I'm starting to create a new Dominion Fan expansion. Some of the themes include:
- Choices, "up to" options
- More Trash for benefit (none listed here yet)
- A replacement for the Curse pile
I will list some of the cards below. Names, prices, abilities are all subject to change, including not even making the set. Play with them if you like.
Barracks $4
Action - Attack
+1 Card
+2 Actions
If you have already played a Barracks this turn, each other player discards down to 4 cards in their hand.
An attacking village. I think it's cute.
Seer $6
Action
Draw up to three cards. For each card you did not draw in this way, +1 Action.
When you gain this, gain a card costing up to $3.
It's too strong for $5, and not terribly great for $6, so I added the gain bit. I don't know how it's going to handle yet, but a more flexible Village/Draw card seems pretty nice.
Wetlands $4
Action - Victory
Worth 2VP
You may reveal a Wetlands from your hand. If you do, +1 Card, +1 Action, +$1.
An interesting Peddler variant. It's possibly worth too many VP, but again, I'd rather have cards start off too strong than too weak. You also cannot play your last Wetlands, as it does nothing. So I think it's an interesting idea to try out.
Greenhouse $4
Action
+2 Cards
+1 Action
+1 Buy
Discard a card from your hand. If it is a Curse or Victory card, each other player may discard and draw a card.
A sifter variant that gives you buys but slightly punishes you for sifting. Maybe it's a bit counter productive, so maybe it needs to be stronger. Who knows.
Ducat $4
Treasure
Worth $1
The next time you buy a card this turn, gain a card costing $1 more than it.
I've always wanted to make a Develop/Procession type with gaining on a treasure.
Gardener $3
Action
+$1
Trash up to two cards from your hand. For each time you did not trash, +$1.
Offers more flexibility than Steward for money and trashing, but does not draw cards. Overall a bit worse than Steward, but way better than Silver.
Executioner $5
Action - Attack
+$1
+2 Cards
Each other player with 5 or more cards in hand discards an Action card (or reveals a hand without any).
A somewhat cruel attack. I added the +$1 to make it a bit better, but it may be too strong already.
All simple, sleek cards with some interesting interactions. I don't want to make stupid interactions or pointless ones. I think a lot of these cards offer interesting interactions with existing cards or new things not tried that are still simple enough in execution. I want a Reaction card for sure, and I think I have quite enough attacks in this fan expansion. I want more cards too, but it's a good start.
This expansion will feature some Events, one which is ready for testing.
Construct $4
Event
Once per turn: Trash a card from your hand. Gain a card costing up to $3 more than the trashed card.
Probably too strong, but I'd rather start out too strong than too weak.
Now for the interesting bit: The Curse replacement.
The Curse replacement is currently called Mummy, and there are 12 cards instead of the standard 10 for 2 Player Dominion. Mummies do not give -VP, but they are still Curse cards. All Cursers will hand out Mummies instead when they are played. All interactions with Curses also work for Mummies, since Curse is a type.
The reason I did this was because I've seen so many bad ideas for Curse cards, and I think this is the most sensible solution.
The Mummy cards all have Egyptianish names for now, which may or may not change. Maybe that will be the name of my Expansion: Egypt or Pyramid something of the kind. I don't know yet.
Mummy $1
Action - Curse
+1 Card
+1 Action
If you have played at least 3 Mummies this turn, end your Action Phase immediately.
It's an interesting option instead of Curse. Sure, your Curses no longer suck as much, but they're still junk. And you have decisions to make on whether to play Mummies or not. There are a few more of them because they're not
quite as bad as Curses. If there's Villa on the board, you can circumvent this a bit, but not too much.
Now for the cards that interact with Mummies:
Pharoh $5
Action - Attack
+2 Cards
Each other player gains a Curse.
Set-up: Replace the Curse pile with the Mummy pile.
A bit redundant as a Curser, as it is a Witch variant. What separates this card from Witch if they are both in the Supply? Because of this, I am willing to consider either changes to the Mummies and their interactions with Cursing, or more likely just a change with Pharoh instead.
Archeologist $5
Action
You may trash a card from your hand. If you do, +$4. Gain a Curse.
Set-up: Replace the Curse pile with the Mummy pile.
A Baron/Death Card variant that fuels itself with Mummies. A bit on the weaker side, but giving it +1 Action might be too strong. This one will probably change or be destroyed. Who knows.
And that's it so far. I want at least one more card to interact with Mummies, but there could be two.