Hello there, I have so much other stuff to do, but it is WAY TOO TEMPTING of a design excercise to make another guessing thread how I would do the new Dominion expansion based on the
preview text. Sure it is just for fun, but I try to design as serious as possible.
It was fun to do
on Adventures. But to be not as overwhelming as last time, I will make this a "work in progress", so there is still some space for ideas. Feel free to comment and make your own/ inspired guesses. My ideas for Heirlooms/ Boons/ Hexes are maybe a bit too niche and political? Although I like how straightforward they are. I posted something similar in the Adventures thread, see the discussion
here. There it was pretty far away from what we've gotten. On the other hand, I guessed
everything correct about one Event back then. So here we go, time to look into the crystal ball. Who knows... maybe we can get a lucky hit again.
Night Cards
You can play any number of Night cards during the Night phase (after the Buy phase but before Cleanup). However, the instructions will ask you to pay an amount of
to make their effect happen. (Inspired by
Asper's idea of paying for playing Night cards.) Similarly to Crown, Action - Night cards cannot be used for both effects.
CONSPIRATION (Night - Duration)
Pay to set aside one Action card from play. Play it again at the start of your next turn.WINE VILLAGE (Action - Night)
If it is your Action Phase, +1 Card +2 Actions.
If it is your Night Phase, pay to trash up to 2 Cards from your hand.BAT (Action - Night)
If it is your Action Phase, +1 Card +1 Action, gain a Bat.
If it is your Night Phase, pay to exchange this for a Vampire.VAMPIRE (Night - Attack)
Pay to make every other player gain 2 Curses. Exchange this for a Bat.
(This is not in the Supply.)SHADY DEALER (Night)
Pay to gain a card.NIGHT WORKER (Night)
Pay to take an extra turn after this one, but without a night phase.Heirlooms
In games using Heirlooms, the starting decks are modified. Every player chooses a color. Then they give out one Heirloom in their color to every other player. Every Heirloom replaces one of the starting Coppers. E.g., in a 3 player game, you would start with 3 Estates or Shelters, 5 Coppers, and 2 Heirlooms from the other players. So there are 6*5=30 total Heirlooms needed (maybe 6 extra cards to remind people of their color, but in games with less than 6 players you'd have extra color cards anyway). Heirloom will look like this for every color:
HEIRLOOM (Treasure)
Worth .
Player Red may discard a card to draw a card.Boons and Hexes
Boons and Hexes work similarly as Heirlooms, only they are distributed during the game. If there is a Fate or Doom card in the supply, every player chooses a color at the start of the game. They set aside the 5 Boons in their color when there is a Fate card and their 5 Hexes when there is a Doom card. Every player has their own pile of cards to distribute. You must gain Boons or Hexes from the active player's pile.
BOON (Treasure)
Worth .
Trash this.
__________________________
When you trash this, return it to the Red player's Boon pile and they draw a card.
(This is not in the supply.)HEX (Night)
Pay to trash this.
__________________________
When you trash this, return it to the Red player's Hex pile and they draw a card.
(This is not in the supply.)Possible Fate/ Doom cards:
RITUALIST (Action - Attack - Doom)
+
Each other player gains a Hex.
__________________________
While this is in play, when you play a Night card, +.MONASTERY (Action - Fate)
+2 Cards
+1 Buy
Each other player gains a Boon.WIZARD (Action - Attack - Doom)
+2 Cards
Each other player gains a Hex. If they don't, they gain a Curse.Still so much space for cards to come...