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Variants and Fan Cards / Re: Card Fusions
« on: May 25, 2024, 11:33:38 am »

Crucible's TFB and Treasureness + Courtyard's "save-stuff-for-later".


I like this one better, so I'm submitting it instead of Frozen Lands.

In FMC9 there was a big discussion on how best to word it. People used "freeze x with y ice tokens" and "freeze x y times".

For the first one, the definition of freeze is "set this aside", for the second one it's "if this isn't set aside, set it aside. Either way, add an ice token to it."

I prefer "freeze x y times" as it's shorter and just as intuitive.

BryGuy, the problem with "Freeze-Y" is that you're not telling us what card to freeze.


I don't know if 6 is the right number.

Inspired by Distant Lands of course, instead of only worth points after something, it's only worth points before something. Does that count as "fitting in modern Dominion" enough?

Edit: I decided to go with Avalanche as my submission instead.


Inverse City Quarter!

Communal ride

Weak for me compared to Lost City.

Which is why it costs $3. This is meant to be used as a village, not a draw card.

Variants and Fan Cards / Re: Fan Card Mechanics Week 91: Fury Road
« on: May 13, 2024, 09:02:37 am »
It's also Action discard Lost City. Does that make it too strong?

Variants and Fan Cards / Re: Fan Card Mechanics Week 91: Fury Road
« on: May 12, 2024, 10:37:17 pm »

Variants and Fan Cards / Re: Card Fusions
« on: May 12, 2024, 10:27:01 pm »

Refuge is based on Walled Village's idea that the less you're using it, the more it comes back.

Secluded Village is an obvious name for this, and doesn't really include the Walled part, but I'd be interested to see how balanced it is regardless.


czzzz's Grimoire
At first glance, this doesn't seem very powerful. When you trash Estates, you get a delayed +1 Card, and this acts like a triggered Goatherd. Non-terminal trashers are always good though (Monastery). And the Shadowing from trash is brilliant. Trashing Coppers with this gives you +1 Coffers essentially. It looks very fun and balanced.

Hidden Cave $4 Action - Night
Shadow a Worker or Action from play or the Supply.
Worker: Stone Cutter

Stone Cutter $4 Worker
Trash a Hand card to gain either: a differently named card costing up to $1 +$1 per empty supply pile more; or a card costing up to $3.
This costs $1 more if two Supply piles are empty.
BryGuy's Hidden Cave/Stone Cutter
Okay, so I'll ignore the Worker for now. Without that, this turns into a weaker Throne Room. Part of what makes TR a great card is that you can stack them. That's impossible with Hidden Cave. Also, there's an infinite loop for cards like this: Play Hidden Cave, Shadow a HC from the Supply, use it to replay Hidden Cave, shadowing another HC, replaying HC... With Training/Travelling Fair this gives you inifinite coins and buys. You could easily fix this by making HC pure Night, and I dislike how it's an Action - Night without that being the whole card idea like Werewolf. HC+Bridge looks fun. And Shadowing Workers from play is a great idea after they're tapped. Stone Cutter looks a bit needlessly complicated; I would remove the up to $3 option.

Winner: czzzz's Grimoire
Runner up: BryGuy's Hidden Cave/Stone Cutter
Honorable mentions: my alarm that didn't go off, that Dominion spinoff that DXV never made, and my metal doorknob that's made of wood.

Contest Closed.

Judging in ~8 hours.

Variants and Fan Cards / Re: Dominion: Agraria
« on: May 10, 2024, 09:29:14 pm »
Wow, this is impressive!

Here's some feedback. Sorry if it's a bit harsh, and a bunch of it might be incorrect.

Attendant looks a bit automatic. I think it'd be much more interesting if it wasn't a cantrip (+$2 instead of +1 Card +1 Action, for example).

The choose one on Barkeeper doesn't make sense. If it's purpose is to do something on the Tavern mat. there's not much point, since +1 Buy is such a weak bonus. I would recommend either removing the +1 Buy, or making it happen regardless of putting it on the Tavern mat. Right now it adds needless complexity. I also don't understand the "return to your Action phase" calling. This basically does not help you at all, except for edge cases. All official cards that have this effect also either give you Actions to use (Villa), Cards (Cavalry), or both (Launch). Switching phases has no inherent good, it's only good if you get more stuff to use.

Here's a suggestion: "+2 Villagers, put this on your Tavern mat. / At the end of your Buy phase, you may pay $2 to call this. If you do, +2 Cards and return to your Action phase."

This card has too many concepts squished into one. It's a cantrip Villager/Market Square/Reserve Groundskeeper. That's way too much needless complexity. I would recommend something like "+$2, this turn, when you gain a Duchy, +1 VP". The Villager doesn't make sense here.

Farmhand looks super weak. If you're using +1 Action you shouldn't have bought it (Ruined Village sucks); and Ways are really bad to have in your deck. The thing that makes Ways good is that you can use any normal card for them. Yes, this lets you choose from two but most of the time I don't want this for free. I'll look at some Ways:
-Butterfly, Rat, Turtle, Pig - pretty much useless
-Ox, Otter, Squirrel, Worm, Sheep, Monkey - really bad
-Goat, Camel, Owl - could be situationally good, but if there is any alternative this is terrible

Edit: and Farmhands is an official card

I would remove the optionalness of Exiling; you're buying this for the points, not for a cantrip or a Moat.

Robber Baron
This feels like a weak Throne Room. By the time you don't have Coppers to discard the Copper gaining won't help, and not doubling $5s is a huge downside. It could cost $4.

By now I've seen so many variations on choose one vanillas that they've gotten unexciting. One of the things that makes Liaisons cool is that they al provide favors differently. Playing with e.g. Bauble, Syncophant, Student, Underling, or Emissary makes Favors feel like a different resource each time. Your cards just give them automatically. Commune, this, and Majordomo all feel redundant.

I think you underestimate how terrible a +1 Action card is. If you're getting +1 Action with this, you shouldn't have bought it! That choice doesn't add to this card. So many of these cards feel like random vanilla bonuses tacked onto choose ones and conditions.

In general, my feedback for the Action cards is simply to make more unique cards, where there is a simple, concentrated idea behind them, instead of variations on the same idea where each card doesn't really have a core identity.


Great card. Simple and effective. A few problems though: (1) don't draw cards in your Buy phase. It's no fun to draw Action cards dead with unspent Actions. You can remove the +1 Card and this is still fine. (2) Putting it on the Tavern mat doesn't need to be optional. You're almost always going to gain a card, so you can call it this turn if you want it back for some reason. If you think that's too weak, make it +2 Buys.

I suggest "+$1. Put this on your Tavern mat. / When you gain a card, you may call this for +1/2 Buy(s)."

Wow, this is cool. Only problem is that Exiling from the trash could be unbalanced in games where Provinces end up in the trash (Barbarian/Locusts).

Hearth can put the card in your hand at end of turn instead of the start of your next turn.

Cards in Buy phase = bad! Sorry, this is a pet peeve of mine.

You won't be gaining Curses. This is a weak Stockpile.

Waterwheel and Viaduct look like Silver and Gold respectively.

Brooch, Keg, top of Salt, Scarecrow, Scythe, Wheat, Wine, are all very repetitive. They're more vanilla stuff with choose ones/conditions. They don't add much to the game.

Victory cards

Chateau is fine, but do you really need two identical overpays in the same expansion, one of which is a plain 2VP?

Granary looks weak. $7 for a Duchy, $10 for a Province, $15 for a Colony. Maybe the flexibility and trashability makes up for it; it looks interesting for sure.

Plantation's card does not match your comment. With one empty pile, the card says you'll get 4VP, but your comment says 7VP, and you'll always have at least one, so this looks super weak to me as what's written on the card. If I go by the comment, then it looks interesting.

I've made a card that's the same as Wasteland, but with an on-gain effect. I like it, so I like Wasteland.

Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 10, 2024, 03:42:34 pm »
Great judging!

A few comments on mine though: Surveil is absolutely not strictly better than Pathfinding. The simplest case is that your opponent is playing pure Big Money, while you have some Action cards. In this case Surveil is useless for you, way worse than Pathfinding. And there's some counterplay: you can get only a few copies of each card, as you would for Warlord, and then Surveil doesn't do that much. You can also use it to remove other players' Spy tokens, which you didn't even consider.

24 hour warning

Please submit!

Variants and Fan Cards / Re: Card Fusions
« on: May 09, 2024, 06:52:07 pm »

Rules Questions / Re: Lighthouse and duration attacks
« on: May 08, 2024, 09:52:22 pm »
Here's the scenario:
I play Lighthouse.
On the next turn, my opponent (for simplicity, it's a 2p game) plays Corsair.
On my next turn, I play an Outpost, so I get another turn.

Question 1: Do I ignore the Corsair on my first turn after it's played, even though the Lighthouse has "expired"?  Answer seems to me to be a pretty clear yes; it's official (even on the wiki page for Lighthouse) that the Lighthouse needs to be in play when the attack card is played in order to be effect, and this would just be the flip side of that.
Question 2: Do I ignore the Corsair on my second turn after it's played?  Still seems like a pretty clear yes, by the same token.
Question 3, and this is where it gets interesting: When do I discard the Lighthouse from play?  Does protecting me from the Corsair count as "something to do" on the second turn after the Corsair is played, causing the Lighthouse (as a Duration card) to stay in play, or has it already "done" everything when the Corsair was played, meaning that it's discarded at the end of the turn it gives the second coin (i.e. the first turn after the Corsair is played)?
1 - yes
2 - yes
3 - discard it from play on your first turn. The Lighthouse blocks the Corsair when the Corsair is played.

Edit: and if you didn't play a Lighthouse, you're affected on both turns.

Dominion General Discussion / Re: Interview with Donald X.
« on: May 08, 2024, 08:00:55 pm »
DZ is like something you're trying to remember that everyone else wants you to forget.

Quote from: BoardGameGeek
Donald X. is like something you've forgotten that no-one wants you to remember.

Variants and Fan Cards / Re: Card Fusions
« on: May 03, 2024, 07:06:07 pm »

Peddler (to fix this you can make it a Treasure) and Prince

Edit: or just say non-Victory

It's a combo, but it doesn't seem unfun or monolithic.

Yes it does. Get a Peddler, trash down, now your Scribes say "Gain a Province." Use Prince for perfect reliability.

Variants and Fan Cards / Re: Card Fusions
« on: May 03, 2024, 09:02:18 am »

Peddler (to fix this you can make it a Treasure) and Prince

Edit: or just say non-Victory

Variants and Fan Cards / Re: Card Fusions
« on: May 02, 2024, 11:33:29 pm »

Fan Card Mechanics Week 90: Season 9 Finale

-Use at least two mechanics from the following:
       -Multi-part mats (including czzzz's Seed mat)
       -Shadow mat
       -An old fan mechanic that you improved

Also, please keep your card simple. Interesting/complex strategy or ideas are fine, but multiple unrelated effects are not.

Contest ends at the end of next Friday.

Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: May 01, 2024, 09:13:16 am »
I'm not worried that the card as a whole is too weak, I'm worried that in games with other villages you'll get one Raiders' Den, put the tokens on the other village or some other card, and then ignore this card. In games with this as the only village, it's mostly Bandit Camp, but you have to play it twice before that.

Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: April 30, 2024, 07:05:16 pm »

You generally never need to move your token more than once (although with Raiders' Den you want to move two) and these are very weak cards other than the token moving. I think that they'll be treated as one/two-shots and you'll only buy one copy (unless it's the only Village, in which case it's not fun to have to buy Necropolises for $5). Powerful one-shots are probably better as Events. You could argue that it could put the token on itself, but they're so weak other than the token moving that there's much better targets.

TL;DR: I recommend making these into Events.

Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: April 30, 2024, 12:12:09 am »

No idea how balanced this is.

Weekly Design Contest / Re: Weekly Design Contest #218: Tokens
« on: April 29, 2024, 10:59:11 pm »
Are Coffers, Villagers, VP, or Debt tokens allowed? What about made-up tokens similar to these?

Variants and Fan Cards / Re: Really bad card ideas
« on: April 28, 2024, 07:47:38 pm »
Introducing +$ to $X


Get +$1 until you have $7, skipping any $Actions you choose to; set those aside, losing them afterwards.


Lose your $. +$7.

Cursed Village

+2 Buys
Get +$1 until you have $6.
When you gain this, recieve a Hex.

First Mate

Buy any number of cards with the same name from their piles, then get +$1 until you have $6.

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