Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Gubump

Filter to certain boards:

Pages: 1 [2]
26
Variants and Fan Cards / Some Cards Based on Enterprise
« on: May 19, 2016, 01:15:42 pm »
Since it is, IMO, the best fan expansion I've ever seen, I've decided to make a couple of cards based on LastFootnote's Enterprise expansion, which you can look at right here.

Barter:
$1
+1 Buy
When you play this, spend any number of Trade tokens. All cards cost $1 less per Trade token spent.

When you buy this, you may overpay for it. Take a Trade token for every $1 you overpaid.
Cost: $4+
Treasure

Barter 2.0
$1
+1 Buy
When you play this, spend any number of Trade tokens. All cards cost $1 less per Trade token spent. If you didn't spend any, take a Trade token.

When you buy this, you may overpay for it. If you do, take a Trade token for every $1 you overpaid.
Cost: $4+
Treasure

Barracks:
+1 Card
+2 Actions
Gain an Armament from the Armament pile.
Cost: $5
Action

Before anybody states that this is strictly better than Bladesmith (from the original expansion), Bladesmith puts the gained Armament into hand. This doesn't.

Bribe:
+1 Buy
+$2
You may trash a card from your hand. If you do, take two Trade tokens.

When one of your cards is trashed, you may reveal this from your hand. If you do, spend a Trade token. If you do, choose one: Put the trashed card back into your hand; or gain a card costing up to $2 more than the trashed card.
Cost: $5
Action - Reaction

27
Variants and Fan Cards / Fan Card: Emporium
« on: May 04, 2016, 12:03:41 am »
I actually thought of this card a year or two ago, but I haven't gotten around to posting it until now for some reason.

Emporium:
+1 Buy
Gain a card costing up to $5 that is not an Emporium, putting it on top of your deck. Each other player may gain a card costing less than the card you gained that is not an Emporium.

When you buy this, play it.
Cost: $5
Action

EDIT: The other players' gaining is optional, and cannot gain Emporiums either.

28
Variants and Fan Cards / Need Help With a Mechanic: Artifact
« on: April 23, 2016, 02:10:18 pm »
Newest Version:
Artifact:
+1 Card
+1 Action
If this is the first time you've played an Artifact this turn, you may remove one of your tokens from the Artifact pile and replace it with one of your following tokens: +1 Card; +1 Action; +1 Buy; or +$1.

Setup: Move your +1 Buy token to the Artifact pile.
Cost: $5
Action

Version 2:
Artifact:
+1 Card
+1 Action
Play the Ruins on your Artifact mat in any order (they stay on the Artifact mat).

When you buy this, gain a Ruins. If it is a copy of a Ruins on your Artifact mat, trash it. Otherwise, put it on your Artifact mat.
Cost: $6
Action - Looter


Version 1:
Artifact:
+1 Card
+1 Action

When you buy this, each player (including you) moves one of his following tokens to the Artifact mat that no player has a copy of on the Artifact mat: +1 Card; +1 Action; +1 Buy; or +$1. Then each player moves their token to the Artifact pile.
Cost: $5
Action

Clarification: If one person chose +1 Card, nobody else may choose +1 Card, and if one person chose +1 Card and another chose +$1, nobody else may choose +1 Card or +$1, etc.
Clarification 2: Choices are made in turn order, starting with the player who bought Artifact.

29
Highwayman:
+2 Cards
Each other player takes his -$1 token.
Trash this. If you do, gain a Gold.
Cost: $5
Action - Attack

30
Variants and Fan Cards / Technology Cards
« on: April 07, 2016, 11:08:21 pm »
Cards with the type "technology" cannot be gained or bought, but are still in the Supply. So how do you get them? Some cards specifically mention Technology cards in gaining cards, and others temporarily make them so that they can be obtained.

Here's a base card that's always added when at least one Technology card is in the Supply:

Battery:
$1
+1 Buy

While this is in play, you may gain Technology cards.
Cost: $3
Treasure

And here are two of the Technology cards:

Steam Engine:
+2 Cards
You may spend a Fuel token. If you do, +2 Actions.
You may trash a card from your hand. If you do, take a Fuel token for every $1 it cost.
Cost: $3*
Action - Technology

Clarification: The trashing and the fuel token bonuses are not mutually exclusive, so you can do both. They are in order, however, so you can't spend one of the Fuel tokens you just received.

Mad Scientist:
You may discard a Battery from your hand. If you do, each other player gains a Curse or a Copper, your choice.
You may spend a Fuel token. If you do, each other player gains a Curse or a Copper, your choice.
If you didn't do either, you may discard a Battery from your hand. If you do, take two Fuel tokens.
Cost: $5*
Action - Attack - Technology

Clarification: Again, the first two abilities are not mutually exclusive, so you can potentially give out two Curses with a single Mad Scientist, which is the only thing preventing it from being strictly worse than a Sea Hag.

Clarification 2: Either every opponent gains a Curse or every opponent gains a Copper. You can't discriminate between opponents.

Clock Tower:
Choose an Action card from your hand. Play it now and, if it's still in play, at the start of your next turn.

This costs $2 more if this isn't the first card you've bought this turn. (Applies after cost reduction)
Cost: $0*
Action - Duration - Technology

Clarification: If the card you CTed trashed itself the first time, CT is discarded from play the same turn you played it.

Clarification 2: After you've bought a card, the minimum possible cost for CTs is $2, because the cost increase takes effect after cost reduction effects, which can't reduce its price below $0.

Invent:
Trash a card from your hand. Gain a card costing up to $2 more than it, which may be a Technology card.
If you trashed a Technology card, play the gained card.

Setup: Add an extra Kingdom Action card pile costing $3 or $4 to the Supply. Cards from that pile gain the Technology type.
Cost: $5
Action

31
Original Version:
Barracks:
+1 Card
+2 Actions

While this is in the Supply, at the start of your Buy phase, reveal your hand. If you revealed any Treasures other than Copper, take your -$1 token.
Cost: $4
Action


New Version: Like Knights, the different Barracks cards are shuffled into the same pile. They (mostly) have the same cost, but different effects and (probably) names. Only the top card of the pile's auto-attack takes place.

[] means "While this is in the Supply, at the start of your buy phase, you may reveal a Barracks from your hand or a hand containing only Coppers and Estates. If you don't, "

Feel free to suggest names for these.

Barracks 1:
+1 Cards
+2 Actions
Each other player takes his -$1 token.

[] take your -$1 token.
Cost: $5
Action - Attack - Barracks

Barracks 2:
+1 Card
+2 Actions
Each other player takes his -1 Card token.

[] take your -1 Card token.
Cost: $5
Action - Attack - Barracks

Barracks 3:
+1 Card
+2 Actions
Each other player gains a Curse. If he does, he draws a card.

[] gain a Curse.
Cost: $6
Action - Attack - Barracks

Barracks 4:
+1 Card
+2 Actions
Each other player discards down to 3 cards in hand.

[] discard down to 3 cards in hand.
Cost: $5
Action - Attack - Barracks

Barracks 5:
+2 Actions
Choose one: Draw until you have 5 cards in hand; or +1 Card.

[] discard your hand and draw 3 cards.
Cost: $5
Action - Barracks

Barracks 6:
+3 Cards
Each other player takes his -$1 token.

[] discard a Treasure card (or reveal a hand with none).
Cost: $5
Action - Attack - Barracks

Barracks 7:
+3 Cards
Each other player takes his -1 Card token.

[] reveal your hand and put two Victory cards from it on top of your deck.
Cost: $5
Action - Attack - Barracks

Barracks 8:
+3 Cards
Each other player gains a Curse, and if he does, draws a card.

[] trash a non-Victory card from your hand that isn't a Copper (or reveal a hand with none).
Cost: $6
Action - Attack - Barracks

Barracks 9:
+3 Cards
Each other player discards down to 3 cards in hand.

[] the player to your left looks at the top 5 cards of your deck and discards one of them.
Cost: $5
Action - Attack - Barracks

Barracks 10:
Choose one: Draw until you have 7 cards in hand; or +3 Cards.

[] choose an Action Supply pile; shuffle this into that pile.
Cost: $6
Action - Barracks

32
Variants and Fan Cards / New Card: Granary
« on: February 01, 2016, 10:44:09 pm »
This has been playtested ~3-4 times.

Granary:
+1 Card
+1 Action
If there is a card on your Granary mat, put it into your hand. Otherwise, look through your discard pile and put a card from it onto your Granary mat.
Cost: $4
Action

33
Variants and Fan Cards / Bartender and Patrons
« on: January 19, 2016, 10:25:14 am »
None of these have been playtested yet.

Bartender:
+$2
Put this on your Tavern mat. If you do, gain a Patron card from one of the Patron piles.

When you call a Reserve card, you may call this, to put that card back on your Tavern mat.
Cost: $5
Action - Reserve

There are four "Patron piles." Each one contains 5 copies of different cards. Here are the Patron cards:

Mountaineer:
+1 Buy
+$2
Put this on your Tavern mat.

At the start of your buy phase, you may call this, for +$1. (This is not in the Supply)
Cost: $0*
Action - Reserve - Patron

^Not quite the same as Coin tokens because you can't play the same copy multiple times to stack the effect.

Dragon Slayer v1:
+2 Cards
Each other player gains a Curse. Put this on your Tavern mat.

When you gain a Curse, you may call this, to gain a Gold. (This is not in the Supply)
Cost: $0*
Action - Attack - Reserve - Patron

Dragon Slayer v2:
+2 Cards
Each other player gains a Curse. Put this on your Tavern mat.

When you gain a Curse, you may call this, to gain another Curse. If you gained a 2nd Curse, gain a Gold. (This is not in the Supply
Cost: $0*
Action - Attack - Reserve - Patron

Drunkard:
Do this twice: Choose one: +1 Card; +1 Action; +1 Buy; or +$1.
Put this on your Tavern mat.

At the start of your turn, you may call this, to return a card from your hand to the Supply. Each other player gains a copy of that card. (This is not in the Supply)
Cost: $0*
Action - Reserve - Patron

^If you choose to return a card that is not in the Supply, you still return it to its pile, but nobody else can gain a copy of it.

Wanderer:
+2 Actions
If you played this from your hand, put this on your Tavern mat.
Otherwise, at the start of your next turn, +2 Cards.

At the start of your turn, you may call this, to look through your discard pile. You may reveal an Action card from it and play it. (This is not in the Supply)
Cost: $0*
Action - Duration - Reserve - Patron

^If you play it normally, it's just a Necropolis. If you play it with a Wanderer or a Herald, for example, however, you get the Duration effect. Considering raising it to +3 Cards because of how hard it is to trigger.

34
Variants and Fan Cards / Deadly Duo: Ringleader and Cronies
« on: December 31, 2015, 01:11:54 am »
I'm probably not going to change the name of Cronies, but I need a better name than the current "Leader." Anyway, here are the two cards!

Ringleader:
+$2
Choose any number of the other players. The chosen players discard their hands and draw 4 cards.

When you gain this, gain a Cronies from the Cronies pile.
Cost: $5
Action - Attack

Cronies:
+1 Card
+2 Actions
Each other player reveals his hand. (This is not in the Supply)
Cost:$0*
Action - Attack

So the Cronies help you make a more informed decision about whose hands to discard and whose to let them keep. Of course, to make them more useful, Cronies also act as Villages.

EDIT: GeeJo came up with a better name for what is now Ringleader.

35
Variants and Fan Cards / Dual Traveller Progression: Navy/Army
« on: December 16, 2015, 01:57:14 pm »
Since creating new traveller progressions seems to be all the rage now, here's my own attempt at it (and it does branch off, like several other fan progressions):

Base Card:

Grunt:
+3 Actions
If you have your Admiral token, +1 Card.
If you have your General token, +1 Card.

When you discard this from play, if you have no remaining Actions (Actions, not Action cards), you may exchange this for an Ensign. If this isn't the only Grunt you have in play, you may exchange it for a Lieutenant.
Cost: $3
Action - Looter - Traveller

FAQ: You discard cards from play one at a time, so if you have two Grunts in play when cleanup starts, you can only exchange one into a Lieutenant, because when you discard the 2nd one from play, its the only Grunt you have in play.



Navy Progression: Theme: Durations

Ensign:
Now and at the start of your next turn:
+2 Actions
+1 Buy
+$1
Each other player takes his -$1 token.

When you discard this from play, if you didn't buy any cards costing $5 or less this turn, you may exchange this for an Admiral. (This is not in the Supply)
Cost: $5*
Action - Attack - Duration - Traveller

Admiral:
Take your Admiral token.
Now and at the start of your next turn:
+2 Cards
+1 Action

When you discard this from play, put it on your Tavern mat. At the start of your turn, you may put this into your discard pile for +1 Card and +1 Action. (This is not in the Supply)
Cost: $8*
Action - Duration - Reserve



Army Progression: Theme: Choices

Lieutenant:
Reveal the top 3 cards of your deck. Put any number of them into your hand and discard the rest. +$1 per card discarded this way.

When you discard this from play, put any number of Grunts you have in play on top of your deck. If you put at least two on top this way, you may exchange this for a General. (This is not in the Supply)
Cost: $5*
Action - Traveller

FAQ: You cannot exchange a Grunt for another Traveller after putting it on top of your deck, as you never discarded it from play.

General:
Take your General token.
Choose one: Gain a Duchy; or gain a Gold. Either way, put it into your hand.
Each other player gains a Ruins and a Copper.
Cost: $8*
Action - Attack

FAQ: Generals are always used when Grunts are, so Estates are worth 0VP whenever Grunts are in the Supply.

36
Variants and Fan Cards / New Cards: Theatre and Inventor
« on: December 15, 2015, 04:46:33 pm »
We playtested these two cards a while ago, but I never got around to posting them for some reason.

Inventor:
+1 Card
+1 Action
+$1

When you gain this, put it and a card you have in play on top of your deck.
Cost: $5
Action

Theatre:
+2 Cards
+2 Actions

When you gain this, put your deck into your discard pile. You can't buy this unless you have at least 4 differently named cards in play.
Cost: $6
Action

37
Variants and Fan Cards / Name That Card
« on: October 31, 2015, 03:12:33 pm »
Troubadour:
Choose one: +1 Card and +1 Action; or choose an Action card from your hand. Play the chosen card once for each differently named Action card you have in play other than this.
Cost: $6
Action


So I'm making this card for a fan expansion I'm working on, and it's based on the Renaissance, with a theme of cards that care about what you have in play.

38
Variants and Fan Cards / Wording Challenge 3: Artifact
« on: October 29, 2015, 06:40:32 pm »
Painting: (Version 4)
$1
When you play this, you may gain a copy of a card you have in play that is not a Painting. If you don't, this is worth $2.
Cost: $5
Treasure

Painting: (Version 3)
$1
When you play this, you may gain a copy of a card you have in play. You may not gain an Artifact this way.
Cost: $5
Treasure

Painting: (Version 2)
$1
When you play this, you may name a card other than Painting. If you have at most as many Paintings in play as copies of that card, gain a copy of the named card.
Cost: $5
Treasure

Artifact: (Version 1)
$1
When you play this, you may gain a copy of a card that you have more copies of in play than you have gained this turn. You cannot gain an Artifact this way.
Cost: $5
Treasure

So my intention is that the max # of copies of a card you can gain with Artifacts in a single turn is equal to the number you have in play. For example, if you have 1 Market in play, you can gain at most 1 Market w/ Artifacts. If you have 2, you can gain at most 2, if you have 3, you can gain at most 3, etc. Does anybody have any suggestions as to how to word this better/less confusingly?

EDIT: Artifact can no longer gain copies of itself.

EDIT 2: Now costs $5.

EDIT 3: Renamed "Painting." (I've decided to start making an expansion based around the Renaissance, which will include this card, as it fits the expansion's theme)

39
Variants and Fan Cards / Wording Challenge(Again!): Pickpocket
« on: October 24, 2015, 05:04:48 pm »
Pickpocket:
+$1
Each other player with 5 or more cards in hand reveals his hand and trashes a Treasure costing up to $2 from it that you choose. You may gain any or all of the trashed cards, putting one of them into your hand.

Setup: Add the Penny pile to the Supply and replace one of each player’s starting Coppers with a Penny.
Cost: $4
Action – Attack

For reference,

Penny:
$1
+1 Buy
Put this on your Tavern mat.

At the start of your turn, you may call this to draw a card then discard two cards.
Cost: $2
Treasure – Reserve

^There are 16 of these, but you only put 10 in the pile (the other 6 are for starting Pennies w/ Pickpocket).

FAQ: Pennies are always an 11th kingdom pile if Pickpocket is in the Supply.

Basically a thief that steals Treasures directly from players' hands and puts one of the gained cards into yours, but can only steal Treasures costing up to $2. The problem is, even though the effect is simple, it's too wordy. It has 63 words, compared to Prince and Possession's 53 words. How do I shorten it without changing its effect too much?

40
Variants and Fan Cards / Wording Challenge: Penny
« on: October 23, 2015, 10:24:54 pm »
Version 4:
$1
+1 Buy
At the start of your next turn, +1 Card then discard two cards.
Cost: $2
Treasure - Duration

Notes: Version 3 was changed to version 4 due to being way too strong for just $2.

(2nd Overhaul) Version 3:
$1
+1 Buy
Put this on your Tavern mat.

At the start of your turn, you may call this to draw a card then discard two cards.
Cost: $2
Treasure - Reserve

Note: Drawing a card is usually significantly more powerful than +$, especially since this doesn't take an Action to do so. That's why it makes you discard two cards.

(Post-Overhaul) Version 2:
$1
Put this on your Tavern mat.

At the start of your buy phase, you may call this. If you do, +$1.
Cost: $2
Treasure - Reserve

Note: Considering adding +1 Buy to either when you play, when you call it, or both.

(Pre-Overhaul) Version 1:
$1

Once, at the start of your turn, you may set aside any number of Pennies from your hand. Set aside an equal number of cards from the top of your deck. Put one of the set aside cards into your hand per Penny you set aside, and discard the rest.
Cost: $2
Treasure - Reaction

Note: Based on market squire's wording suggestion.

41
Variants and Fan Cards / New Card: Search Party
« on: October 21, 2015, 10:56:28 pm »
Search Party:
+1 Action
+$1
Look at the top 2 cards of your deck. Put one of them into your hand and discard the other.
Cost: $5
Action

This has been playtested, albeit not very much. I plan to playtest it more, but it will be a while because my parents are going on vacation tomorrow, and my brother is rarely both willing and able to play.

This is an interesting card. In the first game, it seemed to be strong enough to cost $6 (everybody was buying it whenever possible, sometimes even over Gold), but in the 2nd, it seemed to be about the right strength for $5 (we mostly bought Count over it). I think this is probably my favorite card among the ones I've made.

42
Variants and Fan Cards / New Throne Room Variant: Needs a name
« on: October 17, 2015, 06:33:26 pm »
Finally thought of a name for this one. It still has yet to be playtested, though. Anyway, here it is:

Crown Jewels:
$2
----------------------------------------------------
Immediately after resolving an Action card, if it's still in play, you may set this aside from your hand. If you do, play that Action again and if it costs up to $4, gain a copy of it. Discard this when you discard the Action from play.
Cost: $5
Treasure - Reaction

EDIT 1: Removed Treasure-throning ability.

EDIT 2: Reworded the reaction.

EDIT 3: Added another clause to make it easier to keep track of Duration cards.

EDIT 4: Dropped gaining cost limit to $4.

Pages: 1 [2]

Page created in 0.083 seconds with 16 queries.