Inspired by two novel concepts, I have created my own Dominion cards.
These two concepts are the following:
- cards you may only play when you have no actions left – artefacts
- cards that have an on-draw effect – trigger
Then I had ideas for other cards that mainly deal with drawing cards and the fact that you have more than 5 cards in hand between two turns.
I hope these inspire you and you can help me fine-tune them.
TriggerCards on your Trigger mat are considered as being in your hand. They can be trashed or discarded by the effects of other cards as if they were in your hand. During your Clean-up phase, they are discarded like other cards from your hand. However, you cannot move a card from your Trigger mat to your Trigger mat.Enchanted estate (Victory-Trigger) $51VP
After you take a card in hand, you may put this on your Trigger mat. If you do, discard any number of cards, +1 Card per card discarded.
Conjurer (Reaction-Trigger) $5After you take a card in hand, you may put this on your Trigger mat. If you do, +1 Card.
When you discard this other than during your Clean-up phase, +3 Cards.
When you trash this, +5 Cards.
Power stone (Trigger) $5After you take a card in hand, you may put this on your Trigger mat or trash this from your hand. If you trashed it from your hand, +4 Cards. If you put it on your Trigger mat, +1 Card.
King (Trigger) $7After you take a card in hand, you may put this on your Trigger mat. If you do, +1 VP token.
Rich land (Victory-Trigger) $4
2VP
After you take a card in hand, you may put this on your Trigger mat. If you do, +1 Card.
Good prince (Victory-Trigger) $3 V1
2VP
After you take a card in hand, you may put this on your Trigger mat. If you do, all players (including you) draw 1 card.
Good prince (Victory-Trigger) $5 V2
2VP
After you take a card in hand, you may put this on your Trigger mat. If you do, +2 Cards, each other player draws 1 card.Psychic (Action-Duration-Trigger) $5
+1 Action
Do not draw any cards during your next Clean-up phase. At the beginning of your next turn, draw until you have 5 cards in hand, then +1 Card.
After you take a card in hand, you may put this on your Trigger mat. If you do, look at the top 3 cards of you deck. Discard them or put them back in any order.Actions / number of cardsUsurper (Action) $2(+$1)
Draw until you have as many cards in hand as the player who has the most cards in hand.
Ambush (Action-Attack) $2+1 Action
+1 Card
Each other player discards down to 5 cards. +1 Card for each card discarded by the player who discarded the most cards this way. If no cards were discarded, each player draws a card.
Righter of wrongs (Action-Attack) $4+1 Action
+$2
Each other player draws 1 card, then discards 3 cards if he has 6 cards or more in hand.
Guarded village (Action-Reaction) $4+1 Card
+2 Actions
When another player plays an Attack card, you may trash this from your hand. If you do, you are unaffected by the attack and gain a Gold.
ArtefactsAlthough they are not Action cards, Artefacts may be played during your Action phase.
Emerald amulet (Artefact) $4+2 VP tokens
This card may be played only if you have no Actions left.Ruby amulet (Artefact) $3+2 Cards
This card may be played only if you have no Actions left.Sapphire amulet (Artefact) $3+1 Card for each Action card you have in play.+$3
This card may be played only if you have no Actions left.Diamond amulet (Artefact) $3Gain a card whose cost is equal to or lower than the number of cards you have in hand.
This card may be played only if you have no Actions left.Amethyst amulet (Artefact) $2
Gain a Gold and a Curse.
This card may be played only if you have no Actions left.VictoryMerchants' province (Victory) $8*8 VP
During your Buy phase, this card costs $1 more ($2 more) for each Gold (Platinum) you have in play.
If this pile runs out, the game ends.
Cursed province (Action-Victory) $45 VP
Trash this card. Gain a Curse.
At the beginning of your Clean-up phase, if you have Cursed provinces in hand, discard them all but two. Place the remaining Cursed provinces on top of your deck.
TreasureGrant (Treasure) $5Worth $1 for each Action card you have in play.
Forged coins (Treasure) $2$0
When this is your first buy in a turn, +1 Buy, +$4, gain a Copper.
Black gold (Treasure-Looter) $6 V1
$4
When you play this card, gain a Ruins.
Black gold (Treasure) $6 V2
$4
+1 Buy
When you play this card, gain a Curse.
Black gold (Treasure) $5 V3
$4
When you play this card, gain a Curse.
Black gold (Treasure) $6 V4
$4
When you play this card, all other players gain 1 VP token.
Bond (Treasure) $5+$6
+1 Compulsory Buy*
All cards you buy this turn may not have a greater cost difference than $1 from one another.
*Compulsory Buy means that if you use your optional Buy during your Buy phase, you must Buy one more card for each Compulsory Buy and make sure to meet the bottom line condition. E.g. you have $12 and two Compulsory Buys. Either you buy nothing or you buy three cards. In the latter case, you may not buy a $5 card, since you would then be forced to buy $4 or $5 or $6 cards with it, which you can't (minimum 5+4+4=13).Debt (Treasure) $4
+$2
Play another Treasure card. Trash it. Gain a Treasure card costing at least $3 less than the trashed card, placing it in your hand.Transformations(Urchin- and Hermit-style)
Tissue merchant (Action) $5Discard 1 card.
+4 Cards
+1 Buy
When you discard this from play, if you have bought at least 1 Copper this turn, you may trash this. If you do, gain a Dealer from the Dealer pile.
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Dealer (Action) $0*Trash a non-Victory card. Gain 2 cards whose cost is equal to or lower than that of the trashed card.
Barracks (Action – Attack) $3+1 Card
+1 Action
Each
other player with 5 or more cards in hand must discard or trash (he chooses) a Treasure card from his hand.
When this is in play, when you play an Attack (including this) and have 3 or more Attacks in play, you may trash that Attack. If you do, gain a Fortified duchy from the Fortified duchy pile.
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Fortified duchy (Victory) $0*4 VP
ActionPoacher (Action-Reaction) $4Discard a card.
+2 Cards
+1 Action
When another player plays an Attack card, you may set this aside. If you do, after the attack, discard this and you may gain a Silver (a Gold) for each card you have discarded or gained (trashed) because of the Attack.
Sales counter (Action) $5+1 Action
+1 Card
+$1
You may gain a card from the Private pile.
Setup – randomly designate a pile of cards all costing $3 or $4. It is the Private pile. Cards from this pile may not be bought.
Win-win (Action-Attack) $4+$3
Each other player gains a card costing $4 you choose.
Rationing (Action-Duration) $3+1 Action
Until the beginning of your next turn, players may not buy non-Victory cards costing more than $5.
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While this is in play, during your turn, all cards cost $1 less, but not less than $0.
Decay (Action) $3+1 Card
+1 Action
Trash a card from your hand. If you did not trash a Copper, gain a Copper.
When you buy this, put the top 2 cards of one pile of Kingdom cards or the top 2 cards of the Curse pile into the trash.
Artisans' village (Action) $3+2 Actions
Reveal the top 2 cards of your deck. Discard any Treasure cards revealed. Take the remaining cards in your hand.
Patron (Action-Reaction) 4$Gain a card costing up to $4.
When you play a card, you may discard this from your hand. If you do, add 1 to the number in one coin icon.
With this card, you can turn a Remodel into an Expand, double the effect of a Bridge/Highway, add +1 to a +coin, etc. Also combines well with itself.Illusionist (Action) 5$+1 Action
Trash a card from your hand. Gain a card costing up to 1$ more, placing it in your hand.
Illusionist (Action) $6 V2
Trash a card from your hand. Gain a card costing up to 2$ more, placing it in your hand.Drawbridge (Action-Duration) $2+1 Action
+1 Card
At the beginning of your next turn, you may discard a card, then draw until you have 5 cards in hand.