Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: ThetaSigma12 on April 11, 2016, 03:54:54 pm

Title: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 11, 2016, 03:54:54 pm
Starting a thread where I can keep my fan cards.
River and Market Day are unused images from Asper, Exploration Vessel is an old paining, can't seem to find the artist of fortified village. Siege, Settlement, Escort, and Lagoon are all found on deviantart.
(http://i.imgur.com/FNOfDeV.png)
Siege: As soon as adventures came out, I was surprised that none of the cards interacted with events. Maybe empires will fix that, but until then here's siege. It combines three concepts; making events cheaper like bridge, preventing other players from buying events, and letting you solve puzzles with 3 events without cheating.
(http://i.imgur.com/6pvtDBC.png)
Escort: A reaction-reserve-action-attack. Yes, I know the image doesn't say attack, that will be fixed soon. I have no idea what the balancing on this one is since it has so much going on. As a quick rules clarification, you can put it on your tavern mat in response to an attack and call it against the same attack.
(http://i.imgur.com/ze9sPRH.png)
Fortified Village: I liked Co0kiel0rd's battlement that was a reaction without being a reaction. I tried a similar concept on this. It's not a reaction, but it reacts to a card being trashed. It is a bit niche, granted, but on any board with a one shot or TfB it's can be pretty useful. And, if all else fails, maybe it's the only village on the board.
(http://i.imgur.com/C82LUyH.png)
Lagoon: I've always been intrigued by setup effects. Baker wouldn't be special without the setup effect. Here's an interesting effect. It makes baron much more OP, but you probably won't start with a $5 opening.
(http://i.imgur.com/JRkQDfI.png)
Market Day: Overpay on an event! Gazillions of buys! I always hated when you have 18$ and 1 buy. You could traveling fair 2 provinces, at the expense of your next hand. Now you can get all the buys you need and empty that estate pile in no time.
(http://i.imgur.com/LHpVcqx.png)
River: An old idea, what if ruins became good? Self-cursers are pretty common but self-looters are rare. Now ruined library becomes the best thing ever and with a river in play it will never hurt to have a few abandoned mines laying around. Prince of rivers is now the ultimate counter to cultist!
(http://i.imgur.com/7BgLDMi.png)
Settlement: Distant lands gives you VP for being on your tavern mat, settlement wants to stay off. Maybe you need that 3 for a province, or maybe you just need an extra buy. This could be used a s Settlers of Catan promo. The balancing may be off on this one so be warned!
(http://i.imgur.com/XtwIBwN.png)
Trading Vessel: It does two things better than amulet, but it restricts your options. Probably the most balanced card here. Enjoy!
(http://i.imgur.com/WesU9Uo.png)
Decay: A event looter. The non-looter part I had an idea for for a while and the ruins is just because there aren't many attack events.
(http://i.imgur.com/76t4wnY.png)
Cottage: The spend vanilla bonuses card. The exchanges may need some work, and I had to invent my own lingo, but I like the cad anyway.
(http://i.imgur.com/NViIvml.png)
Reconstruct: The reaction part needs some work. I went with this version just because it was the most workable one I could think of. The other option was AFTER the player draw the card but that didn't keep you accountable so it was ditched in favor of a slightly more annoying version.
(http://i.imgur.com/F0EqWZs.png)
Scenic Village: Mini Champion, why not? It will give you unlimited actions, but only for one turn. Why all the actions? The tourists want to help you out.
(http://i.imgur.com/9MPF3m5.png)
Stronghold: The market version of Hireling, this card is probably pretty balanced. Fun Fact: A friend of mined came up with the original idea and I just tweaked it and made a mock-up!
(http://i.imgur.com/rzbfPcV.png)
Reinforcements: Interesting attack, stacks exactly twice! This is a counterpart to torturer, where you get to chose the bad stuff!
(http://i.imgur.com/o3mL0MM.png)
Forum: This one still needs some wording changes I know so please refrain from mentioning them right now.
Title: Re: ThetaSigma12's Fan cards
Post by: AdrianHealey on April 11, 2016, 04:30:50 pm
Good ideas. Fortified village seemsvery niche though.
Title: Re: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 11, 2016, 04:34:10 pm
Good ideas. Fortified village seemsvery niche though.
Well, if all else fails, it is a village.
Title: Re: ThetaSigma12's Fan cards
Post by: GendoIkari on April 11, 2016, 04:44:38 pm
Good ideas. Fortified village seemsvery niche though.
Well, if all else fails, it is a village.

Yeah it seems just about as niche as Fortress. Maybe slightly less. And remember, it's not only protection against trashing attacks; but works great in combo with Trash-for-benefit. You can trash Remodel a Province into a Province and keep both Provinces.
Title: Re: ThetaSigma12's Fan cards
Post by: LastFootnote on April 11, 2016, 05:10:14 pm
And remember, it's not only protection against trashing attacks; but works great in combo with Trash-for-benefit.

In fact, it's not protection against trashing attacks at all. You have to discard it from play, and it's not a Duration.
Title: Re: ThetaSigma12's Fan cards
Post by: tristan on April 12, 2016, 03:09:43 am
Fortified Village is OK but probably worse than Fortress. Perhaps topdecking the trashed card or leaving it in hand are ways to make the card a bit stronger.
Trading Vessel is unexciting but probably balanced well.
I like Market Day. At first it is just a variant of Travelling Fair but there are situations in which you need more than one extra buy, e.g. late in the game to empty the third pile respectively get some Estates or of course to get several Peddlers.

River is the most interesting card but I am pretty sure that it has to cost 4$.
The cantripified Ruins are Lab, Peddler, Village, Market Square without the Reaction part, and Cantrip-Survivors. The prices are 5, 4, 3, 3 and probably also 3 for Cantrip-Survivors. So on average a worse than 4$.
One can interpret River as a non-terminal Armory or a Ironworks that topdecks so it is stronger than a 4$. On the other hand we just saw that the card it gains is on average worth between 3$ and 4$ and you have fewer choices than with a normal gainer as you can just take the top card from the Ruins pile. Furthermore Ruins are only good if you have a River in play.

I don't think that a non-terminal, topdecking gainer which gains fairly random cards with an average worth of 3.6$, cards which are in addition to that trash unless the gainer is present, is worth more than 4$.
Of course River becomes significantly stronger in the presence of other Looters, probably preventing anybody from going for Marauder or Cultist, and Death Cart is obviously superstrong with River.
Title: Re: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 13, 2016, 03:51:30 pm
Finally got some major edits done. Next update will include:
Ruins-Action-Duration
Event
Ruins-Victory
Attack-???
and a few other actions.
Title: Re: ThetaSigma12's Fan cards
Post by: Nflickner on April 13, 2016, 05:37:30 pm
I'm digging your cards--keep them coming!!  :)  I am especially intrigued by Settlement.  River I really really like, but I agree with the other poster that something needs to be done to it to make it slightly more useable.  Perhaps making it into a duration card so that it is more frequently in play?  It just sucks too much when it is not in play.  Maybe giving river +1 card as well as +1 action? 
Title: Re: ThetaSigma12's Fan cards
Post by: Nflickner on April 13, 2016, 05:47:06 pm
Just thought of something with Settlement--there is no reason why it needs to be Reserve.  It could just as easily be reworded:  You may trash this.  If you do, +3 coin, +1 buy.  For it to meaningfully be a reserve card, it needs to do something more special.  Here is an idea to tweak it:

Cost: 6 Coin
+1 card, +1 action, +1 coin
Worth 2 VP
You may put this on your tavern mat.  If you do, +2coin, +1buy
If this is on your tavern mat at the end of the game, it's only worth 1VP

So you can use it for that extra bump, but then you get one less VP out of it.  This way, it makes more sense as a reserve card.
Title: Re: ThetaSigma12's Fan cards
Post by: Gubump on April 13, 2016, 06:46:15 pm
My comments on the cards:

Siege: As written, it doesn't actually act as a Duration card, and therefore the attack does nothing; duration cards are discarded on the last turn in which they do something. Simply giving it the type "Duration" doesn't actually make it stay out for multiple turns. Also, it's awkward to try to react to while-in-play effects. Here's my suggested rewording:

+1 Action
All Events cost $1 less this turn, but not less than $0.
Until your next turn, other players cannot buy Events.

Setup: Add an Event to the Supply.
Cost: $3
Action - Attack - Duration

Since it expressly says "until your next turn," it actually does stay out for two turns, and this rewording also gives opponents something to react to.

Escort: So it doesn't affect $3 cost cards, correct? If I'm incorrect, it should say at least $3, and if I'm correct, it should say at least $4 to remove any confusion.

Fortified Village: Weaker than a Fortress in some ways and stronger in others. I like it.

Lagoon: As written, you discard all Victory cards after you draw, so it doesn't hold you accountable for the two cards you drew. You can fix this in one of two ways: have the player discard Victories before drawing, or have the player reveal his hand a second time between drawing and discarding (I prefer the former). The 2nd is, however, weaker, because with the 1st you keep any Victories you drew. And I also have a question: Why would you ever play it if you don't have any Estates in hand? All it does then is discard a card from your hand and give back the Action it took to play it. The only use I can see for playing it with no Estates is if you have at least one Tunnels in your hand, and games with Tunnels and Lagoon are a very small % of games.

River: If you don't have any non-terminal draw cards in hand or any Rivers in your next, this harms you, since it puts the Ruins on top, not into your hand. I think it would probably be okay if it put the Ruins in hand, since that is sometimes strong for its cost, but two of the Ruins (Ruined Village and Ruined Market) make it extremely weak for its cost (strictly worse than Village and Market Square, respectively), and it also has the drawback that you now have a junk card in your deck. If anything, it might be overpriced at $4, even with that buff. Another problem is that because of Survivors, you have to specify whether the +1 Card and +1 Action takes effect before or after resolving the played Ruins.

Settlement: As stated by Nflickner, there's no reason for it to be a Reserve; it could just trash itself for the exact same effect.

Trading Vessel: Almost strictly better than Amulet, but since it doesn't give you a choice in either case, it isn't quite strictly better than Amulet. May have to cost $4 anyway, though.
Title: Re: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 14, 2016, 02:31:46 pm
Post updated card images as soon as I can. Upcoming updates:
+Adding an action-duration, action-attack-reaction, action, and improved mock-ups of two cards I did not make.
+Changing Siege's reduction to now and at the start of your next turn
+River now puts the ruin in play and can let you trash it instead of taking +1 card +1 action
+Settlement has some vanilla bonuses changed and now gives you 3VP and 1VP on your tavern mat
+Lagoon now holds you accountable
-Ruins had to be set aside for now as I couldn't find the template  :'(
Title: Re: ThetaSigma12's Fan cards
Post by: Nflickner on April 14, 2016, 02:43:44 pm
Post updated card images as soon as I can. Upcoming updates:
+Adding an action-duration, action-attack-reaction, action, and improved mock-ups of two cards I did not make.
+Changing Siege's reduction to now and at the start of your next turn
+River now puts the ruin in play and can let you trash it instead of taking +1 card +1 action
+Settlement has some vanilla bonuses changed and now gives you 3VP and 1VP on your tavern mat
+Lagoon now holds you accountable
-Ruins had to be set aside for now as I couldn't find the template  :'(
Looking forward to it!
Title: Re: ThetaSigma12's Fan cards
Post by: GendoIkari on April 14, 2016, 02:52:52 pm
and letting you solve puzzles with 3 events without cheating.

The rules don't restrict the number of events to 2. They simply recommend 2 as a good max to use. Also, I would have read "setup: add an event to the supply" as simply meaning "use at least 1 event if you are using this card", NOT "use 3 events instead of 2".
Title: Re: ThetaSigma12's Fan cards
Post by: Co0kieL0rd on April 14, 2016, 04:06:26 pm
I like the idea of Siege but at first I thought it's very weak. Now I rather think it's extremely dependent on the events in the game. Anyway it's more elegant to have the cost reduction "while this is in play" and the buy restriction "until your next turn".

Escorts needs to hold other players accountable in case they don't have a card costing $3 in their hand. That means it gets even more text on it, so you should shorten Escort's wording below the line. E.g.
"When you discard a card, you may discard this from your Tavern mat, to put that card into your hand.
When another player plays an Attack card, you may reveal this from your hand, to put it on your Tavern mat."

I don't think Fortified Village is very good or exciting but I'll pay $4 for a Village any day if I need one (i.e. it's balanced).

I'm also a big fan of setup modifications but Lagoon's seems un-fun. Still the card as a whole might be totally viable, although discarding a card when it whiffs is just terrible and IMO a poor design decision because it simply means you will never play this if it's in your hand without an Estate (barring edge cases). It might as well not have a punishment at all, or you come up with a more interesting one.

River is cute but it doesn't make Ruins great. I wouldn't even buy this at $2. Likewise, I'd still go for Cultists if you go for Rivers. I wish you good luck. River needs to be stronger. Putting Ruins in you hand seems like a good start.

Settlement looks balanced although I'd rather have it be callable for some effect, and weakened for its on-play effect since it wouldn't be a one-shot anymore. Otherwise there's no need for it to be a Reserve in the first place.

Trading Vessel is my favourite. It's simple and balanced. Not particularly strong but good enough on a board without heavy trashing.
Title: Re: ThetaSigma12's Fan cards
Post by: tristan on April 15, 2016, 02:13:37 am
and letting you solve puzzles with 3 events without cheating.

The rules don't restrict the number of events to 2. They simply recommend 2 as a good max to use. Also, I would have read "setup: add an event to the supply" as simply meaning "use at least 1 event if you are using this card", NOT "use 3 events instead of 2".
So? It is pretty obvious that Sieges was designed with the intention of playing with 3 Events. Otherwise the card would not just be weak but totally pointless.


River is cute but it doesn't make Ruins great. I wouldn't even buy this at $2. Likewise, I'd still go for Cultists if you go for Rivers. I wish you good luck. River needs to be stronger. Putting Ruins in you hand seems like a good start.
A non-terminal 4$ gainer which gand-gains a card which is worth between 3$ and 5$ is potentially overpowered, even if that card is later junk unless the very gainer is present. It is after all not too difficult to get a bunch of Rivers in your deck.
Title: Re: ThetaSigma12's Fan cards
Post by: Co0kieL0rd on April 15, 2016, 02:01:12 pm
River is cute but it doesn't make Ruins great. I wouldn't even buy this at $2. Likewise, I'd still go for Cultists if you go for Rivers. I wish you good luck. River needs to be stronger. Putting Ruins in you hand seems like a good start.
A non-terminal 4$ gainer which gand-gains a card which is worth between 3$ and 5$ is potentially overpowered, even if that card is later junk unless the very gainer is present. It is after all not too difficult to get a bunch of Rivers in your deck.

I think it is not too difficult to beat a self-junking strategy that very unreliably and occasionally turns junks into decent cards (Ruined Library being the only good one) with any deck that includes good trashing or decent engine components or merely a good big money enabler. Looking at the $4-cost card rankings (http://wiki.dominionstrategy.com/index.php/List_of_Cards_by_Qvist_Rankings) I'd say River ranks about #45 which is not great. I'm pretty sure all of the cards above are better.
Title: Re: ThetaSigma12's Fan cards
Post by: GendoIkari on April 15, 2016, 02:13:53 pm
and letting you solve puzzles with 3 events without cheating.

The rules don't restrict the number of events to 2. They simply recommend 2 as a good max to use. Also, I would have read "setup: add an event to the supply" as simply meaning "use at least 1 event if you are using this card", NOT "use 3 events instead of 2".
So? It is pretty obvious that Sieges was designed with the intention of playing with 3 Events. Otherwise the card would not just be weak but totally pointless.


Not sure what you mean. I was correcting the OP's implication that you can't use 3 events in a game without Siege. Why is that a "so"?

And the card wouldn't be pointless without 3 Events; it's only pointless if you have 0. Which is exactly why it makes sense to interpret the setup text as "games with Siege must contain at least 1 event", which is exactly what the setup text literally would cause to happen. The text does NOT make your Siege games awlays contain 3 Events. It makes them contain 1 more event than you otherwise would have had, which could be any number from 1 to 21 (if you had all 21 events anyway, then technically the text becomes impossible to follow, just like playing with Black Market if you only owned 10 Kingdom cards somehow).
Title: Re: ThetaSigma12's Fan cards
Post by: tristan on April 16, 2016, 06:08:30 am
and letting you solve puzzles with 3 events without cheating.

The rules don't restrict the number of events to 2. They simply recommend 2 as a good max to use. Also, I would have read "setup: add an event to the supply" as simply meaning "use at least 1 event if you are using this card", NOT "use 3 events instead of 2".
So? It is pretty obvious that Sieges was designed with the intention of playing with 3 Events. Otherwise the card would not just be weak but totally pointless.


Not sure what you mean. I was correcting the OP's implication that you can't use 3 events in a game without Siege.
Sure, he was technically wrong. But even without Theta explicitly saying that he wants Siege to be used with 3 Events I immediately got that the card is meant to be used with 3. As Cookie pointed out, it is not a powerhouse anyway so it would totally such with just 2 or just Events.
Nothing against your rule-lawyering but sometimes common sense suffices to understand how a card is meant to work.
Title: Re: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 16, 2016, 07:25:06 am
Added 5 new cards! ;D
Seige
-+Action on the start of your next turn
-Cost reduction is "While this is in play"
-Specifies adding an extra event
-Extra event must cost at least 2
Settlement
-Increased points to 3
-Gives one point on the tavern mat
-Swapped the +action and the +buy
River
-Now directly plays the ruin
-Lets you trash the ruin after playing it instead of drawing a card
-Costs 4
Escort
-Simplified wording (Thanks to Co0kiel0rd)
Lagoon
-Removed discarding with no estates

Here's mock-ups of Co0kiel0rd's Dry Docks and Secret Society and LibraryAdventurer's Ancient temple with different art.
(http://i.imgur.com/8COrEAc.png)
(http://i.imgur.com/By6G0g5.png)
(http://i.imgur.com/qggv18v.png)
I just like this art better, and if anyone else does than feel free to use these versions.
Title: Re: ThetaSigma12's Fan cards
Post by: Gubump on April 16, 2016, 09:39:09 am
Is there any reason that Stronghold is at the start of each Buy phase instead of at the start of each turn? Those two things are only different in the case of Storyteller, and changing $1 into 1 card isn't strong enough that you have to make Stronghold worded so that can't happen.
Title: Re: ThetaSigma12's Fan cards
Post by: Ankenaut on April 16, 2016, 09:56:28 am
Which templates do you use? I grabbed my templates and coin icons from different places, and the card-lists coin doesn't match the coloring of the card cost coin.

Also, I think the B in Buy should be uppercase when you say  +1 Buy.
Title: Re: ThetaSigma12's Fan cards
Post by: Gubump on April 16, 2016, 10:08:18 am
Also, I think the B in Buy should be uppercase when you say  +1 Buy.

That is correct.
Title: Re: ThetaSigma12's Fan cards
Post by: AdrianHealey on April 16, 2016, 10:37:06 am
Isn't 'people can't buy any events' a bit harsh? I mean, now it's almost a must buy (because of the village effect in your next turn), and it seems a bit luck dependent on when you can or can not buy an event.

Wouldn't 'anyone who buys an event gains a curse' or something be better than a flat out prohibition?
Title: Re: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 16, 2016, 12:49:36 pm
Also, I think the B in Buy should be uppercase when you say  +1 Buy.

That is correct.
Fixed!
Which templates do you use? I grabbed my templates and coin icons from different places, and the card-lists coin doesn't match the coloring of the card cost coin. 
I grab my coin icons from LastFootnote and Asper's cards, and my templates are from GeneralRamos.
Is there any reason that Stronghold is at the start of each Buy phase instead of at the start of each turn? Those two things are only different in the case of Storyteller, and changing $1 into 1 card isn't strong enough that you have to make Stronghold worded so that can't happen.
It's just different. Other than storyteller there is: Black Market, Poor House, Cottage, and Suq, the last two being fan-made cards. It could be action phase but I don't think there is much of a difference either way. If I have two I'll just post two different mock-ups one with buy phase and one with action, and you can take your pick. Also added improved mock-up of Secret Society and Stronghold.
Title: Re: ThetaSigma12's Fan cards
Post by: GendoIkari on April 16, 2016, 01:20:42 pm
and letting you solve puzzles with 3 events without cheating.

The rules don't restrict the number of events to 2. They simply recommend 2 as a good max to use. Also, I would have read "setup: add an event to the supply" as simply meaning "use at least 1 event if you are using this card", NOT "use 3 events instead of 2".
So? It is pretty obvious that Sieges was designed with the intention of playing with 3 Events. Otherwise the card would not just be weak but totally pointless.


Not sure what you mean. I was correcting the OP's implication that you can't use 3 events in a game without Siege.
Sure, he was technically wrong. But even without Theta explicitly saying that he wants Siege to be used with 3 Events I immediately got that the card is meant to be used with 3. As Cookie pointed out, it is not a powerhouse anyway so it would totally such with just 2 or just Events.
Nothing against your rule-lawyering but sometimes common sense suffices to understand how a card is meant to work.

I'm very confused as to how common sense and the card wording could lead to the conclusion that you should use 3 events when playing with it. That would only make sense if normal games of Dominion were always played with 2 events, but they aren't. There's nothing on the card that would imply "3" as a number of events to use. That number sounds every bit as arbitrary to me as saying "1" or "4".
Title: Re: ThetaSigma12's Fan cards
Post by: Gubump on April 16, 2016, 03:38:46 pm
Updated comments:

Siege: As stated by AdrianHealey, completely blocking Events does seem pretty harsh. How about giving out Curses when opponents buy Events, a la Swamp Hag? Also, why does it now require the Event to cost at least $2? It didn't do that before.

Escort: It still doesn't hold opponents accountable.

Fortified Village: Nothing new to say about it, since it hasn't been changed.

Lagoon: Much better.

Market Day: It's okay, I guess. I don't think I would buy it, though, unless there was no other source of +Buy, and I don't think I would overpay for it even then. It's almost strictly worse than Travelling Fair.

River: Far better than before. It does seem weird, though, that a River would interact with Ruins, and isn't a Victory card. I can't think of any better names either, though.

Settlement: Good; now there's a reason for it to be a Reserve. It does seem to me to be too much stronger than a Duchy to only cost $1 more; it should probably cost $7 or even $8.

Trading Vessel: Since it hasn't been changed, I don't have anything new to say about it.

Decay: Now this one is interesting; I'm not sure how well a cost-reducing event would work, though.

Cottage: This is pitfalls #11 and #19 in the Fan Card Creation Guide; this not only doesn't encourage buying cards or use up finite resources like Bishop, Goons and Monument do, but it even discourages buying cards, easily making the game go infinite. It's second special (coins to buys) is useless in sets that don't have any +$ granting Action cards.

Reconstruct: Oh boy. There are two massive problems with this one. First of all, it's too weak. The top-half without the attack is only about a $2 or less effect, and the attack is basically Tax Man's, but that card's attack isn't the reason we use it; it's just an added bonus. I would still buy Tax Men if they didn't have the attack at all but cost the same. Second problem is that it is pitfall #4. Do you really want to make players wait every single time they ever draw any card, even between drawing multiple cards during their Cleanup phases and while resolving cards like Smithy, to see if anybody will react to it? This could probably make a single dominion game turn into a game the length of Monopoly, just because it takes 3 seconds for every single card draw.

Here's my suggestion for it:

Reconstruct:
+1 Action
Trash a card from your hand. Gain a card with up to the same cost, putting it into your hand. Each other player discards a copy of the trashed card (or reveals a hand with none).

At the start of another player's turn, you may discard this from your hand. If you do, reveal the top two cards of that player's deck. You may discard one. Put the rest back in any order.
Cost: $4
Action - Attack - Reaction

This way, each player only has to wait at the start of his turn, and it's stronger (and cheaper; even with this buff, $5 is too costly).

Scenic Village: This one is very interesting. My experience has shown so far that infinite Actions really aren't that different from +2 Actions, so $4 is a good price point, since this is strictly better than Village (exception: Diadem).

Stronghold: Like I've said in an earlier post, I don't know why you decided to make it at the start of your Buy phase instead of at the start of your turn (the names of the phases are supposed to be capitalized, by the way).

Reinforcements: Both of those are really nasty. Probably too nasty to only cost $1 more than Smithy.





Title: Re: ThetaSigma12's Fan cards
Post by: Nflickner on April 16, 2016, 06:58:08 pm
Added 5 new cards! ;D
Seige
-+Action on the start of your next turn
-Cost reduction is "While this is in play"
-Specifies adding an extra event
-Extra event must cost at least 2
Settlement
-Increased points to 3
-Gives one point on the tavern mat
-Swapped the +action and the +buy
River
-Now directly plays the ruin
-Lets you trash the ruin after playing it instead of drawing a card
-Costs 4
Escort
-Simplified wording (Thanks to Co0kiel0rd)
Lagoon
-Removed discarding with no estates

Here's mock-ups of Co0kiel0rd's Dry Docks and Secret Society and LibraryAdventurer's Ancient temple with different art.
(http://i.imgur.com/8COrEAc.png)
(http://i.imgur.com/By6G0g5.png)
(http://i.imgur.com/qggv18v.png)
I just like this art better, and if anyone else does than feel free to use these versions.

Thanks I appreciate these greatly--I especially prefer your Secret Society version better.  Would you be willing to post a version of Secret Society that costs 4 instead of three coin?  I know there was some discussion about it on Cookielords pages.  I just think that it is potentially too powerful to grab two of them in your first two turns.  Also, what program do you use to mock up yours or others' cards?  I'm really enjoying your cards you are posting as well.  I like looking at fan cards that are made up with pictures, because I'm more likely to look at them if I think there is a chance I will print them myself. 
Title: Re: ThetaSigma12's Fan cards
Post by: AdrianHealey on April 16, 2016, 07:26:47 pm
Definitely think Secret Society should cost 4, not 3.
Title: Re: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 16, 2016, 08:20:16 pm
Definitely think Secret Society should cost 4, not 3.
Done! Oh, no credit to takashmen on the last one, fixed that too!
I really appreciate all the comments you have posted, especially Nflicner for his optomism and c0kiel0rd for his help! I'm glad at least 3 of my cards haven'nt needed major edits.  :)
Title: Re: ThetaSigma12's Fan cards
Post by: AdrianHealey on April 16, 2016, 08:32:06 pm
Is the first post updated with all the most recent versions? :)
Title: Re: ThetaSigma12's Fan cards
Post by: Nflickner on April 16, 2016, 08:35:19 pm
Definitely think Secret Society should cost 4, not 3.
Done! Oh, no credit to takashmen on the last one, fixed that too!
I really appreciate all the comments you have posted, especially Nflicner for his optomism and c0kiel0rd for his help! I'm glad at least 3 of my cards haven'nt needed major edits.  :)

Let us know when you put up the 4 cost version of Secret Society :)  And thanks!  Also, I love the artwork and idea of Stronghold, but I prefer the more nuanced version in the Seasons set.  In that one, the card has the same effect, except that in the last quarter of the game ("Winter") it doesn't give you any bonus.  That is why Asper and Cookielord made it cost 5.  I wonder if there was a way to differentiate it even more from their card ("trade port").  Perhaps adding a very minor attack to it and taking away either the plus buy or the plus coin?  The attack could be something like, each other person discards a card costing 3 or more and draws a card.  I don't know--just some thoughts :)
Title: Re: ThetaSigma12's Fan cards
Post by: AdrianHealey on April 16, 2016, 09:21:36 pm
Siege
Like I said earlier, I find the 'not buy events' clause a bit too bruttle. Also in terms of fun: you add (at least) one more evnet and then you end up not using any of them? I mean; if it's strong events, I am definitely buying siege... But now everyone does it, and nobody gets to use any events. I'd use the 'gain a curse if you buy event' (or even: 'gain a curse and a copper' kind of punishment, or something.)

Escort
It's a lot of text, but I guess it works. I am not entirely sure it's also it's own best defense, which might lead to a pile out. But it's not the strongest of all attacks, so maybe not.

Fortified Village
Niche, but cool. I don't like trashing my villages, though.

Lagoon
Sucks with nobles. But cool card nonetheless. It feels strong, though. It's basically a useful laboratory. (Ok, you loose at least 2 cards, but one of them is the useless estate.)

Market Day
Cool. Not sure how useful it is. But cool.

River
Interesting. I am usually not a huge fan of making 'bad' cards (curse, ruins) into something useful. But it's a cool interaction with the trashing/not-trashing decision.

Settlement
+1 Card
+1 Action
+1 Buy
+$4
for sacrificing 2 vp's? Seems worth it.
$6 is a fair price. Cool design.

Trading Vessel
Changing coppers/estates/curses into silver for $3? Sure, why not. There is use for this.

Decay
It feels strong, but might be possible.

Cottage
Like it. The phrasing is clear what you mean.

Reconstruct
I am not sure about the reaction part. It feels like 'let's do something with this card, when it stops being useful on the top side, no?
I mean; I don't know if it's balanced, but more important, I don't know if it's just a lot of words for a non-fun event.

Scenic Village
This looks absurd, imo. I like that even with villages, you still have to be careful with actions. (I am also a bit uncertain why it even gives '+1 Action' to begin with? I mean, for what? Are you going to procession it and for that reason you want to also have it give +1 Action?

I also just don't like it general. I have a card that's basically a +1 Action hireling and that's need (I think) because it allows for the difficult decision of buying at a great expense, and even when you do have it, you still have to make the choice of what action to play. With this card... you just do. (Champion is different, because you have to work towards it.)

So it might be balanced, but I don't know. It would take away something I consider to be fun about dominion.

Stronghold
I like it, but I think I like trade port (from Seasons) better, although that one is slightly weaker.

Reinforcements
Pretty straight forward and it's good.

Ancient Temple
I think you can remove stuff after 'discard any revealed cards costing $7 or more'. I am ot sure it adds to the card and it's just a bunch of additional words.

Harbor
Strong draw that helps others. I like cards like that.

Secret Society
Good, and better at $4. Question: Do we know what cards are in the secret society deck?


Any other cards you want us to commentate?
Title: Re: ThetaSigma12's Fan cards
Post by: Gubump on April 17, 2016, 12:20:25 am
Scenic Village
I am also a bit uncertain why it even gives '+1 Action' to begin with?

Because otherwise, you would have to play a Village right before it for it to do anything. If the previous Action gave only 1 Action, you wouldn't have any Actions left to play any cards with. This is because it starts being in play AFTER you play it, not the other way around, so the 'while in play' effect doesn't include itself.
Title: Re: ThetaSigma12's Fan cards
Post by: LibraryAdventurer on April 17, 2016, 12:40:19 am
Ancient Temple
I think you can remove stuff after 'discard any revealed cards costing $7 or more'. I am ot sure it adds to the card and it's just a bunch of additional words.

Harbor
Strong draw that helps others. I like cards like that.

Secret Society
Good, and better at $4. Question: Do we know what cards are in the secret society deck?
As ThetaSigma12 mentioned, these three are not his cards. They are his mock-ups of other people's cards. Ancient Temple is mine. The 'discard any revealed cards costing $7 or more' part is there to make it unlikely to gain two provinces by playing two Ancient Temples (or Throning one) with three high-cost cards on top of your deck.
Title: Re: ThetaSigma12's Fan cards
Post by: tristan on April 17, 2016, 01:15:18 am
I'm very confused as to how common sense and the card wording could lead to the conclusion that you should use 3 events when playing with it. That would only make sense if normal games of Dominion were always played with 2 events, but they aren't. There's nothing on the card that would imply "3" as a number of events to use. That number sounds every bit as arbitrary to me as saying "1" or "4".
It is a matter of perspective. If you come at this from a rule-lawyer perspective any number between 1 and 21 makes sense.

If you come at this from a 'strength and weaknesses' perspective it is pretty obvious, at least to me, that anything beneath 3 Events would make a mildly weak card far too weak.
Even with three Events it is after all most often just a non-terminal Copper or Silver (you will pretty rarely buy 3 Events per turn) with the added bonus of preventing the other players from buying Events, thus making their Sieges weaker. The former is worth between nothing and 3 and the latter is one the one hand good for you while you play it but bad for the strength of Siege overall. These negative synergies (the more other folks use Siege the weaker yours get) could potentially make Siege be balanced at 2$.

My hunch is that the new version with the non-terminal duration village is probably OK for 3.
Title: Re: ThetaSigma12's Fan cards
Post by: tristan on April 17, 2016, 01:30:07 am
Let us know when you put up the 4 cost version of Secret Society :)  And thanks!  Also, I love the artwork and idea of Stronghold, but I prefer the more nuanced version in the Seasons set.  In that one, the card has the same effect, except that in the last quarter of the game ("Winter") it doesn't give you any bonus.  That is why Asper and Cookielord made it cost 5.
I am not fan of Hireling variants that provide coins as they are too similar to Treasury for my taste. Ramos's Haunted Castle (with a price of 5$) is the only decent Hireling variant (http://forum.dominionstrategy.com/index.php?topic=14295.msg546893#msg546893) implementation I have seen so far.
But if one wants to do a Hireling version of Market, Stronghold is definitely the right way to do it as the version from Seasons is overpowered.
Title: Re: ThetaSigma12's Fan cards
Post by: J Reggie on April 17, 2016, 02:06:21 am
A few notes about events:
Siege seems slightly broken. With Travelling Fair and your events which give +2 buys, get 2 of these in play and immediately have unlimited buys. That might be a cool feature with Travelling Fair, but with your Decay, that's a combo that instantly empties the supply. I think there's a reason you can't change the cost of events.
Also in your description of Market Day, out seems like you're assuming that Travelling Fair's top-decking is mandatory. It's optional. Not sure if that will make you reevaluate Market Day, but just something to note.
Overall, cool cards.

Edit: a wording thing (and I don't know if this has been said), but I'm pretty sure events aren't in the supply. Is this right?
Title: Re: ThetaSigma12's Fan cards
Post by: AdrianHealey on April 17, 2016, 04:11:03 am
Let us know when you put up the 4 cost version of Secret Society :)  And thanks!  Also, I love the artwork and idea of Stronghold, but I prefer the more nuanced version in the Seasons set.  In that one, the card has the same effect, except that in the last quarter of the game ("Winter") it doesn't give you any bonus.  That is why Asper and Cookielord made it cost 5.
I am not fan of Hireling variants that provide coins as they are too similar to Treasury for my taste. Ramos's Haunted Castle (with a price of 5$) is the only decent Hireling variant (http://forum.dominionstrategy.com/index.php?topic=14295.msg546893#msg546893) implementation I have seen so far.
But if one wants to do a Hireling version of Market, Stronghold is definitely the right way to do it as the version from Seasons is overpowered.

I have played 2 games with Trade Port and - yes, small N - it definitely did not feel overpowered. We didn't have a 2-5 opening, so maybe then it moght be.
Title: Re: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 17, 2016, 07:17:22 am
Siege
Like I said earlier, I find the 'not buy events' clause a bit too bruttle. Also in terms of fun: you add (at least) one more evnet and then you end up not using any of them? I mean; if it's strong events, I am definitely buying siege... But now everyone does it, and nobody gets to use any events. I'd use the 'gain a curse if you buy event' (or even: 'gain a curse and a copper' kind of punishment, or something.)
That will be fixed in the next update. I thought it would be fine compared to swamp hag as it only blocks 3 cards, swamp hag affects 16. But I do see that with multiple players the events might never get used.

Escort
It's a lot of text, but I guess it works. I am not entirely sure it's also it's own best defense, which might lead to a pile out. But it's not the strongest of all attacks, so maybe not.

Fortified Village
Niche, but cool. I don't like trashing my villages, though.
Yeah, but the thing I like about this one is it still might be useful on a board with other villages.

Lagoon
Sucks with nobles. But cool card nonetheless. It feels strong, though. It's basically a useful laboratory. (Ok, you loose at least 2 cards, but one of them is the useless estate.)
It was meant to have a self synergy. Opened 5/1? Now you have something good to buy. Hand full of estates? Draw a few more cards. I mean it sucks in shelters games, but so does baron so hey.

Market Day
Cool. Not sure how useful it is. But cool.

River
Interesting. I am usually not a huge fan of making 'bad' cards (curse, ruins) into something useful. But it's a cool interaction with the trashing/not-trashing decision.

Settlement
+1 Card
+1 Action
+1 Buy
+$4
for sacrificing 2 vp's? Seems worth it.
$6 is a fair price. Cool design.
Is it though? I mean what are you going to spend the extra $3 on that will get the 2 VP back.

Trading Vessel
Changing coppers/estates/curses into silver for $3? Sure, why not. There is use for this.

Decay
It feels strong, but might be possible.

Cottage
Like it. The phrasing is clear what you mean.
In the next update I'm going to change the whole spend a thing to take your -$1 token/-1 card token.

Reconstruct
I am not sure about the reaction part. It feels like 'let's do something with this card, when it stops being useful on the top side, no?
I mean; I don't know if it's balanced, but more important, I don't know if it's just a lot of words for a non-fun event.

Scenic Village
This looks absurd, imo. I like that even with villages, you still have to be careful with actions. (I am also a bit uncertain why it even gives '+1 Action' to begin with? I mean, for what? Are you going to procession it and for that reason you want to also have it give +1 Action?

I also just don't like it general. I have a card that's basically a +1 Action hireling and that's need (I think) because it allows for the difficult decision of buying at a great expense, and even when you do have it, you still have to make the choice of what action to play. With this card... you just do. (Champion is different, because you have to work towards it.)

So it might be balanced, but I don't know. It would take away something I consider to be fun about dominion.
I gave it +1 action because I wasn't sure the bottom effect would kick in after you played it. Actions are the cheapest resource so unlimited for 1 turn isn't much of a problem IMO. I know some people just don't like champion, but all I can say is that this card is not for them then.

Stronghold
I like it, but I think I like trade port (from Seasons) better, although that one is slightly weaker.
I liked trade port to, but this doesn't require all the setup. I mean, if I'm going to play with the season cards I want to use at least 3.

Reinforcements
Pretty straight forward and it's good.
I like how it stacks exactly twice. It might be a little OP so maybe I will drop a card and give it +1 buy.

The other cards aren't mine, so I'll refrain from commenting on them.
Comments in bold.
Title: Re: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 17, 2016, 07:20:43 am
A few notes about events:
Siege seems slightly broken. With Travelling Fair and your events which give +2 buys, get 2 of these in play and immediately have unlimited buys. That might be a cool feature with Travelling Fair, but with your Decay, that's a combo that instantly empties the supply. I think there's a reason you can't change the cost of events.
Also in your description of Market Day, out seems like you're assuming that Travelling Fair's top-decking is mandatory. It's optional. Not sure if that will make you reevaluate Market Day, but just something to note.
Overall, cool cards.

Edit: a wording thing (and I don't know if this has been said), but I'm pretty sure events aren't in the supply. Is this right?
Actually now I'm not re-visioning market day, but travelling fair. Not sure about events in the supply though.
Title: Re: ThetaSigma12's Fan cards
Post by: GendoIkari on April 17, 2016, 09:28:14 am
I just realized that Seige allows infinite buying of Scouting Party or Travelling Fair. It could be that with those particular events, it's not too strong to allow it; but the same would happen with any potential event that has +1 buy and not "once per turn".

*edit* Yeah, what J Reggie said.
Title: Re: ThetaSigma12's Fan cards
Post by: Nflickner on April 17, 2016, 10:19:36 am
Let us know when you put up the 4 cost version of Secret Society :)  And thanks!  Also, I love the artwork and idea of Stronghold, but I prefer the more nuanced version in the Seasons set.  In that one, the card has the same effect, except that in the last quarter of the game ("Winter") it doesn't give you any bonus.  That is why Asper and Cookielord made it cost 5.
I am not fan of Hireling variants that provide coins as they are too similar to Treasury for my taste. Ramos's Haunted Castle (with a price of 5$) is the only decent Hireling variant (http://forum.dominionstrategy.com/index.php?topic=14295.msg546893#msg546893) implementation I have seen so far.
But if one wants to do a Hireling version of Market, Stronghold is definitely the right way to do it as the version from Seasons is overpowered.

I have played 2 games with Trade Port and - yes, small N - it definitely did not feel overpowered. We didn't have a 2-5 opening, so maybe then it moght be.

I agree--I've already played with Trade Port in real games, and it doesn't feel overpowered to us. 
Title: Re: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 17, 2016, 12:47:41 pm
Maybe for seige all events could lose their cost reduction once you buy them: All events which you have not bought this turn cost 1 less.
Title: Re: ThetaSigma12's Fan cards
Post by: Gubump on April 17, 2016, 12:52:29 pm
Maybe for seige all events could lose their cost reduction once you buy them: All events which you have not bought this turn cost 1 less.

That sounds like a great idea; Siege won't be broken anymore, and it also makes it more interesting.
Title: Re: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 17, 2016, 01:34:31 pm
(http://i.imgur.com/m2h6z1f.png)
(http://i.imgur.com/hzjooM9.png)
Title: Re: ThetaSigma12's Fan cards
Post by: Nflickner on April 17, 2016, 03:00:40 pm
(http://i.imgur.com/m2h6z1f.png)
(http://i.imgur.com/hzjooM9.png)
Thanks!!! Where do you find your art? 
Title: Re: ThetaSigma12's Fan cards
Post by: Gubump on April 17, 2016, 03:13:21 pm
Updated comments again! This time, I'm ignoring ones that weren't changed since last time:

Siege: Why did you change the top part as well as the bottom? The top was fine.

Cottage: Much better. It no longer accumulates VP in an OP fashion, and it is now useful even in the absence of +$ granting Actions. However, a new problem has now arisen: It doesn't keep you accountable in the case that you don't have any Treasures to play, since playing Treasures is mandatory. I think it should be optional.

Reconstruct: I see you made it exactly like my suggested version. Now it is much better!

Reinforcements: For some reason, I really like the combination of +2 Cards and +1 Buy. This is also a lot better balanced now.

Forum: I don't see any necessary wording changes.
Title: Re: ThetaSigma12's Fan cards
Post by: tristan on April 18, 2016, 03:59:44 am
A few notes about events:
Siege seems slightly broken. With Travelling Fair and your events which give +2 buys, get 2 of these in play and immediately have unlimited buys. That might be a cool feature with Travelling Fair, but with your Decay, that's a combo that instantly empties the supply. I think there's a reason you can't change the cost of events.
Decay costs 3 so you would need 3 Sieges. Not to mention that Decay being overpowered has nothing to do with Siege.
A hand with 4 Silvers can gain a Province but that doesn't mean that Silver is overpowered.

This is really extremely funny because the main issue of the original version Siege (I cannot keep up with the permanent changes) was that it was pretty weak.  :D

@Theta: About the constant changing, you might wanna consider first what you want Siege to be and then fine-tweak it. Just rushing through all kind of stuff, from a non-terminal to a non-terminal duration village to a terminal Copper seems pretty aimless.

About the other cards, I like Reinforcements and Forum. Forum could create an interesting trade-off but it could very well be the case that there are virtually never (except when you would keep it anyway, e.g. because you have no extra buys and enough coins, without spending the Spoils, for a Province ) situations in which you'd not want to spend the Spoils.
River is too strong now. Gee, it turns a Ruined Library (when you gain it) into a Lost City!
Title: Re: ThetaSigma12's Fan cards
Post by: Gubump on April 18, 2016, 10:19:45 am
A few notes about events:
Siege seems slightly broken. With Travelling Fair and your events which give +2 buys, get 2 of these in play and immediately have unlimited buys. That might be a cool feature with Travelling Fair, but with your Decay, that's a combo that instantly empties the supply. I think there's a reason you can't change the cost of events.
Decay costs 3 so you would need 3 Sieges. Not to mention that Decay being overpowered has nothing to do with Siege.
A hand with 4 Silvers can gain a Province but that doesn't mean that Silver is overpowered.

But a hand of 4 Silvers can't gain the Supply. 3 Sieges and Decay can. And before the current update, Siege was non-terminal, which made it very easy to achieve, and the first person to do so wins.
Title: Re: ThetaSigma12's Fan cards
Post by: GendoIkari on April 18, 2016, 11:40:12 am
A few notes about events:
Siege seems slightly broken. With Travelling Fair and your events which give +2 buys, get 2 of these in play and immediately have unlimited buys. That might be a cool feature with Travelling Fair, but with your Decay, that's a combo that instantly empties the supply. I think there's a reason you can't change the cost of events.
Decay costs 3 so you would need 3 Sieges. Not to mention that Decay being overpowered has nothing to do with Siege.
A hand with 4 Silvers can gain a Province but that doesn't mean that Silver is overpowered.

But a hand of 4 Silvers can't gain the Supply. 3 Sieges and Decay can. And before the current update, Siege was non-terminal, which made it very easy to achieve, and the first person to do so wins.

I agree. But to play Devil's Advocate, a better analogy than a hand of 4 Silvers is a hand of KC, KC, Bridge, Bridge, Bridge. While this can't gain the supply, it can gain all the Provinces. Now I don't think that they're quite comparable mostly because KC costs $7 so it's not that easy to get 2 of them.
Title: Re: ThetaSigma12's Fan cards
Post by: tristan on April 18, 2016, 01:41:42 pm
A few notes about events:
Siege seems slightly broken. With Travelling Fair and your events which give +2 buys, get 2 of these in play and immediately have unlimited buys. That might be a cool feature with Travelling Fair, but with your Decay, that's a combo that instantly empties the supply. I think there's a reason you can't change the cost of events.
Decay costs 3 so you would need 3 Sieges. Not to mention that Decay being overpowered has nothing to do with Siege.
A hand with 4 Silvers can gain a Province but that doesn't mean that Silver is overpowered.

But a hand of 4 Silvers can't gain the Supply. 3 Sieges and Decay can. And before the current update, Siege was non-terminal, which made it very easy to achieve, and the first person to do so wins.
I used that old 4 Silver argument because very often folks claim that a hand of X cards of name Y is overpowered, overlooking how hard it is to actually come up with such a hand. Let's take GendoIkari's example of KC,KC,Bridge,Bridge,Bridge. Well, if you have a deck which can reach such a hand you will most likely win the game with or without that funky combo!
In most decks Silver is more of a necessary evil than something you strive for and yet 4 Silvers is a Province and 5 Silvers is nearly a Colony. Gee, that Silver card must be overpowered!

You are totally right though that 3 Sieges is not difficult to come up with.The problem is not with Siege though which was underpowered while it was non-terminal and probably balanced while it was a non-terminal duration village but with Decay which is too strong even without that crazy combo with Siege. For a mere net price of 2$ (or less if you buy more than 1 card) you get a junking attack and an extra buy.
Title: Re: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 18, 2016, 02:29:41 pm
I did change siege to cost reduction only on events you have not bought this turn. It reads to the effect of: While this is in play, all events which you have not bought this turn cost 1 less, but not less than 0. This should prevent infinite buys and the whatnot.
Title: Re: ThetaSigma12's Fan cards
Post by: ThetaSigma12 on April 19, 2016, 09:14:34 pm
Printed the cards and have begun testing!
First game had secret society, stronghold, scenic village, reinforcements, and trading vessel.
Scenic Village: Seems powerful enough that it might be worth dropping the card. Infinite actions is pretty darn good, but I might be overrating it a bit.
Stronghold: Unintended consequence of giving you +1 coin on the turn you play, will switch to at the start of your turn probably.
Reinforcements: Pretty good. This game had highway and highwayman in the secret society deck and so the +buy was more useful than in most games, even after you play it twice. -1 card is usually better in early game but it's fun when you can deny them a province.
Trading Vessel: Needs testing in a game without cost reduction. I wonder how it would work with the gain a silver and trash a card swapped.