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Variants and Fan Cards / Fan Expansion - Rush
« on: October 25, 2024, 12:13:20 am »
This fan expansion is the second in a series of ideas I had. In case you've read this story from my previous expansion, I'll give the short version; I was bored of renaming cards after DXV would release an official card with the same name as one of my fan cards, so the success I felt with one group of cards based on somebody else's intellectual property gave me the idea to put more ideas for using IP into fan cards. I've used Pikmin and Shantae, and this is Rush.

This expansion has had very little playtesting, unlike Royal Wizardry and Pikmin. Any feedback is welcome. This expansion is a bit more cohesive than the Shantae expansion, because I devised a new mechanic to be used on every card. The goal of this expansion was to use this new mechanism which stockpiles a new resource on moderately simple cards, not necessarily a bunch of vanilla-bonus cards with my new resource tacked on or cards that a new player would be an expert at immediately, but trying to be less complicated than the Pikmin cards, the Shantae cards, and the (spoiler alert) upcoming group of Zelda cards that I'll share next. If I had to compare complexity level, I'd probably put it right around or right below the complexity of Royal Wizardry after the recent update to it. This expansion is 350 cards (I don't use randomizers) with 8 piles out of 33 containing an Attack -- only a slightly higher ratio than most official expansions, but it's right where Adventures is.

Let me briefly explain the theme of this expansion. If you don't know what Rush is, you're dead to me. OK, onto the cards.

Just kidding. Let me actually give a bit of a description. Rush is a progressive rock band from Canada; one of the three things Canada has done to benefit the world. Everything in this expansion is named after an album, piece, or movement created by the band. This includes some split piles which combine some obviously related music. You'll also see that I haven't put art on every card yet because this is audio art, not visual art, and it's not clear what to put as the card art without simply abusing the ability of AI to generate art for me. (I have been attempting to avoid having text in the art, and I've been prioritizing fine art over photography when possible.) I was lucky enough to find a few pieces of fanart. I've also included some references and Easter eggs.

In this expansion, in addition to the new mechanic of building up a resource over multiple turns, I wanted to explore a few effect combos that would be virtually impossible for official cards and try some interesting things with split piles, some strange Attacks, and some far-from-trivial decisions. There is also a sub-theme of Nights and Durations, found in at least 10 piles each. A lot of these cards have a lot of words on them, but I don't think it's particularly complicated except for the split piles, and maybe you just want to choose not to play with them. My goal is always to design cards in a way that they can be used in a completely random Kingdom and will not encourage buying that card in every game. This expansion makes use of the Tavern mat (from Adventures), [$VP]VP tokens (from Prosperity or Empires), the Exile mat (from Menagerie), the Coffers & Villagers mat (from Renaissance), and the Ruins (from Dark Ages), but you can use whatever substitute you have at home. It also requires the Potions (from Alchemy) and the Boons and Will-o'-Wisps (from Nocturne) [and Omens and associated components (from Rising Sun)], or you can exclude the cards [and Prophecies] that utilize them.

In small groups, I'll show the image versions, followed by the text versions, then give a brief explanation if required. Before that, let me explain the main mechanic of this set. There is a unique icon for a new vanilla bonus, discs. When you get +discs, you put that many tokens on a separate mat just for them, just like the Coffers, Villagers, and other things, and you likewise leave them there until you use them. Unlike Coffers and Villagers, however, you don't choose when to use them. At the start of your turn, if you have at least 7 discs, you pay 7 discs and get +1 Card. It's a pretty weak bonus, and I would be open to changing how many you need. The important part is that it happens at the start of your turn, so you don't have to worry about timing it in the middle of your turn by playing cards in a particular tactical order, but also remember to choose what order you do things if you have multiple effects happen at the same time, so if you have a card give you +discs at the start of your turn, you can choose whether you want to draw the card first, just in case it matters. Right now, the way the discs work is that they automatically happen, and you draw as many cards as you have multiple of 7 discs, but it might be meaningful to have it change to be a one-time check at the start of your turn and you only get to draw one card from discs per turn. I'm not convinced that's the right way to do this, but I'd be happy to hear some thoughts. Let's look at an example.


Quote
Working Man
Night | [$5]
"You may pay [$1] for +1 Coffers.
You may lose 1 Action for +1 Villager.
You may discard a card for +1⊗.
-
This is gained to your hand.
Here you can turn in a basic resource for it's stockpiling counterpart. Note that this is after your Buy phase, so you will need a leftover [$] to get the +1 Coffers, you need to have not used all your Actions during your Action phase, and you probably have some leftover cards in your hand for the +⊗, but it is the weakest one. Do note that "lose 1 Action" is not referring to Action cards, but the Action resource you get from +Actions. Official cards sometimes say "Action" or sometimes "Action play" and maybe something else I'm not remembering right now.


Quote
By-Tor / The Snowdog
Action-Reaction / Night-Reaction | [$3]/[$4]
[By-Tor:] "Draw until you have 5 cards in hand. Play an Action card from your hand twice (or reveal you can't). Return it to its pile.
-
When any player plays a card he has another copy of in play, you may discard this for +⊗⊗ and draw until you have 6 cards in hand."
[The Snowdog:] "+1[$VP] per 2 copies of the Action card you have the most copies of in play. Exile one.
-
When you draw a card on another player's turn, you may reveal this and put it onto your deck for +1[$VP] and Exile a Gold from the Supply."

Fly by Night
Night | [$2]
"Choose a card you have in play.
+⊗ per copy of it you have in play.
Gain a copy of it onto your deck."

Rivendell
Action-Reserve-Fate | [$2][$P]
"+⊗
Put this on your Tavern mat.
-
When the first card you play on your turn is a Treasure, you may call this to discard 3 Boons, revealed, and receive 2 of them that you choose."
By-Tor is a choice of a once-per-turn Laboratory (with +⊗⊗) or a combo of weak Watchtower and weak Throne Room. It probably doesn't matter that another player will probably play a duplicate card at least every turn, but maybe it could be reworded to just be a regular choice card instead of a Reaction effect, but it's nice when cards depicting a dog are Reactions.
The Snowdog is likewise a Reaction, but the Reaction part is definitely not as likely unless you use By-Tor's Reaction. That's the cool split pile interaction. The top will let you get multiple +[$VP] at a time, but you'll have to get your stuff back somehow, while the bottom is +1[$VP]  at a time, but gets you free Gold in the near future.
Fly by Night is all about duplicates, giving you +⊗ for duplicates and enabling itself for the future. The +⊗ probably isn't strong enough for you to choose Copper and junk yourself, so the cost being low doesn't matter since it's not going to be too strong in the opening.
Rivendell waits until you don't have any good cards to play and then gives you some nice stuff as a booby prize. I do wonder if it's worth anything to try big money like this. It's nearly impossible to play a Treasure first and then get around to playing Actions and other good stuff, but I know there are ways.


Quote
Lakeside Park
Action | [$4]
"Gain a Silver to your hand.
Reveal any number of Silvers from your discard pile for +⊗ each."

The Necromancer
Night-Reserve / Action-Duration-Shadow / Action-Reaction | [$P] / [$1][$P] / [$2][$P]
[I:] "Discard a card to reveal the top 3 cards of your deck. Gain a Treasure card costing up to [$3] per Reaction and Reserve card revealed.
Put this on your Tavern mat.
-
When you gain a card on another player's turn, you may call this to put it into your hand."
[II:] "+1 Action
Now and at the start of your next turn:
+⊗. Draw until you have 6 cards in hand. You may trash a card from your hand. Discard down to 4 cards in hand.
-
You can play this from your deck as if in your hand."
[III:] "You may discard 3 cards. If you did, +⊗⊗, play an Action card from your hand 3 times, return it to its pile, and draw until you have one card in hand per [$1] it costs.
-
When another player gains a Province, you may discard this for +3 Cards and +⊗⊗⊗."

The Fountain of Lamneth
Action | [$5]
"+1 Action
+⊗
Choose one per ⊗ you have:
+1 Card,
+1 Action,
+1⊗,
discard a card for +[$2],
trash up to 2 cards from your hand,
Exile a card from your hand costing [$6] or more for +1[$VP]."
I wonder if Lakeside Park should also discard your deck to bump up how many +⊗ you get.
The Necromancer is a split pile with 3 different cards in it; that's pretty unique. Into Darkness is a Night card because it wants you to have something left in your hand to discard and do the ability. It may need reworded to be clear that the Reserve effect puts the gained card into your hand and not itself. Under the Shadow definitely wants to be played as a Shadow, otherwise it's guaranteed to miss the shuffle. (Shadows are all virtually guaranteed, but this one is also a Duration, so it bridges that last degree into guaranteed.) I'm sure there's going to be a moment where you have something obvious to trash. There's a subtheme here that's obvious after you read Return of the Prince where the first asks you to discard a card, the second asks you to discard 2, and the third asks you to discard 3. Return of the Prince is a King's Court with a cost, but sometimes it's a triple Laboratory. There's some cool lore connection here if you're familiar with the identity of the prince. Me not coming up with any art yet makes it a bit more obscure.
For The Fountain of Lamneth, remember that you do the choices in the order that they're printed, so you can get +1 Card before you do any of the discarding, trashing, or Exiling, but also remember that you have to make all of your choices before you start doing any of them, so you might be gambling that you draw something you'd like to discard/trash/Exile. This idea is really why I chose the discs to build to 7 before paying off.


Quote
2112
Action-Gathering | [$5*]
"Reveal the top 4 cards of your deck. Put 2 of them into your hand and discard the rest. If you...
Revealed any Victory cards, +⊗ each.
Discarded any Golds, take 1[$VP] from the 2112 pile.
Put any Coppers into your hand, add 1[$VP] to the pile.
-
You can't buy this if you have any Coppers in play."
I'm thinking this one is a little bit overpriced. I wonder if it should also come bundled with a Gold when you get it like Skulk does to go with the effect that checks for Gold.


Quote
A Farewell to Kings
Action | [$4]
"Reveal cards from the top of your deck until you reveal an Action card. Discard the others and play it. Play it again per empty Supply pile. +1⊗ per type it has. When you discard it from play, you may put it onto your deck."

Xanadu
Action-Duration | [$5]
"At the start of your next turn, +1 Buy and +2⊗.
Until then, when you would get any [$], you get +Coffers instead."

Closer to the Heart
Event | [$3]
"This turn, instead of drawing a normal hand, choose one:
+3 Cards per 2 Coppers in play.
+2 Cards per copy of one Action card you have in play.
+1 Card per card you have exactly one copy of in play.
+6 Cards."

Cygnus X-1
Action-Duration / Action-Duration-Attack | [$4] / [$5]
[I:] "+[$3]
The next time you shuffle your deck, pick one of the cards to go on top, +⊗⊗⊗, and return this to its pile."
[II:] "You may trash a Copper from your hand to gain a card costing up to [$4].
At the start of your next turn, each other player discards down to 3 cards in hand.
Until then, if you discard any Action cards other than during Clean-up, you may reveal them for +2 Cards each, and when any player trashes a card or returns one to its pile, +1[$VP].
I don't remember exactly what I was doing with A Farewell to Kings; at the moment, it looks strictly better than Throne Room, so I don't remember what the deal is.
Xanadu should be clear. I tried to match the wording on Way of the Chameleon.
Closer to the Heart is a little bit wordy, and might even be fine without the fourth option, because the fourth option would then be to not buy it.
The Voyage may want to be cheaper; that'd make it easier to get to the bottom half of the split pile. Would it have to be less than +[$3] to be cheaper, or is it fine because it's a one-shot? What would the cost of Spoils be if it weren't a [$0]? Hemispheres may be good enough without the effect of converting Coppers. Hard to say. It’s trying to interact with its own ability and The Voyage.


Quote
Circumstances
Event | [$5]
"Excluding Copper, if you have more Treasure cards in play than other cards, gain a Gold.
Otherwise, gain 2 cards each costing up to $4."

The Trees
Action / Treasure | [$2] / [$4]
[I:] "+2 Cards
+1 Buy
+⊗
This turn, +[$1] for every card on top of your deck you look at or reveal."
[II:] "Reveal the top 3 cards of your deck. Play the Treasures. Discard the rest.
If you have any cards in play costing [$2], trash this and you may gain a Silver."

La Villa Strangiato
Action-Duration | [$5]
"+1 Action
At the start of your next turn, you may trash a card from your hand for +1 Card and +⊗⊗.
Until then, Actions you play are played twice each, but ignore any instruction text on Actions you play except +X texts and symbols."
I figure counting Copper would just always be more Treasures than Actions in the early game, so the decision would be completely trivial until the late game if I didn't add that to Circumstances.
There may be a wording problem with The Maples, but maybe it's fine. If you look at the same card multiple times, does this wording give you +[$] every time you looked or just the first time for each card? If you rearrange them and look again, is it possible to track that? The correct effect clearly should be each card there and each time you look at it, but I'm not sure the wording reflects that. I'm also wondering if I can change the interaction with [$2]s on The Oaks without losing the theme; actually, maybe it should turn into a Gold instead of a Silver, given that it's the bottom card of a split pile. That might be both good and interesting.
La Villa Strangiato is probably clear as mud. There's probably a wording complaint somewhere about "Actions you play are played twice each." The rest is probably the confusing part, though. Let's use this card as an example: play LVS from your hand the first time, get the +1 Action and you'll get the rest later; play another copy of LVS from your hand, get +1 Action, ignore any words up to +1 Card, ignore "and" and move on to +⊗⊗, then the first LVS makes you play the second LVS a second time, so you get +1 Action, +1 Card, and +⊗⊗ again; if you don't play anything else this turn, at the start of your next turn, you'll trash any one card from your hand, get +1 Card and +⊗⊗ -- in total, you ended your Action phase on the first turn with the same number of cards you started with, with one more action play than you started with, and four more ⊗ than you started with, then trashed one card, drew one card, and got two ⊗ when the following turn started. Some other examples: Merchant, Poacher, and Ironworks become purely vanilla Peddlers; Moneylender becomes terminal Gold; Baron becomes +1 Buy and +[$4]; Conspirator and Mill become Double Peddler; Nobles becomes +3 Cards and +2 Actions; Pawn becomes Market. On top of that, all of those things are automatically Throned. On the other hand, some cards become nothing; here's a list of those nothings from Base and Intrigue: Artisan, Bandit, Bureaucrat, Chapel, Library, Mine, Remodel, Throne Room, Workshop, Replace, Trading Post. A lot of things will become Ruined Village, like Lurker, but some things will lose their downsides, like Council Room, and then get automatically Throned, so even Ruined Village isn't completely terrible. I haven’t done any calculations, but there’s a non-zero chance that this card is an auto-buy in every game; I’d be a bit sad, but this effect is super cool, and I’d like to keep it around even if I have to do some jank stuff or give it a crazy cost.


Quote
The Spirit of Radio
Action-Duration | [$3]
"+⊗⊗
At the start of your next turn, the player to your left chooses 2 non-Duration Action cards in the Supply costing between [$3] and [$6]. Play one of them that you choose, leaving it there."

Freewill
Action | [$3]
"+1 Action
+[$2]
The player to your right looks at the top 4 cards of your deck and puts them back in any order.
Choose one: trash the top card of your deck and +⊗ per [$1] it costs or +1 Card and discard 2 cards."

Jacob's Ladder
Treasure | [$3]
"⊗⊗⊗
+1 Buy
Each player may discard 3 cards. If you did, gain and play a Gold. Each other player who did may gain a card costing up to $4 to his hand."

Natural Science
Action-Duration | [$2][$P]
"+1 Card
+1 Action
Discard 2 cards, revealed.
If they have the same name, +[$2] and +⊗⊗.
At the start of your next turn, +2 Cards."
The Spirit of Radio surely doesn't need the Command type and associated shenanigans, because your opponent isn't going to simply choose an infinite turn for you, right? Also, an empty pile doesn't count as a card in the Supply, so you might try emptying the pile of a weaker [$3] to give yourself better options. If the whole Kingdom is [$5]s and this, you might go for this as an opener, but I'm alright with that being the condition that makes this insanely good.
You might just want Silver over Freewill, but you might just want to trash stuff regardless of what it is; if you're in a slog, both options are probably good, though. The deck might be stacked against you, but you still have the free will to make your own decisions. I think this is a great non-Attack interaction.
Jacob's Ladder is like The Sky's Gift with some acceleration and the other players get to ride your tailwind. I think the text is clear.
Natural Science is some sort of cross between Mill and Tide Pools. The text should be clear.


Quote
Tom Sawyer
Action-Attack | [$3]
"+⊗
Reveal cards from the top of your deck until you reveal one costing [$3]. Put it and one other revealed card into your hand and discard the rest.
Each other player reveals the top 2 cards of his deck, trashes a copy of it, and discards the rest."

Red Barchetta
Action-Night | [$4]
"If it's your Action phase, +2 Cards, +1 Action, +⊗, and discard 2 cards.
Otherwise, if you have only one copy in play of every card you have in play, gain a Gold."

-.-- -.-- --.. (YYZ)
Event | [$2]
"The player to your left discards the top 2 cards of his deck, revealed. Gain a copy of a revealed Treasure."

Limelight
Action | [$4]
"If you have the Spotlight, gain a card costing up to [$5]. Otherwise, gain a card costing up to [$4].
Take the Spotlight.
-
When you trash this, +2 Villagers."
Quote
Spotlight
Artifact
"At the start of your turn, +1 Action."

The Camera Eye
Night-Duration-Attack | [$5]
"Gain a copy of a card you have in play.
At the start of your next turn, trash a card from your hand per empty Supply pile and +⊗ per [$1] the trashed cards cost, then each other player chooses one: discard 3 cards and draw until he has 3 cards in hand, discard a card that you choose.
Until then all players play with his hand revealed."

Fear
Action-Fear / Action-Duration-Attack-Fear / Action-Reserve-Fear / Night-Duration-Attack-Fear | [$3] / [$4] / [$5] / [$6]
[I:] "+1 Action
You may discard an Action card for +1 Buy and +[$3].
You may rotate the Fear pile."
[II:] "Gain a card costing up to [$4].
Each other player with at least 4 cards in hand discards an Action card (or reveals he can't).
At the start of your next turn, +[$2] and +⊗⊗."
[III:] "+2 Cards
Look at the top 4 cards of your deck. Trash any number of them. Put the rest back on top in any order.
Put this on your Tavern mat.
-
At the start of your turn, you may call this to discard an Action card. +1 Villager per [$1] it costs."
[IV:] "Exile a non-Duration card you have in play.
At the start of your next turn, the player to your right chooses a card you have in Exile. +[$1]⊗ per [$1] it costs.
Until then, each other player cannot call Reserve cards and has any effects that would happen at the start of his turn delayed until his following turn."

Vital Signs
Action-Duration-Attack | [$5]
"At the start of your next turn, +[$3].
Until then, when each other player would get +Cards from a card he plays, he gets +⊗ instead."
The first thing that comes to mind when looking at Tom Sawyer is Sage, and maybe there's an argument that this needs to be a [$4], but the lack of +Action on Moat is a significant difference from Laboratory, so getting an extra card is probably offset by that, and the Attack is fairly minor, only being able to interact with the other players' cards if they cost exactly [$3].
Red Barchetta works the same way as Werewolf. You get the effect based on when you play it, so there isn't really anything to choose when you play the card, but there are lots of decisions every turn if you have this card in your deck and think you might want a Gold. I think it's a pretty good way to get early Gold, too, by opening with this and just playing either nothing or only one Copper and one Silver, so you get either a guaranteed Gold or a Gold with a [$3] on turn 3/4. I wanted to keep the wording short, but it might be the wrong wording to say "if each card you have in play is the only copy." I think that's clear, even if it's technically improper. Like, how much better is it really if you add "of it you have in play" onto that clause?
YYY seems perfectly clear to me. Reading it now, it probably wants a +1 Buy on there, and it might even want +⊗, as well.
Limelight is one of only two Kingdom piles that don't have the ⊗ on it, which is probably fine. I could easily slap it on the Spotlight, though, if I decided every single pile should have it, and there must be a way to not screw up the only other one by adding it. None of the landscapes have it, though, so I'm thinking it's not worth it. Anyway, I think it's possible that it should have "Either way, take the Spotlight" instead, but I don't think it'll matter if somebody who has the Spotlight is unsure about whether they're supposed to take the Spotlight -- they already have it!
The Camera Eye specifies "each other player" for the middle part and "all players" for the last part, so the person who plays this card also plays with his hand revealed, not just the other players. This also has a bit of Moat tracking built in, because somebody who uses a Moat will not have his hand revealed for the whole round until the start of your next turn when the handsize Attack happens. The hand is also already revealed for you to publicly choose a card if that option happens.
The Enemy Within and The Weapon should require no clarification. I almost want to say the same for Witch Hunt, because it should be obvious that the antecedent of "it" is "Action card" and not "this." Finally, Freeze has the player to your right choose so you can't use this for both storing junk and for payload; maybe that doesn' t matter because this is the bottom card of the split pile, but you can get there relatively early by rotating the pile with The Enemy Within, so it's probably interesting. The really interesting effect is the last bit, where everything is delayed an extra turn -- it's possible I need to reword it to "one additional turn," though, because I don't know whether it will just lead to Duration cards never finishing if two players both play a copy of this. The "until then" effects are still waiting until that thing happens, so this effect would just keep extending the delay turn after turn, right? The conclusion isn't completely forming in my mind; I prefer to have discussions about this type of thing.
Comparing to Way of the Chameleon, Vital Signs can probably leave off the "that many" clarification, but I don't see a problem with this and it seems clear to me. I did think it'd be necessary to include the "from a card" part because it would otherwise completely destroy the purpose of +⊗ by making you never draw cards, and I think you actually wouldn't get to draw a hand during Clean-up, but I'm not totally sure; the first reason is enough to have it, but the second one is a weird idea that might be confusing when people play it.


Quote
Subdivisions
Night-Attack | [$5]
"+1 Villager
+⊗⊗
If you have an even number of [$], each other player puts a card with an even [$] cost from his hand on to his deck (or reveals he can't).
Otherwise, pay all of your [$] for +1 Card per [$1] you paid and return to your Action phase."

(Signals Theory) The Analog Kid / Digital Man / New World Man
Treasure-Reserve / Action-Attack / Action-Duration-Attack | [$3] / [$4] / [$5]
[I:] "[$2]⊗
+1 Buy
Put this on your Tavern mat.
-
When you gain a card you didn't buy, you may call this for +1 Card."
[II:] "Each other player...
  • Reveals the top 3 cards of his deck.
  • Gains a Copper if he revealed 4 types or fewer.
  • Chooses one revealed card that you don't choose for you to gain onto your deck.
+2 Cards
+1 Action"
[III:] "You may return a card from your hand to its pile. If you did, +2 Cards, +1 Action, and the player to your right makes decisions this turn for all card instructions. Either way, at the start of your next turn, +[$3], and until then, you make decisions for all card instructions on each other player's turns."
When we look at Subdivisions, it's easy to think that you usually will have [$0] left after buying, but it's not guaranteed, especially after you reach a certain skill level and don't mind not spending all your [$]. With this, you might actually consider turning your [$] into draw instead, like what Storyteller does. Subdivisions gives you a Villager instead of replacing the card you played from your hand like Storyteller, and doesn't cost an Action to play, so doesn't need to replace the Action like Storyteller does. There's a lot of stuff you can do with this, but the wording seems clear to me. The handsize Attack is going to be fairly minor, because there's a decent chance of having a Copper to return, or you might even structure your deck around not getting [$4]s or [$6]s; in the endgame, you might end up putting a Province or Estate on top as though somebody had played a Bureaucrat, but that's certainly not the end of the world.
Another split pile with three cards in it, this one is called "Signals Theory" because it doesn't have an official name, and the three things that comprise it are only speculated to be related. A lore drop for you; I haven't been giving the lore for every card like I did and will resume with the video game IP.
The clause checking for buying could possibly be different. No official card says "didn't buy," and Haggler and Hoard phrase the condition differently, but this wording matches a negation of the wording on Haunted Woods and Swamp Hag. (All four examples considering the current rules updates and errata.) Digital Man is a Laboratory with an Attack and a hefty drawback, but the wording is considerably obscure; when you play this, the other players do one or two things, you do one thing, the other players do one more thing, and you do one more thing before doing the Laboratory effect. The punctuation might need changed, and it may need to be clearer who is choosing what. First, other players reveal. Second, other players check whether they gain a Copper. Third, you choose one of the three cards revealed. Fourth, other players choose one of the three revealed cards that you didn't choose. Fifth, you gain everything chosen by the other players onto your deck. Sixth, you get your +2 Cards and +1 Action. Tell me if I'm wrong about this, but I think you technically get to choose the order that you gain the cards onto your deck when there are multiple players affected by this because all the choosing and gaining happens at the same time, and you get to choose the order of effects that happen at the same time. I think that's different from something like "and put them back in any order" because things that you're putting back haven't moved, but gaining a card moves it; Develop probably specifies "in either order" because it's technically listing two things for you to do, so you would have to do them in the listed order if that clarification weren't there, in the same way you have to do choices from a "choose two" in the order that they're listed, but this says "each other player chooses one for you to gain," clearly not defining an order. It's not borne out in the wording, but each other player should by default be only choosing from the cards he revealed, so it naturally requires you to choose one of that player's revealed cards for him to not choose; it probably could be worded more precisely, but I'm fine with the level of precision here considering the amount of instruction I fit into the text. Finally, New World Man has this strange Attack effect on it. There's a bit of a parallel to Possession, but the controlling player doesn't get to see your hand here, so you might choose not to play cards that he can abuse to your detriment; that's why it specifies "for all card instructions." It may not mechanically matter, but I believe one New World Man overrides the previous New World Man when deciding who is actually making decisions, because it's theoretically going to be the worst decision for that player regardless of which opponent is making the decisions for him. It's possible that there's some kingmaking possible here, but I think it'd be best to define in the theoretical rulebook that only the most recent New World Man gets to make the decisions. For example, if Alice plays NWM, she gets to decide whether Bob returns a card from his hand to its pile when Bob plays a NWM, but Bob gets to make the decisions for Carol on her turn, not Alice. If Bob were to not play his NWM, but Alice did, Alice would be making the decisions for Carol when she plays her NWM, because Alice is making decisions for each other player, even when Carol's NWM says Bob is making her decisions, Alice is making Bob's decisions, so Alice is deciding what Bob is deciding for Carol. I'm sure that was perfectly clear and I expect there to be absolutely no questions about how this works ever. What's not clear was why anybody would choose to return a card to its pile with the huge drawback if they're not forced to. I can't remember if I wanted that decision on there specifically because people are making decisions for each other or if this is just a typo and it should be a Double Laboratory, because I don't think I'd be happy to choose the combination of Laboratory + trash/return a card + relinquish my free will, but I bet I'd do it almost every time for a Double Laboratory; being the bottom card of three cards in this pile and no card to rotate them, I think Double Laboratory with a penalty would be perfectly fine, even with the Attack on top of that. Stables and Forum are both a reasonable Double Laboratory with a penalty, and they both don’t let you keep all of your cards, so I think this is comparable.


Quote
Distant Early Warning
Action-Duration | [$4]
"Put a token on this card for each card in the Province pile.
While any tokens remain, at the start of your turn, remove a token and +⊗.
When you remove the last token, +[$5]."

Red Sector ℵ (Red Sector A)
Night-Attack-Looter | [$5]
"Gain a Gold and a Ruins.
Each other player reveals cards from the top of his deck until he reveals an Action or Night card. If it's a Night card, he puts it into his hand. Otherwise, he Exiles it.
+⊗⊗⊗ if any Night cards were revealed."
I didn't notice until writing this that I split up the effects of Death Cart onto these two cards, giving yourself Ruins and getting +[$5]. Neat.
The tokens for Distant Early Warning are generic tokens. The tokens don't do anything other than count down this effect. They aren't any of the tokens from Adventures that make the cards do other stuff. I personally would use the coin tokens used for things like Coffers, Villagers, Trade Route, and Pirate Ship, but you can use anything you have handy; you might even use an eight-sided die or a couple of six-sided dice or a twelve-sided die. You probably want to use the same thing you're using for the ⊗, though, because you can just move them from DEW to your ⊗ "mat" and save yourself a step and a component.
Red Sector A should be clear. The letter I used in place of "A" in the card name is just for funsies.


Quote
The Big Money
Treasure-Duration | [$5]
"[$1]
You may play a Treasure from your hand twice.
If you do, at the start of your next turn, discard an Action card (or reveal you can't). +1 Card per [$2] it costs."

Manhattan Project
Action-Duration | [$4]
"+⊗
Trash a card from your hand. +1 Card and +1 Action per [$2] it costs. If it costs [$2] or less, Exile this. Otherwise, play this again at the start of your next turn."

Mystic Rhythms
Action | [$2]
"The player to your left reveals his hand. Reveal the top 4 cards of your deck. Put the cards your opponent did not reveal back on top in any order and discard the rest. +[$1] and +⊗ per card you put back."
The Big Money is the second of only two cards that don't have ⊗ on them. It might be a bit weak for [$5], but blah blah can't all be the best [$5]. I do have the luxury of fixing them, though, if somebody has an idea or if I do.
Manhattan Project probably wants to have better line returns. The "if" referred to by the "otherwise" is somewhat obscured by the preceding sentence and the lack of symmetry. If I make any modifications to this one, I'll also want to fix it so that it's obvious that the "otherwise" is referring to the scenario where the trashed card doesn't cost [$2] or less. I think trashing a [$4] as a drawback to a cheap Lost City is reasonable. I like the idea of thinking about burning Gold for +3 Cards and +3 Actions, and even the thought of throwing your Peddlers to work in the secrecy of the desert sands. How many turns in a row can you keep the generators going? Further than that, when you do Exile it, are you willing to double down on the project?
Mystic Rhythms is probably unclear at first, but I think it makes sense that you're not "putting back" the cards from your opponents hand onto your deck. Maybe it's not clear, but I'm here to tell you that it's perfectly clear, and that the player to your left is doing nothing but revealing his hand. Maybe there's a sensible wording that checks for matches.


Quote
Force 10 (Force Ten)
Prophecy
"At the start of your turn, discard 2 cards, then +1 Card."

Time Stand Still
Event | [$4]
"During Clean-up this turn, if you didn't gain any Victory cards this turn, any cards that you would discard, put onto your deck in a random order instead."
Force 10 should be clear.
On Time Stand Still, where it says the cards should be in a random order, you shuffle just the cards that you would discard all together and put that group on top of your deck. You don't add in any cards that were already in your deck or that were in your discard pile. Any Shadow cards get shuffled, too, but you can check your deck after you finish to turn them sideways like the Rising Sun rulebook says.


Quote
Roll the Bones
Night-Duration-Fate | [$5]
"+⊗⊗
At the start of your next turn, pick a natural number. Reveal cards from the top of your deck until you reveal an Action card. Put it into your hand and discard the rest. If it costs at least as many [$], receive as many Boons as the number you picked."

Feedback
Project | [$7]
"At the start of your turn, discard a card. If you do, the player to your left discards the top card of his deck. Play it, leaving it there."

Hope
Prophecy
"At the start of your turn, reveal your hand. If you didn't reveal an Attack card, gain a copy of a non-Victory card you revealed."
I combined three groups with only one card each into one group. Don't tell anyone.
On Roll the Bones, a natural number is sometimes called a "counting number." I think most people will get it just by the language and the connotation of the word "natural," but it also works on a technical level to exclude things like zero and negative numbers, things that are between the numbers that make mechanical sense in a game like this such as a half or pi or square roots of numbers that aren't squares, and things that don't fall on the number line, analogous as they may be to potions and debt. It's pretty important, though, because what would it mean to receive a negative number of Boons or a half a Boon? (I've seen this mechanic in the game Istanbul. It's cool and feels meaningful in that game. I think I've seen some fan cards that have you roll a six-sided die to see which effect you get, and I considered doing that, but I couldn't find a moment of inspiration and went with this more bid-style gamble.)
For Feedback, there's a slight gamble that your hand ends up being four cards instead of five, but you at least get the best four of five, and you have a decent chance of having split Actions right off the bat. Remember that "playing" a card means following its instructions from top to bottom, so even playing things that you normally can't play are technically accounted for in the rulebook by that rule. Things like Curse and Estate simply have no instructions, so you are done following their instructions as soon as you play them.
Hope should be clear. The wording, that is, not the strategy.


Quote
Clockwork Angels
Action | [$3]
"Choose one: +1 Card and +1 Action and +⊗⊗, discard a card to gain a card costing up to [$4], or spend ⊗ to have all cards cost [$1] less this turn."

Candide's Garden
Action-Duration-Victory | [$5]
"+1 Action
The next time you spend any ⊗, gain a Gold to your hand.
Until then, +⊗ at the end of your Clean-up phase.
-
Worth 1[$VP] per 3 Golds you have (round down)."
Clockwork Angels includes a different way to use ⊗. In addition to the normal exchange rate of seven for +1 Card, you can also turn in one for a discount when you play this card. Any ⊗ that you spend for one purpose can't also be spent for the other.
For Candide's Garden, the normal method of spending ⊗ or the special one from Clockwork Angels will activate the Duration effect. I'm not sure if it matters that the +⊗ happens at the end of Clean-up instead of some other time like the beginning of Clean-up.




Well, that's the expansion. I kept most of the secrets and themes as an exercise for the listener. Any feedback is welcome. Did you think any of the ideas were interesting? Did you hate it? Are they too complex for your taste? Have some art for the ones I haven't gotten to yet? Thanks so much for showing some interest.

2
Variants and Fan Cards / Fan Expansion - Shantae
« on: September 12, 2024, 11:00:23 pm »
Before reading on: There are some images below which may not be suitable for all ages; your discretion is required. The original source is rated for teens or older by the ESRB; I personally would rate it 17+ if I were making the ratings. The official reason is "suggestive themes," but that's just code for "cleavage." I tried not to make it too egregious when I was positioning the artwork, but I'm not interested in plainly censoring the art. If you are not completely comfortable with that, you should feel no shame in choosing not to invest yourself in this post; thanks for showing interest.

This fan expansion is the first in a series of ideas I had. The story of this is a fairly simple one: I got a bit bored of renaming my fan cards when DXV would publish new cards, I was ecstatic about how well my Pikmin expansion turned out, and I thought it would be a great solution to the minor inconvenience to try and continue by making cards based on more intellectual properties that I'm confident DXV will never make a Dominion card out of. This was the first IP I wanted to use after Pikmin.

This expansion is not particularly solid right now, in stark contrast to the Pikmin expansion. Any feedback is welcome. In fact, feel free to tear apart these ideas. The goal of this expansion was to expand on the concept of the Journey token, which I think it does successfully, but I welcome other opinions on that. This expansion is 350 cards (I don't use randomizers) with 9 piles out of 24 containing an Attack in some form -- a high ratio, but I don't think it's completely outlandish.

First, let me briefly explain the theme of this expansion. Shantae is an IP of Wayforward specifically in the form of a video game series. The title character is the guardian genie of a relatively small port town. Being the main character, she does display some character development, including her decision to reveal to the mayor that she's only half genie, born to a genie mother of a human father. She primarily demonstrates her magic by transforming into varying animal forms, gradually learning new animals to transform into to serve different functions. This expansion will primarily focus on the characters she interacts with in this world, her animal transformations, and the various threats she must learn to overcome.

In this expansion, the Journey token is explored further, new Artifacts are strongly focused, benefits of split piles are marginally explored, and there are some unusual interactions with normal cards. A lot of these cards have a lot of words on them, but they should be easy enough to understand. My goal is always to design cards in a way that they can be used in a completely random Kingdom and will not encourage buying that card in every game. This expansion makes use of varying tokens and the Tavern mat (from Adventures), Debt tokens (from Empires or Rising Sun), Coffers and Villagers tokens and mats (from Guilds or Renaissance), VP tokens (from Prosperity or Empires), the Exile mat (from Menagerie), and Project markers (from Renaissance), but you can use whatever substitute you have at home. It also requires Potions (from Alchemy), various officially published Heirlooms and States and Wishes and Will-o'-Wisps (from Nocturne), Loot (from Plunder), [and Liaisons and associated components (from Allies)], or you can exclude the cards [and Ally] that utilize them.

There was a power outage here the first time I was writing this up, so let me know if I forgot to say anything that I remembered I wrote on the first attempt.

Image versions of the cards will be included throughout; text-only versions will be listed at the end, followed by revised versioins. Let's not actually start with the titular character, but the supporting cast:

Alright, there's a little bit of everything here. When revising, I returned to the official Journey token cards and noted that the face-down versions are identical to Ruins, so I'll be taking the possibility of the face-down effect being a -cost card into account; if I decide I don't want there to be one small and one big effect, they might not be a and a + like Ranger and Giant, though.
Bolo is a pretty straightforward Journey-token card; when you flip the token up, he clumsily trashes things, but sometimes he gives you mediocre assistance like Advisor.
Sky is a slightly different twist, where she doesn't do a strictly inferior thing when the token is face down. My first idea was to try to do a loop like Vampire/Bat but with 3 stages by using the Journey token, but I like how this turned out in the end; the second stage is virtually nothing and you don't return to stage 1 after stage 3. Wrench is the stage 3 here, and is vaguely reminiscent of Magpie, doing something different depending on the type of card on the top of the deck. Since you can't get Wrench right away, (being a non-Supply card like Mercenary and Imp,) I think it's OK to be on the more powerful side, but I think it's pretty toned down on this version. I think it could be even more powerful without becoming bonkers.
Rotty, being undead, wanted to be this grid of effects, doing the same thing Werewolf does for the Action/Night decision and doubling that for the Journey token. There are some thematic reasons for the effects of the options, but I also wanted to make sure I avoided the age-old Action-Treasure conundrum which Asper would always remind us of: how is it different from a card which says "choose one?" Theoretically the options have to be non-functional in opposing phases. Here, "gain a copy of a card you gained this turn" clearly wants to be after the Buy phase, +1 Villager couldn't've been +1 Action since it's in the Night phase, making that the weakest contender for Asper's guideline, and the weak +1 Card and trash a card obviously wants to be during the Action phase. The wording on this card is hopefully appropriate, accounting for possibly being played in phases other than the Night phase or Action phase and for being played on another player's turn; the wording for the Journey token doesn't do that, because "otherwise otherwise" didn't seem clear, and I'm not foreseeing a situation in which the Journey token is neither face up nor face down. The +Villager also goes with Refreshed Zombie.
For some spoiler-ish lore reasons, Rotty can get you Jet Octo, the first of many Artifacts we'll see. It would also benefit the player under normal circumstances if he were to get Jet Octo other than with Rotty, but it's designed to specifically benefit somebody who plays Rottytops, and the whole concept of the list of Artifacts in this expansion was as a way to move some words off of the cards themselves. Rotty trashes a card, and Jet Octo gives you further benefit when you trash a card. This is also why one of the weaker effects on Rotty wanted to be +1 Card instead of simply picking something that could've functioned in the Night phase, which would have the side-effect of violating Asper's rule. The filtering effect was the one I initially wanted, and it eventually made sense to also put the trashing benefit on the same animal transformation. Rotty is one way to get a Refreshed Zombie, being pictured in the art herself. I thought somebody might be interested in having multiples of this effect, so I thought it was reasonable to make it a non-Supply card instead of a State. The instruction of -1 Action isn't actually in any of the rulebooks, to my knowledge, but it should be clear enough; you get -1 Action instead of +1 Action, and like all instructions on cards, if you can't do it, you move on. The remaining text does specify that you don't continue if you couldn't, so that's the challenge of using this card, that you need a Village or a Villager to use it at all. It could be changed to require spending a Villager, which you might do to get the extra Action play, anyway. It may want to put the new treasure in your hand, same as Mine does, so let me know if you have thoughts on that. Lazy is the only State in the expansion, not wanting to be passed around like an Artifact. It, like the Artifacts, was born from wanting to have less text on the cards, specifically Refreshed Zombie in this case. (Right now, it's the only way to get Lazy.) Refreshed Zombie used to be choose either Mine or gain a Copper, but I moved the text onto this, changed it up a bit so it wasn't restricting itself to Refreshed Zombie, and gave it a way for you to get rid of it now that it affects options on every card. (It's also the only thing that doesn't have art specific to the expansion's theme, but it vaguely resembles the clothes on Refreshed Zombie, purely by luck.) Given that cards [which can't use the new "for" wording] use "if you do," the "if you don't" seems correct to me. I think it's distinct enough that the rules telling you that you may play cards but don't have to is not the same as a card you played telling you that you may do some effect but don't have to. I could be haggled on virtually any of the wordings on stuff.
Lastly for this supporting cast, the first split pile here, Abner and Poe are Rotty's brothers, obviously also Zombies. I wanted some reason to put good cards into the trash built-in to this effect so the split pile would function properly. Zombie Caravan is a strong Village, but delayed. I think "you may buy and gain cards from the trash" is pretty clear that it's the same function as buying/gaining cards from the Supply. There had to be some reason to want something from the trash, so Abner & Poe puts relatively good stuff there and a - - discount should be enough incentive while the good stuff is still there. There are some small interactions with the opponent's benefit, such as marginally encouraging playing Abner & Poe. The +Buy does nothing the first turn since you're already past your Buy phase, but I thought it was simpler this way.

*If you're not interested in the lore, you can skip this paragraph.* Bolo is the token man in a cast of women, being heavily stereotypical. He is a klutz, but occasionally stumbles his way into aiding Shantae. Sky is Shantae's best friend, wanted to be like Falconer with a way of swapping card for Wrench, but evolved into this as I was trying to form it into a usable card; you may notice that this is the first version of Sky, not really trying to be more like Falconer. She does have something of a rivalry with Rottytops, so I really wanted to get some type of interaction with a Zombie card, but anything I came up with felt shoehorned in and was a complete waste if the two (or three) cards didn't show up in the Kingdom with her. If there's an idea in there that I missed, I'd love to put it on Sky or on Wrench. Wrench isn't the first version, because I hadn't come up with the Exile attack yet. Not much lore-wise, here, but Sky is a war-bird trainer, so i figured Wrench had to be an Attack in some capacity, and he has a sort of transformation, so I liked the idea of the exchanging, but decided that not exchanging back was mechanically more interesting. Sometimes the lore has to take second fiddle. Rotty's lore and theming is pretty clear after explaining that she's a Zombie. There is the spoiler bits, though. Jet Octo spoiler: One time, Rotty masquerades as a half-genie, and all the half-genies give Shantae a new transformation; Rotty gives her the ability to transform into a Jet Octo. Refreshed Zombie spoiler: Shantae learns about Rotty's past when she was still alive, and we not only meet the fully human Rottytops, but the magical Refresh Dance Shantae can do will also transform Rotty back to her humanity for a few seconds. Both girls in the art are Rottytops. There's not a lot of fanart out there for these characters, since the IP is more of a hidden gem by an independent developer, so Rotty also gets to be in the art for her brothers, Abner and Poe. [Warning: probably don't go looking for fanart to prove me wrong.] There was no functional reason for them to be a Night card, and the official Zombies aren't Night cards themselves, so I think this is fine. I just wanted the effect to somehow mess with the trash like the official Zombies (well, Necromancer) do. Remember how I said Refreshed Zombie, and by extension Rottytops, needs a Village/Villager to function? If you get Rotty at home in the Zombie Caravan, there are plenty of +Actions to spend on her. The Potion cost is only halfway thematic; they don't really have more magic on account of being undead than other groups in the world, but it's better that it's not part of the linear scale for the Abner & Poe effect to dig to the Zombie Caravans faster or to gain them with the cost combining too easily.

Those were Shantae's entourage, so let's look at the other half-genies:




Here are the other four half genies. By luck, I got the effects to approximately be sequentially powerful, so , , , . I tried them all costing more each, but they were not that powerful and would be far too complicated to make stronger. They're already so complicated that the effect doesn't quite fit on one card. I put the type as "Decision," because it's not a functional thing like an Event or a Way or something. They just sit there as an auxiliary to the pile. The effects are all the 12 effects of the Boons divvied up in a relatively thematic way, and the animal transformation Shantae learns from them.
Sticking with the Journey token, Plink just lets you choose two if it's face up -- a nice simple effect and fairly minor for . I'm sure you know what the Boons are, so I won't go over them. I haven't tested v1.3 yet to see if the cost should still be . Dash Newt is also really minor and somewhat luck-based, but it at the very least helps you cycle your deck. I'm not sure if I like that you have to make all your decisions before knowing if you get the +, but that can easily be changed.
Vera does something when you trash, and handily can give you a way to trash in Gastro Drill. (See above about Refreshed Zombie.) She only gives you the choices if the token is face up, though, not one if face down like Plink. I figured choosing three would get you somewhere in the power range of or , which seems right for a Journey token card costing . One possible combo of choices is Grand Market with trash an Estate from your hand; one is approximately Peddler and trash two cards (depending on what two cards you trash). I had to pay attention to getting the +Cards at the end so it wouldn't be trash one and see what you get then trash another one. Gastro Drill is slow trashing, but you get to dig through your discard pile so you likely don't have to keep a Copper in your hand when you want to spend it.
Zapple does nothing this turn, only happening at the start of your next turn, and does nothing then if your Journey token is face down. This might be too slow, and I can see a world where the Journey token happens right away and Zapple gets discarded that turn if it's face down, only having any Duration when it's face up for the effect. The effect wants to happen at the start of your turn, though, because it makes it reasonable to discard 3 cards for the one choice or have enough options for the filtering choice. It doesn't really matter for the Bonker Tortoise, but I did avoid the "at the start of your turn" wording, because it would always activate as soon as Zapple gets it for you, because that always happens at the start of your turn. At this point, your turn has already started, though, so that's the reason for that wording. I kinda feel like Bonker Tortoise might be too strong if you get it other than with Zapple, who is already delaying you. (Maybe it's fine with the revision.) The idea that you have an option to turn over your Journey token instead of being mandated to is something I know I've seen on the forum before, but the idea here is to make Zapple work more often, or force another player to take Bonker Tortoise from you to slow her down.
Harmony is mimicking Giant by having the Journey token give a + difference between face down and face up. (Not that she's a giantess, but I wanted a + effect and that was easy to figure out.) The rest is pretty clear. I tried to match the wording from Scheme-likes for Sea Frog, but it's surprisingly inconsistent.

*Lore paragraph.* These are the other four half genies. When Shantae rescues them, she learns a new transformation. (Dash Newt from Plink; Gastro Drill from Vera; Bonker Tortoise from Zapple; Sea Frog from Harmony.) After Shantae rescues them, she has to do some stuff to be able to temporarily utilize their unique magics. Apart from Shantae's natural transformation magic, she temporarily learns to see invisibility from Plink, plant growth and restorative magic from Vera, electrical powers from Zapple, and earthquake magic from Harmony. That's obviously the names of the Decision lists. The 12 Boon effects are also split up generally by how thematic they are to that magic: Quake has Mountain, Earth, and Flame (the flaming wings relate to The Flame's Gift, but I'm not sure how they relate to Quake Dance in the first place); Refresh has Swamp, Sea, and Forest (Vera's hometown is sort of relevant, and the magic being related to plants is sort of relevant); Spark has Sky, Wind, and River (Zapple lives a clifftop town, kind of a stretch); Seer has Moon, Sun, and Field (I don't pretend to know how The Field's Gift could be relevant, but a lot of so-called diviners claim they use the celestial bodies). There isn't really any theme to the one choice vs two choices, but there are thematic connections where I could make them. Vera has the Refresh thing with the Refreshed Zombie which I've mentioned over 9000 times now. Zapple isn't exactly slow, but she does lead Shantae into a trap by accident because of some other backstory reasons, so that side-quest is moderately analogous to a Duration. For the + on Harmony, when Shantae uses the Quake Dance magic, there's a good chance a bunch of money or something valuable falls from the ceiling. These and the assignments of the Boons are all somewhat thematic together. Finally, the transformations. Dash Newt is quick and mindless; no decisions to be made, just gotta go fast. Gastro Drill is slow going, but I like that you thematically dig through your discard pile. [A gastro drill is somehow related to a shrimp or something; all the other animals are clearly animal names.] As you can see in the art, the Bonker Tortoise is pretty good as smashing things, so the trashing, but it's also a pretty fast way to get around, so extra +Action and +Buy and maybe getting you to the right Journey state, but it's also a very high-skill mode of travel, so not all terrains are suitable; that needing to be in certain situations that requiring a Duration lines up with also lines up with the Way of the Turtle which essentially makes a card into a Duration card. That connection is extremely obvious with Sea Frog; the Way of the Frog puts the card back onto your deck, so this puts a card back onto your deck. Also, these 5 transformations are the actual names given in the video games, and that was really nice because there's never going to be an official card called "Sea Frog;" frogs don't live in saltwater in the real world. The rest of them I had to add an appropriate adjective to avoid matching again, the whole point of using IP as the theme of my fan cards. I got a bit lucky that I could get the costs to go up by one from youngest to oldest. I'm sure there's some tweaking to be done regarding the power levels of the cards, but I'll keep working on that, and suggestions are welcome. Shantae is actually the youngest of the five, but I felt it was alright to exclude her because there was too much going on to make her have such a low cost, not necessarily a , but I didn't think I would even be able to strengthen all of them properly. Shantae is a , and I did originally have these four all costing more each, but it was super clear that they weren't strong enough on the Journey token effects. Maybe I could figure it out with some suggestions, but Vera sort of already has a lot of text so I could fit the Refreshed Zombie thing on there, and I already removed so many interactions with Rotty that didn't fit or didn't make sense.

So I guess I should just get on with showing the titular character:



As she goes, she gets better at the transformations. At first, on the Kingdom card, she can only do Bubble Mermaid and Hover Bat, on the Forgotten Hero, she can do any transformation, but can't take them from others, and on the Guardian, you can even take the ones other players have. Anyway, sticking with the Journey token theme stiil, the first play doesn't actually do anything except +1 Action, and you can even see that the exchange effect checks for Journey token status. I'm not totally solid on the limitation of Bubble Mermaid and Hover Bat, but I picked those because they're the ones that get returned; it could be some other combination. I kinda think it's still too weak, and maybe needs to be +1 Card and +1 Action. Most of the exchanges are fairly slow, actually. Shantae, the Pirate is really the only quick one, but you might get unlucky and there are no useful Treasures or it's not a Platinum/Colony game and Gold just isn't the payload people are in need of. All-in-all, I think a Kingdom with this series is going to be really political; I personally think it's a good thing when games are occasionally that way, so I don't think that's a drawback, but maybe you do. Either way, I wanted it to have the Reaction from Pirate in some capacity, but I wasn't sure it made sense to exchange on your own activation, but maybe it does; I had reworded it to be virtually the same with less cumbersome wording, and this was one of the side effects. For v2.0, I decided to drop the Reaction to avoid a double dividing line, because I wanted to make the Traveller exchanging more typical, so the Reaction is converted into an indefinite Duration. (Also, it ended up being the slowest to exchange, the reverse of v1.) Suggestions are welcome, again. You might actually want a card that's +1 Action, +2 Coffers, gain a Tinkerbat, though, so I generally think it might be alright that it's not guaranteed to do the exchange. Part of that reason is because of the exchange method on Shantae, the Forgotten Hero; it's possible that Tinkerbat and this are the only Duration cards in the game. If you're the only player that went for Shantae, you likely won't ever meet the exchange condition, which I did mark as compulsory, but I don't know if I'm happy with that. It honestly becomes a more interesting decision in some cases whether you keep your Shantae, the Pirate for the +Coffers and Tinkerbat gains, given that Shantae, the Forgotten Hero is a one-shot, but maybe you want to play her to get one of the animal transformations. I put "Genie Artifact" as a shorthand, which ostensibly would be in the rulebook or be mentioned in the landscape type, but the current setup for landscape typing would make it completely illegible unless I did it by hand, so I didn't do it that way just sort of aloof, but maybe I'll get some suggestions to do it by hand or some sort of better idea; right now, the rulebook would just say that a "Genie Artifact" is any Artifact on this list of thirteen artifacts. (I've shown seven so far, and I'll show the other six after this.) There's really no reason that the one-shot effect is to discard your hand and +5 cards except I had just played a game with Hunting Lodge and thought it was a cool effect. I'm not in love with it on this card specifically, so I'd be alright to swap it out if there's something better for this. I figured it's so hard to get to Nega Shantae that it might as well be strong; I was initially thinking gain any non-Victory card, but gain a seems pretty strong. Pretty much every Traveller line needs an Attack in it, and giving out Curses is solid here. It's alright if nobody else gives you Curses to line up the exchange, because you'll already have at least one Tinkerbat, and you can gain yourself some more to make the lineup happen. If you do manage all those exchanges, Shantae, the Guardian is your reward. If you've built enough of an engine to make lining up your Nega Shantae and Tinkerbat, you'll likely be getting Villagers fairly frequently, even if the game is almost over, and you get free choice at Genie Artifacts, even to taking them from other players; hopefully that slows them down enough for your Villagers to become useful. And in v1.2 I found an interesting use for the Journey token. It should say "first," but maybe I'll fix that some other time. I couldn't figure out the correct usage of the Traveller type; I decided that it means you can exchange it when you discard it from play, so only the first one then qualifies as a Traveller. I ignored Hermit and Urchin, because the type wasn't introduced yet, but I looked at everything else that exchanges itself and the only difference I could see was when you do the exchanging. (True, but no longer relevant here.)
If you haven't noticed by now, I don't use the "this is not in the Supply" wording, but if you plan on using any of these and you want it, I can share the info for the shard generator for you to add it on. I mention wordings because you can easily see that I wasn't sure about the wording by comparing Bubble Mermaid and Hover bat; one says to lose the Artifact and the other says to return the Artifact. I also want to mention that these are not cards, as all landscape-oriented card-shaped things are not cards, so Lazy isn't going to make you gain a Copper if you decline the effects of the Artifacts. When Bubble Mermaid says "one," is it obvious what that's referring to? It's referring to a card you gained onto your deck, but I'm not sure that's clear. Hopefully Hover Bat is completely clear.

The last thing here is the Tinkerbat. This is a pile of 25 non-Supply cards like Horse. (I think Horse is actually 30, but you get the point.) A bunch of cards have you gaining a Tinkerbat, and it does some pretty simple stuff. It's a Duration so it doesn't completely dominate your deck. Horses run away, and Rats are supposed to dominate your deck, so I was hoping the Duration effect would mitigate that if you decided to go super hard on a card that gains you one. It also is just super useful; I mean, who doesn't want a Necropolis? It gives you your +1 Card back later. Idk, feels good to me.

*Lore paragraph.* Pretty much all the lore is just going to be the main plot, so you should just go play the game if you want that. Shantae has character development, so the effect and the ability to get animal transformation develops. The magic is done by dancing. Shantae loses her magic at some point and has to borrow the pirate equipment of her arch nemesis to save the land and the tinkerbats collect sea charts for them. She occasionally loses her job as the town's guardian genie, so "forgotten hero" and getting stuck there until something good happens. Nega Shantae is the result of her magic accidentally getting corrupted. Hopefully the connection between "guardian" and the Moat effect are obvious, but the +Villagers is supposed to be a character development moment of she learned she can depend on your friends. Hopefully that's clear from the art I chose featuring all five half genies. The mermaid used to have an effect like Siren without the Attack, but it just didn't coalesce in a way that I liked, so this isn't really thematic to anything, unfortunately. The bat is analogous to Bat, though; the +2 Cards is added on there because you're not the one choosing the timing and you only get to do it once. Tinkerbat actually has some cool lore here. They're straight up dingbats that the bad guy always makes fun of for following instructions incorrectly and proceeds to yell at to do it again an do it right. If you look at the art, you can see a huge swarm of them pouncing on Shantae who shows up in her human form in this art in the bottom corner, the first sighting of Shantae as a human on other cards. All the art of the animal transformations is also of Shantae if you hadn't noticed, but in that animal form. (Getting the screenshot of the enemy bat in just the right spot and neither bat blinking was surprisingly tedious, lol.) Lots of indistinguishable pawns to control is the motivation for +2 Actions. They do a fine job, but they'll be really irritating, so the +Card, but not until later. I don't remember the motivation for the option of a Silver, but probably something to do with being pirates. I just realized that it's not obvious that they're pirates and that I could've said that sooner. The pirate themes scattered around are due to the main antagonist. I'll get to that after the last few animal transformations.

Here are the remaining six animal transformations:

All of these thirteen Artifacts are the "Genie Artifacts" referred to on a couple cards. These last six are also named on at least one other card each, so you can come back here if you want to look at them when that comes up. Note that Cackle spider says "anyone," so it works whether you're the one playing the attack or anybody else. (It probably doesn't make sense to choose +2 Buys when somebody else is playing, but you play your strategy and I'll play mine.) I'm pretty sure I have it so that Dribble Monkey is only available if there's also a way to flip your Journey token, because the Dribble Monkey isn't going to do it for you; let me know if you see one I missed. I'm pretty sure I prevented Golem Elephant from causing infinite loops, but tell me if I goobered that up. Maze Mouse seems straightforward to me, but I can't figure out if it's too strong and needs to check for s or something else. Parachute Crab doesn't prevent people from taking it from you, even if the effect that would do that would come from an Attack card, because taking the Artifact isn't technically an effect on you, even though it's detrimental to you; the detriment to you is only a side effect. I don't know if the wording on Twinkle Harpy is correct; I was trying to make it blocked for people who blocked the whole Attack. A lot of these trigger on the same condition; as always, if multiple conditions trigger at the same time, you choose the order.

*Lore paragraph.* The last eight transformations I had to add an adjective to. There's already a "Monkey," so hopefully it's obvious why I had to do that. The names refer to something in the video games related to that transformation. The mermaid launches bubbles to attack; the bat is more of a puzzle tool because it prevents vertical movement, so "hover;" Shantae learns the spider transformation in a place called "Cackle Mound;" same for the monkey in "Dribble Fountain;" same for the elephant in "Golem Mine;" you can see in the art for the Maze Mouse that it traverses these tiny maze-like tunnels; the connection for Parachute Crab is probably the weakest, but it lets you do a strongly controlled descent underwater; Shantae learns the harpy transformation in a place called "Twinkle Palace." Cackle Spider has virtually no thematic relationship -- oops. There's an argument to be made that it has the theme that you need the spider transformation to get the bat transformation in the game, but that's not exactly something to brag about. Dribble Monkey should be obvious that it's super similar to Monkey. Golem Elephant has a pseudo-Golem effect. Maze Mouse used to have an effect that was like Way of the Mouse, but I couldn't get it to work right without an outlandish wording. I think this works fine, especially because it needs the Journey token bit, but I don't like the lack of theme. Parachute Crab hides in her shell for the Moat effect. Twinkle Harpy's Exile Attack matches what we saw on Wrench earlier, so I'm going to call that thematic; it's technically a tautology, but just don't point it out.

There are still some more cards that require the Journey token. Let's look at the rest of them:

I almost put Risky in the first group, I guess it would've been fine, but I kinda feel like too many cards in that group and they would've all blended together. Or maybe I could've saved Abner & Poe for this group, but I wanted the lore to go with Rotty's. I don't know why I'm saying any of this.

Risky Boots is Shantae's arch nemesis, but also there's some other relevant lore stuff. I thought gaining a Tinkerbat was a decent face down effect. Is the Attack part on the face up effect clear? I wasn't sure exactly the right way to word "unless he reveals a Tinkerbat." I was checking to see if I could use the same wording as Young Witch, but I'm not sure. It might promote other players also going for Risky if you go for her to make up for discarding so many Treasures, but +2 Coffers isn't the best payload on a ever. I don't know, I like it, even though I had to cut out some goofy/cool stuff to make it fit on the card. Dark Labyrinth actually doesn't flip your Journey token, but you can get Maze Mouse to flip it. It's only a Victory card to interact with the types counting thing. You do have to get the Maze Mouse if you want it to be worth points, though. If other players get Dark Labyrinths, too, it might not matter because you might never get a chance to have more than one of the Artifacts. I'm fine with it interacting with the official Artifacts like Flag and Treasure Chest, but I didn't want those other things to start grabbing the Flag out of the box when it wasn't meant to or if somebody would want to play with these cards without Renaissance. I originally had it limit which ones you could take based on how many types you had in play, but it was horrible to word and it was super cumbersome and tiny text. This way is good enough and still gets that flavor that I wanted of counting the types. I didn't do too much checking to see if six is the correct number of types, though. You're virtually guaranteed to have at least 6 types in the game; you could theoretically have a Kingdom with no Action cards, and it's not particularly likely to have no Attacks or Reactions or special types -- counting only Base and this, 13 Attacks, 4 Reactions, 2 Reserves, and 4 special, so 40% of cards, accounting for duplicates. I figured that's Action, Duration, Night, Treasure, Victory, and figure out one more, probably Attack, and possibly your only Duration option is Tinkerbat. It did have to be a Night, though, so the types on the Treasures would count. (It could've been a Treasure, but it didn't make sense to be a Treasure and not be payload, really. Night is the same function with better type matching and interactions.) Anyway, that was more rambling than mechanical commentary again, so the last one that interacts with the Journey token is Tinkerbrain, a Project. I'm kinda sad I didn't come up with an Event to use the Journey token, and maybe some other Landscapes that could use it, but that's all there is to it; I didn't have an idea. I was kinda torn on this one; in some games, the only one that's possible is to get a Tinkerbat as a rebate when you buy a Victory card. I figure that's enough to make the + not boost it past , but I'm never confident at giving costs to Landscapes. The Night effect matches a bunch of official Night cards, so there might be a Night card and it still not be useful. Maybe it'll give you some ideas that you want to share with me to sub in for one or two of these. This card doesn't actually care about the Journey token; it cares about cards that care about the Journey token. Yeah, I redid it all for v2.0. I put it on gaining to avoid a problem with infinite +VP. It almost wants to be a Landscape, but I still like the idea of the player needing to choose to get VP this way.

*Lore paragraph.* There's a lot I could say about Risky. As I mentioned earlier, you may just want to play the game if you want the plot. Risky is the main antagonist. At some point she has to team up with Shantae, and that's how Shantae ended up using all the pirate gear and being aided by tinkerbats. I wanted Risky to have an effect where she steals stuff and act otherwise like a pirate, the self-styled "Queen of the Seven Seas." She often steals stuff; you get +Coffers and the other players discard Treasures. There also had to be gaining of Tinkerbats on there somewhere. If you look at the art closely, you can see the bandana of a tinkerbat hidden behind her thigh. The "dungeons" in these games are called "labyrinths;" there's already Labyrinth, so I just added the "dark" on the front to emphasize that it's where the defeat of evil has to happen. They're also sometimes called "dens of evil," but I liked "labyrinth" a little bit better, and especially after I named "Maze Mouse" and had this card interact with it. The part is like you have to do some work to clear out the bad guys before it becomes valuable. (Don't tell anybody that you don't get the mouse transformation in a dungeon; this works. Besides, there's very rarely a tinkerbat found in a dungeon.) I really only picked those ones because they were the ones still left without any card naming them specifically after I finished pretty much all the other ideas. The Tinkerbrain is the final boss of one of the games. Maybe you can figure it out by the art, but I'll just not mention it so you don't get spoiled that hard. It was a lot more text before and the theme was really obvious, but I felt like I needed to shorten the text and now it's a bit more obscure. The Tinkerbrain to tinkerbat connection should be clear, like if you're trying to get closer to victory, one of the lackeys comes for you. There's a tenuous connection between the theme of Night cards and bad guys, I guess, or at least dangerous things like an evil clockwork AI that wants to eradicate all genies by destroying the genie realm. The Journey token is supposed to represent progress, so that's the theming there, but it's not specific to the Tinkerbrain, it just makes sense with the rest of the effect.

That's everything that interacts with the Journey token. All three of those also give out Tinkerbats, interestingly. Let's look at everything else that gives Tinkerbats:


Pirate Master does some similar stuff to Risky Boots, but in a different way. The Tinkerbats are a little bit more coordinated under the instruction of the Pirate Master, coming with a Villager. Note that you don't get a Villager and Tinkerbet per match, just one of each if there are any matches. All the matches of the opponents are Exiled, though; maybe there's a better way to word that. I was figuring that the best way to prevent the Pirate Master from getting a Loot is to let that player be the only one with Pirate Masters, so I figure it's not a problem that it's a that has a chance to gain a Loot. I guess the when-trash effect could be removed, but I like it. Sometimes I just want my thematic thing. Maybe it would be worth getting rid of it if we can squeeze a Pirate-like Reaction onto it? I think I'd want to figure out a way to shorten the text more first. And I did just that in v2.2. In v2.2, you might choose not to play it on an opponent's turn if they have particularly weak cards in play like Copper that they might benefit from Exiling, but you might really benefit from using the reaction if it isn't their Buy phase so there are only Actions in play.
Cacklebat is pretty straightforward. I'm actually wondering if it might work better at like . It's thematic and it also might be good to hide non-terminal Curser behind Potion. It's really only a Night card to make that interaction with the Heirloom a little bit more straightforward. Speaking of which, this is the first one that has an Heirloom, and you can see that it's one of the official Heirlooms. There are a couple more, and all of them are official Heirlooms. Do you think Tinkerbats make it easier to get the Wishes or harder, being a Duration?
Lonely Grave Island seems pretty straightforward to me. You can't run out of Tinkerbats, not that you ever would, and Treasures are readily available. As always with the Landscapes, I have no clue how to get the cost right.
Tinkertub is pretty straightforward. There are some official methods of playing Action cards during your Buy phase, so I don't see any problems with that. This card was one of my older cards called "War Drums." When I decided to do this IP idea of mine, I reworked a lot of those old ones. For this one, I added the Tinkerbat gain, obviously, and it plays the card one time fewer. Again, I'm not good at figuring out the costs for Landscapes, but I feel marginally more confident about this one; enough to reduce the cost from that old version.
Empress Spider doesn't actually give you Tinkerbats, but it gives you Cackle Spider which gives you Tinkerbats, so it's in this section. I'm honestly not thrilled with this one, and I'm now considering that it should obviously have +1 Buy on it, but I wanted it because Cackle Spider was the only animal transformation left without anything specifically naming it. I don't remember why I wanted to limit it so that you had to have neither thing; that could probably be reworded, too. IDK, it's just an idea. Again, suggestions are welcome. In v2.0, I wanted to resolve the issue of both Empress Spider and Cackle Spider being useless when the Kingdom has no Attacks.

*Lore paragraph.* You can see Risky in the background of the art on Pirate Master. The pirate master was Risky's captain back when he was alive. You may be able to tell from the art that he's undead now, and that's really the only reason it has the when-trash effect. The rest of the lore is a spoiler and irrelevant to the card, so I won't spoil it. OK, I'll spoil one minor thing: he takes Shantae's equipment, but there's a way for her to get it back, so Exile Attack. Cacklebats are tinkerbats that were exposed to a lot of dark magic and transformed into this. That's the cursing part. Shantae has to defeat them and collect the dark magic within them in a magic lamp, so that's the Heirloom part and the reason it lets you get animal transformations if you line them up. (Nevermind that you don't get animal transformations from them; you get magic from them, and this was the best way I could think to represent that.) After typing that parenthetical, I'm wondering if it would be worth anything to make it use my fan mechanic from my reworked older fan expansion, (which I renamed Royal Wizardry from Warlords and Wizards,) and if that would be a better way to represent that; it would probably make sense if I do end up changing it to a cost. Lonely Grave Island is virtually 100% spoiler; honestly, even the name is probably a spoiler. Well, here you go: the pirate master was buried here, so it does the same types of things I explained about the other pirates; you get a Tinkerbat and some interesting interaction with money. Tinkertub is a pirate ship. That place where Tinkerbats work. Probably no further explanation needed, right? Empress Spider is the boss of the Cackle Tower, not to be confused with Cackle Mound. I have no idea if that's a coincidence or an intentional thing that you get the spider transformation in a place called "Cackle Mound" then you fight a spider boss in a place called "Cackle Tower." Either way, spider gives spider is the theme. Pretty weak effect and pretty weak theme; man, maybe I should replace this one.

If you have looked at the recent revision of my older expansion, (check the signature), what would you say about making Cacklebat a Magic card instead of doing the Genie Artifact thing? I sort of hesitate to mix my own mechanics into this expansion.

Alright, we might as well look at the rest of the cards with antagonists on them:



I don't think Giga Mermaid has anything that needs explained. I'm thinking I need to reword it both to avoid the redundancy of Giga Mermaid and Bubble Mermaid and to stop losing it the same turn you get it by using the Giga Mermaid effect to put stuff on your deck and that activates the Bubble Mermaid effect of losing the Bubble Mermaid. Would it work if you get Bubble Mermaid when you discard it from play? Actually, forget all of that, because I think that's obvious and you're already seeing that rewording. Pretty minor Attack since it doesn't stack, actually, so maybe this is just too weak overall. A big rework in v2.0 to remove the unnecessary reference to a State from Nocturne, which was only necessary because you got it from a Hex instead of a card. The Attack part is also stronger, but being a Duration may balance that somewhat. Turning it into a Treasure allows it to interact with its own Attack; hopefully that's a benefit and not a failing, causing infinite loops of only one player being able to do this Attack. The wording should match Enchantress, if I'm paying attention properly, but this doesn't affect only the first one on each other player's turn. Obviously, the player would be able to play Treasures in any order, so only affecting the first Treasure would be completely foiled by having any Coppers in your hand. Bubble Mermaid also has a favorable interaction here, wanting you to play Giga Mermaid while having Bubble Mermaid to improve the ability to put cards onto your deck.
Twitch & Vinegar isn't an Attack, but they can gain you an Attack. They also have this optional Militia effect. If anybody decides not to Militia, it's a Village. You get to choose after that because you might get +2 Actions and then not have any Action cards to play and try to draw one, or maybe you don't get the +2 Actions and you get a cheap Attack card since you don't want to draw anything dead. I think a conditional Lost City is probably fine at . I did have to reword it to prevent free +Actions if you play more than one on a turn, so that's why it checks for people having 4 or more cards instead of checking if anybody discarded. The double-gain wording is straight off of Port, so I'm sure that's right, right?
The Seven Sirens, I actually started with the theme of sevens and wanted to come up with an effect that was worth the cost. Maybe double-Curse is too strong, but it's , but also draw to 7, but also everybody else draws to 7. I don't know, how bad can it be? (Just ignore the part where there are no revisions marked. I spent all my time making this writeup that I could've been playtesting this card.) I figured it wasn't clear enough without the parenthetical of "including you." I think it's harder to remember when you combine "each player" with "each other player" or other similar phrases. I generally skip these parenthetical clarifications when the wording is precise enough on its own, but there was enough space in the text and I think it's better for this card to have it.
We have another split pile here, Holly and Wilbur. The reasoning for having a split pile is fairly weak, but I think is still worth it. The rules for a split pile are relevant to Holly's effect of moving cards, and Holly's text checks for a card with 3 types; Wilbur has 3 types -- amazing. Holly is an old classic: non-terminal virtual Silver with an effect. It's an Upgrade effect, but you don't trash the card; you block the pile you gained from by putting it on top of that pile. I'm pretty sure I don't want the Victory piles blocked, so that's the reason for that restriction, lol. You can get Golem Elephant to go with your Attack card, because the Attack part of Wilbur is pretty weak. The reason it's so weak on a card that's on the bottom of a split pile is because this is an attempt to fix Rebuild. It doesn't need the wording of digging through your deck because you can just wait until a turn where you start with the Victory card you want to trash. It's also cohesive as a split pile because Wilbur upgrades Victory cards, and Holly upgrades cards but can't get you Victory cards. Just don't fall into the trap of trying to use Holly to get through the split pile faster. That's sort of a feature of this split pile; where most split piles try to facilitate getting to the bottom, I didn't think it needed expedited getting to Rebuild. Besides, non-terminal virtual Silver is probably good enough to drill and hopefully upgrade later in most Kingdoms with it.
Another split pile here, the Boss Barons. I obviously couldn't call the special split pile type "Baron." Squid Baron is dead simple, but, hey, it's a split pile with an Heirloom; neat. Techno Baron is a straightforward twist on Baron, but with an Artifact instead of Estates. I tried it without the +1 Card; man, that was so wimpy. Ammo Baron is where it starts getting strange. (See my comment on Shantae about Travellers.) Obviously it's a Militia. You get +Villagers if you play Night cards, and you can get a Night card with this. First thing to note is that you also get a Duchy when you exchange this, not just the Armor Baron. Second thing to note is how the piles work: when you exchange a card, you return it to its pile; when you return a card to its pile, you always put it on top; if you're putting a card on top of a pile, it doesn't matter the order of the existing cards -- the card on top is the only one you can buy or gain. There might be a little bit more focus required when rotating this pile than when rotating any of the official split piles, but Ambassador exists, so I don't see any problem with this. Also don't forget that you can look through the pile at any time to see how many cards, how many of which cards, and even which order they're in as long as the rules for that specific card don't say the pile is secret AKA "face down" like Knights. So Armor Baron is the Night card that will always be available when Ammo Baron is available. The modified Raider Attack should be straightforward. The Treasure gain is any Treasure in the Supply; I considered limiting it to one you have in play, but I think requiring an exchange of the third card in a split pile is enough effort to forgo that restriction. Also, every card that opponents play become Laboratory for you. What do we think about the wording? If it were a Reaction, it would be an infinite loop of Laboratory your whole deck, but since it's in a Duration effect, do you only get to do one of your own cards for each one of the other players' cards? In v3.1, the Laboratory effect is moved to the start of your turn instead of between turns, so that's less important and it matches Cellar a bit more. And finally Hypno Baron. Bottom card of the split pile, I figure +2 Coffers and +1 Villager isn't too strong. Cancelling a Duration feels like a pretty strong Attack, too, even if the only possibility in the Kingdom is Armor Baron. There's also a free Laboratory attached in the form of digging out a Squid Baron. Maybe that's too strong and the +1 Villager can go? Also, yes, I did decide to increase text size by putting two vanilla bonuses on one line. See the note above on Giga Mermaid for v1.2 and the States from Nocturne. The wording is pretty obscure, too, so I could fit all three and a half effects in there.

*Lore paragraph.* Giga Mermaid is actually not a bad guy, but is being held captive and apparently brainwashed, and that's why Shantae fights her. Hopefully it's obvious the connection between Giga Mermaid and Bubble Mermaid here. I guess it kinda makes sense that the mermaids surfacing is like putting cards onto your deck from the ocean; I didn't say anything about that in the lore paragraph with Bubble Mermaid, but maybe it works -- my cards are obviously inspired and that's why the themes just happen without me intentionally adding them in. The rest of the theme is that Giant gives +, so Giga Mermaid gives +. Twitch and Vinegar are actually employees of the Ammo Baron, so they're technically bad guys, but they just do the bad stuff because they're supposed to; they don't actually care about stopping Shantae. That's why if you give even the slightest pushback on their handsize Attack, they just give up and leave you alone. They might come back and attack you later, though. There's two of them, so I hit that theme with both the +2 Actions and the Overpay effect of getting two at once. There'a even like a secret ultra-specific lore connection here. You meet them deep in the jungle where you're trying to find a hidden den of evil, so the thematic connection to Lost City is something I'm really happy about. Seven Sirens of Paradise are the titular enemy from one of the games. I sort of went through a smidgeon of the lore in the mechanical explanation. The theme is pretty obvious. Don't look at the art too closely, because there's only five of them showing. Holly and Wilbur is an interesting one -- one of the really good thematic ones, truly. The story with Holly is all about memories, so the returning of cards to the Supply is thematically like forgetting them. Wilbur, as a giant sand worm, literally ate an entire city, so the Rebuild effect makes a lot of thematic sense since Victory cards are typically represented by land/terrain/geography. Also, you get the elephant transformation by defeating Wilbur. Oh, and I probably should've said sooner that Holly says Wilbur is her pet, so that's why they're in a single pile together. OK, the Barons of Sequin Land are the recurring bosses. Squid Baron in particular is very stereotypically the recurring bad guy. That's why he comes back after you trash him. The rest of the stuff is there because I needed a useful effect that would fit on the thing, and it needed to interact with Hypno Baron in some way. In one of the games, Hypno Baron and Squid Baron team up and you fight them together, so that's why Hypno Baron references Squid Baron. I guess I should finish up Hypno Baron's lore here, so ... yeah, his name is "Hypno Baron" so you get Deluded. Yeah, that's it. Techno Baron works really well, thematically; one time he built a factory to make counterfeit mermaids, so the interaction with Bubble Mermaid. I obviously had to have one of them imitate Baron, and this felt like the appropriate spot in the split pile for that level of power and complexity. I seriously could not find art, so we get a screenshot of the in-game pixelated sprite. (He didn't spend enough time on the screen in the game with line art.) Speaking of art, we see Shantae fighting the Giga Mermaid and trying not to get eaten, in the reflection of Wilbur's eyball, fighting Ammo Baron, and some spoiler thing with Armor Baron. I also didn't mention that we see her fighting the Tinkertub in the last group. Lastly, Ammo Baron and Armor Baron are brothers, but it mechanically made sense to do the exchange thing; I could probably be convinced otherwise. I have Sky exchanging for Wrench, though, and that doesn't mean Sky is evolving into Wrench like a Pokemon, so I think it's fine. Pretty straightforward how the Militia attack is thematic. Ammo Baron makes some small references in the games to things you do at Night, but otherwise the Night cards reference is not thematic. The Duchy is thematic, though, because one time he successfully conquers Scuttle Town where Shantae lives and guards. Even the +Villagers is thematic, even if only very slightly, because one time he steals a bunch of magic fabric used for making flying carpets and incorporates it into the uniforms for his troops. Flying carpets definitely feel like something that should be +Villagers in my head. For Armor Baron, even the - token is thematic, because he totally scams Shantae and Sky. He's canonically a collector, so it's all about money with him, but also about seeing if he can trade in something from his collection for something better. Think about that theme translating into a mechanic. Opponent wants to play a card, you have a copy, so you trade it in for two new cards and opponent plays it; kinda cool. The Parachute Crab is thematic for the armor, but it's otherwise unrelated. There are three different Attacks in this pile, so it might be nice to have that Moat effect somehow.

Down to the last few cards. Here we go:





Tuki turns your good stuff into points, but also giving you less good stuff. My gut instinct was that it would be too strong to get + by opening two of them, but you don’t even have good stuff to turn into points, so she is. Unlike Change which has strange interactions with some crazy insane combos, (see Rules Questions subforum,) it’s making sure you don’t get points unless you actually got the crap. I don’t know if it needs to, but the wording seems clear to me, so that’s the wording.
Guardian Genie should need no explanation. See above for “Genie Artifact.”
Ghost Dog is obviously a dog and thus is a blue card. Nevermind the bluish fur. I think the effects are self-explanatory. Ghost Genie is also pretty straightforward, but somebody who’s not intimately familiar with the precise meaning of “either” may not notice immediately that you can’t get any of the effects a second time; “if either is” is technically a binary. I think it’s not a problem to have two chances at + on this since it’s the bottom of the split pile and you don’t really want a ton of the top card. It’s great to use the genie to turn the dog into a [$5}, though, so if you get too many you just have to push past the pain into the . I briefly considered having Reaction as one of the checks on Ghost Genie, as well as not having Night as one, but I didn’t have a really strong opinion. Also, the Reaction checks for trashing, so I made the split pile companion do the trashing.
Next is another split pile, and a split pile with an Heirloom. Blueprints is actually an old card of mine that I retooled for this; I’m not sure if it was before split piles were a thing or I couldn’t get a good idea, but it felt bad when it was the only Reserve in the Kingdom. Making it part of a split pile with another Reserve card that you might want to gain probably solved that problem, but I’ll let you be the judge of that. Another thing I want judged is whether it would be more interesting to have it gain a Silver to your hand when you play it rather than simply giving +. I put an image of both versions; it’s not a split pile with 3 different cards. (Spoilers for my next fan expansion; see my signature.) The alternate version also has a reworded bottom to make the text a tiny bit larger, but I’m not sure it’s better. Anyway, Uncle Mimic turns a single Silver into two Silvers and a Potion; that’s why I’m wondering if it might be better for Blueprints to give you a Silver. I guess Mimic could also just give + flat out instead of requiring a Silver, but I like it better this way. The rest should be obvious. There were reasons for the Debt cost, but I think they might’ve dissolved as the card effect got distilled. It still works, and I think Mimic would’ve been if not part of a split pile.
This is a really fancy split pile now. Heart & Warp Squids has 3 colors; very fancy, right? This one is kinda funky and has a lot of text, but this is one of those ones where the lore trumps the font size. The first sentence says “differently named,” but the second doesn’t, so a Heart & Warp Squids will fulfill the requirement of another Heart & Warp Squids. What I’m not sure about is how exactly the timing works, so would multiple in play at the start of your next turn all do the check for others at once or would the last remaining one not check until it’s the last remaining one and find no Duration cards in play? The wording is already complicated enough, so whichever answer it is is the answer. I wanted it to be strong enough to encourage getting to Squidsmith underneath, but it was also hard to find the correct strength to prevent absolute carnage by opening with two. I’m sure it’s still broken, but you get the idea. I figured it would have to be a Treasure so you have the fewest Action cards left in your hand to abuse the effect. You’re still obviously going to play it before the Silvers and Golds, but I had to do something to prevent it from working on Coppers and Estates; I always like some benefit to having Provinces, though, like with Chariot Race. Squidsmith is a more versatile trash-for-benefit than Ghost Genie, but you don’t always get a good card in addition to the bonus. I have considered making the types she checks for the three types on the squids, but I don’t have a strong feeling. Maybe squids doesn’t need to be quite so strong to want to get to Squidsmith if you get a huge benefit by matching all three effects when she trashes the squids. Right now, I think it’d be too strong to match all three because you can prevent it from being trashed if you pay a Villager. Right now, I’m thinking Heart & Warp Squids is a bit too strong and Squidsmith is slightly too weak but barely. (Since I claimed that, I’m probably dead wrong, though.)
Last one in this group, another split pile. The mayor keeps getting reworded, and I think it’s still wrong. Especially with the Goat, you probably just look reveal your whole deck and always get the +Villager and the +Coffers. The point was to make a Laboratory that only draws Victory cards as part of a split pile with a Victory card you want to draw, but I didn’t think anybody would want the bad Laboratory and kept trying to put something useful that cares about the revealing. (Also, I almost added a check to give you something if you revealed a Victory card, but guess what I remembered before that made it to the version history.) What about something like you can’t get both the +Villager and the +Coffers? That's what I did for v2.2, aside from removing the Heirloom. As for Scuttle Town, it’s probably too strong for , but I’m not totally sure. Candlestick Maker with another +Action is probably , and making that worth a point is probably worth more than , right? Should it be a or should it be something like +1 Villager instead of +2 Actions? Again I don’t have a strong feeling. I’m sure something needs changed, though.

*Lore paragraph.* Tuki is a snake and a shopkeeper, and she accepts trades. I think that translates pretty well into this exchange here. Guardian Genie obviously needed to be a Lighthouse. The rest is just to make it so that a higher cost than is reasonable. They don’t really go thematically otherwise. Trashing is vaguely magical. I don’t really think there’s anything to say about taking a Genie Artifact with this card. Ghost Dog probably doesn’t need an explanation here; dog means blue, obviously. She fetches Treasure cards for you, and shows up magically when you trash something. The Ghost Genie is a step along a trading chain of quest items, so you trade a card for something to get you closer to the win. She also gives you access to the penultimate dungeon, so it seemed appropriate to get two of the bonuses at once. The Blueprints are only a named card because of how integral they are to the plot. I could be convinced to retheme it, I guess, but Mimic isn’t really known for any tools or equipment or whatever. It might be nice if the Reserve card were a person, I guess, but who the heck would the art be of, lol. Speaking of the art, there’s Shantae watching a Tinkerbat steal the blueprints. Mimic is officially a “Relic Hunter;” I don’t really know what that means, even after the game explains it. He’s some sort of mixture between an archaeologist, an artifact collector, and an engineer. Oh, hey, I just invented a lore reason for the cost; that’s obviously real. He gains you treasures, but he’s a bit slow at it and needs to find a buyer. Mimic has a potion in the art so , straight up the reason I included it. I have no clue why he has potions in the art; he doesn’t use them in the game or talk about them or anything. Also, Mimic isn’t actually related to Shantae. He does give her the magic lamp, so that’s why it’s the Heirloom. Heart & Warp Squids should be pretty clear here, lore-wise. The red ones are the heart squids, as you can tell by the two lumps on its head that definitely resemble a heart and nothing else. The blue ones are the warp squids. It mechanically wanted to be a treasure, but there’s a red one and a blue one, so it also wanted to be red orange and blue.The orange effect is vaguely heart-related; you merge four heart squids into a health upgrade, so you get something if you have multiple red orange cards. The move into your hand is more of a warping effect, but it can’t be perfectly aligned. Or maybe it can and you should make that suggestion. The blue effect is obvious; it warps back to your hand, but not for free. You need four warp squids to activate a warp location, so it’s kinda like you need five Heart & Warp Squids between all the players before you can get the Villagers you need to warp. Not perfect, but you can see it. Squidsmith melts down squids, therefore trashing. You trash a Treasure card, you get something from her; in the video game, it’s a heart container. That’s why you can see in the art that Shantae is definitely not kidnapping the squids and then hiring the smith to melt them down. Mayor Scuttlebutt is a putz, so he only draws you Victory cards. He doesn’t have a pet goat or anything like that, but there was some reason I put that as the Heirloom which I no longer remember. You can see Shantae scrambling dead-center of the art. Scuttle Town obviously had to be a Village; not much else in the way of theme, though.

That's all the cards. Back in the antagonist section, there was a card for the Seven Sirens of Paradise Island; I also gave them each their own Landscape, so let's look at those:

Water Lily Siren is the first one. I thought “still” was warranted to avoid things like “oh, but Port has 12 cards in the pile so that’s what I thought it meant.” I did want to specify “Supply” because I thought it would be absolutely insane to trash a Horse and get +14. (Also, it should remove some confusion about whether the Black Market deck is a pile. Also, “yeah we play with a black market with 400 cards in it.”) The cards should be available to everybody to try to fight you for the points. Coral Siren should be clear, but I’m guessing it’s too strong. Again, I’m bad at giving these things costs. I don’t really care if it loses one of the tokens, but I’d prefer to increase the cost more; oh, I just thought maybe it could be to get another token involved as a meme, but that’s probably not actually doing anything. Tubeworm Siren might need a bit of an explanation here; “lose all the Buys you have” might be the wrong wording, but is that clear? I wanted it to be like Storyteller, but I’m not sure I would call it “paying” Buys, then the “per 1 Buy you paid” wasn’t working. It had to include the Estate, obviously, because it could’ve just been an infinite game of getting and a bunch of +Buys every turn, not actually emptying piles. Angler Fish Siren was trying to imitate the wording on Fisherman, but maybe slightly improved for a Project vs a card. Hopefully the Duration part is clear. It might be too strong, but I think that’s probably alright. Octo Siren is a cheap way to get Provinces, but it’s slow. You might want to spend those Villagers instead of storing them up for the cheap Province, though. I did want to make sure you couldn’t just trash Provinces directly from the pile by turning a Province into 8 Villagers and immediately turning those 8 Villagers into a new Province. Lobster Siren, IDK, man. How often do you want to get something out of your discard pile? It’s probably a lot better in the early game than the late game, but that could be cool. I’m totally open to different suggestions if it fits the theme, even if you make her not an Ally. Not exactly a v2, but she's a Dream, now, not an Ally; I don't know if that's better or not, but at least you're not disappointed by whichever Liaison is there. A Dream is a type like Event, Landmark, Project, Way, etc, that gets shuffled in with the randomizers and has a chance of coming up in the Kingdom as one of [up to two of] the non-card things. A Dream is an effect for every player at the start of his Clean-Up phase. It's optional because you will only have Copper in play sometimes and you might not want to put a Copper on top, or you don't have a match in your discard pile of something you do have in play that you would want and the only match you do have is Copper. Lastly, The Empress Siren is an even cheaper and even slower way to gain a Province. Sure, you’re gaining Attack cards in the meantime, but it’s kinda cumbersome. It probably needs totally reworded, as there’s currently the old Duration-tracking problem and I feel like the technically correct wording would take like 5 lines of text; “a card from Exile” is probably wrong, but hopefully you see what I was going for. Maybe it could be “discard one card each from Exile.” I don’t see it being too strong for , but I could be wrong about that; gain a card, Exile a card might just be cleaning out Coppers, actually. In v1.1, you can still just Exile all your Coppers one by one, but I tried to mitigate the cheapness of the Attacks, now more comparable to Squire and Transport, even slightly harder than that by restricting it to one you haven't recently Exiled.

*Lore paragraph.* OK, easy one here. Look, they’re all aquatic-themed babes. Water Lily Siren is the boss of the first dungeon. She wilts when you defeat her, so the effect checks for the health of a Supply pile. Coral Siren is the boss of the second dungeon. She’s like a shrimp gal or something, idk. The dungeon is a mine, so you get tokens when you crack open an Action card. Tubeworm Siren is the boss of the third dungeon. Uhhh, I don’t remember if there’s a theme with this one. All the heads attack you at once but you can only hit one of them, so convert all your Buys at once or something. I’m making this up while I’m writing it. Angler Fish Siren is the boss of the fourth dungeon. Obviously a reference to Fisherman, and “angler” is another word for a fisherman. It’s also vaguely emulating Fishing Village by giving you a Village every time you have a Duration card. She can levitate and she can summon eyeball enemies to attack you, so that’s vaguely thematic with +Actions. Octo Siren is the boss of the fifth, penultimate dungeon. Hopefully you make the connection between “octo” and 8 Villagers and the cost of a Province. Other than that, not to disparage her, but she’s slightly slothful, so she trashes your Action cards. On the other hand, you can be a little bit slothful if you have eight limbs to work with, so the +Villagers effect. Lobster Siren is a bit more important to the story than the other ones. Very slight spoiler: she decides to help the good guys defeat the other sirens. That’s why you can see Shantae talking to her in the art. She has an ability to teleport things, so she teleports cards to the top of your deck if you help her. Empress Siren is the final boss of the game. (I don’t think that’s a spoiler, really.) The effect here is vaguely reminiscent of being the big bad and the end of the game; it’s a culmination of things, right? She steals the magic of the half genies, and that somewhat translates into Exiling. Look how big she gets compared to Shantae when she has all that magic.

Almost done here. There are a couple of other boss fights that I put on Landscapes:

The King Golem still has the old wording from before looking through your discard pile was built into the rules for doing something with your discard pile; oops, but the text doesn’t get much bigger than that, so I’m not changing it until there’s something else to fix. There should be nothing unclear about it. King Golem v2.0 is much less restrictive on what the cards can be, and also doesn't always put them onto your deck. The choice of the Villager and the opportunity to keep your handsize definitely make this one worth a bigger cost, but I have no idea if [$5] is the right one. Academy and Guildhall are [$5]s, but the trashing might be different enough to make that comparison too difficult.
Cyclops Plant should be clear enough. Is it clear that “one” means one of the things you’re counting and not one of the things you’re excluding? Also, if you have enough Buys, you could trash a whole bunch of them at once, but I’m not sure how often you’re going to have that many non-Coppers until you’re already prepared for a double-Province turn. Maybe it needs to be more points or fewer Treasures or some other recombination.
Dagron incentivizes Attacks. I figure that warrants a high cost, and maybe even higher than it is. Should be clear; same wording as Merchant, right?
Steel Maggot, I didn’t notice this until now, but it’s pretty similar to Mayor Scuttlebutt. You test your deck to see if you find an Action card before finding a Treasure card. If you do, you get a cool card for next turn. It’s slightly on the luck side, but I’m alright with that. Maybe it’s a bit cheap, but you won’t be hitting it in the early-game, so it’s probably close enough. (You don’t do anything with any of the cards you revealed; you’re just looking at them and discarding them.)

*Lore paragraph.* These are just a couple more interesting boss battles. King Golem is not related to any royal cards, as far as I can tell, but it simulates a really weak version of Golem. If I shorten up the unnecessary wording, maybe there will be space for the option to play the Action card during your Buy phase instead. Cyclops Plant is another plant thing that gives you + for trashing. See how similar you think the flower platforms are in this art and in Water Lily Siren’s art. Dagron, AKA the massively misspelled monstrosity, sort of notorious for being hard to dodge, so all it does is boost Attacks. It also doesn’t really have any weaknesses, you just have to git gud, so I didn’t think there needed to be any conditional stuff. Steel Maggot is one of the most frustrating things. You not only have to git gud like with the previous boss, because you have to aim your cannon very precisely to hit the target or you lose a bit of progress. You might try to get a cheap , and it’ll be frustrating if you spend your Buy and get nothing. It’s also a bit random, because you have to shoot the targets in the right order. (If there’s some indication of what that order is before your first attempt, I’m an idiot, but I’m pretty sure it’s just guesswork.) And, look, there’s Shantae in the art getting ready to be sad about it.

And that’s it. What else is there to say? I just went back to the Pikmin expansion post to see if I said something insightful that I should try to emulate here and I also asked what else I should say. That post at least had an emotional aspect for me to lean into. This one is just pure concept. Here’s what I’ll say: roast me. Just absolutely destroy every idea in this one. Did I use the Journey token in an interesting way? Are the addition of the Heirlooms frivolous? Am I underestimating the value of +1 Villager? Is the “Decisions” as a way to get bigger fonts an idiotic idea? Aside from that, I’d really appreciate some help with the costs of the landscapes, lol.
I tried to get fanart where I could, but a lot of these didn’t have fanart.** Some of the screenshots are embellished, too. You may notice that Mayor Scuttlebutt is drawn by a different hand than the rest of the image there. Studio TRIGGER is the company that animated the cutscenes, so some of the official media is attributed to them, and the rest is attributed to the publisher WayForward.
As I said in the Pikmin post, the official game supports 6 players, but I don't, so getting to the 350 cards I claimed at the top is with 4 copies of Lazy. There’s one of each Artifact, There are only 4 Armor Barons because there are only 4 Ammo Barons. Likewise, 10 each of Sky and Wrench. Twitch & Vinegar don’t have more than 10 copies, because I figure you won’t be getting them in pairs every time. Finally, the Refreshed Zombie pile is 10 cards and the Tinkerbat pile is 25.
I mentioned at the top that I lost a lot of progress from a power outage. (I'll make sure to write the write-ups for the other expansions in a Google doc, lol.) Feel free to also mention if there's something I straight up forgot to say.

Thank you so much if you even as much as enjoyed reading through this.

Here are the TTS files if you'd like them, followed by transcriptions of the cards. Everything should be the revisions right now.



Quote
Quote
Blueprints / Uncle Mimic
Treasure-Reserve / Action-Reserve | /
[Blueprints:] "
Put this on your Tavern mat.
-
When you put another card on your Tavern mat from play, you may call this. Gain a copy or trash this to gain it to your Tavern mat."
Heirloom: Magic Lamp
[Mimic:] "+1 Buy
Gain a Gold.
Put this on your Tavern mat.
---
At the start of your turn, you may call this to discard a Treasure card for +."
Quote
Blueprint alternate, possibly swap out worth for "You may gain a Silver to your hand."

Quote
Boss Barons
Squid Baron / Techno Baron / Ammo Baron / Hypno Baron
Action-Boss Baron / Action-Boss Baron / Action-Attack-Traveller-Boss Baron / Action-Duration-Attack-Boss Baron | / / /
[Squid:] "+2 Cards
+1 Buy
You may rotate the Boss Barons
---
When you trash this, put it on the bottom of your deck."
Heirloom: Lucky Coin
[Techno:] "+1 Action
If you have Bubble Mermaid, +. Otherwise, +1 Card and take Bubble Mermaid."
[Ammo:] "Each other player discards down to 3 cards in hand.
The next time you play an Attack card this turn, Exile a Duchy from the Supply.
-
When you discard this from play, you may exchange it for an Armor Baron. If you did, +1 Villager."
[Hypno:] "Reveal cards from the top of your deck until you reveal a Squid Baron. Put it into your hand and discard the rest.
At the start of your next turn, +2 Coffers and +1 Villager.
Until then, each other player can't buy Action cards unless he chooses a card at the start of his turn he has in play to discard instead of following its remaining instructions."
Quote
Armor Baron
Night-Duration-Attack |
"Each other player takes his - token. If he did, he discards a copy of a Treasure card you have in play.
At the start of your next turn, discard any number of Action cards for +2 Cards each. If you discarded any, take Parachute Crab."

Heart & Warp Squids / Squidsmith
Treasure-Duration-Reaction / Action | /
[Squids:] "Reveal your hand. +1 Coffers per differently named card revealed costing more than this.
At the start of your next turn, if you have any other cards in play, put this into your hand. Otherwise, +1 Buy.
-
When you gain, discard, or trash this, you may lose a Villager to reveal this and put this into your hand."
[Smith:] "Trash a card from your hand. If it is an:
Action card, +2.
Treasure card, gain a card costing up to more than it.
Victory card, +2 Cards and +2 Villagers."

Plink
Action |
"Turn your Journey token over. Then if it's face up, choose two, or otherwise choose one: take Dash Newt, or +1 Card and put a card from your hand anywhere in your deck; or look at the top card of your deck and you may discard it."

Shantae, the Half Genie
Action-Traveller |
"+1 Action
+
Take Hover Bat.
Turn your Journey token over.
-
When you discard this from play, you may exchange it for a Shantae, the Pirate."
Quote
Shantae, the Pirate
Action-Duration-Traveller |
"+1 Action
Gain a Tinkerbat.
The next time any player gains a Treasure card outside of your Buy phase, +2 Coffers.
-
When you discard this from play, you may exchange it for a Shantae, the Forgotten Hero."
Shantae, the Forgotten Hero
Action-Traveller |
"Take a Genie Artifact no other player has. Exile a card from your hand. +1 Card and +1 Action per type it has.
-
When you discard this from play, you may exchange it for a Nega Shantae."
Nega Shantae
Action-Attack-Traveller |
"Gain a Tinkerbat and a card costing up to .
Each other player gains a Curse.
If you don't have the most Artifacts, take a Genie Artifact no other player has.
-
When you discard this from play, you may exchange it for a Shantae, the Guardian."
Shantae, the Guardian
Treasure-Duration |
"For the rest of the game, when another player plays an Attack card, first turn your Journey token over. Then if it's face up, it doesn't affect you. When you gain a card you have a copy of in play, +1 Villager and take a Genie Artifact."

Tuki
Action |
"+1 Card
+1 Action
Exchange a card from your hand for a differently named card costing up to the same cost.
+1 per less it costs."

Quote
Abner & Poe / Zombie Caravan
Action-Zombie / Night-Duration | /
[Bros:] "+1 Action
Turn your Journey token over. If it's face down, Gain a card costing up to . Otherwise, trash up to 2 cards from your hand and gain a card costing up to the total cost."
[Town:] "On your next turn, cards in the trash cost less and you may buy and gain cards from the trash.
At the start of your next turn, +1 Buy and +2 Villagers."

Quote
Ghost Dog / Ghost Genie
Action-Reaction / Action | /
[Dog:] "+2 Cards
When you gain a Treasure card this turn, if you didn't buy it, you may put it into your hand.
---
When one of your cards is trashed, you may play this from your hand."
[Genie:] "Trash a card from your hand. Gain a card costing up to more than it. If it's an:
Action card: +1 Villager.
Treasure card: +1 Coffers.
Night card: take the Maze Mouse.
Victory card: +1."

Holly Lingerbean / Wilbur
Action / Action-Attack-Reserve | /
[Holly:] "+1 Action
+
Reveal a card from your hand. Gain a non-Victory card costing exactly more than it. Put the revealed card on top of the gained card's pile. If either card has 3 or more types, take the Golem Elephant."
[Worm:] "+2 Cards
Each other player puts his -1 Card token on his deck.
Put this on your Tavern mat.
---
At the start of your turn, you may call this to trash a Victory card from your hand and gain a Victory card costing up to more than it."

Mayor Scuttlebutt / Scuttle Town
Action / Action-Victory | /
[Mayor:] "Reveal cards from the top of your deck until you revealed 2 Victory cards. Put them into your hand and shuffle the rest back into your deck.
Choose one: if you revealed any Action cards, +1 Villager; or if you revealed any Treasure cards, +1 Coffers."
[Town:] "+2 Actions
+1 Coffers
+1 Buy
-
1 VP"

Sky & Wrench
Action |
"Turn your Journey token over. Then if it's face down, gain a card costing up to . Otherwise, +1 Card, +1 Action, and exchange this for a War-bird Wrench."
Quote
War-bird Wrench
Action-Attack |
"+1 Action
Each player discards the top card of his deck. If you discarded a Treasure, +. For each other player, if he discarded an Action card, he Exiles it."

Vera
Action |
"Turn your Journey token over. Then if it's face up, choose three: take Gastro Drill; or +1 Action and +; or +1 Buy and +; or trash a card from your hand and gain a Refreshed Zombie if it costs at least ; or trash a card from your hand and +1 Card per it costs."

Quote
Bolo
Action |
"+1 Action
Turn your Journey token over. Then if it's face up, reveal the top 4 cards of your deck. The player to your left chooses 2 of them for you to discard. Trash at least 1 of the remaining cards and put the rest into your hand."

Guardian Genie
Action-Duration |
"+1 Action
At the start of your next turn, choose one: +1 Buy and +2 Coffers; or trash 2 cards from your hand; or take a Genie Artifact no other player has. Until then, when another player plays an Attack card, it doesn't affect you."

Pirate Master
Night-Attack-Reaction |
"Each other player reveals the top 2 cards of his deck and Exiles any with a copy in play. If any cards were Exiled, gain a Tinkerbat. If any of the revealed cards were Night or Attack cards, gain a Loot.
-
When any player gains a Treasure, you may play this from your hand."

Rottytops
Action-Night-Zombie |
"Turn your Journey token over.
Then if it's:
Face down in your Night phase, +1 Villager.
Otherwise face down, +1 Card and trash a card from your hand.
Face up in your Night phase, gain a Refreshed Zombie.
Otherwise face up, take Jet Octo."

Zapple
Action-Duration |
"At the start of your next turn, turn your Journey token over. Then if it's face up, you may play a Treasure card from your hand twice and choose one: take Bonker Tortoise; or discard 3 cards to gain a Gold; or trash a card from your hand for +1 Buy and +."

Quote
Cacklebat
Night-Attack |
"Gain a Tinkerbat onto your deck. Each other player gains a Curse. If you have a Treasure card with more than one type in play, take Cackle Spider."
Heirloom: Magic Lamp

Dark Labyrinth
Night-Victory |
"If you have more card types in play than Artifacts, take the first Artifact you don't have in this list:
  • Maze Mouse
    Dribble Monkey
    Orange Dryad
    Bubble Mermaid
    Cackle Spider
    Twinkle Harpy.
Otherwise, gain a Tinkerbat.
-
If your Journey token is face down, worth 2."

Giga Mermaid
Treasure-Duration-Attack |
"
At the start of your next turn, take Bubble Mermaid. Until then, cards cost less and any time each other player plays a Treasure, he gets instead of following its instructions."

Harmony
Action |
"Choose one: take Sea Frog, gain a Silver, or trash a card from your hand. Turn your Journey token over. Then if it's face up, +."

Risky Boots
Action-Attack |
"+2 Coffers
Turn your Journey token over. Then if your Journey token is face down, gain a Tinkerbat. Otherwise, each other player reveals his hand and discards his revealed Coppers and Silvers unless he reveals a Tinkerbat"

Twitch & Vinegar
Action | [$5+]
"Each other player may discard down to 3 cards in hand. Then, if any other player has 4 or more cards in hand, +2 Actions. Then choose one: +2 Cards, +, or gain an Attack card.
-
Overpay: If you overpaid, gain another Twitch & Vinegar."

Quote
Seven Sirens of Paradise
Action-Attack |
"Each other player gains 2 Curses unless he reveals a Curse or a card with Shantae" in its name from his hand. Each player (including you) discards 2 cards and draws until he has 7 cards in hand."

Quote
General non-Supply
Refreshed Zombie
Action-Duration |
"Take Lazy and -1 Action.
(Action play, not Action card)
If you did both, then at the start of each of your turns for the rest of the game, you may trash a Treasure card from your hand and gain a Treasure card costing up to more than it."
Quote
Lazy
State
"When an effect of a card you played says that you 'may' do something, gain a Copper if you don't.
Lose this when you gain a second copy of a non-Copper card on your turn."

Tinkerbat
Action-Duration |
"Choose one: +2 Actions or gain a Silver.
At the start of your next turn, +1 Card."

Quote
Genie Artifacts
Bonker Tortoise
"When you start you turn with a Duration card in play, +1 Action, +, and you may turn your Journey token over."

Bubble Mermaid
"When you gain a card costing up to , you may put it onto your deck."

Cackle Spider
"When anyone plays an Attack card, choose one:
Take the Hover Bat, gain a Tinkerbat, or +2 Buys."

Dash Newt
"At the start of your Buy phase, discard the bottom card of your deck. If it costs , +1 Buy and +."

Dribble Monkey
"When the player to your right gains a card, +1 Card.
When you turn your Journey token over, if you turned it face down, +, or otherwise +1 Action."

Gastro Drill
"When you gain a card you bought, you may trash a card from your hand or discard pile."

Golem Elephant
"When you play an Attack card, reveal cards from the top of your deck until you reveal a non-Attack Action card. Discard the other cards, then play it."

Hover Bat
"When you would trash any number of cards from your hand, you first get +2 Cards."

Jet Octo
"When you trash a card, +.
When you get +Cards other than with this, +2 Cards and discard 2 cards."

Maze Mouse
"When you play an Action card, if it costs at least , +. Otherwise, turn your Journey token over."

Orange Dryad
"When you play a Treasure card, +1 Buy.
When you discard a Duration card from play, you may play it."

Parachute Crab
"When you play an Attack card, +1 Action.
When another player plays an Attack card, you may first take your - token and it doesn't affect you."

Sea Frog
"Once per turn, when you discard a card from play, you may put it onto your deck."

Twinkle Harpy
"When you play an Attack card, each other player who is affected by it also discards the top card of his deck and Exiles it if it costs at least ."

Quote
Landscapes
Cyclops Plant
Event |
"If you have at least 4 Treasure cards other than Copper in play, trash one for +1 Buy and +2."

Empress Siren
Event |
"Exile a card you have in play.
If you have a card costing each , , , , and in Exile, discard one of each and gain a Province.
Otherwise, Exile an Attack card from the Supply that you don't have a copy of in Exile."

Steel Maggot
Event |
"Reveal cards from your deck until you reveal a Treasure card. Discard them. If you revealed an Action card, gain a card onto your deck costing up to ."

Empress Spider
Event |
"After drawing your hand this turn, take Cackle Spider and your -1 Card token. If you still have both when you would draw your hand next turn, gain a card costing up to ."

Octo Siren
Event |
"Trash a non-Duration Action card you have in play. +1 Villager per it costs. You may remove 8 Villagers to gain a Province."

Tinkertub
Event |
"Gain a Tinkerbat.
You may replay a non-Duration Attack you have in play."

Angler Fish Siren
Project |
"On your turns, while your discard pile is empty, Action cards cost less.
When you start your turn with any Duration cards in play, +1 Action."

Tubeworm Siren
Event |
"Gain an Estate. If you did, then lose all the Buys you have left for +1 each."

Coral Siren
Project |
"When you trash an Action card, +1 Coffers, +1 Villager, and +1."

King Golem
Project |
"When you trash a card, choose one: +1 Villager, or reveal a card from your discard pile and put it where the trashed card came from."

Lonely Grave Island
Project |
"When you gain a Treasure card, play it.
When you trash a card, put all Tinkerbats from the trash back into their pile and you may gain a Tinkerbat."

Water Lily Siren
Event |
"Trash an Action card from your hand. +1 for every 2 cards still in its Supply pile."

Dagron
Project |
"The first time you play an Attack card during each of your turns, +."

Tinkerbrain
Project |
"When you gain an Attack card, turn your Journey token over. Then if it's face up, +1."

Lobster Siren
Dream
"You may put a card from your discard pile onto your deck if you have a copy in play."

Revisions:

More in line with face down being a effect (Ruined Village) and face up being particularly strong.


Fixed the problem of cleaning the junk for the opponents, hopefully.


Too many effects. Removed one and shuffled the rest around to fix the gap.


New way to get rid of it actually interacts with decision-making.


Decreased the discount since the penalty was removed.





Attempt to revamp and shorten the effects to fit on a single card.




Revamp to fix timing and other extraneous issues.


Trying to minimize the penalty and adjust for the variability of Kingdoms.


Removing the redundancy of Tinkerbat and Villager, and swapping the purely thematic below-line effect for a thematic and mechanically useful Reaction.


Making Cackle Spider more likely to be useful by being linked to an Attack. Also, Cacklebat and Cackle Spider seem to go hand in hand thematically.


Removing the reference to Envious, fixing the interaction with Bubble Mermaid, and adding an extra bonus to offset becoming a Duration.



Removing the triple-Peddler of Techno Baron. Rearranging Ammo Baron to be less obscure. Removing one effect from Armor Baron to be less of a slop of everything all at once. Removing Hypno Baron's reference to Deluded, removing the free Lab so it now costs the Action play, giving the other players a choice of which Attack they are hit by, and also somewhat weakened by nature of being a Duration.


Reducing power by making the player choose one instead of getting all four effects.


Removed the Heirloom and only letting the player get a single token per play.


Trying to simplify and reduce the chance of effects being useless.


Trying to avoid complete uselessness if there are no Attacks in the Kingdom.


Totally new type to eliminate the disappointment of a bad Liaison combo and unnecessary cost while keeping the teleporting theme.


Trying to fix the power level and taking the opportunity to adjust the wording.


Trying to make it more useful; also ended up looking stronger.


Power increase.


Adjusting power level; removed stuff that got added to Zapple.


Limited scope to remove the reason for it returning itself.


Adjustment to fix power level and timing issues.


Slightly reduced power level. Added thematic connection to Armor Baron.


Attempting to avoid helping the other players.

**Footnote: You know what this footnote is supposed to be. I’m not saying it.

3
Variants and Fan Cards / Fan Expansion - Pikmin
« on: August 28, 2024, 12:54:40 am »
This fan expansion is for my dad. Perhaps you'll enjoy it, too.

This expansion was a result of what can only be pure inspiration. It all came to me so quickly, like some sort of vision, and I'm extremely happy with how it turned out. That's not to say I don't want feedback; by all means, suggestions are welcome. The goal of this expansion was to fuse two things my dad and I both enjoy in a way that we could enjoy together, and I think I was successful in that. This expansion is 350 cards (including randomizers) with 5 piles out of 26 having an Attack.

First, let me briefly explain the theme of this expansion. Pikmin is an intellectual property of Nintendo primarily in the form of a video game series. It features a miniature humanoid spacefarer exploring a world which is heavily implied to be Earth in the distant future. He encounters small creatures which are somehow a combination of plant and animal which doesn't seem to be as a result of a catastrophic science experiment, but rather a complex biological ecosystem. These creatures are incredibly strong relative to their size, are extremely capable of cooperation, and are quick to display loyalty. In the video game, you grow these creatures from seeds, pluck them, and throw them at objects or enemies for the purposes of exploration, defense, propagation, and collecting materials.

In this expansion, these themes of encountering strange creatures, propagating pikmin sprouts, and throwing them for various purposes are explored, and occasionally expertly translated into the mechanics of Dominion. If you would like to play with these cards yourself, be aware that the new mechanics introduced will make the game significantly longer. My goal is always to design cards in a way that they can be used in a completely random Kingdom and will not encourage buying that card in every game. On the other hand, I'm so happy with how they turned out that I sometimes buy it even if it's not the best strategy. This expansion makes use of Coffers (from Guilds or from Renaissance), but you could play with generic counters if you prefer; you will need some counters to use as the new token for the primary mechanic of this expansion.

Without further ado, let's look at a couple of cards to explain the main mechanic.

As you can see, there is a new icon, and that icon is accompanied by a new type. The new icon represents Sprouts, and I will call them that throughout. As you can see on Pellet, it is primarily a vanilla-style effect in the same vein as +Coffers and +Villagers; the effect is similar, too -- put a token on the mat to use later. If you take a look at Candypop Bud and Cave Pit, you can see that there are ways to lose them other than using them, sometimes it matters how many you have, and you have multiple "colors" at once. I'll explain that bit in just a moment. Antenna Beetle is an example of Attacking the Sprouts of the other players.
The new type plays the same role as the Looter, Fate, and Doom types. It provides a setup instructions rule when these cards are in the Kingdom (or Black Market deck, etc.) When a PNF card is in the Kingdom, as part of setup, you'll randomly choose 3 colors, give each player a copy of that color, and finally give each player a copy of Glow pikmin. These are the 4 mats you'll grow your Sprouts on, representing the various colors of pikmin and their various unique traits. This means that Kingdoms are even more variable, because you will be randomly selecting 3 of 10 colors to use for that game. This is probably as clear as mud, so let's look at all the colors before I try to explain anything further.

Yes, I know "mushroom" isn't a color; it's the easiest way to put it in the instructions of a card and have it flow. The word "color" is defined in the rulebook as these 11 things, including Glow.
So what are we looking at here? Each color has 2 effects you can apply using your sprouts. They're color-coded and use shorthand so you don't have to read the technicalities over and over again and just read what it does. For example, look at the Red pikmin. The upper half is colored yellow and has an icon of a circled "C", indicating that you can use this effect at the start of your Clean-up phase; next to that icon is the sprout icon and the number 1, indicating that you spend 1 sprout to do this effect; finally, you have the instruction itself. A hypothetical rulebook for this expansion would include the word "throw" in the same way the rulebooks include the words "pass," "call," and "exchange." "Throw" is a keyword in this expansion which means you put the indicated card into your play area without doing the effect of the card; in this case you're using your Silver not to get + as playing a Silver would give you, but to get the +2 Coffers that using Red pikmin to throw it gives you. Mechanically this is like spending 1 Red sprout to save for later that you didn't spend this turn -- notice that this particular effect occurs after your Buy phase, meaning you didn't need to play your Silver this turn; the Red sprout you grew is helping you save that for later.
A "C" icon with a yellow background indicates that you can use the effect at the start of your Clean-up phase. An "A" icon with a gray background indicates that you can use the effect at the start of your Action phase. (Note: the start of your turn and the start of your Action phase happen concurrently, but you may be able to start a new Action phase without starting a new turn, so I've indicated Action phase instead of turn wholly.) A star icon with a blue background indicates it can be used at some other time; that time is indicated in the parentheses above the icon. The gray, yellow, and blue background colors are hopefully reminiscent of the gray, yellow, and blue colors of Action, Treasure, and Reaction cards, respectively, to give you an idea of when you can use the effects with less mental processing power. The purple and pink background colors do not have a moment where they can be used, but rather describe a period of time that they function during. The Glow pikmin has a green-yellow gradient background instead of a solid yellow background to distinguish itself slightly, because that ability doesn't require you to spend sprouts, but rather is a way to get +1 Sprout easily; hopefully the people you play with are generous enough to remind you if you forget to do it, but hopefully the gradient is enough to help anybody who doesn't have that luxury.
Each player is going to have 4 of these card-shaped mats to put their sprouts on as they propagate, Glow and 3 others. In the same way the instruction to discard something has a default meaning without that default restricting modifying instructions, +Sprouts also has a default. If it doesn't specify which color of sprout you get, you get to choose. If you get multiple +Sprouts at once, you can split them up or put them all on the same color however you choose.

*Let me give a little bit of theming here, then I'll do a bit of explaining in the next paragraph.* Each color of pikmin in the video games has unique traits. The red pikmin are slightly stronger, which is why both effects only require 1 Sprout to use. The yellow pikmin can be thrown much higher on account of their ears, which is why they can turn Coppers into something better and turn Silvers into . The blue pikmin have gills; that's not extremely thematic here, but they are generally the most versatile for that reason, so they do a smaller version of a Guide hand retry. The mushroom pikmin are technically pikmin under temporary control of a monster, so they make things more difficult. The purple pikmin are much larger than other pikmin, making them many times stronger, hence a variation on Throne Room and carrying your new stuff to a more suitable location. The white pikmin are toxic if eaten, so they can kill those pesky crows, and they also have the ability to see a few millimeters through surfaces, so the ability to look at the top of your deck. The parasite pikmin are immune to heat and flames, poison gas, and electricity, so the minimal Moat effect, but they are also incapable of surviving on the surface of the planet, so a leader will have to use a candypop bud to replant them as a different color of pikmin before leaving the cavern they're found in if he wants to bring them along. The rock pikmin are probably obvious; rocks are powerful when thrown and can easily be an obstacle. The pink pikmin are winged pikmin, meaning they can avoid a significant number of obstacles while carrying things, but only if you specifically choose winged pikmin, so the effect requires you to have lots of pink pikmin. The ice pikmin have the ability to freeze enemies in place or freeze pools of water, so they help you freeze Victory cards out of your deck without costing you the points. Finally, the glow pikmin have a chance of droppng a new seed in direct sunlight, so the ability to get more of them without a card. Additionally, the most recent game only allows you to have 3 different colors under the control of a leader, but you can add glow pikmin to that squad if you enter a cave. I'll also gush about the 4 Kingdom cards above now that I've explained how +Sprouts works. Pellets are pure nutrients that are the primary method of propagating pikmin. Candypop buds grow in various colors and turn pikmin into seeds which match the color of their petals. Caves are typically where you find pikmin in colors you've never encountered before. Antenna beetles make a sound that confuse pikmin, making them stop listening to orders, and the easiest way to get your troops back is to kill the beetle.

A lot of these are pretty straightforward after learning what the icon means and getting a definition for "throw." Red is just vanilla bonuses; if you manage to play a card on someone else's turn, you would then have the opportunity to throw some Coppers on that player's turn, but +1 Action and +1 Buy don't do anything on other players' turns. Yellow is just vanilla bonuses, but be careful; the +1 Card, +1 Action, and +1 Buy together are one choice, and the + is the other choice.
Mushroom is the first one that really needs clarification; there's the ages long debate of cost-increasers combining with cost-reducers, but forget all that -- sprouts can't be removed from piles, so this is a permanent increase to the cost of that pile. Treat the pile as though a different number were printed on the card, meaning that the cost increase happens before the cost decrease, but specific changes to a card's cost aren't affected; more clearly put, a Wayfarer with a Sprout on its pile would cost until you gain something else, for example a Duchy, so it would then cost , not . Also important to note, this costs you 5 sprouts total, one of each color and the one more that is show in the throwing cost.
When looking at Purple pikmin, remember that throwing a card puts it into play, so you can only throne a single card under normal circumstances, and you can't do it if you have a Duration waiting from a previous turn, or other things that would stop you by being in play.
For Parasite pikmin, maybe it's worth clarifying that "other" here is referring to the 3 colors that aren't Parasite. Apart from that, I'm honestly still waffling about a Moat effect that only works for a single turn. Maybe somebody has a suggestion for how to fix that up, because it's not optimal for games with more than 2 players.
For Rock pikmin, remember that only the top card of a pile can be gained or bought, so this ability is essentially preventing people from buying certain cards until they can afford to get rid of the crappy Copper you put there. Also check the rules for split piles found in Empires, etc. for more specifics.
The Pink pikmin are going to require an example, I think. If you have 4 Pink sprouts, Silver costs , because 4 is 1 more than , so reduce by 1. If you have 7 Pink sprouts, Silver costs and Gold costs . It also interacts with itself, but in a very niche way, because having 5 Pink sprouts means you could throw a Silver to do the top effect, because Silver would be in the cost range when you need to select a card to throw. (As with all Dominion instructions, you go from top to bottom, meaning you spend 1 sprout before throwing a card, so the cost of Silver would go from to before you are instructed to throw a card if you had 4 Pink sprouts to start with.)
If somebody sees anything else that needs clarified, please say something.

Take a look at these ones.




These are the two split piles in the set. I don't think they require much explanation. Rescue Corps might need a different wording, but I'm hoping the word "second" is literal enough. It does also mean that more Rescue Corps don't make you play the card even more, but I don't think that's a problem, and it's mitigated even more by being the bottom half of a split pile. Ultra-bitter Spray uses the same wording as the - token, so that should be fine. I don't remember the motivation for Ultra-spicy Spray being look at 4 and put 3 into your hand instead of +3 Cards, so maybe that needs to change, but whatever. Ultra-bitter seems to me to encourage keeping track of how many copies your opponent has so you can decide whether to attack them back at the cost of giving them a sprout.

*Lore paragraph* The rescue pup has a good nose for what you might find and can be trained to dig stuff up. He can also act in the place of a squad leader. Ultra-bitter spray encases creatures in a rock-hard shell, so that's why it's an Attack and slows the other players down. Ultra-spicy spray gives your squad a brief burst of energy.

Let's look at this next one.

OK, here are the Fruit cards. You may have noticed that the Mushroom pikmin mentioned them. When the Scornet Swarm is in the Kingdom, shuffle the 13 Fruits together (there's one of each) and form a face-down pile. You don't know what you'll get until you gain one. They're the 12 Boons with +1 Sprout added on, (as well as an Estate with +1 Sprout). I specifically excluded the Swamp's gift because my dad doesn't have Nocturne, so there's +1 Coffers instead of that Boon. Blonde Impostor is basically just a Copper without the Shadow part, so that's the only one that's not strictly a Boon effect. Unfortunately, that means it'll have a different back, so this one Fruit has to be two cards; one for the back that gets shuffled into the Fruits pile and one that you add to your deck with the appropriate back for a Shadow card. The Fruits pile is not part of the Supply like Ruins are, so this is more like the Black Market pile, not requiring a type. I guess there's an argument to be made that Scornet Swarm needs some setup text since the Fruits should be shuffled, unlike Horses and Spoils.

*Lore paragraph* The scornet swarm is the boss battle of the Twilight River area of the 3rd video game in the series. More specifically, the scornet maestro is the boss, but he conducts the swarm as the primary aspect of the combat. I had to name it this way instead because it's a Village. Man, I'm good at this. You can see in the image that the reward for defeating it is the seed hive. These 13 fruits are the 13 you can find spread around the Twilight River. The characters in this game are extraterrestrial, implying that they don't have foods like this where they're from, not even considering the enormity of these fruits; you can pretty clearly see how small pikmin are compared to an orange, a mangosteen, and a raspberry in the images, in case you were picturing them at a different size from my description earlier. The characters actually give them these names, not me -- I know what the correct name for a persimmon is. The only ones that specifically line up are dusk=moon and sunset=sun. Blonde Impostor accidentally feels thematic with the Shadow type, but it's purely an accident because I created these before Rising Sun and added the Shadow type after the fact. (I hadn't noticed that it was strictly inferior to Citrus Lump until recently.)

These ones are going to need a smidgeon more explanation, I think:

Nectar gets you lots of +Sprouts, but you don't get to choose. Since it has a new Heirloom, you'll need some rule that tells you what to do if the Kingdom includes more than 7 cards which come with an Heirloom. I personally would say to play with the first 7 that were revealed when choosing your 10 Kingdom cards, but play however you want; I really don't think this is a critical element. Glow sap avoids the issue of being Treasure-Night by either giving you +1 Buy (which you need early in your Buy phase) or checking how many you have left after your Buy phase.
Bloom might need clarification on what "every second" means. (If English isn't your first language, it means the list of even ordinal numbers.) I see this as completely analogous to cards that say "the first [something] this turn." The issue with "the first time you play a Silver this turn" is that you might play a Silver before you play the card which says that. If you do, you've already missed your chance. The same thing applies here, so you start counting from the beginning of the turn, not from when you play the card, and you won't be getting a refund if you've already thrown 2 or more cards by the time you play this card.
The wording on Lumiknoll is trying to match the wording on Palace, so maybe this doesn't need this clarification, but a set of all 4 colors is counting how many sprouts you have. If you end the game with 4 Red, 7 Rock, 6 Ice, but only 1 Glow, you only have 1 set, meaning each of your Lumiknolls is worth 1 .

*Lore paragraph* If you don't immediately pluck pikmin when they sprout, they'll bud and bloom after enough time. That's what's happening in Bloom, and pikmin get faster and stronger as they bud and bloom, so the discount. It was too convoluted to give a literal discount, so you just get some free ones if you plan it out properly. You're also remodeling to get a card which is either faster or stronger or both. When pikmin drink nectar, they also bloom, so you haven't missed out on your guys blooming if you pluck them while they have a leaf. The card gives you more sprouts to simulate your existing guys being faster and stronger. Glow sap is produced at night, hence it is a Night card, but I also wanted it to still yield so I wouldn't have to consider the implications for the opening. Glow sap is produced in lumiknolls, but the cards don't really interact at all; oh well -- Nectar giving a full set at a time does, so maybe you could say it's a connection, but maybe I'm just full of hot air. Anyway, glow sap is produced at night, and glow pikmin only act at night, (or when it's otherwise as dark as night,) so the effect specifically interacts with Glow pikmin. Lumiknoll's effect does match how it functions in the game if you hold it up to the light and squint; it's a Night card, but also the glow pikmin automatically return to you after they carry something there, so you get to return a card to your deck.

And here are all the other cards in one huge dump.

These should be quick. Honeywisp is a terminal Lighthouse, but the +1 Sprout should make up for that. Remember to follow instructions in order, because Ship Part will give you your +Sprouts before you figure out whether it gives + or +; Ship Part also specifies that you pick one color ["of a color"] to put both Sprouts on, unlike the normal +Sprouts that would let you split them up. If you do the Goolix Reaction, you choose your colors before your opponent makes any other decisions, so it would be (1) spend Sprouts, (2) throw a card, (3) Goolix Reaction, both the +1 Card and the +2 Sprouts, (4) follow the instructions of the throwing effect. Maybe I need to eliminate the word "first" in that Reaction. Lithopod just makes cycling your entire deck at the start of your next turn free, assuming you start with a Glow; it doesn't increase your handsize, but you can make sure you have 5 good cards. Maybe that's too strong. Sporovid and Carrots I wanted some more limited PNF cards, even more limited than Cave Pit; don't forget you can keep getting a Glow every turn if you have +Buys like on Sporovid. Expedition Leaders doesn't list a bonus for 0 Sprouts because your bonus is that you got +4 Sprouts. The 5 possible combos are (0) +4 Sprouts; (1) +, +2 Sprouts, move 1 Sprout, gain a Silver; (2) +2 Cards, +1 Buy, move 2 Sprouts; (3) +1 Action, +, lose 2 Sprouts, move 1 Sprout; (4) +3 Cards, +1 Action, lose 4 Sprouts. Smoky Progg is a hard decision unless you're not pursuing a Sprouts strategy, then the Attack is virtually harmless; I'm not sure if that's a generally bad sign for the card. Remember that you get to choose the order that effects happen when you're told to do them at the same time, so Glowmob will let you use some of your Glow Sprouts for the cycling effect before you convert whatever's left into .

*Lore paragraph* (Honeywisp) They're harmless creatures which produce nectar for the pikmin to consume. (Ship Part) The more guys you have in your squad, the bigger the treasure you can get. This had to be a Treasure, because ship parts are a type of treasure in the video game. (Bulblax) It's a nocturnal boss monster. No other thematic link, unfortunately. (Buried Junk) The image is of a roll of masking tape, and I definitely consider that to be junk. Techically the video game classifies this stuff as treasure, so it's a Treasure, but I obviously couldn't call the card "Buried Treasure." Also, check out the lore above about white pikmin and the revealing things just below the surface. (Goolix) Stuff gets suspended in the goo, so it's a Reaction. That's all I got. (Bomb Rock) This one's pretty obvious; it blows stuff up. I considered making it interact with Yellow because they have a special ability to utilize the bomb rocks, but that would've been too convoluted. (Carrots) Pikmin are named after a certain type of carrot because of how similar they look after they sprout. (Lithopod) You have to throw a pikmin at it's breathing hole to make it reveal its weak point, which is why you're sacrificing your own Sprouts. It gives you a big opportunity and you do get your pikmin back, so that's the ongoing effect. (Mamuta) These are friendly monsters. If they find any pikmin roaming around, they plant them back in the ground. Sometimes its annoying because you'd told those guys to go do something, but sometimes it's nice because you find them later and they've bloomed. The friendly aspect makes it even better that it mirrors Bishop so nicely. (Snavian) These are fairly easy bosses, so the Attack is fairly mild. (Sporovid) Sadly, I don't really have any thematic connections for this one. The image is of the toxic variety of sporovids; maybe I could stretch it to say that you get one of each color because of how varied sporovids are. On second thought, just forget I said anything. (Arachnorb) In contrast to Sporovid, Arachnorb is the poster child of meshing mechanics and theme. Arachnorbs do not try to eat your guys, just smash them with their huge feet, so the trashing effect when you play it. On top of that, there's always something valuable in the orb that is their body, so if you kill/trash Arachnorb, you gain something good that would've fit inside. (Expedition Leaders) For most of this post, I've been describing things like the player is the leader, so the theme isn't quite as strong with this one, but I guess the player is still the one making the decisions. Anyway, the idea is that you're making a bunch of decisions and planning ahead. Are you going to get a bunch of sprouts right now to save up for that amazing double Laboratory effect? (Onion) It's not technically an onion, but onions are called that because of their resemblance to onions. The onion is the nest of the pikmin; they shelter there at night when most predators are out, and they bring nutrients to the onion to be converted into seeds to grow more pikmin. (Smoky Progg) Believe it or not, the smoky progg is a relative of the mamuta. For both cards, +2 Sprouts, trash a card, and the other players do something. Unfortunately for them, it's an Attack this time. The smoke is actually so noxious that it instantly kills even the pikmin that are immune to poisons, hence losing one of each color if you choose that option. They are a source of pearls if you manage to kill one before it kills you, so you get +1 Coffers. This and one of the 13 Fruit are the only cards in the set that give you +Coffers, but it was super important to have the +Coffers on the Red, so I didn't mind including it elsewhere in the set. (Glowmob) This is a special technique that glow pikmin can perform. It stuns even large creatures if performed correctly, so that's why it's a big payload if you can plan for it properly. Hopefully it's pretty clear that glowmob is a glow pikmin technique, so that's why it's a Night card and specifically requires you to have Glow pikmin.

That is all the cards. I specifically chose to have 3 random colors and 1 color that appeared every time so I could do things like name that one color that was guaranteed in some effects. It's also beneficial that you can collect them without using any of the PNF cards, and I think that would've been less impactful if it only had a small chance of appearing in the game. It's particularly important for the Attacks that mess with the opponent's sprouts.
To round it out to 350 cards, there are 4 landscapes, too.

Let me be perfectly blunt and say that I am not good at putting costs on these things. Is Ujadani actually worth ? No clue. It's supposed to be super unlikely. Combos well with Secret Passage, though. It's really bad if you have any Shadows in your deck though, but I guess you could just plan to play them all before you even attempt this. The wording is meant to be the same as how it's worded on the Boon.
Dandori Challenge dishes out a point for every pile. You need to be really efficient to win piles and also win the game, but if you make it easy for your opponent to win too many piles, you're going to have to be that much more efficient at the normal ways of earning points.
Trial of the Sage Leaf exists primarily because I wanted to have a landscape that uses the sprouts. It's got something of a unique quirk; maybe it's not technically a setup rule if it doesn't happen while you're setting up, but you get out the 4 options during setup, and I wanted some way to make it so that you choose right away, maybe even before you've decided to go for the Project at all. My gut says that this also sort of interacts with the first-player advantage by making the first person choose before the subsequent players have even finished their opening two buys. I don't know. Anyway, the wording is slightly ambiguous, so "after each player's second turn" means that each player does the thing after his own second turn, not that each player does it after all players have had their second turn. I think "your chosen color" is clear, though. I chose those 4 colors because they aren't particularly complicated, but more importantly I couldn't just say to pick any one you want, because some of the colors care about what other colors you have, and you'll only have 1 color here. Also, note that you're not preventing the other players from choosing the same color as you. Maybe everybody picks the same one, and I think that's probably likely to get it to match with the best strategy in the Kingdom.
Lastly is thje Prophecy. Somehow, this one seems totally self-explanatory. This could be a slower game, especially if you're not getting much in the way of +Cards.

*Lore paragraph* Ujadani are tiny insects that have a very unusual lifecycle or something that makes them only appear on very rare occasions. They don't carry many nutrients, but they do produce nectar, as well as bitter and spicy juices. It's a big benefit that very rarely happens. The dandori challenge is pretty self-explanatory. I don't know if "dandori" is a normal word or if it was made up by the game designers, because pretty much every search result on Google talks about the video game, even if you don't mention the IP at all. It's all about efficiency and productivity, so you have to play well while you're competing. The trial of the sage leaf is a series of dandori challenges. It doesn't really relate thematically, unfortunately. I do think it works as a trial, though, because you have to think about how it changes the power level of your s and how they differ from your opponent's s. During a night expedition, all the nocturnal predators are out and about, so Attacks are easier to get. At night, you don't have access to any pikmin except glow pikmin, which you only have access to at night, and they automatically return to you after completing a task, so you're putting cards back onto your deck.

Well, I don't know what else I should say. It gives me so much pleasure seeing how well I was able to translate the themes and mechanics of the Pikmin series into the mechanics of Dominion, and hearing the agreement from my family members, especially my dad. My excitement over this expansion also prompted me to create so many more custom cards, so I hope I'll get to share them soon. This post took me about 7 hours to write, so it won't be the next couple of days that I share the next set of cards with you all. Again, any feedback is welcome, just know that weavile are competitive and have sharp claws, so I can be quite intimidating when I'm challenged. I promise it's not to insult you or make you regret saying anything, it's just my nature.
The art in these is almost exclusively screenshots. There are 3 that are official promotional artwork, but Goolix and Smoky Progg are fanart which I attributed.
If you're trying to figure out how this is 350 cards, the official game supports 6 players, but I don't, so there's only 4 of the Heirloom and of each color, and Glow is on the back of one full set of 10 colors.

Thank you so much if you even as much as enjoyed reading through this.

Here are the TTS files if you'd like them, followed by transcriptions of the cards. (§ is the sprout symbol as used in the Shard of Honor Card Image Generator.)



Quote
Quote
Honeywisp
Action-Duration-PNF
"Now and at the start of your next turn, +$1 and +1§.
Until then, when another player plays an Attack card, it doesn't affect you."

Pellet
Action-PNF
"+1 Card
+1 Action
+1§"

Ship Part
Treasure-PNF
"+2§ of a color you have the least of. If you have at least 3§ of each color, +$3. Otherwise +$1."

Quote
Bulblax
Night-Duration-PNF
"+1§ per card in your hand.
At the start of your next turn, +$2."

Buried Junk
Treasure-PNF
"$1
Reveal the top card of your deck; you may discard it. Either way, for each color able to throw it, +1§ of that color."

Goolix
Action-Duration-Reaction-PNF
"Now and at the start of your next turn, +1 Card and +2§
-
When another player throws a card, you may first play this from your hand."

Rescue Pup / Rescue Corps
Action-PNF (both) /
[Pup:] "Reveal the top four cards of your deck. Put one revealed Treasure into your hand. Discard the rest.
+1§ per differently- named card revealed."
[Corps:] "+1 Action
Look through your discard pile. Choose one: put a card from it into your hand or +1 Buy.
For the rest of this turn, if an Action card yields +Buy or +§, play it a second time."

Quote
Bomb Rock
Action-Attack-PNF
"+2§
Each other player loses 1§ and reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest."

Candypop Bud
Action-PNF
"+1 Buy
+$1
You may lose 1§ for +1§ of each other color."

Carrots
Treasure-PNF
"$2
-
When you gain or trash this, +3§."

Cave Pit
Action-PNF
"+$2
+1§ of each color with 0§.
-
When you gain this,gain a Silver."

Lithopod
Action-Duration-PNF
"+$2
Lose all your Glow §.
At the start of yournext turn, +2§.
-
While this is in play, +1§ of Glow every time you throw a card."

Mamuta
Action-PNF
"+2§
You may trash a card you have in play or in your hand. +1§ per $1 it costs. Each other player may discard a card for +1§."

Nectar
Action-PNF
"+1§ of each color."
Heirloom: Glow Sap
Quote
Glow Sap
Treasure-Night-Heirloom
"If it is your Night phase, +1§ of Glow for each Buy you have left.
Otherwise, +1 Buy and +$1."

Snavian
Action-Attack-PNF
"+2§
Gain a card costing up to $4 onto your deck.
Each other player either discards a card or loses 1§, their choice."

Sporovid
Action-PNF
"+1 Buy
Gain a card costing up to $4.
-
When you gain this, +1§ of each color."

Ultra-bitter Spray / Ultra-spicy Spray
Night-Duration-Attack-PNF / Action-PNF /
[Bitter:] "At the start of your next turn, +1§. Until then, when another player gets +§, that player gets 1 less § and you get +1§."
[Spicy:] "Look at the top four cards of your deck. Discard one and put the rest into your hand, then +3§.
If any other player has a Duration card in play, +$1."

Quote
Antenna Beetle
Action-Attack-PNF
"+2 Cards
+2§
Each other player loses 1§.
-
When you trash this, +2§."

Arachnorb
Action-PNF
"+1 Action
+$2
+3§
Trash a card from your hand.
-
When you trash this, gain a card costing up to $4."

Bloom
Action-PNF
"+2§
Trash a card from your hand. Gain a card costing up to $2 more than it.
This turn, every second throw costs no §."

Expedition Leaders
Action-PNF
"For each color, choose either +1§ or lose 1§.
If you lost exactly...
1§, +$1 and gain a Silver
2§, +2 Cards and +1 Buy
3§, +1 Action and +$3
4§, +3 Cards and +1 Action"

Lumiknoll
Night-Victory-PNF
"+1§
Put a non-Duration card you have in play onto your deck.
-
Worth 1% per set you have of all four colors."

Onion
Action-PNF
"Discard any number of cards from your hand.
+2§ per card discarded."

Scornet Swarm
Action-PNF
"+1 Card
+2 Actions
Choose one: +3§ or gain a Fruit."

Smoky Progg
Night-Attack-PNF
"+2§
You may trash a card you have in play for +1 Coffers.
Each other player either loses 1§ of each color or gains a Curse, their choice."

Quote
Glowmob
Night-Duration-PNF
"For each card you've bought this turn, +1§.
At the start of your next turn, either +1 Card or lose all your Glow § for that many +$."

Quote
Colors
Red
"C - 1§: throw a Silver for +2 Coffers.
* (after playing a card) - 1§: throw a Copper for +1 Action or +1 Buy."

Ear Yellow
"A - 1§: throw a Copper to put a card from your discard pile into your hand.
A - 2§: throw a Silver for +1 Card, +1 Action, and +1 Buy; or for +$3."

Blue
"A - 3§: throw a Silver to discard your hand and +4 Cards.
* (after gaining a card you bought) 1§: throw a Copper to gain a Silver onto your deck."

Mushroom
"A - 1§: throw a PNF or Fruit card and lose 1§ of each color. If you do, put a § token on a non-Victory Supply pile.
Cards in piles with § on them cost that many more $."

Purple
"A - 3§: throw an Action card to play it twice if you have no other cards in play.
* (after gaining a card) 1§: throw a Victory card to put the gained card into your hand or onto your deck."

White
"* (after playing a card) - 1§: throw a Victory card to look at the top 4 cards of your deck, discard any number of them and put the rest back in any order.
* (after gaining a card) - 2§: throw an Action card to trash the gained card."

Parasite (Bulbmin)
"* (after playing a card) - 1§: throw a Silver for +1§ of each other color.
* (when an opponent plays an Attack card) - 2§: throw a card costing $2 or more to be unaffected by Attacks this turn."

Rock
"A - 1§: throw any card for +1 Card per type it has.
C - 3§: throw a Treasure card to put the thrown card on top of a non-Victory Supply pile."

Pink (Winged)
"C - 1§: throw a card costing up to $2 to gain a card costing up to $4.
During your turns, Treasure cards costing up to $1 per § cost $1 less per § more than it costs."

Ice
"A - 4§: throw a Silver to set aside a Victory card from your hand until the end of the game.
C - 1§: throw a Copper to gain an Estate."

Glow
"A - 1§: throw any card for +1 Card.
C* - Once per turn, +1§ of Glow if you have any Buys left."

Quote
Fruit
Blonde Impostor
Action-Shadow-Fruit
"+1 Action
+ $1
+1§
-
You can play this from your deck as if in your hand."

Citrus Lump
Treasure-Fruit
"$1
+1 Buy
+1§"

Crunchy Deluge
Action-Fruit
"At the start of your next turn, +1 Card and +1§."

Dapper Blob
Actioin-Fruit
"+1§
You may discard 3 cards to gain a Gold."

Delectable Bouquet
Action-Fruit
"+1§
You may discard a Treasure to gain a card costing up to $4."

Dusk Pustules
Action-Fruit
"+1§
Look through your discard pile. You may put a card from it onto your deck."

Insect Condo
Action-Fruit
"+1 Coffers
+1§"

Juicy Gaggle
Action-Fruit
"+2 Cards
+1§
Discard 2 Cards"

Lesser Mock Bottom
Action-Fruit
"+1 Card
+1§"

Portable Sunset
Action-Fruit
"+1§
Look at the top 4 cards of your deck. Discard any number of them and put the rest back in any order."

Searing Acidshock
Action-Fruit
"+1§
You may trash a card from your hand."

Seed Hive
Action-Fruit
"+1§
Gain a Silver."

Tremendous Sniffer
Action-Victory-Fruit
"+1§
-
1"

Quote
Landscapes
Ujadani
Event
"Once per turn, discard the top card of your deck. If it costs $6, +3 Cards at the end of this turn."

Trial of the Sage Leaf
Project
"When you play a card costing $4, +1§ of your chosen color.
-
Setup: After each player's second turn, he chooses and takes Red, Yellow, Blue, or Ice for the rest of the game."

Dandori Challenge
Landmark
"When scoring, 1% per Supply pile you have the most cards from out of all players."

Night Expedition
Prophecy
"Attack cards cost $2 less.
At the start of your Clean-up phase, put a non-Duration card you have in play onto your deck."

4
Rules Questions / Spy + Caravan Guard
« on: February 14, 2016, 12:21:31 am »
I looked around a bit for this, but couldn't find much on Caravan Guard other than the official FAQ. The simple situation is reacting to Spy with Caravan Guard. The question is whether I draw a card before or after my opponent chooses what to do with my top card.

I can rationalize all 3 choices. Playing an action could always have the same speed, where the Spy was played first and get's to finish first, and the Caravan Guard was played second so it finishes second. Using the Reaction could make it faster, causing you to draw before being Spied on - I hate drawing corollaries to Magic, but cards played in succession resolve in reverse order. Playing on-play could effectively make both effects happen at the same time and you would get to choose which happens first, but then who would choose which happens first?

It doesn't seem like a profound question, but with the number of Spy variants, it could be a useful thing to have an answer to.

5
Variants and Fan Cards / Fan Expansion - Royal Wizardry
« on: January 04, 2016, 08:51:38 pm »
This was my first attempt at a fan expansion all those years ago. I'm still a proponent of the concept, even if I was bad at making cards, making multiple cards seem like a cohesive expansion, and taking feedback, lol. The concept of this expansion was to make Potions less of a nuisance in your deck. I'll dare to say that I'm better at designing cards, and have designed a lot since then, and I think I'm ready to share. I'm going to start off by updating this expansion to my current vision of how to make Potions not feel like a penalty. Beware, it's a surprisingly Attack-heavy set now, with 8/17 piles having an Attack in it. I don't do randomizers, so it's 200 cards, not counting randomizers.

Let me start with the primary new mechanism in this expansion.


Quote
Magical Staff
Action-Duration-Magic
+2 Cards
+1 Buy
You may play a Potion from your hand. If you do, at the start of your next turn, +.
Magic: {Instead of +, put this into your hand.}
Quote
Magical Shield
Action-Duration-Reserve-Magic
+ or Magic: {+2 Cards instead.}
Put this on your Tavern mat.
-
When another player plays an Attack card you may first call this for + at the start of your next turn. Magic: {+1 Card instead.} Until then, when another player plays an Attack card, it doesn't affect you.
Quote
Magical Arrow
Action-Reaction-Magic
If you have no cards in play other than Magical Arrows, +2 Cards.
-
Magic: {When you draw this, you may play it.}
Quote
Magical Berry
Treasure-Magic
Put a card from your hand onto your deck.
Magic: {Put a card from your discard pile onto your deck.}
-
When you gain this, trash any number of cards from your hand costing .

Quote
Royal Mages
Project
When you play a Magic card, you may now use its Magic effects.
When you gain a Potion you bought, +1.

Royal Mages does not get shuffled in with the randomizers or other landscapes or however your table chooses a Kingdom. Royal Mages is like the Ruins pile that gets added to a Kingdom when a Looter card is in the Kingdom; Royal Mages gets added when a Magic card is in the Kingdom. If you already have two landscapes, I guess just add this as a third one. I'm sure it won't hurt. If you got unlucky and the first two were both Projects, you actually got lucky, because you're actually restricted to building two Projects, unlike the loose suggestion to only use two landscapes in a Kingdom, meaning it's an extra strategic element for the players which Projects to fund.
These don't look like Potion cards at first blush, but they are because they add Royal Mages to the Kingdom. My first attempt at these cards made them specifically not Potion cards, because I thought it would be interesting to have them do something different depending on what else is in the Kingdom. Man, was that not interesting.
Clearly there is some required additions to the rulebook with this. Other than the Magic type adding Royal Mages to the Kingdom, the rules will have to clarify that you ignore the text in the braces if you haven't hired your Royal Mages to enchant your things yet. I don't think "instead" will need a clarification in the rules, but let me know if anybody else has a different thought.
Magical Berry is new, based on a goodberry, which is almost flavorless, but provides excellent nutrition. No worry of Crows here; buy it when you need it. It's obviously bad enough to cost , but maybe it's an interesting enough decision for when to trash a bunch of Coppers you have in a single hand. Maybe you're planning to get lots of draw and an extra +buy, or maybe it's going to get used even earlier if you get some good opening Action cards. It'll even help if you accidentally collide terminals; a good thing, too, since it doesn't provide any payload.
Magical Arrow is exactly the same as it used to be, just without the bulky wording and other clutter: it's all moved to the rulebook and the Royal Mages text.
Magical Shield has gotten a bit of a revamp. It does generally the same thing as it used to, but the Attack immunity is improved to last until your turn instead of just for a single Attack, and the ability to make it give +Cards instead of + by having the Royal Mages enchant it. Maybe you want the in the early game.
Magical Staff is new, because I like the Magic card concept a lot more than the other ideas I had way back when, so this rounds out the slot. It directly addresses my goal of making Potion less useless. Is it interesting to get this back to your hand next turn? Plunder seems to think so. You might need a Village to go with it, but not every -cost card can support itself.
The only note about Royal Mages is the limited + on it. How strong is your deck at turning useless cards into some benefit? I know I don't want a bunch of Potions sitting around imitating Estates.
Here are the rest of the Magic cards.

Quote
Magical Hammer
Night-Magic-Omen
Magic: {+1 Sun
You may spend any number of Coffers for +1 Villager each. Then,}
Trash a card from your hand for +2 Coffers per card left in your hand.
Quote
Battlemage
Action-Duration-Attack-Magic
Magic: {Each other player with at least 5 cards in hand reveals his hand, discards an Action card, discards a Treasure card.}
Each other player with at least 4 cards in hand gains a Copper.
At the start of your next turn, +. Magic: {and +.}
Quote
Magical Sword
Action-Attack-Magic
+1 Action
Each other player discards a card and draws until he has 4 cards in hand. Magic: {Each other player reveals his hand and you choose for him.} Put up to 2 copies of one discarded card from your discard pile into your hand.
Quote
Spell Sniper
Action-Duration-Attack-Magic
+ Magic: {and +.}
At the start of your next turn, choose one: Each other player takes his -1 Card token. Magic: {and discards down to 4 cards in hand.} OR Each other player gains a Copper to his hand. Magic: {and another Copper.}
Quote
Magical Ring
Treasure-Duration-Attack-Magic-Omen

At the start of your next turn, +1 Villager. Magic: {and +1 Sun
Until then, each other player must discard a card before playing an Action card from his hand.}
Quote
Magical Cloak
Action-Attack-Magic
+1 Action
+
Each other player with at least 4 cards in hand discards a card.
Magic: [+1 Card
You may trash a card from your hand. If you do, take the Moment of Invisibility.]
Quote
Moment of Invisibility
Artifact
When an Action you play would give you +Cards or +, you choose which one.
When you play an Attack card, lose this.
Out of 17 cards in this expansion, 10 of them are Magic cards. Hey, one of them has in its base cost, not just from the Royal Mages.
Magical Hammer has undergone the most significant change from the old version. It's still trash for benefit, but in a really different way which is no longer a Duration card. It still fills that future theme by giving +Coffers and +Villagers. It used to be Village now and + next turn, and it's sort of still that, but in a much less wordy way. See the end of this post for an old version. The trash for benefit is changed so that it's not checking how good the card you trashed was, so you might get it early, and just might get the Sun tokens rolling before you have better stuff to trash for benefit from its cost. Maybe it's fighting itself, though, because the Sun token is currently only happening after you get the Royal Mages to enchant it, but it's thematic in that the +Villagers come with that impending doom.
Battlemage is not new, it just has a new name. It used to be called "Warlord," but that name is taken now. Warlord changed a lot since I originally posted it. It didn't like being a Reserve; it didn't like being just a glorified Knight, and it didn't like having that weird drawback, which was generously pointed out to me. It also wasn't a Magic card back then, but I was happy to expand the mechanic to more cards like this one. Really all that's changed recently is the Magic part; it's been a close counterpart to the new old Wizard for a while. It also somewhat makes the Attack better, because you can choose when to stop junking and start attacking the hand. The unconditional revealing is just to save text space, since it's already really full, but it's not going to matter that much, in my opinion; you could think of it as a thematic upgrade for getting a better spell to cast from the Royal Mages.
Magical Sword is also a returning card, but with a much-needed facelift. It was fairly similar, with the discarding a card and being made to discard the best card if it was enchanted, but it was wordy and confusing, and the confusing wordiness didn't even make it better, more fun, or more interesting. It's a bad Laboratory with a mild Militia Attack if you don't get it enchanted, but the Royal Mages make it a much better Attack, and a fairly decent Laboratory; hopefully you want to draw two identical cards.
Spell Sniper is also a renamed card. It used to be called "Wizard," but now there's a rotating pile called that, so I changed it, obviously. Adding in the Magic was pretty easy on this one. It barely changed from the old version otherwise -- well, the new old version, that is. Asper commented on a significantly different older version than the one I've been playing with since then, it's pretty much just this version without the curly braces. The Warlord and the Wizard have been counterparts for a long time now, one being Attack now and later, the other being now and Attack later. Maybe the other players will have an opportunity to plan for the option they think you'll choose, or maybe you can choose the option that hurts more based on their choices since you played it.
Magical Ring is another new one. I wanted a Magic card that was also a Treasure and accidentally came up with two of them. Twice as nice, I suppose. The Attack part and the Omen part only happen if you have the Royal Mages imbue it with some terrible Magic. Let me be honest and say that I haven't tested this one at all, lol. Maybe the attack part should just be Militia.
Magical Cloak is a revamped old card. It's the Queen from the original album linked below, which I fixed after Asper said it was too weak, but then I realized I accidentally made Junk Dealer but better for the same , and wasn't sure I wanted to scrap it completely. The obvious fix was to give it a cost, so I did that, then it wanted to be a real part of this expansion before I even had a chance to rename it, so it naturally needed to be a Magic card. That's when I added the Artifact part to it. Thematically, it does a bit of everything: weak Peddler, weak Militia, weak trashing... oh, and you can turn invisible. I thought I'd try the square brackets to see if it's preferable to the curly braces, but I don't really have a strong opinion.
Moment of Invisibility is the Artifact that goes with it. It seems sort of powerful, to be able to turn Festival into Lost City, but it's also easy to lose the Artifact, because the only way to get it, by playing Magical Cloak after having the Royal Mages enchant it, is also going to make you lose it. It's also thematically apt, because attacking removes invisibility in a lot of different media uses of invisibility. You invested a Potion buy and the help of the Royal Mages to get to this thing, so how willing are you to pass up your better-than-Junk-Dealer card just to keep the Artifact? Maybe somebody will take it from you anyway.

Let's see what else we have here.

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Quicksilver
Treasure

Trash this. Gain a card costing up to .
[Heirloom] Quicksilver
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Spellbook
Action
+1 Card
+1 Action
+
You may discard a Treasure card for +1 Buy.
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Energy Drain
Action-Attack-
Each other player gets +1 Exhaustion.
Choose a player: +1 Coffers per Exhaustion he has.
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Exhaustion
Token type ala Coffers
At the start of your turn, discard a Treasure card per Exhaustion you have (or reveal you can't).
At the end of your turn, if you didn't buy any cards, lose all your Exhaustion.
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Strange Combo
Action-Treasure
+1 Buy
+1 Villager
If it's your Buy phase, + per 2 differently named non-Treasure cards you have in play.
Otherwise, reveal your hand. +1 Card per 2 differently named Treasure cards in your hand.
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Castellan
Action-Knight
+
Each player (including you) discards the top 2 cards of his deck, revealed, discarding and revealing an additional card for each Knight. You may gain a copy of one of the revealed cards costing from to .
These are just some normal -cost things.
Quicksilver is barely different from the old version. It was obviously never going to be bought at , so it's dropped to within the range of its own gaining effect. If you want more than just the one you start with when this is in the Kingdom, you could gain another one instead of something small like Courtyard or whatever costs . Also, looks cleaner with the "Heirloom" wording. It's interesting to me that it's its own Heirloom, but it doesn't really have a mechanical purpose, just a curiosity. Technically, you take them from the pile, so the pile will start with 6 cards if you're playing with 4 people. It technically requires a rulebook clarification for what happens if setup includes more than 7 Heirlooms, but do what you want with that.
Spellbook is virtually unchanged from its inception. (OK, it changed once to make the Potion useful after you're done buying Spellbooks.) It was overpriced on my first go, so it's down to something more comparable to the platonic ideal of a Peddler variant.
Energy Drain is just a renamed and reworded card. It used to be called "Spellcaster;" I don't remember why I changed it now, but maybe it had something to do with how I cleaned up the mechanism. The old way made each other player play a penalizing card from a non-Supply pile called "Delusion," which obviously conflicts with Deluded. The card name and the token name go together well, now. Exhaustion is like VP tokens, because you build them up as you get them, but there's no way to spend Exhaustion like there is for Coffers and Villagers; you just dump the whole pile like Wine Merchants if you meet the condition. Honestly, the mat is probably overkill, but it's here for completeness. The effect of the card hasn't changed, but this is much clearer than the old way. I remember thinking that playing a card without it ever going to your deck was cool, but I'm not excited by that any more. This card's effect does excite me, though; honestly, one of my favorites out of the ideas I've had.
Strange Combo is a better version of an old card of mine called Gold Leaf. Since I generally trust Asper, and he suggested it's a waste of mechanical complexity to do an Action-Treasure where the Treasure part is just coins, I made it actually meaningful that you're playing it during your Buy phase. In theory, the old card (which was Lab in an Action phase or Gold+Buy in a Buy phase) could just as easily be a normal choice on a normal Action card. This version always gives you the +Buy and the +Action in the form of a Villager, just for conceptual simplicity. It would've been nice if it could count copies of itself that were played as the Action part, but that'd be way too many words for the hilariously minor benefit.
Castellan is another old card. It doesn't have a in its cost, but it's always been thematic with this set, and both thematically and mechanically doesn't want a cost. The original version had the + being conditional, but for a very long time now it's been unconditional and has had the conditional third peek card.

Only two piles left to get to the 17 in the expansion. Here's one.

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Quote
Dame Bridget

Put a token on a non-Victory Supply pile. (Cards cost less per token on their piles.)
[Knight effect]
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Dame Hailey

Gain a Horse.
[Knight effect]
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Dame Maria

+1 Villager
[Knight effect]
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Dame Regina

+1
[Knight effect]
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Dame Victoria

[Knight effect] [If a Knight is trashed by this...] Otherwise, you may play an Action card from your hand twice.
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Sir Andrew

Choose one: discard your hand and +4 Cards; or [Knight effect]
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Sir Cole

+1 Coffers
Each other player takes his -1 Card and - tokens, then [Knight effect]
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Sir Matthew

[Knight effect]
Add to a Supply pile. (A player takes the from a pile he gains from during his Buy phase.)
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Sir Peter

[Knight effect]
You may gain one of the other trashed cards.
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Sir Zachary

Trash this.
Each other player reveals the top card of his deck, trashes one of them costing from to , and discards the rest.
If no other Knight was trashed by this, gain either the Black Knight or the White Knight, your choice.
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Black Knight
Action-Duration-Knight
At the start of each of your turns, you may trash a card from your hand. If you do, + per it costs and + per or it costs.
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White Knight
Action-Duration-Attack-Knight
Now and at the start of your next turn, each other player reveals the top 2 cards of his deck, trashes one of them costing from to , and discards the rest.
Knights 2: Electric Boogaloo. The point is to add them to the existing Knights, secretly pick 10 of them to include in the pile, and put the rest back in the box. I don't think I had this idea myself, and SirMartin definitely suggested it, regardless of whether I had thought of it beforehand, so I'll just give him the credit. Only half of the 10 are the same 5 as when I first posted. Those are:
Dame Bridget -- I fixed the wording and lets it work if you trash it, but also works for other people. Just git gud and pick piles that only you want, lol.
Dame Regina -- I see Tristan suggested this at way back when, and I don't even remember it ever being . I'm sure it was, but it's been this way for a long time now.
Sir Cole -- This is technically a combination of Sir Cole and Sir Nicholas. (RIP Sir Nicholas.) Sir Nicholas had the +Coffers originally, but I didn't really like Sir Cole not benefitting the person who plays him, so I combined them. Tristan said this is too strong, but I haven't felt like changing it. If anything, it's probably fine because you can't spam it like Relics or Bridge Trolls, but maybe it even encourages somebody else to get a Knight to defeat him.
Sir Peter -- This one was a no-brainer to keep. I did change the wording in the hopes that it's clearer that you can't just keep Sir Peter if he falls in battle.
Sir Zachary -- This one I was on the fence about keeping, honestly, because I don't know if the upgrading is interesting enough. I ultimately kept him as an excuse to have the weird and interactions. The wording is obviously fixed up, and is hopefully good now; he's always trashed, whether he falls in battle or not, so I just put that part first for clarity.
The Black Knight lost the Attack part a long time ago, but hasn't changed otherwise.
The White Knight was changed very early on to be just the Attack part when the Black Knight no longer had it, but with the added bonus (which Black Knight also used to have) of being too experienced to fall to any of the other Knights. The goofy Prize gain and the +Action were frivolous. The Duration bit was added recently, when I decided the crazy goofy Knights were not particularly fun.
I originally thought doing all the crazy combinations that DXV couldn't do would be interesting; a Duration-Knight, a Reserve-Knight, a Reaction-Knight, and a when-gain Knight. If I felt good about abbreviating the Knight effect on the card, I would've considered keeping them, because I still like the effect of the Reaction-Knight, (sacrifices herself from your hand to save a card you're trashing,) but it's hard to read and you don't actually get a benefit when you play it, she just attacked. I briefly considered only adding 6 Knights to make it randomly pick 10 from 16, but I preferred to have 10, so it stays at randomly picking 10 from 20 possible Knights. There was also one that I wanted to give out Ruins, but that's super annoying for setup.
Anyway, here are the new ones:
Dame Hailey -- Gain a Horse is super simple and obvious now that DXV published them. I briefly considered "If a Knight or Horse is trashed by this;" it'd be cute, but I don't think it's interesting, and it'd probably get forgotten amidst the regular Knight effect text. I don't know about you, but I see "blah-blah each other player" and I stop reading.
Dame Maria -- +1 Villager is also cool, but since there's already +2 Actions, I had to do something different. I'm not convinced is right, but maybe it's alright because you can't spam them?
Dame Victoria -- Throne room is a cool idea. I don't know if it needs the safety of not falling in battle to work, but it's at least thematic with her name, and at the very least helps tracking if it plays a Duration.
Sir Andrew -- Sometimes he and his traveling companions don't have to fight; sometimes they can work together to talk the enemies off the ledge and settle it diplomatically. You have to compromise with them and discard whatever you have left in your hand, though. If Minion is any indication, that's often worth it, but hopefully there's a card in the Kingdom with virtual coin.
Sir Matthew -- It's the Knight effect with the Tax effect. I'm not sure how I feel about there not being a bonus for the person who plays it, but it's a little more strategic than simply the Militia effect, at least.
I thought about doing some crazy stuff like an Omen-Knight and a Shadow-Knight, but I think that'd just be venturing back into the same territory as the other crazy ideas I just discarded. Something about a honeymoon phase, I guess.

OK, let's wrap this up. Here's the last pile.


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Lead
Treasure-Traveller

+1 Buy
-
When you discard this from play, you may exchange it for a Poison.
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Poison
Night-Attack-Traveller
Each other player may discard a Victory card from his hand. Each player who does not gains a Curse.
-
When you discard this from play, you may exchange it for a Potion and a Recipe.
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Recipe
Action-Traveller
You may trash a card from your hand. Gain a card costing up to more than it onto your deck.
-
When you discard this from play, you may exchange it for an Ether.
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Ether
Action-Traveller
Choose one: +1 Card and +2 Actions; or gain a Silver and a Potion to your hand; or return up to 4 cards from your hand to the Supply.
-
When you discard this from play, you may exchange it for a Gold and an Elixir of Life.
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Elixir of Life
Action-Duration
+1 Card
+1 Action
At the start of your turns for the rest of the game, +1 Villager, discard any number of cards, then draw until you have 6 cards in hand.
I don't want to spend too much time writing this or asking you to read it. It's a simple Traveller line that wants to improve Potions. The basic form substitutes itself for the Potion if you want to get rid of your Potion sooner rather than later, or maybe you're also playing with Quicksilver, or something else. I changed Poison to a Night card; I don't remember why, so maybe it'll change back. Recipe makes good use of your Potion if you're done with it, permanently turning it into Gold, which fits perfectly for the Alchemy theme. Ether changed a little bit, losing one frivolous option of 4 options; way too many options and also somewhat redundant. It was originally themed that way as a nod to the four elements of the old science, of which Ether is often called the fifth, but I'm honestly surprised I even remember that Easter egg at this point, so nobody is going to miss it, and people will probably appreciate the text size more. Elixir of Life also changed a little bit, enjoying a boost of permanent +1 Villager to reward your efforts. (Also the +1 Card is new, but you'll hardly notice.) It's a lot different from the original, but that was super weak, not interesting enough, and just plan convoluted. The last thing to mention is that two of the four exchanges give you one more card than you returned, something that's not trivial to notice.

Finally, there are some landscapes, besides the Royal Mages and the Moment of Invisibility.

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It's Alive!
Event
+1 Buy
Discard a non-Victory card for +1 Villager.
Quote
Diviner's Strategy
Event
Look at the top 12 cards of your deck. Discard 2 of them and put the rest back in any order.
Take your -1 Card token.
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Spellbinding
Event
Move your Spellbinding token to an Action Supply pile. (When you play a card from that pile from your hand, play it a second time.)
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Alchemical Disaster
Event
Gain a Duchy. If you did, remove a random Kingdom card pile from the Supply and replace it with a random new pile.
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Magical Coins
Project
When you buy a card, you may spend as though it were .
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Way of the Jackalope
Way
+1 Action
Play a Treasure from the Supply with the same cost as this, leaving it there.
Half of these return from the old version of this expansion. Here's those:
Diviner's Strategy has changed a lot, in name, in cost, and in wording. It used to be this convoluted thing where you would just discard a bunch of cards until you got exactly the 4 cards you wanted. Now it's just 12 cards instead of what was essentially your whole deck. Hopefully the cost makes this more reasonable, but you may find a pattern with these in that I generally don't know how to cost landscapes, lol.
Spellbinding is essentially the same except I think it used to cost more. Hopefully the wording is correct now. Lots of people generously commented to try to help me with that.
Magical Coins is the last returning one. It used to use the token that the Magic cards had, but it got a new wording when that became a Project. A project that cares about another Project is probably jumping the shark. It's mechanically the same as the original version, which I don't think ever made it into this thread until now. Maybe there's a better wording, but this is short and sweet.
On to the three new ones:
It's Alive! is obvious, but it's not obvious what it should cost. Turning a card, a , and a into a Villager might be fine. I wonder if you'll actually want more than one Potion for this.
Alchemical Disaster has an obvious inspiration. I had to figure out some way to limit it, so I chose Duchies, because the difference between and might make some people want to use it when they would've bought a Duchy anyway. It could be a Hail Mary to stop a 3-pile ending, or it could be a gamble to get a Village or +Buy that was missing from the Kingdom so you can go for an engine after your opponent committed to the BM, or any number of other risky tactics.
Way of the Jackalope is the last one. It's a funky hybrid of an Action card and a Treasure card. Seems pretty simple to me, and I don't even have to try to get the cost right, lol. I'm not totally sure about the "same cost" part, but I didn't want every crummy -card to suddenly be a Gold or Platinum. Maybe there's a world where it says "up to."

And that's everything. There are a lot of cards that were in the original post that aren't here any more. The only one that's truly gone is Impostor, which was cute, but didn't need to exist. The only thing it was good for was confusing my dad, then disappointing him when he realized it wasn't actually Nobles. That was fun once. Some Events are also gone, but I'm not really counting that because they were either something DXV eventually did or just plain nonsense that didn't need to exist even back then. All the other ones that are gone aren't actually gone, they're simply repurposed. I've reworked, reworded, or simply renamed them all and put them in other expansions which I'll share soon. Also, most of the artwork is replaced, but more importantly, it's attributed now. Some of the old images I just didn't want to search for, but I did my best for the Knights that survived. Pretty much everything else is new art.

Here are the TTS images, then a selection of the old versions.




Can you see how Queen became Magical Cloak?

Man, I'm glad Delusions are gone.

I don't remember why I named her Isabella.

Quote
Old message of this post:
So here it is, my fan cards that my Dominion group and I mix in with the randomizers.
Detail format
http://imgur.com/a/7D3Lt
Print format
http://imgur.com/a/HeVSr
The primary goal I had when beginning this expansion was to make the Potion games more fun. They seemed to not be worth it, especially with very few cards that cost a potion in a Kingdom. So there are a few new cards that cost potion, a way to avoid buying Potions sometimes, ways to use the Potion for something after you buy what you need, and Events that cost potion.
Once that was done, it just didn't seem to be enough, so I started to do what our beloved DXV can't really do, and combine concepts from different expansions. I combined Alchemy with Adventures, Dark Ages, and Seaside. I combined Dark Ages with Adventures, Alchemy, Cornucopia, Guilds, Prosperity, and Seaside. I combined Adventures with a whole bunch of things and brought a couple Victory Point Tokens back.
I tried not to go overboard with new mechanics, so I only introduced one: a unique card that the other players cannot use, but can still limit you from getting all of them. I recommend each player gets a random one, but you can play however you like. It's designed to encourage playing with different strategies instead of just your favorite way to play. One other mechanic that popped its head up was playing cards when they aren't normally played; this already happens with Storyteller, Caravan Guard, and Black Market, but some of the cards or events have you play Treasures during the Action phase and Actions during the Buy phase. There is even one card that you play during your Clean-up phase.
What I did try to go above and beyond with was type combinations. I added a few that we haven't seen: Treasure-Traveller, Action-Reaction-Reserve, Action-Treasure (which everyone seems to try, but always falls short for me), Action-Attack-Reserve, and, most notably, a bunch of different Knight combos. We have Action-Attack-Knight-Reserve, Action-Attack-Knight-Duration, Action-Attack-Knight-Reaction, and, surprisingly, Action-Knight. There was one card which is an Action-Duration which I was contemplating making simply Duration, but it didn't feel necessary to stipulate that.
There are some tokens that are referred to by the cards and events similarly to Adventures. Four of the cards call for a Magic token, and three events call for Cantrip, Enchantment, and Clock tokens. To mirror the official tokens, that would be 24 tokens, 4 in each color.
Anybody that knows me from reddit may have seen some of these already here. You can also see some comments made in the identical topic on BGG here.

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