Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: jamespotter on June 30, 2013, 02:13:10 pm

Title: Spell Cards
Post by: jamespotter on June 30, 2013, 02:13:10 pm
One of numerous "variable not in the supply" stack ideas. I tried to make all of the Spells worth around $5.

5 stacks of spell cards, one per player of each type. (All contain the text "not in the supply")

Growth Spell 0*
Action-Spell
+1 action
Gain a card costing up to $6
Return this card to the bottom of the Spell pile.

Reduction Spell 0*
Action-Spell
+1 action
All cards cost $2 less this turn, but not less than $0
Return this card to the bottom of the Spell pile.

Transformation Spell 0*
Action-Spell
+1 card
+2 actions
Trash a card from your hand. Gain a card of the same cost, putting it into your hand.
Return this card to the bottom of the Spell pile.

Levitation Spell 0*
Action-Duration-Spell
+3 cards
Set aside any number of cards from your hand.
At the start of your next turn, +1 action, put all cards set aside this way into your hand, and return this card to the bottom of the Spell pile.

Invisibility Spell 0*
Action-Spell
+1 card
+1 action
Trash up to 3 cards from your hand. +1 card per card you trashed.
Return this card to the bottom of the Spell pile.


Wizard 4
Action
+$2
Gain a Spell card from a Spell pile.

Mage's Study 2
Action-Reaction
Do this twice: Choose one: +1 card, discard a card; or +$1
___________________________________________________
When you discard this card except during your cleanup phase, you may reveal it and gain a Spell card from a Spell Pile.

EDIT: Changed to "from a Spell pile" and changed Spell rules

Title: Re: Spell Cards
Post by: Gary55 on June 30, 2013, 03:26:45 pm
Very nice idea, these all seen quite balanced!
Have you been playtesting these? :)
Title: Re: Spell Cards
Post by: SirPeebles on June 30, 2013, 03:39:42 pm
I very much like the idea.  One worry is that the spells are too varied and unpredictable to build a deck around.  I see four cards to compare it with: Tournament, Black Market, Knights, Ruins

Tournament:  Here, you get to choose the Prize.

Black Market:  You get three cards to choose from.  If you still don't like them, at least you have +$2 for your buy phase.

Knights:  Each Knight has a common effect which is its primary, reliable effect.  The additional bonus is comparatively minor.

Ruins:  These are junk cards anyhow, so the variation in effect is largely moot.

With these comparisons in mind, perhaps all spells could be available, like Prizes.  Or you could have several choices at a time, like with Black Market.  Or the spells could each fulfil a common purpose, with only minor variations like Knights.  Or perhaps closer to Ruins, make the spells cantrips, weaker, and gain two at a time.
Title: Re: Spell Cards
Post by: Dsell on June 30, 2013, 04:50:02 pm
I really like this idea too. Some cool mechanics there. I'd echo some of what Peebles said and perhaps make them all available, like prizes. I'd probably change Wizard a bit and give it a potion cost, maybe something like:

Wizard - $2P
Action
+2 Cards (Or +$2)
Trash a Card from your hand.
Gain a Spell Card (from one of the Spell Card piles) and place it on top of your deck.

You could then have the Spell Card piles (maybe 5 in each pile?) off to the side. It's a bit space-intensive but I think it sounds interesting enough to warrant it. It's a lot like Tournament but because there's more than one copy of each card it might not feel as unbalanced.

I don't very much like the idea of having them be one big pile like Knights though.
Title: Re: Spell Cards
Post by: jamespotter on June 30, 2013, 04:57:41 pm
I was trying to avoid AP, but now that I consider it, the 5 piles and choose is probably better. Still, I think only two copies of each, because cards are returned as they are played. The potion cost is interesting, but I think the opportunity cost of the card is too immense to make it ever a viable option in an engine.
Title: Re: Spell Cards
Post by: Kirian on June 30, 2013, 04:59:03 pm
C. A. R. D. S.

http://www.giantitp.com/comics/oots0012.html
Title: Re: Spell Cards
Post by: Dsell on June 30, 2013, 05:09:15 pm
I was trying to avoid AP, but now that I consider it, the 5 piles and choose is probably better. Still, I think only two copies of each, because cards are returned as they are played. The potion cost is interesting, but I think the opportunity cost of the card is too immense to make it ever a viable option in an engine.

I dunno about two per pile. Not every Dominion game is 2 player and that could give some real 1st and 2nd player advantage (not that cards like Tournament don't already, but this one has the chance to be better in that regard and spells are a lot easier to get since you don't have to do something like connect province+tournament).
Title: Re: Spell Cards
Post by: jamespotter on June 30, 2013, 05:14:25 pm
You're right I totally missed that. 4 per pile seems fair then.
Title: Re: Spell Cards
Post by: Grujah on June 30, 2013, 06:15:56 pm
I was trying to avoid AP, but now that I consider it, the 5 piles and choose is probably better. Still, I think only two copies of each, because cards are returned as they are played. The potion cost is interesting, but I think the opportunity cost of the card is too immense to make it ever a viable option in an engine.

I dunno about two per pile. Not every Dominion game is 2 player and that could give some real 1st and 2nd player advantage (not that cards like Tournament don't already, but this one has the chance to be better in that regard and spells are a lot easier to get since you don't have to do something like connect province+tournament).

Maybe 1 per player?
Title: Re: Spell Cards
Post by: Asper on June 30, 2013, 07:14:03 pm
You're right I totally missed that. 4 per pile seems fair then.

If you want to make sure, do 6. There are enough Ruins for a 6-player game, too.
Title: Re: Spell Cards
Post by: jamespotter on June 30, 2013, 07:33:10 pm
One per player it is...that seems fair.
Title: Re: Spell Cards
Post by: GendoIkari on July 01, 2013, 03:57:17 pm
Tiny nitpick, but Wizard and Mage's Study need to say "Gain a Spell from the Spell pile."