My goal is to create a set of Fan cards in the size of a full expansion. I have been working on various mechanics and concepts, mainly over the past few months, although some ideas are several years old now.
The themeIt is roughly about
Tales and Stories. Some cards try to reference a tale, story or fable, although in some cases in such a subtle way that a particular story is difficult to identify.
The mechanics Some cards combine or extend some of the existing mechanics in new ways, e.g.
cards with changing costs. In the near future I would like to introduce some new mechanics such as
Chaplain tokens for trashing and
Equipment cards. The latter come in single copies, like Shelters and Heirlooms, but enter the players decks later in the game after some basic requirements are met.
Cards telling a storyA few cards try to reference certain tales or stories more closely; as they are rather more complex, I do not intend to include them in my Fan made set for regular gaming, except when something turns out to fit very well. The first such card I presented recently is
Rumpelstiltskin.
Simple cardsWhile designing cards with fancy and novel mechanics can be a lot of fun, having too many of them can be quite painful in a real game. Thus, I think that a substantial number of cards should be relatively simple. I would like to present those here, starting with the three Action cards
Hunter,
Gatehouse and
Merry Men:
New versions after feedback (19.Sept.2020):
Hunter$2 – Action +2 Actions When you play the next Action card this turn, for each +$1 it produced, take +1 Coffers instead.
| Gatehouse$5 – Action +1 Card +2 Actions Reveal your hand. The player to your left chooses one card that you discard. +2 Cards | Merry Men$4 – Action +2 Cards +1 Buy You may play an Action card from your hand. If you do, Exile it if you have another copy of it in play.
|
Original versions: Hunter $2 – Action +1 Action You may play an Action card from your hand. For each +$1 it produced, take +1 Coffers instead.
| Gatehouse $3 – Action +2 Actions You may reveal your hand. If you do, the player to your left chooses one card. Discard it, for +2 Cards.
| Merry Men $5 – Action +2 Cards +1 Buy You may play an Action card from your hand. If you do, Exile it if you have any copies of it in play. |
Hunter. Allows playing a card without using an Action. If that card provides an Action, Hunter effectively turns to a Necropolis. If it’s a terminal card, the player still has an Action from Hunter. If it produces +$, Hunter converts them to Coffers.
Gatehouse. To separate the wheat from the chaff; unfortunately your opponent is the bouncer. Only junk cards in your hand? Sure no problem, go for it. Expecting better cards in your deck? Might be worth it. Already a key card in your hand? Better play it or even better, play it before Gatehouse.
Merry Men. Similar to Imp, but with the possibility to play a card that already has copies in play, although with the caveat that it will be Exiled. Perhaps, you want to gain another copy anyway.
→ Part 2 → Part 3 → Part 4