PedestalAdded the "up to 3" limitation. Still need to update the image. Test rating 2/7.
Cost $3 - Action / Reaction
+$1.
Discard up to 3 action or treasure cards. +1 VP for each card discarded this way.
-
When you discard this from your hand, +$1 during your turn.
ArchaeologistThis version test rating 2/7. Originally based on Aidan Millow's Archaeologist from the Dark Ages contest. It's had major changes since the previous version.
$5 - Action - Preserve
+1 Card, +1 Action.
Gain a ruins, putting it into your hand.
-
When you gain this, you may put your +1 Action, +1 Card, $1, or +1 Buy token on the ruins pile.
Ancient TempleTest rating 1.5/7. much simplified fifth(?) version.
Cost $5 - Action
+1 Action. Discard a card. Gain a card costing up to $4, putting it into your hand.
Mysterious DoorTest rating 3/7. The attack was (usually) extremely weak, and the exciting part is getting to play it as more expensive action cards, so I removed the attack. It's simpler now.
Cost 2 - Action
The player to your left discards the bottom card of his deck. If it's... a victory card, +2 Cards; a treasure card, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png); an action card, play this as the revealed action card -it is that card until it leaves play.
AuditorTest rating 3/7. An attack that makes it harder to trash your junk.
Cost $4 - Action / Attack
+$2, +1 Buy.
Each other player reveals their hand and discards all curses, ruins, and pure victory cards.
Salvage YardTest rating 2/7. Haven't found a suitable image for it. (May need a new name to fit with an image, maybe 'Recover'.)
Cost $1 - Event
Discard any number of cards from your hand. Gain a card from the trash costing up to $2 per card you discarded.
Mortar RepairTest rating 3/7. It's been tested a few times since the other thread, and I like it. (The previous version seemed slightly weak so I made it reveal two cards.)
Cost 3 - Action/Material
Reveal your top 2 deck cards. You may discard one. You may trash one. Put any remaining back on your deck. If you trashed one, gain a card costing up to $3. Otherwise, +1 Action, +$1.
-
When this card is trashed, +$1 on your turn.
Building BlocksTest rating 3/7. I like this one. Based on mail-mi's Sorcerer's Apprentice (http://forum.dominionstrategy.com/index.php?topic=10996.0) card.
Cost $2 - Treasure/Reaction/Material
Worth $1. When you play this, reveal the top card of your deck and discard it or put it back.
-
When you reveal this from your deck, you may put this into your hand. If you do, continue revealing cards as if you hadn't revealed this card.
FoundationTest rating 3/7.
Cost 3 - Action/Reaction/Material
+1 Action. Reveal your top deck card. Discard it or put it back. +1 Card.
-
When this card is discarded besides during a clean-up phase, +1 card during your turn.
Generous BenefactorTest rating 2/7. Working well.
Cost 3 - Action - Duration
+1 action, +$1.
Next turn: +$2, +1 Buy.
-
While this is in play, each other player gets +$1 after they finish playing treasures in their buy phase if they have no gold, platnum, or attack cards in play.
DrawbridgeTest rating 3/7. It seemed very strong for $3 as it was, so I made the cost for the attacker smaller for the attack to get through.
Cost 3 - Action - Duration
+2 cards. Next turn: You may trash a card from your hand. If you do, +1 card.
-
While this is in play, when another player plays an attack card, its player may discard a card. If they don't, you are unaffected by the attack.
Restored VillageTest rating 4/7. I decided I like the $4 cost version better so I changed it back. It's powerful often, but sometimes it can be worse than a necropolis. Still, it was too strong for $4, so I thought of an on-buy drawback. The part in parenthesis is included in the rules for Preserve cards. It's just a reminder here.
Cost 4 - Action - Preserve
+2 Actions. Discard a card. Draw up to 5 cards in hand.
-
When you buy this, gain a ruins (or discard a card to gain a special ruins instead).
TrailblazerTest rating 4/7. (Name and on-gain effect shamelessly stolen from a card by Just a Rube)
Cost 3 - Action
+1 card, +1 action.
During your action phase with this in your hand, you may discard a card. If you do, play this without using an action.
-
When you gain this, reveal the top 4 cards of your deck. Put any number of revealed Victory cards and Curses into your hand. Put the other cards back in any order.
CollectablesTest rating 3/7.
Cost 4 - Action - Duration
+1 Card, +1 Action. Next turn: Reveal the top card of your deck, if it costs $5 or more, put it into your hand.
-
While this is in play, all cards in your hand, deck, or discard pile cost $1 more.
MinerTest rating 4/7. Seems to work well.
Cost 4 - Action
+$1. Reveal the top 4 cards of your deck. Put one revealed treasure into your hand. Discard one other revealed card. Put the rest back in any order.
VandalTest rating 4/7. Fun fact: This picture of a graffiti Texas A&M logo was taken in Rome, Italy.
$5 - Action - Attack - Looter
+2 cards. Each other player may reveal a victory card from his hand and put it onto his deck. If he doesn't, he gains a ruins. You may reveal a victory card from your hand and put it on your deck. If you do, +$2.
Fountain GargoyleTest rating 2/7. I know certain people won't like the looks of this version, but we've played with it and we like it. Fun is what matters not dividing lines or minor details like that. (Now it has five types, ;D But then I wouldn't actually print it or mock it up with the looter type on it.)
Cost $5 - Action / Attack / Looter / Duration / Victory
+1 Action.
This turn and next: +$1.
Worth 1VP
-
Until your next turn, when another player gains a victory card, he reveals and puts a pure victory card or a ruins from his discard pile on top of his deck.
Kingdom RestorationTest rating 3/7.
Cost 5 - Action
+1 Action.
You may discard the top card of your deck. Then look through your discard pile and put up to two cards from it on top of your deck. +1 Card.
-
During your buy phase, you may pay $1 to return a card from the trash pile to the supply.
PioneerTest rating 3/7. I changed it to use the wording Lastfootnote suggested, gave it a name, and tested it in a couple games. I got the idea for this card in a dream.
Cost 5 - Action - Duration - Preserve
+3 Cards, +1 Buy.
-
While this is in play, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.
Ancestral CryptTest rating 3/7.
Cost 5 - Action - Victory
+1 Card. Trash up to two cards from your hand. For each card you trash that costs more than $0, take a coin token.
-
Worth 1 VP
Royal HeirloomTest rating 4/7.
Cost 5 - Action - Duration
Reveal deck cards until you reveal an action card, put the action card in your hand and discard the rest. Then choose an action card from your hand. Play it now and play it again at the start of your next turn.
Iron FurnaceTest rating 3/7. (will probably cut because of the similarity to Sacrifice.)
Cost 2 - Action
Reveal a card from your hand. If it's an action, play it. If it's a ruins, play it again. If it's a treasure, +$2. If it's a victory card, +2 cards. In any case, trash the revealed card.
Joint UpgradeTo be replaced...
Cost 4 - Action
+2 Cards. Trash a card from your hand and gain a card costing up to $2 more. Each other player may trash a card and discard a card from their hand. If they do, they gain a card costing exactly $1 more than the card they trashed.
PatricianTest rating 2/7. (Originally based on Confessor by RTT.) Thinking of bringing this one back to the main list and just have the attack happen "If this is the first Patrician you played this turn". An attacking village. The problem is that it can make people shuffle a lot, but if you do the attack without shuffling it makes multiples of the card too nasty. (The name is of course a reference to the ruler of Ankh Morpork. I love Discworld books. ...and now I'll have to change the name :P)
Cost 5 - Action - Attack
+2 Actions. Each player (including you) reveals cards from their deck until they reveal an action or treasure card costing at least $3. Put yours in your hand and discard the rest; each other player discards theirs and shuffles the other revealed cards back in their deck.
Iron Furnace
Cost 2 - Action
Reveal a card from your hand. If it's an action, play it. If it's a treasure, +$1. If it's a victory card, +1 card. In any case, trash the revealed card.
Iron Furnace
Types: Action
Cost: $2
Reveal a card from your hand. If it's an Action, play it twice. If it's a Treasure, +$2. If it's a Victory card, +2 Cards. Trash the revealed card.
Potluck
Cost 3 - Action
Reveal the card that is 3rd from the top of your deck. If it's an action card: play it and +1 action. If it's a treasure card, put it into your hand and +$1. Otherwise, discard it and +1 card.
Prison
Cost 3 - Action - Reaction
+2 cards. Set aside a card from your hand. Put it into your hand next turn.
-
When another player plays an attack card, you may reveal this from your hand. If you do, the other player sets aside the attack card after it resolves and discards it after his next shuffle.
Foundation
Cost 3 - Action - Reaction
+1 card, +1 action.
-
This may take the place of any card costing up to $4 any time you trash or discard a card. When this card is discarded from your hand besides during a clean-up phase, +1 card. When this card is trashed, gain a silver.
Marketting Agent
Cost 3 - Action - Duration
+1 Card.
Put one of your Agent tokens on a supply pile.
Next turn: +$1.
-
While this is in play, any card with your agent token costs $1 more except during your buy phase when it costs $1 less. When this leaves play, remove one of your tokens. Setup: Each player has unique Agent tokens.
Collectables
Cost 3 - Action - Duration
+1 Action.
Start of next turn: You may reveal a card from your hand costing up to $3. If you do, gain a copy of it.
-
While this is in play, all cards in your hand, deck, or discard pile cost $1 more.
I think most of these are too weak. In general, I think an expansion should focus on some new mechanic, or at least on a mechanic that hasn't been the focus of an expansion before.Personally, I think there's plenty of room for fan expansions that use preexisting mechanics in new ways.
I guess I'm not surprised that it seems weak, but a $2 cost that lets people play an action twice seems too strong even though the card is being trashed. I agree with the other changes.QuoteIron Furnace
Cost 2 - Action
Reveal a card from your hand. If it's an action, play it. If it's a treasure, +$1. If it's a victory card, +1 card. In any case, trash the revealed card.
This is super-weak, even when trashing bad cards. It's nice that it's flexible, but I don't think that saves it. I suggest you double all the bonuses, like so…QuoteIron Furnace
Types: Action
Cost: $2
Reveal a card from your hand. If it's an Action, play it twice. If it's a Treasure, +$2. If it's a Victory card, +2 Cards. Trash the revealed card.
I like the idea of using the bottom card. I didn't think of that. I guess I have a hard time judging a card's strength without more playtesting. Hmm, maybe I could just make it cost $2.QuotePotluck"3rd from the top" is awkward. I suggest using the bottom card of your deck instead.
Cost 3 - Action
Reveal the card that is 3rd from the top of your deck. If it's an action card: play it and +1 action. If it's a treasure card, put it into your hand and +$1. Otherwise, discard it and +1 card.
Like Iron Furnace, this is too weak. When a card is unreliable, the different options should each be powerful relative to its cost. But this is just a Village, [+1 Card; +$1], and [sift a card; +1 Card], respectively. Super weak! Maybe the Treasure option is fine, but the other two definitely need a buff. Probably all three.
I still think there must a way to word it better so it's not as confusing. I'll have to think about it more.QuoteFoundationI think this is too confusing to be worth doing. That's just my opinion.
Cost 3 - Action - Reaction
+1 card, +1 action.
-
This may take the place of any card costing up to $4 any time you trash or discard a card. When this card is discarded from your hand besides during a clean-up phase, +1 card. When this card is trashed, gain a silver.
I don't think it'd be as confusing as you're thinking. When a marketting agent leaves play, that token is removed. If there are two of someone's marketting agents which apply to the same card, there'd be two of his tokens on that card. (The original version didn't even have tokens. It just said "name a card" Now that was too confusing...) I like your idea for above the line.QuoteMarketting AgentTerminal +1 Card just seems really bad. You can't use it for a draw engine since it doesn't increase your hand size, yet you still have the issue of maybe drawing stuff dead. I would get rid of it and just change the next-turn effect to +$2 or something.
Cost 3 - Action - Duration
+1 Card.
Put one of your Agent tokens on a supply pile.
Next turn: +$1.
-
While this is in play, any card with your agent token costs $1 more except during your buy phase when it costs $1 less. When this leaves play, remove one of your tokens. Setup: Each player has unique Agent tokens.
I think the whole concept isn't worth having 4 to 6 sets of uniquely colored tokens and then calculating each card's cost based on all the tokens. "OK, I play Remodel and trash this Estate, which is worth $3 because one of my red tokens is on Estate. What can I gain? Well, there are blue and green tokens on Caravan. Whose tokens are these? Do you have a Marketting Agent in play? If not, these tokens don't count. Only one of you does, but you actually have two Marketting Agents in play, so your token counts double? Guess I can't gain a Caravan."
I guess I confused myself with the top half, I was thinking you could reveal a $4 card. oops. Maybe I'll say "You may reveal a card from your hand. If you do, gain a card costing less than it."QuoteCollectablesThe top half is incredibly weak, especially considering you can really only gain cards costing up to $2 (or less), because the card you reveal from your hand costs $1 more than it otherwise would. I predict that the bottom half will generate a lot of rules questions. If fact, I don't even think it does what you want it to do. When you Procession a Band of Misfits, you play it twice, trash it (now it's in the trash and worth $5 again), then gain an Action card costing $6. Likewise, if you trash an Estate with Collectables, it's in the trash by the time you gain a card, so it costs $2 again.
Cost 3 - Action - Duration
+1 Action.
Start of next turn: You may reveal a card from your hand costing up to $3. If you do, gain a copy of it.
-
While this is in play, all cards in your hand, deck, or discard pile cost $1 more.
Quote from: LastFootnoteIn general, I think an expansion should focus on some new mechanic, or at least on a mechanic that hasn't been the focus of an expansion before.Personally, I think there's plenty of room for fan expansions that use preexisting mechanics in new ways.
QuotePotluck
Cost 3 - Action
Reveal the card that is 3rd from the top of your deck. If it's an action card: play it and +1 action. If it's a treasure card, put it into your hand and +$1. Otherwise, discard it and +1 card.
"3rd from the top" is awkward. I suggest using the bottom card of your deck instead.
Like Iron Furnace, this is too weak. When a card is unreliable, the different options should each be powerful relative to its cost. But this is just a Village, [+1 Card; +$1], and [sift a card; +1 Card], respectively. Super weak! Maybe the Treasure option is fine, but the other two definitely need a buff. Probably all three.
moneylender, monument, navigator, cutpurse, militia, scavanger, chancellor, woodcutter, swindler, nomad camp, fortune teller, conspirator, steward, bridgeand look how it holds up here. if it's stronger or weaker than all of them, it probably needs tweaking, because chancellor is pretty awful and swindler pretty op.
Vandal
Cost 5 - Action - Attack
+2 cards. Each other player must discard an action card or reveal a hand without any actions. If a hand is revealed without any actions, that player gains a ruins. If any ruins are discarded +$2.
Mine Scoutokay, i'd mostly look at smithy here. you get the best treasure card out of 4. you get to discard one or two bad cards out of 4, and you get +1$. that isn't clearly better or worse on first glance, so let's take some samples
Cost 4 - Action
+$1. Reveal the top 4 cards of your deck. Put a revealed victory card, curse, or ruins into your hand. Put a revealed treasure into your hand. Discard one other revealed card. Put the rest back in any order.
Royal Authority(you need to tweak the wording so players can't dig for actions even if they have action cards in their hand.)
Cost 6 - Action
If you have no actions in hand, reveal your hand, then reveal deck cards until you reveal an action, put the action in your hand and discard the rest. Choose an action card in your hand. You may play it once, twice, or if it costs less than $4 and isn't an attack, you may play it three times.
Cost 3 - Action - Reactionthe top part is heaven effect on moat instead of on a cantrip. since terminal draw is exactly what makes a heaven effect good, it's reasonably strong on its own. it's kinda similar to courtyard, but it seems to be better.
+2 cards. Set aside a card from your hand. Put it into your hand next turn.
-
When another player plays an attack card, you may reveal this from your hand. If you do, the other player sets aside the attack card after it resolves and discards it after his next shuffle.
You can definitely create interesting cards using ideas from official expansions in new ways, but I think that it's not necessarily a good idea to design a whole expansion without a theme — if you have a bunch of cards that aren't really connected in any way, the cards can be very good and interesting, but why call that an expansion?Um, there are themes, in mechanics and flavor in my expansion which I even pointed out in the OP.
I like the approach of designing individual cards until you have a reason to group some of them together, then designing more cards specifically for that expansion/whatever it is if it feels right.This is exactly what I did.
I guess I'm not surprised that it seems weak, but a $2 cost that lets people play an action twice seems too strong even though the card is being trashed. I agree with the other changes.
I don't think it'd be as confusing as you're thinking. When a marketting agent leaves play, that token is removed. If there are two of someone's marketting agents which apply to the same card, there'd be two of his tokens on that card. (The original version didn't even have tokens. It just said "name a card" Now that was too confusing...) I like your idea for above the line.
I guess you're right......but a $2 cost that lets people play an action twice seems too strong even though the card is being trashed. I agree with the other changes.
Throne Room only costs $4 and it doesn't trash the Action it plays. Trashing the Action is an enormous penalty. If you really think playing another Action twice and then trashing it is too powerful an effect for $2, I don't know what to tell you. I wouldn't buy that card for $0 if that's all it did.
oh. oops.I don't think it'd be as confusing as you're thinking. When a marketting agent leaves play, that token is removed. If there are two of someone's marketting agents which apply to the same card, there'd be two of his tokens on that card. (The original version didn't even have tokens. It just said "name a card" Now that was too confusing...) I like your idea for above the line.
By the wording of your card, if I have three tokens on three different cards, each of those cards costs $3 more. Also, if you play a Marketting Agent with Throne Room or King's Court, you place multiple tokens, but you only remove one when you discard the Marketting Agent. In this way you can accumulate unlimited tokens over the course of the game.
Also, "marketting" doesn't have two 'T's. It's spelled "marketing".
Marketing Agent
Cost 3 - Action - Duration
Put one of your Agent tokens on a supply pile.
Next turn: +$2.
-
While a marketing agent is in play, your agent token(s) cause cards from that pile to cost $1 more except during your buy phase when they cost $1 less. When this leaves play, remove any token(s) you placed with this Marketing Agent. Setup: Each player has unique Agent tokens.
Trailblazer
Cost 4 - Action
+1 card, +1 action. May play this card when you have no actions. If you do, discard a card (before drawing).
-
When you gain this, reveal the top 4 cards of your deck. Put any number of revealed Victory cards and Curses into your hand. Put the other cards back in any order.
Fountain Gargoyle
Cost 4 - Victory - Treasure - Duration - Reaction
Worth $1 this turn and next.
Worth 1VP.
-
When you discard this when it isn't your turn, +$2 on your turn.
Joint Upgrade
Cost 4 - Action
+1 Card. Trash a card from your hand and gain a card costing up to $2 more. Each other player may trash a card from their hand. If they do, they gain a card costing exactly $1 more than the card they trashed.
Generous Benefactor
Cost 4 - Action - Duration
+1 action, +$1.
Next turn: +$2, +1 Buy.
-
While this is in play, each other player gets +$1 on their turn.
Pedestal
Cost 4 - Victory - Treasure
Worth $1.
Worth 1 VP.
When you play this, reveal cards from your deck until you reveal a victory card. Put it in your hand or on top of your deck. You may put one other revealed card on top of your deck. Discard the rest.
Auditor
Cost 4 - Action - Attack
+1 Card. You may discard any number of cards. +1 card per card discarded. Each other player discards the second card from their deck, then looks through their discard pile and topdecks a ruins or a card that is not an action or treasure. If they didn't topdeck a card, they gain a ruins.
Gambler
Cost 4 - Action - Attack
Each other player reveals their top two cards and discards a revealed action or treasure costing at least $3. If the total cost of the first two revealed cards is... ...10 or more: +$4, 8-9: +$3, 5-7: +$2, 2-4: +$1, less than 2: discard a card.
Restored Village
Cost 4 - Action
+2 Actions. You may discard a card. Draw up to 5 cards in hand. You may discard a treasure. If you did, put this on top of your deck at the start of your clean-up phase.
Restored Village
Cost 4 - Action
+2 Actions. Discard a card, then draw up to 5 cards in hand. If the discarded card was a Silver, put this on top of your deck at the start of Clean-up.
Metalworkers
Cost 5 - Action
+3 Cards, +1 Buy. Discard or trash a treasure card. If the card you trash or discard is a gold, +1 Action.
Metalworkers
Cost 5 - Action
+4 Cards, +1 Buy. Discard a Treasure (or reveal a hand with no Treasures). If the discarded card wasn't Copper, +1 Action.
Shrewd Dealer
Cost 5 - Action
+1 Buy. Reveal the top three cards of your deck. Put all revealed treasure cards in your hand. You may discard one other revealed card. Put the rest back in any order.
Mine Scout
Cost 4 - Action
+$1. Reveal the top 4 cards of your deck. Put a revealed victory card, curse, or ruins into your hand. Put a revealed treasure into your hand. Discard one other revealed card. Put the rest back in any order.
Vandal
Cost 5 - Action - Attack
+2 cards. Each other player must discard an action card or reveal a hand without any actions. If a hand is revealed without any actions, that player gains a ruins. If any ruins are discarded +$2.
Patrician
Cost 5 - Action - Attack
+2 Actions. Each player (including you) reveals cards from their deck until they reveal an action or treasure card costing at least $3. Put yours in your hand and discard the rest; each other player discards theirs and put the other revealed cards on the bottom of their deck. If you've already played at least two Patricians this round, this card does not affect other players.
Kingdom Restoration
Cost 5 - Action
+1 Action.
Choose one: Discard two cards from your deck. Then look through your discard pile and put up to two cards from it on top of your deck, OR Look through the trash pile and return up to two cards to the supply. Either way, +1 Card.
Royal Authority
Cost 6 - Action
If you have no actions in hand, reveal your hand, then reveal deck cards until you reveal an action, put the action in your hand and discard the rest. Choose an action card in your hand. You may play it once, twice, or if it costs less than $4 and isn't an attack, you may play it three times.
I always thought Dominion should have some special card that lets you play another action after you've used up all your actions for the turn. This is meant to be that card.QuoteTrailblazer
Cost 4 - Action
+1 card, +1 action. May play this card when you have no actions. If you do, discard a card (before drawing).
-
When you gain this, reveal the top 4 cards of your deck. Put any number of revealed Victory cards and Curses into your hand. Put the other cards back in any order.
The "[You] may play this card when you have no Actions" effect should be separated from the on-play effect by a line. "You may play this" is not something that happens as a result of playing the card, so it doesn't belong above the line. I don't love the concept in general, but if you use it, you should probably reword it. Something like, "During your Action phase, if you have no Actions remaining, you may discard a card to play this." Then specify in the FAQ that you can't do this in the middle of resolving another card, etc.
hehe. yeah I knew all lot of people would probably hate this card concept, but I felt like doing it anyway. I think if it works and it's fun to play with in my games, then it's not for naught.QuoteFountain Gargoyle
Cost 4 - Victory - Treasure - Duration - Reaction
Worth $1 this turn and next.
Worth 1VP.
-
When you discard this when it isn't your turn, +$2 on your turn.
So the whole concept of the card is that it has 4 different colors? Eaugh.
If you keep the Reaction, it should read, "When you discard this on another player's turn, you may set it aside. If you do, then at the start of your next turn, +$2 and discard this."
I wondered about this. Would it help if I say "Each other player may trash a card costing at least $2 from their hand. If they do, they gain a card costing exactly $1 more than the card they trashed." ?QuoteJoint Upgrade
Cost 4 - Action
+1 Card. Trash a card from your hand and gain a card costing up to $2 more. Each other player may trash a card from their hand. If they do, they gain a card costing exactly $1 more than the card they trashed.
I think this is very weak. +1 Card is probably a decent boost for Remodel, but the bonus for other players is much better, seeing as they didn't have to buy or play the card.
Maybe I should just make this cost $3?QuoteGenerous Benefactor
Cost 4 - Action - Duration
+1 action, +$1.
Next turn: +$2, +1 Buy.
-
While this is in play, each other player gets +$1 on their turn.
So it's a Copper this turn and a Grand Market next turn. But it's a Treasury for each other player. Too weak, I think.
I disagree. I want this card to be a mucker more often than a junker, including the first time it's played in a game.QuoteAuditor
Cost 4 - Action - Attack
+1 Card. You may discard any number of cards. +1 card per card discarded. Each other player discards the second card from their deck, then looks through their discard pile and topdecks a ruins or a card that is not an action or treasure. If they didn't topdeck a card, they gain a ruins.
I think "Ruins or a card that is not an Action or Treasure" is too complex to be worth it. How about just a Ruins?
I got it to fit in the card-size and printed it to use. It isn't in neat rows though. And yes, it means the two cards revealed by the player to your left. ...But this makes me wonder about its interactions with reaction cards. I'll have to give that some thought.QuoteGambler
Cost 4 - Action - Attack
Each other player reveals their top two cards and discards a revealed action or treasure costing at least $3. If the total cost of the first two revealed cards is... ...10 or more: +$4, 8-9: +$3, 5-7: +$2, 2-4: +$1, less than 2: discard a card.
"First two revealed cards" would be, under most circumstances, the two cards that the player to your left reveals? It's not easy to parse. It's a cute concept, but I think it's pretty inelegant. It needs a table with 5 rows, which there may not be room for on a card with that other text.
Hey that's a good idea.QuoteRestored Village
Cost 4 - Action
+2 Actions. You may discard a card. Draw up to 5 cards in hand. You may discard a treasure. If you did, put this on top of your deck at the start of your clean-up phase.
How about a consolidated version?QuoteRestored Village
Cost 4 - Action
+2 Actions. Discard a card, then draw up to 5 cards in hand. If the discarded card was a Silver, put this on top of your deck at the start of Clean-up.
well, I liked that versitility that you could use it to trash coppers also.QuoteMetalworkers
Cost 5 - Action
+3 Cards, +1 Buy. Discard or trash a treasure card. If the card you trash or discard is a gold, +1 Action.
Interesting idea. I think I'd simplify it further.QuoteMetalworkers
Cost 5 - Action
+4 Cards, +1 Buy. Discard a Treasure (or reveal a hand with no Treasures). If the discarded card wasn't Copper, +1 Action.
I'm sure it'd be great in a BM deck. But I'm not sure that's a bad thing, when it would also be good for some engines.QuoteShrewd Dealer
Cost 5 - Action
+1 Buy. Reveal the top three cards of your deck. Put all revealed treasure cards in your hand. You may discard one other revealed card. Put the rest back in any order.
I worry that this makes you want Treasures a bit too much.
The ability to return cards to the supply is part of the card concept. Each option applies the 'kingdom restoration' in a different way, but I think both fit the flavor so I don't think it's unrelated.QuoteKingdom Restoration
Cost 5 - Action
+1 Action.
Choose one: Discard two cards from your deck. Then look through your discard pile and put up to two cards from it on top of your deck, OR Look through the trash pile and return up to two cards to the supply. Either way, +1 Card.
Cool idea. I'd get rid of the returning cards to the Supply bit. The card is interesting and useful enough without that extra, unrelated ability. You may also want to clarify that it's the top 2 cards of your deck that are discarded, but that's not essential.
I'm inclined to agree with you on this one. I wanted to make a version of king's court that I'd like, but I don't really like how this turned out. I'll probably do something like what silverspawn suggested, or I might just give up on this idea.QuoteRoyal Authority
Cost 6 - Action
If you have no actions in hand, reveal your hand, then reveal deck cards until you reveal an action, put the action in your hand and discard the rest. Choose an action card in your hand. You may play it once, twice, or if it costs less than $4 and isn't an attack, you may play it three times.
Ugh, clunky. I think as much as possible, cards should strive for elegance, and this is the opposite of that. I've criticized other cards of yours for this already, but "You may play it once, twice, or if it costs less than $4 and isn't an attack, you may play it three times" is ridiculously over-complex and difficult to remember. I also don't like the part where you dig for an Action card if you don't have one. I think it should either always dig for an Action or never dig for one, regardless of what's in your hand.
Restored Villagethis is way too strong though
Cost 4 - Action
+2 Actions. Discard a card, then draw up to 5 cards in hand. If the discarded card was a Silver, put this on top of your deck at the start of Clean-up.
QuoteRestored Villagethis is way too strong though
Cost 4 - Action
+2 Actions. Discard a card, then draw up to 5 cards in hand. If the discarded card was a Silver, put this on top of your deck at the start of Clean-up.
QuoteRestored Villagethis is way too strong though
Cost 4 - Action
+2 Actions. Discard a card, then draw up to 5 cards in hand. If the discarded card was a Silver, put this on top of your deck at the start of Clean-up.
Could you elaborate?
QuoteRestored Villagethis is way too strong though
Cost 4 - Action
+2 Actions. Discard a card, then draw up to 5 cards in hand. If the discarded card was a Silver, put this on top of your deck at the start of Clean-up.
Restored VillageVery similar to production village, but whatever. I had forgetten about production village until you just posted it here. I like that it's a good defence against discarding attacks.
Cost 4 - Action
+2 Actions. Discard a card, then draw up to 5 cards in hand.
New Card since last update:QuoteRoyal HeirloomTest rating 1/6.
Cost 6 - Action - Duration
Reveal deck cards until you reveal an action card, put the action card in your hand and discard the rest. Then choose an action card from your hand. Play it now and play it again at the start of your next turn.
This one is to replace Royal Authority. I'm sure someone else has thought of something very similar to this. Has anyone tested a card like this? (duration to play an action this turn and next turn)
Flagship (Action-Duration) Cost $3I used Prince's wording because it would be weird with Durations and One-Shots otherwise.
You may play an Action from your hand.
When you would discard it from play in this Cleanup phase, set it aside instead.
If you do, play it again at the start of your next turn.
Wording suggestion on Iron Furnace:But then you can play an action card after trashing it. That would be bad.
Cost 2 - Action
Trash a card from your hand.
If it was an...
Action card, play it
Ruins, play it again
Treasure card, +$2
Victory card, +2 Cards
Capitol
Cost 5 - Action
+2 Cards, +2 Actions. Each other player may draw a card. If they do, they discard a card.
Foundation
Cost 3 - Action - Reaction
+1 Action. +$1. Look at your top deck card. Discard it or put it back.
-
*This card costs $4 when it is not in the supply. When this card is discarded besides during a clean-up phase, +1 card. When this card is trashed, gain a silver.
The old version was this:QuoteFoundation
Cost 3 - Action - Reaction
+1 Action. +$1. Look at your top deck card. Discard it or put it back.
-
*This card costs $4 when it is not in the supply. When this card is discarded besides during a clean-up phase, +1 card. When this card is trashed, gain a silver.
Oof, this card is too busy. The under-line text requires three different types of timing, so there really should be 3 dividing lines, which would be awful. How does the discard reaction work with Militia? The player discards Foundation, then draws a card so he no longer has 3 cards in hand, so he probably has to discard again. It's confusing. Anyway, I can't really identify a single compelling concept for the card. It just looks like Ironmonger, Peddler, Tunnel, and Feodum cobbled together. Is there something I'm missing?
FoundationThe concept was a card that could be anything for the purposes of trashing & discarding to other cards. It can be remodelled as if it cost $4 (gaining a silver on the side). It can be discarded without losing a card. (In case of Militia, discard this card and one other, then draw one for this card's reaction. That seems like common sense to me.) The original version could be discarded by a baron for $4 because an estate costs less than $4. That was too confusing. I thought the new version was much simpler.
Cost 3 - Action - Reaction
+1 card, +1 action.
-
This may take the place of any card costing up to $4 any time you trash or discard a card. When this card is discarded from your hand besides during a clean-up phase, +1 card. When this card is trashed, gain a silver.
(In case of Militia, discard this card and one other, then draw one for this card's reaction. That seems like common sense to me.)That's how it would work for Embassy, but for Militia, it's different. If my interpretation is right, there are two possible outcomes depending on how you discard:
It just looks like Ironmonger, Peddler, Tunnel, and Feodum cobbled together. Is there something I'm missing?
<haven't thought of a name for this one yet>
Cost 5 - Action - Duration
+3 Cards, +1 Buy.
-
On the turn you play this, you may buy any one action or treasure card for $2 less than it costs. If you do, set it aside at the end of your turn. Next turn: Play the set aside card and trash it at the end of your buy phase.
Cobblestone Road
Cost 4 - Action
+2 Cards. Discard any number of cards from your hand. +1 Action for each card you discard this way.
Restored Village
Cost 5 - Action
+2 Actions. Discard up to two cards. Draw up to 5 cards in hand.
Vandal
Cost 5 - Action - Attack
+2 cards. Each other player reveals the top 3 cards of their deck. They discard one revealed ruins and all other revealed action cards. If no actions are revealed, that player gains a ruins. If any ruins are discarded +$2.
Foundation
Cost 3 - Action - Reaction
+1 Action. +$1. Look at your top deck card. Discard it or put it back.
-
When this card is discarded besides during a clean-up phase, +1 card on your turn. When this card is trashed, you may gain a silver.
This seems super-strong, clunky, and confusing. Worst case scenario, you buy a Copper using this ability and get a free +$1 next turn. But probably you can afford to pay $1 for a Silver; a small price to pay for +$2 next turn. I suggest you use a simpler version of the core concept. "While this is in play, when you gain an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it." Even without the cost reduction, you still get the benefit of the effective extra card and Action on your next turn.For some reason, I didn't think of the next turn extra card+extra action advantage. I think I'll use your suggested wording:
<haven't thought of a name for this one yet>
Cost 5 - Action - Duration
+3 Cards, +1 Buy.
-
While this is in play, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.
Cobblestone Road
Cost 4 - Action
+2 Cards. Discard any number of cards from your hand. +1 Action for each card you discard this way.
Way back in the day, WanderingWinder made a 50-card expansion called Dominion: Conquest. Probably the best card from that set is this card, which he called Medical Tent (http://forum.dominionstrategy.com/index.php?topic=758.msg10531#msg10531). Looking through the lens of my experience today, I can say with some certainty that this has to cost $5. Consider: Donald tried [+2 Cards; +1 Action; Discard a card] and found it to be too strong for $4. The other options are all weaker. [+2 Cards] is a bad Moat. [+2 Cards; +2 Actions; Discard 2 cards] is a solid $4 card. [+2 Cards; +3 Actions; Discard 3 cards] and its ilk are progressively weaker as you discard more cards. But the total package provides great flexibility. So although the card doesn't look too appealing at $5, I think that's the only price that makes sense for it. I'm guessing it's way stronger than it looks.I thought I remembered a mention of someone posting a card very similar to this and was reluctant to put it with my cards, thinking it was really my version of someone else's card. I didn't know it was the exactly the same as someone else's card. Funny in the old thread they were wondering if it should cost $3. The one game I played this in, I tried it at $3. It seemed too strong for $3, but I thought it'd be fine at $4.
Restored Village
Cost 5 - Action
+2 Actions. Discard up to two cards. Draw up to 5 cards in hand.
Speaking of cards that look unappealing at $5, this one looks pretty sad. Even if it's fine power-wise, I don't think it's very elegant. I think I'd like it way more if you could discard any number of cards.I kindof agree it looks unappealing for $5, but the previous version ("+2 Actions. Discard a card. Draw up to 5.") seemed strong for $4. I wouldn't mind making it any number of cards, but I guess I'd rather make a way for it to be okay at $4.
Restored Villageyuk. That'd be frustrating cause you find out when you draw your cards if you made the wrong choice whether to discard or not.
Cost 4 - Action
You may discard a card. If you do, +1 Action. Otherwise, +2 actions. Draw up to 5 cards in hand.
Restored Village(brainstorming here) ehhh... Might work, but looks weird. Maybe I'll try this or maybe I should settle for the $5 version with discard any number.
Cost 4 - Action
+2 Actions. You may discard a card. Draw up to 5 cards in hand. If you discarded a card, put a card back on your deck.
Vandal
Cost 5 - Action - Attack
+2 cards. Each other player reveals the top 3 cards of their deck. They discard one revealed ruins and all other revealed action cards. If no actions are revealed, that player gains a ruins. If any ruins are discarded +$2.
I think that, regardless of how strong it actually is, this would make me want to play a boring, Action-less deck.Nothing ever makes me want to play a boring, actionless deck. I'll see how it works. This card has changed a few times, and it'll likely change again.
Foundation
Cost 3 - Action - Reaction
+1 Action. +$1. Look at your top deck card. Discard it or put it back.
-
When this card is discarded besides during a clean-up phase, +1 card on your turn. When this card is trashed, you may gain a silver.
I don't understand "+1 card on your turn". Are you saying the ability only works when it's your turn, in order to avoid Militia rules confusion? If so, it should probably read, "When you discard this during your Action phase, +1 Card." I guess that's OK, but it seems like maybe more trouble than it's worth. There should be a dividing line between the when-discard and when-trash effects, since they happen at different times. Really you should just scrap the when-trash effect. What does it add to the card?arg. I thought the reaction was clearer than the previous version. It's supposed to work after militia, but Awaclus pointed out that it wasn't clear as it was, so I added 'on your turn' to (try to) make it clear that the +1 card was after the attack resolved.
FoundationAlso, does this wording for the reaction work?
Cost 2* - Action - Reaction
+1 Action. +$1. Look at your top deck card. Discard it or put it back.
-
This costs $4 when not in the supply. When this card is discarded besides during a clean-up phase, +1 card after you finish discarding.
The one game I played this in, I tried it at $3. It seemed too strong for $3, but I thought it'd be fine at $4.
Collectables
Cost 3 - Action - Duration
+1 Card, +1 Action. Next turn: +1 card. Discard a card if this is an odd numbered Collectables in the order you have them in play.
-
While this is in play, all cards in your hand, deck, or discard pile cost $1 more.
Restored Village
Cost 4 - Action
+2 Actions. Discard a card. Draw up to 5 cards in hand.
-
When you buy this, gain a ruins for each unused action you have (action, not action card).
Vandal
$5 - Action - Attack
+2 cards. Each other player may reveal a victory card from his hand and put it onto his deck. If he doesn't, he gains a ruins. You may reveal a victory card from your hand and put it on your deck. If you do, +$2.
Hey, I just had an idea to replace my old Vandal card:QuoteVandal
$5 - Action - Attack
+2 cards. Each other player may reveal a victory card from his hand and put it onto his deck. If he doesn't, he gains a ruins. You may reveal a victory card from your hand and put it on your deck. If you do, +$2.
What do you think?
I'm wondering if it's too weak for $5. Could it be +3 Cards?
Vandal
$5 - Action - Attack
+2 cards. Each player (including you) may reveal a Victory card from his hand and put it onto his deck. If you do, +$2. Each other player who doesn't gains a Ruins.
CollectablesThe top part anti-synergizes with itself, but I don't think that's a bad thing when you can Remodel a $4 cost card into a province with two of these in play.
Cost 4 - Action - Duration
+1 Card, +1 Action. Next turn: Reveal the top card of your deck, if it costs $3 or less, put it into your hand.
-
While this is in play, all cards in your hand, deck, or discard pile cost $1 more.
But still, Collectables just looks like a weaker Caravan. And as was pointed out before, the cost increase doesn't work with TFB, because once you trash it, it's not your card anymore, so it reverts back.That's just silly. Every time I've played with it the cost increase worked with TfB because we use common sense. It's okay that it's just a weak caravan above the line because the below the line effect is the point of the card.
Also, cost increasers are ambiguous with cost decreasers. if you have a highway and a collectable in play, does copper cost $1 or $0? Both answers are equally valid.depends on which you played first. If you played the highway first, then it costs $1 (the collectables takes effect after the highway fails to take effect). If you played Collectables first, then it costs $0 (both take effect and cancel each other out).
But still, Collectables just looks like a weaker Caravan. And as was pointed out before, the cost increase doesn't work with TFB, because once you trash it, it's not your card anymore, so it reverts back.That's just silly. Every time I've played with it the cost increase worked with TfB because we use common sense. It's okay that it's just a weak caravan above the line because the below the line effect is the point of the card.
Also, cost increasers are ambiguous with cost decreasers. if you have a highway and a collectable in play, does copper cost $1 or $0? Both answers are equally valid.depends on which you played first. If you played the highway first, then it costs $1 (the collectables takes effect after the highway fails to take effect). If you played Collectables first, then it costs $0 (both take effect and cancel each other out).
Drawbridge's reaction is meant to trigger only when you would be affected by an attack. And I don't see the ambiguity. It seems obvious to me that witch doesn't affect you if the curses are empty, same for militia if you already only have three cards in hand.
Ok, you've convinced me it needs to change since it contradicts an existing rule. I guess I'll have to make it wordier, "While this is in play, all of your cards cost $1 more and, if trashed, retain the new cost until the card that trashed them is resolved." Ugly, but it'll have to do until I think of something better.But still, Collectables just looks like a weaker Caravan. And as was pointed out before, the cost increase doesn't work with TFB, because once you trash it, it's not your card anymore, so it reverts back.That's just silly. Every time I've played with it the cost increase worked with TfB because we use common sense. It's okay that it's just a weak caravan above the line because the below the line effect is the point of the card.
Cost increase works with TfB if the cost increase were for all cards. But if it's for cards that are in your hand, deck, or discard (or "your cards"), then it simply doesn't work. Common sense may tell you that when you play Procession on Band of Misfits, choosing a $3 action, that you should get a $4 action in return, but you don't. You get a $6 action, because Band of Misfits costs $5 when it's in the trash. The wording on the card has a defined meaning in the rules already, and if your fan card uses the same wording to mean a different rule, then there's an issue. It's like having "+1 card", and then saying that for your card, that doesn't mean "draw a card", it means something else.*
If you want it to work with trash for benefit, but also not help your opponents, then you could say "on your turns, cards not in the supply cost $1 more." This should have the same effect you are intending, with the exception that it changes the way Knights and Rogue work a little.
Ancestral CryptThis one I created a while back and have played with a few times. I don't know why I didn't post it earlier. It originally cost $6 and had no condition on the VP, but I wanted it to cost less than $6. (I think it was a little weak for a $6 cost anyway.)
Cost 5 - Action - Victory
+1 Card. Trash up to two cards from your hand. For each card you trash that costs more than $0, gain a coin token.
-
Worth 1 VP if you have at least two coin tokens left when the game ends.
Mysterious DoorI'm considering this to replace Potluck. I like Potluck, but it always seems strong for its cost and I wanted it to be cheap.
Cost 3 - Action - Attack
Each other player reveals the bottom card of his deck. You decide if he puts it on top or discards it. Either way, if the player on your left: topdecked an action card, do what it says as if you played it; discarded an action card, +2 actions; revealed a victory card, +2 Cards; revealed a treasure card, +$2.
Generous Benefactor
Cost 3 - Action - Duration
+$2
Next turn: +$1, +1 Buy.
-
While this is in play, each other player gets +$1 at their buy phase if they have no gold, platnum, or attack cards in play.
Why look at the bottom card rather than the top?
I really like (Generous) Benefactor, but it has a timing issue. When exactly do other players receive the extra $?
Isn't the phrase "Generous Benefactor" redundant?
I really like (Generous) Benefactor, but it has a timing issue. When exactly do other players receive the extra $?
I assume it triggers at the start of the players buy phase. Try for a rewording:
"While this is in play, at the start of any other players buy phase, if that player has no Gold, Platinum or attack card in play, he gets +$1"
I really like (Generous) Benefactor, but it has a timing issue. When exactly do other players receive the extra $?
I assume it triggers at the start of the players buy phase. Try for a rewording:
"While this is in play, at the start of any other players buy phase, if that player has no Gold, Platinum or attack card in play, he gets +$1"
Neither this nor the original wording will work. You won't have Gold in play at the start of your buy phase normally, you'll play the Gold after that. The only way I can think of is to reduce the cost of cards as long as no Gold is in play. And I wouldn't include a platinum on the list, because this set doesn't have platinum in it.
Generous BenefactorIf so, would it be better if I just remove the +1 Action?
Cost 3 - Action - Duration
+1 action, +$1.
At your buy phase next turn: +$2, +1 Buy.
-
While this is in play, after they're done playing treasures in their buy phase, each other player gets +$1 if they have no gold, platnum, or attack cards in play.
Haven, Drawbridge, Fishing Village, Fortress, JackOfAllTrades, Noble Brigand, Procession, Pioneer, Cultist, Ancestral Crypt
EDIT2: A simpler and probably all-around better version of Shoveler:Shoveler
Cost $4 - Action
Reveal the top 5 cards of your deck. Put any number of revealed cards costing $2 or less into your hand and the rest on top of your deck in any order. If you didn't put any cards in your hand, you may gain a card costing up to $2, putting it in your hand.
Shoveler
Cost $4 - Action
Reveal the top 5 cards of your deck. Put any number of revealed cards costing $2 or less into your hand and the rest on top of your deck in any order. If you didn't put any cards in your hand, +1 Card.
Ancient TempleI'm wondering if it might be too strong as is.
Cost $5 - Action
Reveal the bottom two cards of your deck. Discard one or both of them. If you discarded both, +3 Cards. Otherwise if the remaining card is an action, play it twice; if it isn't an action, put it in your hand and +$1.
Building BlocksEDIT1: I just noticed that this makes opponents' trashing attacks more likely to hit.
Cost $2 - Treasure/Reaction
Worth $1. When you play this, reveal the top card of your deck and discard it or put it back.
-
When you reveal this from your deck, you may put this into your hand. If you do, continue revealing cards as if you hadn't revealed this card.
I don't think it's really frowned upon unless you abuse it. Either way, people might not have to say anything still.
I feel Ancient Temple is weird. It's a Smithy+, but also a Throne Room, and a +1 Card, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)-thingy... It screams "bottom of deck theme", but i don't really see why it has to be the bottom of your deck. No card stays there, no card is placed there, it's not like you create a storage of cards you have allready seen under your deck. Sure, it interacts with cards that do, but that's not much. Also, i have trouble spotting a theme beyond that. What kind of deck do you want it in? What kind of strategy do you want it for? If it's supposed to be a Smithy+ that looks at the bottom of the deck, why not reduce the number of possible outcomes a bit?
I admit, when i try to remove anything that i feel is unnecessary, i end up with something pretty similar to Catacombs.
Ancient TempleI decided I wanted it to be a gainer, and it's potentially weak or powerful depending on your deck.
Cost $5 - Action
Reveal the bottom three cards of your deck. Gain a card costing up to half the total cost of the revealed cards. Discard any revealed cards costing $7 or more. Topdeck or discard one other card and put the rest back on the bottom of your deck.
AuditorInspired by 'Chamber of Secrets (http://forum.dominionstrategy.com/index.php?topic=114.msg513378#msg513378)' from the Bad Card Ideas thread. I cut my old Auditor because its attack seemed too complicated to be worthwhile.
Cost 4 - Action - Attack
+3 Cards. Discard a card and put a card on the top of your deck. Each other player draws two cards and reveals his hand. You choose two cards that they have to put on top of their deck.
is "topdeck" an official Dominion term? shouldn't that be "put on top of your/their deck"Nope, it is not even super-proper Oxford English. And despite actually using the term in my native tongue which is not English when playing card games I'd agree with you that it is spoken and not written English and thus does not in general belong on a fan card ... except when there is a reason to do it, like formatting issues due to a lot of text.
AuditorMake them discard their junk so they can't trash* or discard-for-benefit from it.
Cost $4 - Action / Attack
+$2, +1 Buy.
Each other player reveals their hand and discards all curses, ruins, and pure victory cards.
The only issue here is that it is now strictly better than tr, as it has the base tr effect and is useful even when you have no actions, even more so if you have a dual-typed action. I think with the doubled bonuses, it should be minimum $5, probably more, or some on-gain penalty.QuoteIron Furnace
Cost 2 - Action
Reveal a card from your hand. If it's an action, play it. If it's a treasure, +$1. If it's a victory card, +1 card. In any case, trash the revealed card.
This is super-weak, even when trashing bad cards. It's nice that it's flexible, but I don't think that saves it. I suggest you double all the bonuses, like so…QuoteIron Furnace
Types: Action
Cost: $2
Reveal a card from your hand. If it's an Action, play it twice. If it's a Treasure, +$2. If it's a Victory card, +2 Cards. Trash the revealed card.
The only issue here is that it is now strictly better than tr, as it has the base tr effect and is useful even when you have no actions, even more so if you have a dual-typed action. I think with the doubled bonuses, it should be minimum $5, probably more, or some on-gain penalty.QuoteIron Furnace
Cost 2 - Action
Reveal a card from your hand. If it's an action, play it. If it's a treasure, +$1. If it's a victory card, +1 card. In any case, trash the revealed card.
This is super-weak, even when trashing bad cards. It's nice that it's flexible, but I don't think that saves it. I suggest you double all the bonuses…
Side note: I literally haven't read the rest of the thread yet, that post just caught my eye. So if this has been addressed alrady, my apologies.
Iron Furnace(besides, his suggestion was never strictly better than TR because the action card would get trashed after being played. -more like procession except without gaining another card.)
Cost 2 - Action
Reveal a card from your hand. If it's an action, play it. If it's a ruins, play it again. If it's a treasure, +$2. If it's a victory card, +2 cards. In any case, trash the revealed card.
I'm a photoshop novice, and it seems like a pain to mess with all the coin symbols, fonts, and stuff when I'm doing it. Besides, I don't care as much about the look of the card. For someone who's better at photoshop (and cares more), go ahead and add them.Thanks!
About the art I chose: Wherever I could make it work with the card name, I chose photos taken by my dad on his travels for card art. And the photograph for the Trailblazer card was taken by someone else I know.
If people prefer other art, that's fine, I'm just happy to have people print & play with my cards.
warning/disclaimer: I suck at Photoshop.I'd be hapy to teach you or do the whole expansion for you.
Fountain Gargoyle has some wording/formatting issues. See Lighthouse (http://wiki.dominionstrategy.com/index.php/Lighthouse); its the exact same above-the-line effect. The "1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)" should just be in it's own section, without "worth". So it needs 2 total lines.Don't care about the line for the VP. Having 2 lines is ugly. Saying 'worth' differentiates 1VP from +1VP (token) without using a line.
Oh, there aren't any Looters in this set are there? Not sure it makes sense to refer to Ruins in a set without any Looters. There's only 3 Looters total. Same with Auditor.I don't bother with the Looter type because it seems obvious if a card mentions ruins by name, then they're going to be in the game. Other people wanting to use this card are free to add it if they like. For my cards, it's all in the card FAQ (which I also didn't bother to write out).
*Edit* I see now that several of your cards give out Ruins, but I hadn't found them because I searched on "Looter". All of those need the Looter type, otherwise Ruins wouldn't exist in the game.
Looking through your discard pile to find the most expensive card every buy phase doesn't sound fun. :-\I don't think it would be much trouble at all. Just leave the most expensive card on top when you discard stuff.
Either one would be much appreciated, but if you do decide to do them yourself, I prefer if you post them here using the original name, and for the ones with photos by Joel Justiss or Ellen Wiltse, keep the original photo. (You can pick other art for your own versions if you like, just post them in this thread with the original name & art.) Thanks.warning/disclaimer: I suck at Photoshop.I'd be hapy to teach you or do the whole expansion for you.
I don't bother with the Looter type because it seems obvious if a card mentions ruins by name, then they're going to be in the game.
I don't bother with the Looter type because it seems obvious if a card mentions ruins by name, then they're going to be in the game.
Vagrant
Haunted Vault
Cost $2 - Action - Attack - Special Ruins
+$1. Each other player with 5 or more cards in hand puts a card from their hand on top of their deck.
Engraved Pathstone(Yes, I got the idea from Hearthstone.)
Cost $2 - Action - Special Ruins
Look at the top three cards of your deck. Put one in your hand and discard the rest.
Abandoned Dungeon
Cost $2 - Action - Duration - Special Ruins
This turn and next: Discard a card. If you do, +2 cards. Discard another card.
Sacrificial CenotePlaces used for human sacrifice are accursed and you can't easily trash a cenote (https://en.wikipedia.org/wiki/Cenote).
Cost $2 - Action - Special Ruins
Trash up to three cards from your hand or from play.
-
Worth -2VP. When you trash this, gain a curse and set it aside till the end of the game.
Ruined Drawbridge
Cost $2 - Action - Reaction - Special Ruins
+1 Card.
-
When another player plays an attack, you may discard this. If you do, +1 Card, and gain a silver putting it on top of your deck.
Ruined ThroneInclude 6 special ruins per player. There are
Cost $3 - Action - Special Ruins
Play any card from your hand. If it costs less than $3, play it again. If it costs at least $3, you may trash it. (If the card is not an action or treasure, its effect is +1 card when played by this.)
Unholy Monument
Cost $2 - Action - Victory - Special Ruins
+$1. +1VP.
-
Worth -2VP.
Pedestal
Cost $3 - Victory - Reaction - Special Ruins
When you discard this other than during clean-up, +$1 on your turn. When you trash this, gain a non-victory card costing up to $4.
-
Worth 1 VP.
Carved Image
Cost $2 - Action - Attack - Special Ruins
Reveal the top 2 cards of your deck. Put the action cards back on your deck in any order, and put the rest in your hand. If you didn't put any cards in your hand, each other player gains a ruins.
Archaeologist
$5 - Action - Duration - Preserve
+1 Card, +1 Action.
Now and next turn: You may discard a card. If you did, or if the ruins pile is empty, gain the effect of the top special ruins, then put it on the bottom of its pile. Otherwise, gain the effect of the top ruins, then put it on the bottom of its pile.
Excavation(by jamespotter from the Dark Ages contest. Keep in mind the rule that whenever you would gain a ruins (except by buying one), you may discard a card to gain a special ruins instead.)
$2 - Action - Preserve
+1 Action. If the ruins pile is empty: +$1. Otherwise: +$2. Gain a Ruins, putting the gained card into your hand. You may play an Action card from your hand costing up to $3.
Restored VillageI wasn't satisfied with the drawback as it was (depending on unused actions). I like this much better (and yes, it does need a drawback).
Cost 4 - Action - Preserve
+2 Actions. Discard a card. Draw up to 5 cards in hand.
-
When you buy this, gain a ruins.
I like the concept, but I can't see myself printing all of those cards out.I guess it's easier to print out more cards when you do like I do and don't bother printing artwork with it. Since there's only
The nerf to Restored Village is great, I'm glad somebody else agrees draw-to-x village is too good.Yeah, after playing with it several times, it's clear that it needs a nerf, and I really don't want it to cost more than $4 (although I briefly considered it). I think this drawback should work well.
*I'll probably pick one of them to buff into a normal $3 or 4 cost card... That way it'll be the same number of copies for all of them.(I cut them down to six types with four copies each.)
PedestalA usually weaker, but potentially much stronger monument variant. What do you think? Seems great if you're overdrawing your deck, but that's pretty rare in my experience and this sure won't help you do it.
Cost $3 - Action - Reaction
+$1.
Discard any number of action or treasure cards from your hand. +1 VP for each card discarded this way.
-
When you discard this from your hand, +$1 on your turn.
Okay, I'd really like to redo your set but I keep on getting thwarted by the wording. A lot of your wording is clear English wise, but It's really hard to translate into Dominion lingo.If it's clear, why does it need to be changed?
I don't want to seem like I'm trying to beat you down on this, it would just be nice if the cards used official wording.
The intention is clear, but it's not ligit wording. Like if instead of having a coin cost in the corner it just had text saying "This costs 2 gold". You know what it means, but it's weird and not official.Okay, I'd really like to redo your set but I keep on getting thwarted by the wording. A lot of your wording is clear English wise, but It's really hard to translate into Dominion lingo.If it's clear, why does it need to be changed?
I don't want to seem like I'm trying to beat you down on this, it would just be nice if the cards used official wording.
Huh? Card costs are really easy to put in the corner with the template. I don't know what you're referring to.The intention is clear, but it's not ligit wording. Like if instead of having a coin cost in the corner it just had text saying "This costs 2 gold". You know what it means, but it's weird and not official.Okay, I'd really like to redo your set but I keep on getting thwarted by the wording. A lot of your wording is clear English wise, but It's really hard to translate into Dominion lingo.If it's clear, why does it need to be changed?
I don't want to seem like I'm trying to beat you down on this, it would just be nice if the cards used official wording.
What he's trying to say is that while your wording makes sense, it's jarring, similar to how it would feel if someone made a fan card with "This costs 2 coins" written on it instead of the coin symbol.Huh? Card costs are really easy to put in the corner with the template. I don't know what you're referring to.The intention is clear, but it's not ligit wording. Like if instead of having a coin cost in the corner it just had text saying "This costs 2 gold". You know what it means, but it's weird and not official.Okay, I'd really like to redo your set but I keep on getting thwarted by the wording. A lot of your wording is clear English wise, but It's really hard to translate into Dominion lingo.If it's clear, why does it need to be changed?
I don't want to seem like I'm trying to beat you down on this, it would just be nice if the cards used official wording.
EDIT: Do you mean when I have coins in the text using stuff like $2 instead of (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)?
What he's trying to say is that while your wording makes sense, it's jarring, similar to how it would feel if someone made a fan card with "This costs 2 coins" written on it instead of the coin symbol.Huh? Card costs are really easy to put in the corner with the template. I don't know what you're referring to.The intention is clear, but it's not ligit wording. Like if instead of having a coin cost in the corner it just had text saying "This costs 2 gold". You know what it means, but it's weird and not official.Okay, I'd really like to redo your set but I keep on getting thwarted by the wording. A lot of your wording is clear English wise, but It's really hard to translate into Dominion lingo.If it's clear, why does it need to be changed?
I don't want to seem like I'm trying to beat you down on this, it would just be nice if the cards used official wording.
EDIT: Do you mean when I have coins in the text using stuff like $2 instead of (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)?
Also, the fact that the cards are actually mocked up in a printable format makes the loose wording even weirder. Like, it would be one thing if these were just general ideas being thrown out as an early concept, but when you're actually going through the effort of putting together printable cards, why not also make sure those cards use the correct wording?This.
I think I said it somewhere else in this thread, but Fountain Gargoyle... "this turn and next". When this turn? When next turn?Pretending to not get what perfectly unambiguous English means just because one prefers fan cards to feature Dominion lingo is quite pathetic.
I don't find it pathetic. Wanting to keep things accurate and consistent seems good, why do you have a problem with that? I'm fine with the typo or whatever but sometimes it actually is confusing, such as the bottom of reconstruct, it can be a real hassle.I think I said it somewhere else in this thread, but Fountain Gargoyle... "this turn and next". When this turn? When next turn?Pretending to not get what perfectly unambiguous English means just because one prefers fan cards to feature Dominion lingo is quite pathetic.
I mean, gee, I don't complain that half of ThetaSigma12's cards feature typos or are dubiously changed cards from somebody else. If he is happy with what he does so be it. Same applies for LA.
Pot calling the kettle back. I just have to scroll up, stumble upon your first card and tata, three typos in Fortified Bridge.I seem to be missing the typos. Anyways, that's old work. If you're trying to say I used to suck I wholeheartedly agree with you.
Not that it matters. LA test and updates his cards. That's far more important than your abundance of typos or his lack of use of Dominion lingo.
There are also quite some typos in your new cards. All I am saying is that it is hypocritical to accuse LA of imprecise wording when one's one texts are full of typos.For instance? Anyways, I try too fix them so in the end it's not hypocritical.
If you are too lazy to go over your cards I cannot help you. Buy phase is not cpaitalized in Canal, +x Cards is virtually never capitalized, Garrison should say including and so on.There are also quite some typos in your new cards. All I am saying is that it is hypocritical to accuse LA of imprecise wording when one's one texts are full of typos.For instance?
I'm pretty sure +X Cards is ALWAYS capitalized, I missed Canal thanks, and I'm not sure about Garrison.If you are too lazy to go over your cards I cannot help you. Buy phase is not cpaitalized in Canal, +x Cards is virtually never capitalized, Garrison should say including and so on.There are also quite some typos in your new cards. All I am saying is that it is hypocritical to accuse LA of imprecise wording when one's one texts are full of typos.For instance?
I used unconventional wording for Generous Benefactor because, as you say, there doesn't seem to be any conventional wording that fits the effect. But I don't see what's wrong with it. Cards in Empires use wording that would've been seen as unconventional before Empires came out. I try to use words that clearly get across the intended effect, and sometimes that wording don't happen to be previously used on an official card. so what?Also, the fact that the cards are actually mocked up in a printable format makes the loose wording even weirder. Like, it would be one thing if these were just general ideas being thrown out as an early concept, but when you're actually going through the effort of putting together printable cards, why not also make sure those cards use the correct wording?This.
A good example of what I mean is the bottom of Generous Benefactor. It's clear what it means in English but in the context of Dominion it's really confusing. I don't really know what even is the right way to word it? Maybe:
"At the start of each other player's buy phase, they may recive +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png). If they did, they may not play any Gold or Platinum that turn.
Mysterious Door
Cost 2 - Action - Attack
Each other player discards the bottom card of his deck. If it's... a victory card, +2 Cards; a treasure card, +; an action card, play this as the revealed action card -it is that card until it leaves play.
Oops, I put the text in wrong. It is supposed to be "The player on your left discards the bottom card of his deck."QuoteMysterious Door
Cost 2 - Action - Attack
Each other player discards the bottom card of his deck. If it's... a victory card, +2 Cards; a treasure card, +; an action card, play this as the revealed action card -it is that card until it leaves play.
This should be one particular opponent, not each other player; it's far too strong as written.
Also it has an infinite loop effect if its target's deck and discard pile consist entirely of Mysterious Doors.
Renovate seems really iffy. +1 Card on terminals is a bad idea as Donald said. The below the line is really confusing. Does it do that during your whole turn? What if the card in your discard pile costs (http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png)? Is it more expensive than (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)? Also, it's kinda swingy depending on your discards and the reshuffles. The headaches don't seem to be worth it. On the plus side, it's unique.This card is new and experimental. It probably won't stay as-is, and I might just drop it. I wanted a TfB for Resurgence, but it's hard to think of something that's original and good. oh well.
Ancient Temple is cool. I don't fully get why it lets you play the Action, but I'm sure it's for balancing. Again, it's a little swingy.I wanted a gainer that lets you play the card you gain right away. It's not just for balancing. It's part of the concept. ...oh. I just realized I haven't updated the OP since my most recent version of the card. The new version is much simpler:
Ancient TempleI'm considering adding 'discard a card' if this seems too strong.
cost $5 - Action
+1 Action.
Gain a card costing up to $4, putting it into your hand.
Mysterious Door seems really swingy, political, and complicated. It might be worth a shot but I'd suggest symplifying it. I like the whole bottom of your deck theme, it has a lot of potential.That one's also been simplified. I have the card text updated in the OP, just not in the card image. I removed the attack part completely.
Auditor is by far my favorite. It's simple, strategical, and the attack isn't that annoying.cool
Salvage Yard gains from the trash, but without any way to trash it may be too often a dead card. Also, the name is a place not an event as you'd expect. Intersting having a gain from the trash Event.Yeah, I need to think of a better name for that one.
Mortar Repair seems really good, possibly too cheap for (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). But why does it need the extra type and setup rule? Like to hear the backstory.I had the idea for the three building materials cards together. Building blocks came first based on someone else's card idea. They all reveal the top card of the deck and give an option what to do with it, and they all have a reaction that can be triggered by their above the line effect. Building Blocks and Foundation are both good ones to have several copies of, and Mortar Repair is a good way to gain them.
Generous Benefactor: This seems really weird. First of all, why mention Platinum? It's extra words and will mean nothing in many games. If it's really that bad then why doesn't something like Bank come up? Second, there's no definite timing. You don't stop playing Treasures until you buy something, and then the +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) might be too late. I assume then you mean like you can take it at the start of your Buy phase and Gold and Platinum have no effect. Still, it's a lot of complexity. Third, why even have the below the line? I get the theme but wouldn't it be better if it was way simpler like a flat +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) and you buffed the on play effect or druation effect? Long story short, it's really weird and the has to be a better way to impliment it.Well, we've tested it and we like it. and it's thematic. It doesn't seem overly complex to me. Maybe the mention of platinum is excessive. Feel free to drop that if you mock it up.
Drawbridge: The on-play seems really good. A trashing Smithy? And when I don't want to trash it's a moat? This should probably be (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png). The below the line is cool, but it might be to annoying in multiplayer because of the politics.This one has been tested a lot, and is one of my favorites. I agree it's strong enough to cost $4, but it hasn't been a problem at $3 and there isn't a lot of difference there so I want to leave it at $3.
Restored Village: Seems like a good variant of the draw-to-x Village. Why does everybody think it's fine bland at (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)? It's easily a Lost City half of the time if not more.Exactly. It didn't originally have a drawback, but it definitely needed one.
Collectables: It's interesting, but the cost increase will quickly get out of hand with TfB because it's a (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) cantrip. I think this will either be no different than Caravan, if not worse. And when it's not it's because of insane comboes with TfB. I'm pretty sure there's a reason theres no cost increasing in dominion.True, it is strictly worse than Caravan if there's no other cards that interact with card cost (like TfB), but it's really fun in games with TfB. It's totally worth it. The last game I played had Collectables along with Apprentice and my Patrician (bottom of the OP and doesn't have a mock-up -I haven't gotten around to renaming it since Empires). good times. Besides TfB, it also can be a defense against most trashing attacks (especially swindler and knights).
Miner is nice. Small caveat: The art doesn't show an actual miner. Mineshaft might be more appropriate for the art.Fan card art is very low priority for me. Except that I like to use photographs taken by my dad on his travels (which Vandal and several others use).
Vandal: Texas A&M is very medival. Nice card though.
Fountain Gargoyle seems weak. Also, "pure" Victoy card isn't a thing.I've already had the conversation about the terminology, and I think the meaning is clear. That said, the card does seem a little weak. I'm considering removing the +action and the 1VP and making it cost $3.
Kingdom Restoration: Again, the bottom part is completly unrelated. Why? The top is cool.The bottom part gives the option to literally restore the kingdom. Feel free to drop it if you mock up the card. I know it's unnessesary but I like it.
Most of your cards don't use correct wording. I know you don't think it's necessary, but it just seems kinda lazy.I only use unconventional wording when either 1) it's clear and much less words than official wording would be (like the term 'pure victory card'), and/or 2) there's no way to do the effect I want by using official wording. I don't see how that's lazy.
I mean, on things like Generous Benefactor it's ligit. It's a weird effect so new wording is fine, just might be a tad confusing. But on foundation for instance:Okay. I have the 'on your turn' on Foundation because otherwise it isn't clear how it interacts with a discard attack like Militia.
+1 Action
Reveal the top card of your deck. Discard it or put it back.
+1 Card
----
When you discard this other than during your Clean-up phase, you may reveal this for +1 Card.
It's simpler and completly legit.
Is Foundation meant to beThe latter. Do you think there's a clearer way of saying that without taking so many words?
"when you discard this and it's your turn, +1 card"
or
"when you discard this, +1 card now if it's your turn or at the start of your next turn otherwise"
because I think you can read both the OP's wording and TS's wording as either.
GraveyardThis was from a very old list of fan made cards that I got from BGG. (Apparently, I never made note of the designer, but it likely isn't someone from fds.)
$4 - Action - Victory
Choose 1: +1 Card or Put a card from your discard pile into your hand.
You may trash a card from your hand.
-
Worth 1 VP for every 4 action cards in the trash pile. Count any Graveyards in the trash as two actions each.
Played a game with Pedestal, I really think it needs reining in. Limiting it to Action cards is a good start, and maybe only up to 3 then.Really? I've only played 2 or 3 games with it so far, but it has seemed kindof weak (but fine for $3). Maybe we just underestimated it which made us underuse it. I think I'll test it a bit more before changing it though.
I think it's just to easy to frequently use it for +3 or more VP, and it doesn't really end the game.Played a game with Pedestal, I really think it needs reining in. Limiting it to Action cards is a good start, and maybe only up to 3 then.Really? I've only played 2 or 3 games with it so far, but it has seemed kindof weak (but fine for $3). Maybe we just underestimated it which made us underuse it. I think I'll test it a bit more before changing it though.
thanks for the feedback.
Finally getting some good testing for the Pedestal card. I'm thinking it'll be good with the "discard up to 3 cards" limitation.I think it's necessary; as it is, wouldn't it make a golden deck that never pushed the game end with Alchemist?
Yeah, probably. I'll add the limitation, but not sure when I'll get around to updating the images.Finally getting some good testing for the Pedestal card. I'm thinking it'll be good with the "discard up to 3 cards" limitation.I think it's necessary; as it is, wouldn't it make a golden deck that never pushed the game end with Alchemist?