Dominion Strategy Forum
Dominion => Variants and Fan Cards => Topic started by: Eran of Arcadia on August 24, 2015, 09:07:18 pm
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I noticed that the flavor text for each expansion mentions some card names, but also gives us the name of several other potential cards, and I want to see the top minds of f.ds make them happen.
Dominion:
River
Evergreen
Fief
Freehold
Petty Lord
Building
Intrigue:
Secret Plot
Codebook
Seaside:
Tall Ship
Rat-infested Ship
Merchant-infested Port
Alchemy:
Quicksilver
Universal Solvent
Prosperity:
Straw Hat
Life-sized Statue made of Baklava
Cornucopia:
Roast Hay
Nose-stealing Competition
Hinterlands:
Moderate-sized Kingdom
That Look Two People Give Each Other When They Each Hope That the Other Will Do Something That They Both Want Done but Which Neither of Them Wants to Do (TLTPGEOWTEHTTOWDSTTBWDBWNOTWTD)
Dark Ages:
Luxurious Ravine
Barbarians
Plague
Illiteracy
Guilds:
Ironic Tiller
Shoemaker
Cheesemaker
Cheese Destroyer
Adventures:
Giant Bees
Land of Eggs and Licorice
Loyal Jungle
Distressed Damsel
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That Look Two People Give Each Other When They Each Hope That the Other Will Do Something That They Both Want Done but Which Neither of Them Wants to Do (TLTPGEOWTEHTTOWDSTTBWDBWNOTWTD)
Mamihlapinatapai (https://en.wikipedia.org/wiki/Mamihlapinatapai)
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I don't know how serious you were about this, but here I go...
Name: That Look Two People Give Each Other When They Each Hope That the Other Will Do Something That They Both Want Done but Which Neither of Them Wants to Do
Cost: 4
Action/Attack
Discard all your treasure cards from your hand. Choose a different player. They discard all their treasure cards from their hand. Gain +$1 per $1 that they had discard.
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:P Not joking this time though.
Name: Distressed Damsel
Cost: $4
Action
Turn your journey token over (it starts face up). If it is faced up, look through the top 5 cards of your deck. Play 1, Trash 1, Place 1 back on top of your deck, Put 1 into your hand, and discard the other.
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My suggestion:
Mamihlapinatapai, Action, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
Each other player may gain a Curse. If no player does: +(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
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River
4$ Action
+2$
+1 Action for each Action card you have in play.
Evergreen
3$ Treasure-Victory
+1$
Worth 3 VP
_______________________________________
You can't gain an Evergreen after each player has taken their first two turns.
Fief
4$ Action
Discard a treasure card from your hand (or reveal a card with no treasures).
+4 cards.
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Fief
4$ Action
Discard a treasure card from your hand (or reveal a card with no treasures).
+4 cards.
I think I would reveal a card with no Treasures most of the time.
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Evergreen
3$ Treasure-Victory
+1$
Worth 3 VP
_______________________________________
You can't gain an Evergreen after each player has taken their first two turns.
I had an idea like this last year; it generated a lot of discussion about the right wording to prevent players from gaining it. I hadn't thought about making it a treasure worth $1 though. http://forum.dominionstrategy.com/index.php?topic=11495.0.
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Evergreen
3$ Treasure-Victory
+1$
Worth 3 VP
_______________________________________
You can't gain an Evergreen after each player has taken their first two turns.
I had an idea like this last year; it generated a lot of discussion about the right wording to prevent players from gaining it. I hadn't thought about making it a treasure worth $1 though. http://forum.dominionstrategy.com/index.php?topic=11495.0.
Co0kieL0rd and i are currently working on a project that would enable things like this. Not sure whether a card that can only be bought during your opening is worth a full kingdom card slot, though.
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What'd you say about Chapel?
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Related: Card Name Ideas (http://forum.dominionstrategy.com/index.php?topic=2773.0)
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Evergreen just seemed like a copper to me.
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Luxurious Ravine
0$ Victory
When you buy Luxurious Ravine, trash your hand and gain a Duchy for each card you trashed that costs more than 4$ and gain a Copper for each card you trashed that costs less than 3$.
Barbarians
5$ Action- Reaction - Looter
+1 Card
+1 Action
+1$
___________________________
Whenever another player trashes a card, you may discard Barbarians from your hand. If you do, each other player gains a Ruins, then you draw a card.
Plague
2$ Action
+1 Card
+1 Action
+1$
+1 Buy
Trash Plague. Discard a card.
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While Plague is in the trash, whenever a player has 0 Actions remaining in his action phase, he gains a copy of the last Action card he played that turn, then returns Plague to the supply.
Illiteracy
5$ Action
+5 cards.
Discard 3 cards.
_______________________________
Gold and Silver produces 1$ this turn.
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(http://i.imgur.com/Vl6ioo1.png)
Moderate-sized Kingdom
$5 Event:
Once per game: Count up the total VP across all cards you own. Gain that many VP tokens and trash all Victory cards you own.
Rulebook clarification: "Cards you own include those in your deck, hand, discard pile, on any of your mats, cards you have set aside through effects such as Haven, Gear, or Save, and those you currently have in play."
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Evergreen
3$ Treasure-Victory
+1$
Worth 3 VP
_______________________________________
You can't gain an Evergreen after each player has taken their first two turns.
I had an idea like this last year; it generated a lot of discussion about the right wording to prevent players from gaining it. I hadn't thought about making it a treasure worth $1 though. http://forum.dominionstrategy.com/index.php?topic=11495.0.
Co0kieL0rd and i are currently working on a project that would enable things like this. Not sure whether a card that can only be bought during your opening is worth a full kingdom card slot, though.
Going off of Swamp rather than Evergreen, how about:
(http://i.imgur.com/jweBvGr.jpg)
It would need some rulebook clarification over how it would work with Ambassador and Young Witch, though.
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That wording seems fine.
Swamp seems like a 3$ card to me though.
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That wording seems fine.
Swamp seems like a 3$ card to me though.
$2 should be better. On a 5/2 opening you are going to be very sad if $3 Swamps are the thing to go for (slog, quick 3-pile). And by the time you get +Buy other than Nomad Camp, you can't get them anymore.
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I anticipate that Witch/Swamp, Vault/Swamp, Embassy/Swamp, and other such openings have a stronger advantage vs. Swamp/Swamp than Swamp/Swamp's advantage over Market/Swamp.
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Swamp / Travelling Fair, anyone?
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That wording seems fine.
Swamp seems like a 3$ card to me though.
In my original thread I said that I made it $2 so that you can always open double swamp if you want.
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Looks like an 8 cost card to me
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Co0kieL0rd and i are currently working on a project that would enable things like this. Not sure whether a card that can only be bought during your opening is worth a full kingdom card slot, though.
And now, months later, I see what you were talking about.
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Nose-stealing Competition
Victory
This is worth 3vp per every nose you have stolen without getting caught red-handed.