 2011, 08:53:24 pm »
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Silver Village $5
Action - Duration

+2 Actions
+1 Card

At the start of your next turn, you may choose one:

-Trash a Silver.  If you do, +$2
-Gain a Silver, putting it into your hand.

Have not tested this one at all.
« Last Edit: June 19, 2011, 08:58:21 pm by Axe Knight »
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Re: Make up your own card?
« Reply #34 on: June 19, 2011, 09:14:48 pm »
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looks interesting, mind if i test it?
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Re: Make up your own card?
« Reply #35 on: June 19, 2011, 09:27:51 pm »
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Of course, not.  It certainly needs work.  It goes along with my theme of "making Silver more interesting."  If I get enough ideas, I may make a Silver expansion. 
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Re: Make up your own card?
« Reply #36 on: June 20, 2011, 02:31:55 am »
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I have never really thought about asking for feedback on cards I have made up since... well, I made them up.  Here are my two favorite cards I play with that I've tried hard to balance.

A Victory card: Ancient Tomb -- Cost: $4

Worth 1 Victory Point per Curse you have.

This basically turns Curses into something you wouldn't mind having, to something you would actually buy.  It also really changes how powerful some attack cards like Witch are.  It seems to work when I play with my friends, but I haven't had the opportunity to try it with better players.


I had a card that was identical to this one.  Mine was called the Blessing (since it negates a Curse).


I'll throw a few of my card ideas out here to see what you guys think. 



« Last Edit: June 20, 2011, 02:34:36 am by Zaphod »
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Re: Make up your own card?
« Reply #37 on: June 20, 2011, 02:35:11 am »
0


Here's a simple one...

Card Name: Beggar
Type: Action
Cost: 2
+1 Coin, +1 Buy
You may gain any card in the trash.

This is a fairly meaningless card, unless there's a trash-for-benefit card in the game, in which case it could be rather powerful.

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Re: Make up your own card?
« Reply #38 on: June 20, 2011, 02:37:37 am »
0

Here's another...


Card Name: Monk
Type: Action-Duration
Cost: 3
+1 Action; This turn and next, +1 Coin
While this card is in play, the player is exempt from all player interaction.


The duration of this card starts when a player puts it on the table, and ends at the beginning of that player’s next turn.  During this time, the player is not subject to any attacks.  He cannot be Possessed.  If Masquerade is played, the player to his right passes to the player to his left, leaving him unchanged.  If the player to his right plays a Tribute, the player to his left shows two cards.  On the other hand, if Council Room is played, he doesn’t draw an extra card, nor may he trash a card as a result of the Bishop being played.  Treat every situation as if the player is not in the game.
 
While the Monk is operative, the person who played it cannot attack others or affect them in any other way.  He is essentially playing solitaire during that time.
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Re: Make up your own card?
« Reply #39 on: June 20, 2011, 02:44:45 am »
0

One more...
 
Card Name: Financier
Type: Treasure
Cost: 4
 
Duplicates the value of any Treasure card you have played this turn.
 
The Financier started with a thought..."hey, it would be cool if you could Throne Room the Treasure cards."  I played around with the idea a little, and came up with this.
 
This card is only useful if another Treasure card has been played this turn.  The other Treasure card can be a standard Treasure such as Silver or Platinum, or a Treasure in the kingdom set, such as Loan or Venture.  The effect is exactly as if you put another copy of that Treasure into play.
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Yariv

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Re: Make up your own card?
« Reply #40 on: June 20, 2011, 05:55:32 am »
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Financier is not the same as playing another copy of the card, think about Bank.
Beggar would be ridiculous in a game with saboteur, even swindler might make it weird (gain a colony?).
Monk seems too similar to Lighthouse, the only difference is non-attack interaction (which is positive more often than negative) and the cost.
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PetterTB

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Re: Make up your own card?
« Reply #41 on: June 20, 2011, 07:12:35 am »
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Actually lightHouse > monk!

What about :


Name : Mercury
Type : treasure
Cost $6

When this card is played you choose one:
+2$
+Potion
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Blaeu

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Re: Make up your own card?
« Reply #42 on: June 20, 2011, 01:46:12 pm »
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This is a card I had a dream about.  Weird right?  No play testing at all, but thought I'd share it because it was a cool card... in my dream.

Name: Ascension
Cost: $5
Type: Action-Reaction-Duration

Trash a card from your hand.
---
At the start of your next turn, you may Trash a card from your hand.  If you do, leave this card in play.  If you do not, Trash this card.
While this card is in play, you are unaffected by attacks.

Thoughts?
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Thisisnotasmile

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Re: Make up your own card?
« Reply #43 on: June 20, 2011, 02:03:53 pm »
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It doesn't seem to have a reaction part although it is labelled as a reaction card.
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Re: Make up your own card?
« Reply #44 on: June 20, 2011, 02:07:44 pm »
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Blaeu:  That is really intriguing.  I'm going to guess it's overpowered, because there is usually *something* trashable in any deck.  On the other hand, while it's in play, you're always playing four-card hands, and that could be brutal.  I'd say it's worth playtesting.
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guided

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Re: Make up your own card?
« Reply #45 on: June 20, 2011, 02:53:03 pm »
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I think the core trashing component of the card is very good. I'd remove the protection from attacks, cost it at $4 instead of $5, and call it a day. I would guess that's a fun and balanced card, but of course it would need playtesting.

I would say the protection from attacks is simply too good on boards with strong attacking strategies available, while being worthless in the absence of attacks. It looks like a $6 or $7 card to me (for its power level on attacking boards), but then nobody would ever, ever buy it on other boards. Even at $5 it's a terrible card if you're not using it to defend against attacks: it's simply too slow at trashing to wait until turn 5-7 to play it.

A couple minor technical notes, even though it's already clear what you mean for the card to do:

1. This isn't a Reaction card, just an Action-Duration. Think about Lighthouse, which isn't a Reaction either. The defining feature of a Reaction card is that you can reveal it from your hand in response to some event.
2. You'd need to reword it a bit for consistency with existing rules and card text. I'd suggest: "At the start of your action phase, you may trash a card from your hand. If you do not, trash this card. While this is in play, when another player plays an Attack card, it doesn't affect you." The last sentence is taken straight off of Lighthouse.
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Re: Make up your own card?
« Reply #46 on: June 22, 2011, 08:10:58 pm »
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Action

Cost:$5

+3cards
+1action
Trash 2 cards from your hand

An extremely good early buy, but gets very risky to play unless there are +buys to grab coppers to trash
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Blaeu

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Re: Make up your own card?
« Reply #47 on: June 22, 2011, 09:25:29 pm »
0

How about a duration card?

Name: Inflation
Cost: $5
Type: Action-Duration

Now and at the start of your next turn: +$1

While this is in play, all cards (including cards in players’ hands) cost $1 more per Action card in play (counting this).

----
Since I have never played with a duration card that has such an impact on other players, I'm not really sure how to balance the cost of the card with the effect.  I wanted it to be at least $5 since I don't want someone to be able to open with this assuming a 4/3 split (83.3% chance).  I was thinking of pricing it at $6, but if I did I would want to increase the +coin amount, at least on the turn it is played.

Thoughts?
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Re: Make up your own card?
« Reply #48 on: June 22, 2011, 09:28:33 pm »
0

How about a duration card?

Name: Inflation
Cost: $5
Type: Action-Duration

Now and at the start of your next turn: +$1

While this is in play, all cards (including cards in players’ hands) cost $1 more per Action card in play (counting this).

----
Since I have never played with a duration card that has such an impact on other players, I'm not really sure how to balance the cost of the card with the effect.  I wanted it to be at least $5 since I don't want someone to be able to open with this assuming a 4/3 split (83.3% chance).  I was thinking of pricing it at $6, but if I did I would want to increase the +coin amount, at least on the turn it is played.

Thoughts?
Not good. Most of the time it's going to be horrible, since it hits you for two turns but only hits them for one. And when it is good (when you can mass bridge or forge), it's either unnecessary or insanely broken.

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Re: Make up your own card?
« Reply #49 on: June 23, 2011, 08:05:15 pm »
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Here's an idea of mine. If you're wondering about the name, this idea comes from a Train-themed fan expansion I've been working on.

CONDUCTOR
Action/Attack - (5)
-
+(2)
Each other player reveals and discards a Victory card from his hand. If he doesn't, he reveals his hand, then discards the Treasure card with the highest cost of his choice from his hand.


While I'm at it, here's another from the same fan-expansion.

SNACK CART
Action - (3)
-
Trash a Treasure card from your hand. If you do, choose an Action card in the supply other than Snack Cart costing up to (3) more than the trashed card. Play that card's effect.
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chwhite

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Re: Make up your own card?
« Reply #50 on: June 23, 2011, 08:27:40 pm »
0

How about a duration card?

Name: Inflation
Cost: $5
Type: Action-Duration

Now and at the start of your next turn: +$1

While this is in play, all cards (including cards in players’ hands) cost $1 more per Action card in play (counting this).

----
Since I have never played with a duration card that has such an impact on other players, I'm not really sure how to balance the cost of the card with the effect.  I wanted it to be at least $5 since I don't want someone to be able to open with this assuming a 4/3 split (83.3% chance).  I was thinking of pricing it at $6, but if I did I would want to increase the +coin amount, at least on the turn it is played.

Thoughts?
Not good. Most of the time it's going to be horrible, since it hits you for two turns but only hits them for one. And when it is good (when you can mass bridge or forge), it's either unnecessary or insanely broken.

I was actually thinking about Duration attacks (the lack of one seems like a pretty big hole in Dominion's design space), and I came up with something remarkably similar, basically a Bridge with teeth, but hopefully without (as much of) the problem WanderingWinder pointed out.


TARIFFS (Or maybe "Customs House", or "Mercantilism", you get the idea)
Action-Attack-Duration
$5?  $6?  I'm not sure.

Now and at the start of your next turn: +$1, +1 Buy
While this is in play, all cards cost $1 less for you and $1 more for everyone else, to a minimum of $0 and a maximum of $11.

Probably need to fiddle with the values- I was thinking maybe cost it $5 and don't give the $1 each turn.
« Last Edit: June 23, 2011, 08:33:20 pm by chwhite »
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Re: Make up your own card?
« Reply #51 on: June 24, 2011, 08:54:19 am »
0

The original values seem ridiculously strong. A Duration-ed Bridge without the attack is probably already a pretty overpowering card; among other things, I'd think that it would make a lot more types of multi-Bridge strategies viable. Adding the attack is just over the top.

Getting rid of the buys makes this into an attacking Merchant Ship that, if you can get buys elsewhere, gets even stronger. I think with no +buy this is probably a 6. Without the +1, this is a slightly weaker Merchant Ship on average that occasionally blows up, plus it has an attack. Still seems like a 6 to me.
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Re: Make up your own card?
« Reply #52 on: June 24, 2011, 09:14:33 am »
0

How about this for a duration attack?

Moratorium
Action/Duration
Cost: $5

+$2. When you first play this card, name a card. While this card is in play, the named card cannot be played.

---

I elected not to make it formally an Attack because Reactions feel like they'd be weird with this, but that would be negotiable obviously. This seems like a pretty mean card, but because it affects the player for two turns and everybody else for one, I think that might be okay. The "first play" is in there to make this not a total game-wrecker if KC is out.

added: This would certainly have potential to shut down certain types of deck near entirely, and maybe in a multi-player game would lead to total paralysis. It is, however, also a counter to itself, so I think that would be moderated somewhat.
« Last Edit: June 24, 2011, 09:18:27 am by ackack »
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grep

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Re: Make up your own card?
« Reply #53 on: June 24, 2011, 09:59:29 am »
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Phoenix
Action/Victory
$4
Choose one: +1 Action/+1 Card, or trash this and another card from your hand.
1VP
When trashed, gain another Phoenix.

A variant of Great Hall that synergizes with remake/upgrade/trash for benefit, and opposes Swindler/Saboteur and other trashers. A limited trashing ability makes it useful if there is no other trashers available.

Very strange interaction with Watchtower allows to empty the Phoenix supply in one turn.

UPD: thanks to Thisisnotasmile, it was mistakenly written "Action/Treasure"
« Last Edit: June 24, 2011, 10:48:21 am by grep »
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Thisisnotasmile

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Re: Make up your own card?
« Reply #54 on: June 24, 2011, 10:01:31 am »
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I assume you mean Action/Victory.
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Re: Make up your own card?
« Reply #55 on: June 24, 2011, 10:48:59 am »
0

How about this for a duration attack?

Moratorium
Action/Duration
Cost: $5

+$2. When you first play this card, name a card. While this card is in play, the named card cannot be played.

---

I elected not to make it formally an Attack because Reactions feel like they'd be weird with this, but that would be negotiable obviously. This seems like a pretty mean card, but because it affects the player for two turns and everybody else for one, I think that might be okay. The "first play" is in there to make this not a total game-wrecker if KC is out.

added: This would certainly have potential to shut down certain types of deck near entirely, and maybe in a multi-player game would lead to total paralysis. It is, however, also a counter to itself, so I think that would be moderated somewhat.

Problem: someone plays two in a turn.  First one, "something awesome", followed by "Moratorium".  It only affects your NEXT turn, because it's your last action.
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Re: Make up your own card?
« Reply #56 on: June 24, 2011, 12:01:21 pm »
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Problem: someone plays two in a turn.  First one, "something awesome", followed by "Moratorium".  It only affects your NEXT turn, because it's your last action.

It's true that applies to actions. But a Moratorium on Platinum would affect you for two turns, for example. (Okay, unless you have Black Market.)
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krawhitham

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Re: Make up your own card?
« Reply #57 on: June 26, 2011, 10:49:35 pm »
0


Here's a simple one...

Card Name: Beggar
Type: Action
Cost: 2
+1 Coin, +1 Buy
You may gain any card in the trash.

This is a fairly meaningless card, unless there's a trash-for-benefit card in the game, in which case it could be rather powerful.


If you had just swindled or saboteured someone there could be some delicious cards in the trash.

It could also be coupled with Ambassador to replenish the curse piles, or any pile for that matter to reduce the power of a City.
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krawhitham

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Re: Make up your own card?
« Reply #58 on: June 26, 2011, 11:00:01 pm »
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I'd say the 2 different types of cards that I believe could be incorporated into Dominion are:

1) Cards that cost more than 1 action to play. You could have cards that cost 2 actions to play or a +buy. The difficulty to play these cards could be balanced out by a low cost to buy them. I'd see them as consipirator type cards; you need chains of cards before you can activate them.

2) Cards that inflict some sort of penalty on the user, perhaps some kind of supernatural pact? The penatlies could either be gaining curses or in terms of harming your next turn (like the opposite of tactician).
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Re: Make up your own card?
« Reply #59 on: June 26, 2011, 11:24:27 pm »
0

I was thinking about a Chapel variant called Cathedral:

Action, Costs 4
+2 cards
Trash up to 3 cards from your hand.

The reasoning was:
1) Everyone can buy Chapel with their weaker starting hand. Costing 4, everyone can buy Cathedral with their better starting hand.
2) You could say that with Chapel you'd prefer to start 5/2. This card plays similarly but you'd prefer 4/3.

If it allowed you to trash up to four cards like Chapel it might be too powerful. Maybe it's still too powerful because of +2 cards also helping you cycle as well as giving you a better selection of trashing options. The numbers could be tweaked but the idea is it's like a Chapel that also helps you clear on-deck attacks like Sea Hag.
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Elyv

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Re: Make up your own card?
« Reply #60 on: June 27, 2011, 03:06:17 am »
0

That card is very, very good. I think it's probably better than chapel.

Actually, compare it to witch. Witch draws you two cards and puts one bad card in the opponent's deck; this draws 2 cards and takes 3 bad cards out of yours. Oh, and it costs 1 less.

It's definitely a neat concept, though; I like the idea of a trasher which draws cards first.
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Blaeu

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Re: Make up your own card?
« Reply #61 on: June 27, 2011, 03:09:56 am »
0

Hmm... I have three tonight, although two are similar ideas.

Name: Premonition
Type: Action
Cost: $5

+5 Cards
Put 5 cards from your hand on top of your deck in any order.

This card basically allows you to create your next hand, or pull just enough treasure for what you need now and leave the rest behind.  It used to have +Action, but it was much too strong when you were able to pull action cards from those five and use them.  It still can happen with a Village like card, but it doesn't result in many useful action chains.
----

Name: Blockade
Type: Action-Duration
Cost: $5

Place Blockade face up on any Supply pile.  While Blockade is in play, no player my purchase a card from the chosen Supply pile.

----

Name: Tariff
Type: Action
Cost: $6

Trash this card.  Put a Tariff token on top of a Supply pile.  When a player buys a card, that card costs +$1 per Tariff token on that pile.

This card plays just like Embargo but increases cost instead of forcing a Curse upon someone.  Something tells me Donald thought of this but threw it out because all it does is slow down the game.  Nevertheless, I wanted to gets opinions on it, especially because I priced it at $6.  Would you buy this over a Gold to slow down the purchase of another card?
----

As always, any feedback is appreciated.
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chwhite

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Re: Make up your own card?
« Reply #62 on: June 27, 2011, 03:16:18 am »
0

That card is very, very good. I think it's probably better than chapel.

Actually, compare it to witch. Witch draws you two cards and puts one bad card in the opponent's deck; this draws 2 cards and takes 3 bad cards out of yours. Oh, and it costs 1 less.

It's definitely a neat concept, though; I like the idea of a trasher which draws cards first.

We already have one.  It's called Masquerade, and it's one of the best cards in the game.  This would be even better than that.
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Re: Make up your own card?
« Reply #63 on: June 27, 2011, 12:39:16 pm »
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That card is very, very good. I think it's probably better than chapel.

Actually, compare it to witch. Witch draws you two cards and puts one bad card in the opponent's deck; this draws 2 cards and takes 3 bad cards out of yours. Oh, and it costs 1 less.

It's definitely a neat concept, though; I like the idea of a trasher which draws cards first.

We already have one.  It's called Masquerade, and it's one of the best cards in the game.  This would be even better than that.

This.  Compare this to Masq:
1.  Trashes three times faster.  HUGE.
2.  Unlike Masq, this wording makes the trashing totally optional - at least with Masq, you MUST pass a card, so it gets riskier to play.
3.  Chapel is already under-priced at $2, for game-balance reasons.  As such, you should NOT use it to benchmark prices for new cards.[/li][/list]

However, Donald X. has said that he experimented with a 3-trash Chapel, and it was NOT as good by far: it was too slow.  The 4x-trash Chapel gets rid of the ten start cards in one less play of the card, and makes those shuffles come faster.  Still, this card feels totally rockin' at $5.
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WanderingWinder

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Re: Make up your own card?
« Reply #64 on: June 27, 2011, 01:14:37 pm »
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Yes, I think this would be a quite good $5, but maybe not broken there. More interesting on a card like this, I find, is FORCED trashing.

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Re: Make up your own card?
« Reply #65 on: June 27, 2011, 01:21:24 pm »
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Premonition is not very different from my Architect card in the first post of this thread.  It's more powerful, but I think some of the interest of Architect comes from not being able to *completely* architect your next turn, only a good chunk of it.  As such, yours might have a little less AP, but I suspect that's a drawback of both of them.  I think the idea is interesting enough that it's worth it.

Tariff, as you say, sounds like a card that slows the game down.  If you Tariff up the Provinces, you still want to buy them -- you just have to rev up your engine, which may already be weighted down by previously-purchased Provinces.  I suppose if you want to go for a three-pile ending, it would be a good move, or if you have an engine that consistently generates more income than your opponent's, so you're overpaying anyway.  At first I was thinking this was too close to Embargo to be interesting, but especially that last situation would make it quite different:  embargo always affects players equally, but this card might not.  If you have $8, you can't buy a tariffed Province at all, while another player who comes up with $9 can.  Still, I'd have to try it out in a few games before I could judge whether it's interesting in practice.  (Oh, another comment:  I have no idea why you priced it at $6 when Embargo is $2.  Pretty sure I'd never buy it at $6, but maybe I'm not foreseeing some great use of it.)

Blockade, to me, is the most interesting card of the three.  Its effect is temporary, which distinguishes it from Embargo, and it opens up a new strategical consideration.  A lot has been written here about the importance of knowing where your own cards are, but how about knowing where your opponent's cards are?  If you know, for example, that your opponent's deck is almost gone and he hasn't played his Platinum yet, it might be a really good time to blockade the Colonies.  On the other hand, if you suspect your opponent has played out all his good cards this time through the deck, maybe blockade a lower-value Victory card instead, gambling that he won't be able to afford Colonies.

The strategical approach is not that different from playing with Contraband, the difference there being that (barring some weird combo like Masquerading/Swindling a Contraband into an opponent's Venture-heavy deck), an opponent can only make himself vulnerable to Contraband by his own hand, whereas Blockade is an attack you can initiate yourself.

It's possible that, in practice, Blockade won't play as interestingly as it does in theory.  Especially since I suspect that it would be a very situational card.  (Note:  These things are true of Embargo, too.)  But I certainly think it's worth experimenting with.
« Last Edit: June 27, 2011, 01:24:52 pm by rinkworks »
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Blaeu

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Re: Make up your own card?
« Reply #66 on: June 27, 2011, 02:29:08 pm »
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Premonition is not very different from my Architect card in the first post of this thread.  It's more powerful, but I think some of the interest of Architect comes from not being able to *completely* architect your next turn, only a good chunk of it.  As such, yours might have a little less AP, but I suspect that's a drawback of both of them.  I think the idea is interesting enough that it's worth it.

I haven't read through this entire thread in a while, I should probably do that before posting ideas so it isn't the same as another.  Sorry about that.  ;)

Quote
Tariff, as you say, sounds like a card that slows the game down.  If you Tariff up the Provinces, you still want to buy them -- you just have to rev up your engine, which may already be weighted down by previously-purchased Provinces.  I suppose if you want to go for a three-pile ending, it would be a good move, or if you have an engine that consistently generates more income than your opponent's, so you're overpaying anyway.  At first I was thinking this was too close to Embargo to be interesting, but especially that last situation would make it quite different:  embargo always affects players equally, but this card might not.  If you have $8, you can't buy a tariffed Province at all, while another player who comes up with $9 can.  Still, I'd have to try it out in a few games before I could judge whether it's interesting in practice.  (Oh, another comment:  I have no idea why you priced it at $6 when Embargo is $2.  Pretty sure I'd never buy it at $6, but maybe I'm not foreseeing some great use of it.)

With Embargo, you can have a four player game where all four people buy it on their first two turns and four could end up on Province and four end up on Duchy (not that this would actually happen, but it could).  This would make a Duchy result in a net -1 VP and really slow down your deck.  However, curse cards do run out and although the curses can deter one from wanting to buy something, it doesn't prevent them from doing so.

With Tariff priced at $2/$3, the same could happen, except there is no duration limit on how long something will cost more.  Plus, with Provinces now at $12 and a Duchy at $9, it doesn't just deter someone from buying it, it actually prevents them.  Now, I like the idea of it being a "physical" hurtle to overcome rather than a choice to be made (is it worth gaining x amount of curses?), however, I think being able to permanently increase the cost of cards that soon in a game is too powerful (and lame).  I could price it at $5 if $6 seems too high, but I feel $4 is too low as I don't want anyone to be able to open with this card.
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WanderingWinder

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Re: Make up your own card?
« Reply #67 on: June 27, 2011, 02:38:53 pm »
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You could make it where it gives you an option to put a token on OR remove a token (or two) to try to solve this problem.
You could also do a reverse thing, a card which permanently makes a pile cheaper.

HLennartz

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Re: Make up your own card?
« Reply #68 on: June 30, 2011, 12:51:10 am »
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Moratorium
Action/Duration
Cost: $5
+$2. When you first play this card, name a card. While this card is in play, the named card cannot be played.


I've always loved a similar idea, but envisioned it more like this:

Inquisitor
Action - Attack
$4
Name a card other than Copper. Each opponent reveals their hand and discards all cards with that name.

I think the "no Copper" clause is needed to avoid ridiculous-early game situations. Could still be unfair in multiplayer...it might be good to have a clause limiting it's effect to players with more than 3 cards in hand, so a person sitting in a bad seat can't be stripped of both Gold and Silver or something like that.
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Blaeu

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Re: Make up your own card?
« Reply #69 on: June 30, 2011, 05:58:05 pm »
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Magic Mirror
Action-Reaction
Cost: $3

Draw two cards.  Put two cards from your hand on top of your deck in any order.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, the owner of the attack is affected by the attack as well.


I'm not really sure how to word that last part as it is a "new" feature.  However, I think the meaning gets across.  I've always wanted a more "aggressive" reaction card, but it needed to be balanced so that people would still want to play attack cards.  This, like most reaction cards, works better against some attacks compared to others.  Reflecting a Witch to give him a curse is nice, reflecting a Thief so he trashes his own treasure just to gain it back, not so much.
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Jack Rudd

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Re: Make up your own card?
« Reply #70 on: June 30, 2011, 06:02:31 pm »
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I'm not really sure how to word that last part as it is a "new" feature.  However, I think the meaning gets across.  I've always wanted a more "aggressive" reaction card, but it needed to be balanced so that people would still want to play attack cards.  This, like most reaction cards, works better against some attacks compared to others.  Reflecting a Witch to give him a curse is nice, reflecting a Thief so he trashes his own treasure just to gain it back, not so much.
Donald X's notes on why this type of Reaction is not a good idea.
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Blaeu

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Re: Make up your own card?
« Reply #71 on: June 30, 2011, 06:16:36 pm »
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I'm not really sure how to word that last part as it is a "new" feature.  However, I think the meaning gets across.  I've always wanted a more "aggressive" reaction card, but it needed to be balanced so that people would still want to play attack cards.  This, like most reaction cards, works better against some attacks compared to others.  Reflecting a Witch to give him a curse is nice, reflecting a Thief so he trashes his own treasure just to gain it back, not so much.
Donald X's notes on why this type of Reaction is not a good idea.

I've read that, but I think his example doesn't take into account how a majority of attacks also give a direct benefit to the user.  Witch gives everyone a curse but it also allows the user to draw two cards.  Militia causes everyone to discard down to three, but it still gives the user $2.

Having the negative part of an attack effect the user as well is not going to results in the scenario that Donald was describing.  It also does not prevent the user of "Magic Mirror" from being hit by the attack.  For example, in the case of Witch all four players would gain a curse, but the owner of Witch still gets to draw two cards so the attack still gives him some sort of benefit.

Donald's article also seems to be talking about a reaction card that prevents the attack and reflects it.  Although already stated, do not forget that the user of Magic Mirror still gets hit by the attack, so it is not nearly as strong as the card in his example.
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grep

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Re: Make up your own card?
« Reply #72 on: July 04, 2011, 04:26:44 am »
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Another Embargo-like card:

Counterfeit
$3
Action
Put this card on top of one of supply piles. When a player is going to gain a card from a supply pile, he gains the top card from the corresponding pile. You may buy a Counterfeit for its nominal price even if you get it from another pile.

For example, if there is a Counterfeit on top of the Province pile, you have to spend $3 and a buy before you'll be able to buy a province. On the other side, you can put a Counterfeit on the Curse pile to prevent yourself from being cursed. The interaction with Swindler is especially nasty (put a Counterfeit to a supply pile, and then replace an opponent's card with it).
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Tiger

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Re: Make up your own card?
« Reply #73 on: July 04, 2011, 02:26:21 pm »
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Donald's article also seems to be talking about a reaction card that prevents the attack and reflects it.  Although already stated, do not forget that the user of Magic Mirror still gets hit by the attack, so it is not nearly as strong as the card in his example.

What he's talking about applies for any reaction cards that in any way has a detrimental effect on the attacking player. Especially in a two player game, it doesn't matter what bad effect the attacker suffers, whether it's discarding a card or being affected by the same attack himself - if it's bad enough, he'll be better off if he hadn't played the attack card at all. It's a question of scale, and there are few bad effects that, when potentially piled up from revealing the same reaction card twice/revealing more than one copy/every other player revealing one copy each, aren't bed enough to make you regret that you attacked. Being hit by the same attack once, with the right wording, is unstackable and might work.
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Michaelf7777777

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Re: Make up your own card?
« Reply #74 on: July 04, 2011, 04:27:34 pm »
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I've been having a new idea of using historical Royal Houses with historical Royal Favourites coming along with the Royal House Card although the mechanism for gaining a Royal House Card is slightly more painful.

Anyway the gaining mechanism is:
Royal Bloodline
Action
Cost 5
+1 Action
Reveal and discard two golds or a gold and a silver or three silvers from your hand and gain a Royal House with additional favourite putting them on top of your deck. If no-one else reveals and discards a gold from their hand, +1 Card, +1 Action, +1 Coin and +1 Buy

Additional Setup: Shuffle the Royal Houses and create an available supply of Royal Houses of 2 times the number of players in the game

An example of a Royal House with its Favourite

Hapsburg
Royal House
Action - Duration
+2 Actions
Either
Now and at the start of your next turn gain a Victory Card costing six or less putting it in your hand
OR
Place 1-3 Action Cards from your hand on this card. Play all actions in any order you like at the start of your next turn

Ludwig von Beethoven
Favourite of the Hapsburg House
Action
+3 Coins
+2 Buys
All Action Cards cost one less while this card is in play.
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grep

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Re: Make up your own card?
« Reply #75 on: July 06, 2011, 05:11:22 am »
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A simple converter of spare actions into cash:

Corvée (or, if you like, Barshchina :) )
Action
Cost $3
+$1. Return this card into your hand.

Make your villages work for you :)
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Re: Make up your own card?
« Reply #76 on: July 06, 2011, 06:55:48 pm »
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Here are a few ideas I came up with. I haven't had time to playtest them, but what do you guys think?

Pilgrimage $4
Action
+1 Action
Ignore the effects of all Reaction and Duration cards (including yours) until the beginning of your next turn.

Spirit Pact $4
Action
Gain any number of Curse cards, putting them into your hand. Choose an Action card from your hand and play it as many times as the number of Curses you gained. No Action resulting from this card may trash cards or return cards to the supply pile.

Consecration $3
Action
Trash any number of cards from your hand. +1 Card for each card you trash.

Reanimate $4
Action
Put exactly 5 cards from the Trash on top of your deck in any order. If there are fewer than 5 cards in the Trash, this does nothing.
« Last Edit: July 06, 2011, 09:09:21 pm by Porygon3.14 »
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minced

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Re: Make up your own card?
« Reply #77 on: July 06, 2011, 07:30:07 pm »
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Here are a few ideas I came up with. I haven't had time to playtest them, but what do you guys think?

Pilgrimage $5
Action
+1 Action
For the rest of your turn, ignore the effects of all Reaction and Duration cards (including yours).

Spirit Pact $4
Action
Gain any number of Curse cards, putting them into your hand. Choose an Action card from your hand and play it as many times as the number of Curses you gained. No Action resulting from this card may trash cards or return cards to the supply pile.

Consecration $3
Action
Trash any number of cards from your hand. +1 Card for each card you trash.

Reanimate $4
Action
Put exactly 5 cards from the Trash on top of your deck in any order. If there are fewer than 5 cards in the Trash, this does nothing.

Pilgrimage: since there are no duration cards or reactions that currently attack, and you *really* want your own duration effects, not really worth making the only effect of a card.

Spirit Pact: Gain ten curses, play bridge ten times, buy out the provinces.

Consecration: ... It's basically a somewhat better chapel in early game and worthless in late game, so... well, it's chapel.

Reanimate: I've thought of cards like this one before. Problem is, the effect is either ridiculous (saboteur games) or worthless (upgrade trashes coppers). A card that did this would also need a trashing effect so it complements itself.
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Jack Rudd

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Re: Make up your own card?
« Reply #78 on: July 06, 2011, 07:33:13 pm »
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Here are a few ideas I came up with. I haven't had time to playtest them, but what do you guys think?

Oh kay...

Quote
Pilgrimage $5
Action
+1 Action
For the rest of your turn, ignore the effects of all Reaction and Duration cards (including yours).

The wording of this card is not consistent with the rules of Dominion. Leaving that to one side, it is useless in any set without Reaction or Duration cards, also useless in any set without Attacks (I assume the intention of this card is to make Reactions unplayable in response to your Attacks?). Overpriced for its (mostly negative) effect.

Quote
Spirit Pact $4
Action
Gain any number of Curse cards, putting them into your hand. Choose an Action card from your hand and play it as many times as the number of Curses you gained. No Action resulting from this card may trash cards or return cards to the supply pile.
This is ridiculous with Masquerade in the game. It also has some rather strange interactions with King's Court, Throne Room and Golem.

Quote
Consecration $3
Action
Trash any number of cards from your hand. +1 Card for each card you trash.

Quote
Reanimate $4
Action
Put exactly 5 cards from the Trash on top of your deck in any order. If there are fewer than 5 cards in the Trash, this does nothing.
Ah, a Priceless-Or-Worthless card. Completely useless if the game contains no trasher, worthless in most setups, brilliant in Swindler/Saboteur games.
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Porygon3.14

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Re: Make up your own card?
« Reply #79 on: July 06, 2011, 09:14:35 pm »
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Retribution $3
Action - Reaction
+1 Card per card gained by the player to your right during his last turn.
When you would gain a card as a result of another player's attack, you may discard this card and that player gains that card instead of you.
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Re: Make up your own card?
« Reply #80 on: July 06, 2011, 10:25:13 pm »
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Here's a few ideas that come to mind:

Faustian Contract $3
Action
Gain up to 3 curses from the curse pile.
For every curse you gain, +$1 and +1 card

Junkyard $6
Action/Reaction
+1 Action
Action: Trash a card from your hand. Gain a different card of equal cost from the Trash Pile
Reaction: If another player trashes a card, you may show and discard this card to gain that card.

Exorcist $6
Action
+1 Action
Reveal the top 5 cards on your deck. If any of them are curses, draw those curses into your hand.
Then return any curses from your hand to the curse pile.

Typhoid Mary $3
(Curse?)/Action/Attack
Worth -1/-2 VP in your deck
+1 Card
All other players gain a curse

Commune $5
Action
+2 Cards +2 Actions -1 Buy
When this card is removed from play, either place it on the top of your deck or trash it.


« Last Edit: July 06, 2011, 10:28:38 pm by enigma »
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Diving Pikachu

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Re: Make up your own card?
« Reply #81 on: July 15, 2011, 01:26:06 am »
0

Here's a few ideas that come to mind:

Faustian Contract $3
Action
Gain up to 3 curses from the curse pile.
For every curse you gain, +$1 and +1 card

Junkyard $6
Action/Reaction
+1 Action
Action: Trash a card from your hand. Gain a different card of equal cost from the Trash Pile
Reaction: If another player trashes a card, you may show and discard this card to gain that card.

Exorcist $6
Action
+1 Action
Reveal the top 5 cards on your deck. If any of them are curses, draw those curses into your hand.
Then return any curses from your hand to the curse pile.

Typhoid Mary $3
(Curse?)/Action/Attack
Worth -1/-2 VP in your deck
+1 Card
All other players gain a curse

Commune $5
Action
+2 Cards +2 Actions -1 Buy
When this card is removed from play, either place it on the top of your deck or trash it.

In a set that lacks attacks, +buys, or gaining effects, Commune would be a dead card.  Especially if there's no +buy, it would make your turns very boring, and force you to spam Ambassadors or something. Typhoid Mary allows you to open with doublefisting a cursing attack, which would slow the game down very quickly and not be fun for anybody. The +1 card would help you wade through the curses a little, but not enough. In most cases, Junkyard is useless, because your deck is full of low-cost cards and you're striving for higher-cost actions/treasures, most of the time. And no one trashes good cards either.
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enigma

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Re: Make up your own card?
« Reply #82 on: July 15, 2011, 02:52:15 am »
0

Here's a few ideas that come to mind:

Faustian Contract $3
Action
Gain up to 3 curses from the curse pile.
For every curse you gain, +$1 and +1 card

Junkyard $6
Action/Reaction
+1 Action
Action: Trash a card from your hand. Gain a different card of equal cost from the Trash Pile
Reaction: If another player trashes a card, you may show and discard this card to gain that card.

Exorcist $6
Action
+1 Action
Reveal the top 5 cards on your deck. If any of them are curses, draw those curses into your hand.
Then return any curses from your hand to the curse pile.

Typhoid Mary $3
(Curse?)/Action/Attack
Worth -1/-2 VP in your deck
+1 Card
All other players gain a curse

Commune $5
Action
+2 Cards +2 Actions -1 Buy
When this card is removed from play, either place it on the top of your deck or trash it.

In a set that lacks attacks, +buys, or gaining effects, Commune would be a dead card.  Especially if there's no +buy, it would make your turns very boring, and force you to spam Ambassadors or something. Typhoid Mary allows you to open with doublefisting a cursing attack, which would slow the game down very quickly and not be fun for anybody. The +1 card would help you wade through the curses a little, but not enough. In most cases, Junkyard is useless, because your deck is full of low-cost cards and you're striving for higher-cost actions/treasures, most of the time. And no one trashes good cards either.

Good point with Commune, though I'm not sure how often those sets occur given those various constraints.
As for Typhoid Mary - yeah it should probably be increased to $4 - That way it becomes essentially a weaker Young Witch with no bane card.
As for Junkyard, I've seen people trash their province and gain a province to quickly deplete the province deck enough times that it strikes me as plausible. Heck, I've seen enough late game uses of Lookout go bad to make this potentially useful. However, given the card's cost, it probably may be worth it to make it more versatile.

Updated versions of Commune and Junkyard

Commune $6
+2 Cards +2 Action -1 Buy
You may gain a card costing up to $4
When this card is removed from play, either place it on the top of your deck or trash it.

My thinking on Commune - It could make for an very good Gardens engine assuming that either one has enough buys on the field to counteract its -1 Buy or waited before playing the first one until you have enough to gain many cards in a turn. I figured originally that there were enough +buy cards or gain cards (Like workshop which I've now essentially rolled into the card) to counteract the -1 buy downside.

Junkyard $6
Action/Reaction
+1 Action +1 Buy +1 Card +$1
Action: You may purchase cards from the Trash Pile during your Buy phase this turn. During this turn's Buy Phase, the cost of cards in the Trash Pile is reduced by $2 to a minimum of $0.
Reaction: If another player trashes a card, you may show and discard this card to gain that card.

Now it's a free action Trash Bridge that at worst is an overpriced market.  :)
« Last Edit: July 15, 2011, 02:57:09 am by enigma »
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Diving Pikachu

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Re: Make up your own card?
« Reply #83 on: July 15, 2011, 03:14:17 am »
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Unnamed $5 action (Attack)
+$1
Look at the top two cards of your deck and reveal as many of them as you like.
If you reveal one, everyone else gains a copy of that card.
If you reveal two, trash both. You may gain any card worth their costs combined.
If you reveal no cards, all other players gain a curse.
=========

This is basically a monied Witch that sacrifices 1 card  (I'm figuring the one coin used up the other card) for some flexibility. You can curse until the curses run out, and then continue with coppers. Or you can trash the cards that show up, and maybe even get something useful.
« Last Edit: July 15, 2011, 03:38:30 am by Diving Pikachu »
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tlloyd

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Re: Make up your own card?
« Reply #84 on: July 15, 2011, 04:58:01 am »
0

I've been working on a few ideas, but I think these two are my best so far:

Revolutionary
Type: Action – Attack
Cost: $5
Effect:
“Each other player reveals cards from their deck until they reveal a Victory card, which they return to the supply. In exchange they gain a cheaper Victory card or a Curse, plus one Estate.”

Witch Doctor
Type: Action – Attack
Cost: $6
Effect:
“+2 Cards. Choose one: Trash any number of Curses from your hand, gain 1VP (token) per curse   
                                 OR
                                 Each other player -1VP (token) and gains a Curse.”
« Last Edit: July 15, 2011, 05:02:28 am by tlloyd »
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Diving Pikachu

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Re: Make up your own card?
« Reply #85 on: July 15, 2011, 03:30:12 pm »
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Here's an idea of mine. If you're wondering about the name, this idea comes from a Train-themed fan expansion I've been working on.

CONDUCTOR
Action/Attack - (5)
-
+(2)
Each other player reveals and discards a Victory card from his hand. If he doesn't, he reveals his hand, then discards the Treasure card with the highest cost of his choice from his hand.


While I'm at it, here's another from the same fan-expansion.

SNACK CART
Action - (3)
-
Trash a Treasure card from your hand. If you do, choose an Action card in the supply other than Snack Cart costing up to (3) more than the trashed card. Play that card's effect.

Flavor-wise you got some problems, as Dominion cards range from Medieval to Renaissance-era themes. But other than that, Snack Cart's copper-trashing would definitely be useful, though you might be in trouble if this is the only $2 or $3. Trashing a silver for the benefit of a $5 or $6 could cause some issues, however. In the third turn, if you opened with this and silver, you could Mountebank everyone else and buy another silver or a $4 card. If this was in Multiplayer, everyone could play a Mountebank on the third or fourth turn, leaving everyone's decks riddled with curses and not much-improved. It could really slow things down. Conductor is useless against dual-typed Victory cards.
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