Alright, possibly this mechanic is just on my mind because I'm getting married in a month, but let's do it!Congratulations.
When you play it, you execute all on-play instructions of the set-aside cards in order. That's it! Effectively, all the cards you combine become a single card!Can a Combination card do below-the-line things like reacting, or "while this is in play" things?
(https://trello.com/1/cards/628d543bace9d953b16b5090/attachments/628d54522c1e4e1607ff189b/download/Grow_v1.png) | Quote from: Grow Grow Cost: 2 Action |
Play all the set-aside cards with the first token, in the order that they were set aside.
(https://trello.com/1/cards/628d543bace9d953b16b5090/attachments/6290d40892c19159b34caad5/download/Trapper_(3).png) | Quote Trapper - Action - Cost: 4 |
A question:I'd assume not, or combining Fortress with a self-trasher would let you play it infinite times.When you play it, you execute all on-play instructions of the set-aside cards in order. That's it! Effectively, all the cards you combine become a single card!Can a Combination card do below-the-line things like reacting, or "while this is in play" things?
A question:I think given Erick's observation, it will be safest to say that below-the-line effects are ignored, though in spirit I would want that to be possible.When you play it, you execute all on-play instructions of the set-aside cards in order. That's it! Effectively, all the cards you combine become a single card!Can a Combination card do below-the-line things like reacting, or "while this is in play" things?
Shouldn't non-landscape cards have a type to tell you to bring out the combination pile?No? They're not part of the supply. Spoils and Spirits do not require a special type on cards that use them.
Can a combination be combined again?Yes.
Does it only take one Action to play a combination, not combining the action cost? Or does it take two?It takes one Action (or none if the Combination card has Treasure or Night type).
Do combinations essentially have this wording?More or less, but this is not a perfect representation. For one, the Combination card may carry a VP value. Also, playing a Combination only counts as a single card play for cards like Conspirator.Quote from: Combination 1Play all the set-aside cards with the first token, in the order that they were set aside.
And it makes a difference for things like vanilla tokens from Adventures. If you were playing all of the set-aside cards then you would get bonuses from any tokens on any of the piles. If you're just following the instructions on each card then you don't.Do combinations essentially have this wording?More or less, but this is not a perfect representation. For one, the Combination card may carry a VP value. Also, playing a Combination only counts as a single card play for cards like Conspirator.Quote from: Combination 1Play all the set-aside cards with the first token, in the order that they were set aside.
That's a shame. Does this mean you only get the VP value of a card if it is not a below-the-line VP?A question:I think given Erick's observation, it will be safest to say that below-the-line effects are ignored, though in spirit I would want that to be possible.When you play it, you execute all on-play instructions of the set-aside cards in order. That's it! Effectively, all the cards you combine become a single card!Can a Combination card do below-the-line things like reacting, or "while this is in play" things?
How about Combination cards getting a rule that something special happens to them when you trash them? Like, you return it to its pile and trash its set-aside cards. First, before any other "when you trash" effects.A question:I think given Erick's observation, it will be safest to say that below-the-line effects are ignored, though in spirit I would want that to be possible.When you play it, you execute all on-play instructions of the set-aside cards in order. That's it! Effectively, all the cards you combine become a single card!Can a Combination card do below-the-line things like reacting, or "while this is in play" things?
I think making a special trashing rule may be confusing. I have now modified to this:How about Combination cards getting a rule that something special happens to them when you trash them? Like, you return it to its pile and trash its set-aside cards. First, before any other "when you trash" effects.A question:I think given Erick's observation, it will be safest to say that below-the-line effects are ignored, though in spirit I would want that to be possible.When you play it, you execute all on-play instructions of the set-aside cards in order. That's it! Effectively, all the cards you combine become a single card!Can a Combination card do below-the-line things like reacting, or "while this is in play" things?
That would allow them to do below-the-line stuff without running into the Fortress problem. (Though there may be other similar problems I haven't thought of.)
- any when-gain, when-buy or when-trash effects of the combined cards are ignored for the Combination. Other below-the-line effects (while in play, Reactions etc.) carry over to the Combination.It's also not ideal, but the best I could come up with to maintain most of the functionality.
And it makes a difference for things like vanilla tokens from Adventures. If you were playing all of the set-aside cards then you would get bonuses from any tokens on any of the piles. If you're just following the instructions on each card then you don't.Do combinations essentially have this wording?More or less, but this is not a perfect representation. For one, the Combination card may carry a VP value. Also, playing a Combination only counts as a single card play for cards like Conspirator.Quote from: Combination 1Play all the set-aside cards with the first token, in the order that they were set aside.
Here's my entry:I think that you limit the combine to once and say something like this. If it's your Night phase and this is not a combination yet then combine this and a copy from the Supply of a Treasure that you have gained this turn. This is because that this in some big money decks can sock up and win the game really fast making them about as good as golds or better.
(https://i.imgur.com/b8HsywT.png)QuoteMagnet
$5 Treasure - Night
$1
If it's your Night phase, combine this and a copy from the Supply of a Treasure that you have gained this turn.
I think that you limit the combine to once and say something like this. If it's your Night phase and this is not a combination yet then combine this and a copy from the Supply of a Treasure that you have gained this turn.I was trying to make a self-combining card that can grow and grow.
Fallen City
Action Duration Attack, $5
At the start of your next turn, +2 Cards +1 Action.
Until then, at the start of each other player's Clean-up phases, you may choose an action they would discard from play and combine it with a Burden, putting it into their discard pile.
Burden
Action, $1*
+1 Card
Discard two cards.
(this card is not in the supply)
Partnership
$5 - Treasure
+$2.
You may trash a non-Copper card you have in play to combine any two other cards you have in play.
Beep boop
(https://i.imgur.com/CvEzF6d.png)QuoteFallen City
Action Duration Attack, $5
At the start of your next turn, +2 Cards +1 Action.
Until then, at the start of another player's Clean-up phase, you may combine a Burden with an action card they would discard from play.
(https://i.imgur.com/LBdoxB6.png)QuoteBurden
Action, $1*
+1 Card
Discard two cards.
(this card is not in the supply)
There are Thirty Burdens in the Non-supply, +10 for each additional player
"An Action card they would discard from play" seems pretty clear to me.QuoteFallen City
Action Duration Attack, $5
At the start of your next turn, +2 Cards +1 Action.
Until then, at the start of another player's Clean-up phase, you may combine a Burden with an action card they would discard from play.
Where does the non-Burden card come from here? Do you take it away from the player who would discard it, or do you get a copy of it from the supply and use that?
Beep boop
(https://i.imgur.com/CvEzF6d.png)QuoteFallen City
Action Duration Attack, $5
At the start of your next turn, +2 Cards +1 Action.
Until then, at the start of another player's Clean-up phase, you may combine a Burden with an action card they would discard from play.
(https://i.imgur.com/LBdoxB6.png)QuoteBurden
Action, $1*
+1 Card
Discard two cards.
(this card is not in the supply)
There are Thirty Burdens in the Non-supply, +10 for each additional player
Where does the non-Burden card come from here? Do you take it away from the player who would discard it, or do you get a copy of it from the supply and use that?
Until then, at the start of each other player's Clean-up phases, you may have them combine a Burden and an Action they would discard from play.
Beep boop
(https://i.imgur.com/CvEzF6d.png)QuoteFallen City
Action Duration Attack, $5
At the start of your next turn, +2 Cards +1 Action.
Until then, at the start of another player's Clean-up phase, you may combine a Burden with an action card they would discard from play.
(https://i.imgur.com/LBdoxB6.png)QuoteBurden
Action, $1*
+1 Card
Discard two cards.
(this card is not in the supply)
There are Thirty Burdens in the Non-supply, +10 for each additional player
Where does the non-Burden card come from here? Do you take it away from the player who would discard it, or do you get a copy of it from the supply and use that?
I assume the intent is that the opponent combines their to-be-discarded Action with Burden, making it "worse."
@fika monster: If this is the intent, then this is misworded as the rules for combining are stated, as you'd steal your opponent's card as worded. This is my suggestion, assuming my interpretation of your intent is correct:QuoteUntil then, at the start of each other player's Clean-up phases, you may have them combine a Burden and an Action they would discard from play.
(https://i.imgur.com/ymDnGuD.png)This is way to good with 1 lab and a barge this is about as good than buying 4 labs which cost $20 and 4 buys for just $8 and 1 buy. I think that you should make this cost like 10 or make it combine 2 $4 cards instead of 2 $5 cards and make it cost $7.
(https://trello.com/1/cards/628ef25c9c6bfc8c42cb9fb1/attachments/628ef2628460048aaff55821/previews/628ef2648460048aaff55856/download/image.png) The randomizer. | ||
(https://trello.com/1/cards/628ef25c9c6bfc8c42cb9fb1/attachments/628ef278df81f1070826faa8/previews/628ef27adf81f1070826fac7/download/image.png) Quote Mister James $5 Action - FarmerMister James can combine THREE differently named non-Farmer Action cards. | (https://trello.com/1/cards/628ef25c9c6bfc8c42cb9fb1/attachments/628ef28fdfdea8221980f31b/previews/628ef291dfdea8221980f470/download/image.png) Quote Mister Owen $4 Action - FarmerMister Owen can combine cards with the same name, and costs $1 less. | (https://trello.com/1/cards/628ef25c9c6bfc8c42cb9fb1/attachments/628ef29b3cfb9c5b3e405945/previews/628ef29d3cfb9c5b3e405958/download/image.png) Quote Mister Patrick $4 Action - FarmerMister Patrick can combine any non-Farmer type of card. He also costs $4. |
(https://trello.com/1/cards/628ef25c9c6bfc8c42cb9fb1/attachments/628ef2ad7bf0c76e7e157a80/previews/628ef2af7bf0c76e7e157b14/download/image.png) Quote Mister Sam $5 Action - FarmerMister Sam topdecks the combined card, a one-time benefit. | (https://trello.com/1/cards/628ef25c9c6bfc8c42cb9fb1/attachments/628ef2d206b988078af87a64/previews/628ef2d406b988078af87aa7/download/image.png) Quote Missus Shoshana $4 Action - FarmerMissus Shoshana gives a $1 boost if you set aside a card that makes money, and costs $4. | (https://trello.com/1/cards/628ef25c9c6bfc8c42cb9fb1/attachments/628ef2c022036d3129b30cb7/previews/628ef2c222036d3129b30cc0/download/image.png) Quote Mister Markus $5 Action - FarmerMister Markus is non-terminal |
(https://trello.com/1/cards/628ef25c9c6bfc8c42cb9fb1/attachments/628ef2edc7abac451b01d874/previews/628ef2efc7abac451b01d8d2/download/image.png) Quote Missus Annie $5 Action - FarmerMissus Annie does a pseudo-gain for one of her cards to combine. | (https://trello.com/1/cards/628ef25c9c6bfc8c42cb9fb1/attachments/628ef2fc322976199e645e34/previews/628ef2fe322976199e645e7a/download/image.png) Quote Mister Alex $4 Action - FarmerMister Alex can play cards set aside by any of your Farmers, not just his own. | (https://trello.com/1/cards/628ef25c9c6bfc8c42cb9fb1/attachments/628ef32e94ae7658c324d28f/previews/628ef33194ae7658c324d34f/download/image.png) Quote Mister Gendo $6 Action - FarmerMister Gendo can combine aside Victory cards and effectively doubles their points (once from the combination card, once from his own ability). He costs $6 as a result. |
(https://trello.com/1/cards/628ef25c9c6bfc8c42cb9fb1/attachments/628ef339e260605d7e98351d/previews/628ef33ce260605d7e9837ac/download/image.png) Quote Missus Errin $5 Action - FarmerMissus Errin can blow up her own set aside cards (weakening the combination card, admittedly) to replay them. |
I went and made a knights-esque unique pile for this.
Sorry in advance. I'll include some commentary about how each one is different.
It should only need 10 Combination cards, since I think I effectively locked out recursion.
General overview:
Each farmer allows terminally* combining of two* differently-named* Action cards*, which lets you take the respective combination card. The farmer stays in your deck and acts as a BoM-esque command card for specifically the cards it* set aside; the cards set aside do not change or shift once set aside*.
Things with an asterisk aren't on every card - that's one of the parameters I played with.
I went and made a knights-esque unique pile for this.
Sorry in advance. I'll include some commentary about how each one is different.
It should only need 10 Combination cards, since I think I effectively locked out recursion.
General overview:
Each farmer allows terminally* combining of two* differently-named* Action cards*, which lets you take the respective combination card. The farmer stays in your deck and acts as a BoM-esque command card for specifically the cards it* set aside; the cards set aside do not change or shift once set aside*.
Things with an asterisk aren't on every card - that's one of the parameters I played with.
How do you keep track of which Combination was created by which Farmer?
Or by "the respective combination card" do you mean that you have Combination cards called "Combination James" etc, rather than "Combination 1" etc? And also tokens with the names rather than the numbers.
Serfdom $4 Event
Combine a non-Action Victory card in your hand with 1 Serf you have in play per $2 it costs (round down).
Setup: Add the Serf pile to the Supply.
Serf $1 Action
+1 Card
+1 Action
Way of the TurkeyFAQ: The Action cards you combine must be differently named from each other. It does not matter whether either has the same name as the card you are playing as Way of the Turkey.
Way
You may combine two differently named Action cards from your hand. Return this to its pile.
"Way of the Mule" is an official card. Was this an oversight?Oops. I thought it was familiar, but couldn't see it when I checked the Ways!
Beep boop
(https://i.imgur.com/CvEzF6d.png)
V2 with improved wording
(https://i.imgur.com/WZHVBfq.png)QuoteFallen City
Action Duration Attack, $5
At the start of your next turn, +2 Cards +1 Action.
Until then, Until then, at the start of each other player's Clean-up phases, you may have them combine a Burden and an Action they would discard from play.
(https://i.imgur.com/LBdoxB6.png)QuoteBurden
Action, $1*
+1 Card
Discard two cards.
(this card is not in the supply)
There are Thirty Burdens in the Non-supply, +10 for each additional player
Fallen City
Action Duration Attack, $5
At the start of your next turn, +2 Cards +1 Action.
Until then, Until then, at the start of each other player's Clean-up phases, you may have them combine a Burden and an Action they would discard from play.
Just change the "and" to a ". They" and you should be fine.QuoteFallen City
Action Duration Attack, $5
At the start of your next turn, +2 Cards +1 Action.
Until then, at the start of each other player's Clean-up phases, you may choose an action they would discard from play and combine it with a Burden.
Profane Grafting - $3+
Event
When you buy this, you may overpay. You may discard a card costing up to the amount you paid. Gain a cheaper card with different card types as it, Combining them.
Way of the Buffalo
Way
Combine this with a Buffalo.
Buffalo
Action, $1*
+1 Action
(This is not in the Supply.)
Way of the Vulture - Way-Looter
Combine this with a Ruins from the Supply.
@faust, when are you getting married? Congratulations! I am also having a wedding in late June! :)Congratulations to you as well! You'll be first then, my wedding is on July 2!
It's also not clear to me whether you card return a Combination, and what happens if you do.Good catch, I hadn't thought about that.
(http://wiki.dominionstrategy.com/images/thumb/3/36/Smithy.jpg/200px-Smithy.jpg) | (http://wiki.dominionstrategy.com/images/thumb/5/5a/Village.jpg/200px-Village.jpg) | |
Smithy | + | Village |
(http://wiki.dominionstrategy.com/images/thumb/e/ed/Tactician.jpg/200px-Tactician.jpg) | (http://wiki.dominionstrategy.com/images/thumb/c/c2/Watchtower.jpg/200px-Watchtower.jpg) | |
Tactician | + | Watchtower |
(http://wiki.dominionstrategy.com/images/thumb/7/7c/Highwayman.jpg/200px-Highwayman.jpg) | (http://wiki.dominionstrategy.com/images/thumb/d/de/Tide_Pools.jpg/200px-Tide_Pools.jpg) | |
Highwayman | + | Tide Pools |
(http://wiki.dominionstrategy.com/images/thumb/f/fe/Moat.jpg/200px-Moat.jpg) | (http://wiki.dominionstrategy.com/images/thumb/8/8d/Scheme.jpg/200px-Scheme.jpg) | |
Moat | + | Scheme |
(http://wiki.dominionstrategy.com/images/thumb/3/30/Courtyard.jpg/200px-Courtyard.jpg) | (http://wiki.dominionstrategy.com/images/thumb/6/67/Native_Village.jpg/200px-Native_Village.jpg) | |
Courtyard | + | Native Village |
(https://i.imgur.com/Demm0IZh.png) | Quote Clerk $2 Action |
(https://i.imgur.com/QeggPyrh.png) | Quote Bankers' Village $5+ Action |
(https://i.imgur.com/dFuxSd7h.png) | Quote Mask $3+ Treasure |
(https://i.imgur.com/5zxtylXh.png) | Quote Night Shift $3 Night |
(https://i.imgur.com/Ckj6PzBh.png) | Quote Early Bird $4 Dawn |
(https://i.imgur.com/yVvuxe1h.png) | Quote Little Fish $2 Action - Duration |
(https://i.imgur.com/wPyIxHuh.png) | Quote Pandora's Box $5 Treasure |
(https://i.imgur.com/8R0rNahh.png) | Quote Island of Doctor Moreau $4 Event |
(https://i.imgur.com/eC406rWh.png) | Quote Coppersmith $5 Action - Night |
(https://i.imgur.com/98L1H3Vh.png) | Quote Circle of Matchmakers Ally |
(https://i.imgur.com/GPeAwF1h.png) | Quote Wedding Bands $5 Treasure - Duration |
(https://i.imgur.com/vsWq2Yph.png) | Quote Wedding Chapel $2 Action - Reaction |
(https://i.imgur.com/I1Vt4wih.png) | Quote Family Matchmaker $4 Action - Kin |
(https://i.imgur.com/lwKKcoUh.png) | Quote Elopement $4 Action - Night |
(https://i.imgur.com/uVenfaLh.png) | Quote Young Swordsman $2 Action |
(https://i.imgur.com/aYvFQiXh.png) | Quote Sword $4 Action - Equipment |
(https://i.imgur.com/MBz9FGph.png) | Quote Wandering Soul $4 Action |
(https://i.imgur.com/HwOKCWVh.png) | Quote Locket $0 Treasure - Equipment |
Wedding Bands and Family Matchmakers Quotes are messed up.
One big question I had about this mechanic, in terms of design for it, is how strong is the capacity to combine cards (and, in particular, to combine Action cards). My first impression is that combining Action cards is incredibly strong. It is not hard to think of 2 card combinations that are extremely powerful.It does seem powerful, yes. Even if the 2 Action cards you combine don't have any special synergy, just the act of combining them is like gaining a Lost City (without benefitting your opponents). Then if they do have synergy it's even better. I like your Tactician + Watchtower example!
Clerk is already an official card.