1
Variants and Fan Cards / NoMoreFun's Dark Ages 2nd Edition
« on: November 02, 2024, 10:11:17 pm »
(I'll eventually update the OP with art - but the generator isn't working well for me for some reason. Not all the ideas are originally mine and I will try to credit where I first saw the idea for everyone eventually).
I wanted to update Dark Ages using the same constraints as the official update packs - both the set and update pack need to be a multiple of 100. The set also has no new components that the original didn't have, though it does have mechanics the original didn't (however I've respected the lack of Duration cards from the original - just felt wrong to include them). I wanted the set to have even more variety, and to draw out some themes and synergies with the cards.
Without further ado
_________
Non Supply Cards - these are called up by multiple cards and landscapes in the set
Spoils and Madman are both still in the set and unchanged.
Ruins
Action - $0*
+1 Action
Return this to its pile
_____
When you trash this, play it
(This is not in the supply)
There are 20 in its pile. It's fika monster's "Snow" fan mechanic, but you also get a free action when you trash it (and the pile always replenishes). So when you see Ruins, think "snow", or think "-1 Card" (kind of)
__________________
The Cards:
$1 COST
Poor House (unchanged)
$2 COST
Unchanged: Squire
Burglar
Action/Reaction - $2
Gain a Spoils or a Silver, and you may gain a Ruins to put that card into your hand.
______
When another player plays an Attack, you may play this from your hand.
Slum
Action - $2
+1 Card
Discard any number of cards for +1 Action per card discarded. If you discarded a whole hand of 5 or more cards, gain a Madman
$3 COST
Unchanged: Forager, Hermit, Market Square
Stray Cat
Action/Reaction - $3
+2 Cards
You may gain up to 2 Ruins for +1 Action per Ruins gained
_____
When you trash a card from your hand, you may play this
Midden
Action - $3
+2 Buys
At the end of your turn, pay your remaining buys for +1 Card per buy you have
_____
When you trash this, gain a Spoils to your hand
Pyre
Action - $3
+2 Buys
+2 Actions
Trash this
_____
When you trash this, return it to its pile, +2 Cards, and you may trash a card from your hand.
Repair
Action/Reaction - $3
Trash a card from your hand. Gain onto your deck a card that shares a type with it costing up to $3 more than it.
____
When you gain a Silver, you may play this from your hand
$4 COST
Unchanged: Armory, Death Cart*, Feodum, Ironmonger, Procession*, Scavenger, Wandering Minstrel
(Death Cart now gains 2 of the new Ruins on gain and no longer has the "Looter" type) (Procession no longer works with Command cards)
Slightly Changed, but not in the update pack - Rats (now a normal sized pile)
Monk
Action - $4
+1 Action
+$1
+1 Buy
This turn, when you gain a card, you may trash a card from your hand
Pillagers
Action/Attack - $4
Gain a Spoils onto your deck.
Each player with 5 or more cards in hand discards a card, revealed. If it was an Action or Treasure, they gain a Ruins. Otherwise, they gain a Curse.
$5 COST
Unchanged: Band of Misfits, Bandit Camp, Catacombs*, Count, Counterfeit, Graverobber, Junk Dealer, Knights, Mystic, Rogue
(Catacombs reworded slightly to remove an awkward interaction with Elder)
Ruined Castle
Action - $5
+1 Card
You may play an Action from your hand twice. Afterwards, if it's still in play, gain a Ruins
Archaeologist (Mountain Path by Silverspawn)
Action - $5
Discard any number of cards from your hand to gain that many Ruins. Draw until you have 7 Cards in hand.
Rabid Dog
Action - $5
+2 Cards
Trash a card from your hand. If it isn't a Rabid Dog, and isn't cheaper than one, gain a Madman
____
When you trash this, you may play it.
Plague Doctor (Originally by Gubump)
Action - $5
Name a card. Reveal the top 3 cards of your hand and trash the matches. Put the others into your hand.
_____
When you trash this, gain a Madman
Hill Tribe
Action - $5
Gain a Spoils. You may play an Action or Treasure from your discard pile
______
When you gain or trash a card, you may reveal this from your hand to exchange it for a Spoils.
$6 CARDS
Unchanged: Altar, Hunting Grounds
EVENTS
Coda
Event - $0
Once per turn: If you have no Actions remaining, +1 Buy and each other player gains a Ruins
__________
In games using this, +1 Action at the start of your turn
Deplete
Event - $0
Once per turn: Gain a Ruins onto your deck for +2 Buys
Panhandle
Event - $0
Once per turn: +1 Buy, gain and play a Copper
Isolate
Event - $0
Once per game: +1 Buy, gain a Madman and spoils, both to your hand, at end of Turn. Skip a turn.
Blessing (originally by Asper)
Event - $0
Once per turn: +1 Buy, trash a card from your hand
Trap
Event - $2
Once per turn: Gain and set aside a Ruins. At the start of your next turn, put it in your hand, and you may trash a card from your hand.
Ceremony
Event - $2
Choose one: Gain an Action from the trash, or reveal an Action from your hand to trash your hand
Recover
Event - $2
Trash an Action from the supply, or gain a card costing from $3 to $6 from the trash onto your deck.
Sell
Event - $2
Once per turn: +2 Buys, trash a non-Estate card from your hand. +$1 per $1 it costs
Despoil
Event - $2
Gain a Spoils
Manifest
Event - $3
Gain a Gold onto your deck. Each other player gains a Spoils.
Enrich
Event - $3
Gain a Silver per differently named Action you have in play
Auction
Event - $3
Discard your hand. +$1 per card discarded. +2 Buys if you discarded any.
Day of the Dead
Event - $4
Take an extra turn after this one (but not a 3rd). Return all Actions you discard from play on that turn to their piles.
Spite
Event - $5
Gain a card costing up to $4 onto your deck. Each other player reveals the top card of their deck and gains a Ruins onto it if it costs $3 or more.
LANDMARKS
Mine Void - When counting, 3VP if you were the last player to trash a card / In games using this, when you gain a Silver, you may trash a non-Victory card from your hand
Fallen Statue - When counting, 2VP for every differently named Action you have with a copy in the Trash/In games using this, when you gain a Victory card, you may trash a card from your hand
Loot Cavern - When counting, 1VP per Spoils you have / In games using this, when you gain a Silver, you may exchange it for a Spoils
Overgrown Road - When counting, 1VP per 3 Victory Cards you have
Misere - When counting, 5VP per curse if it's the most common card among your cards (or tied for it)
Historical Society - When counting, 1VP per Ruins you have / In games using this, when you gain a Curse or Province you may gain a Ruins
Sanitarium - When counting, 3VP per Madman you have / In games using this, when you gain a Province, you may exchange it for a Madman
Stumpland - When counting, -1VP per Duchy you have / In games using this, Duchies are also Actions with instructions "+$2,+1 Buy"
TRAITS
Crumbling - When you play a Crumbling card, first gain a Ruins for +1 card
Dark - When you gain a Dark card, gain a Spoils and a Ruins
Tactical - At the start of your buy phase, you may discard your hand, revealed, with at least one Tactical card in it to gain a Madman
Introverted - Exchange the third Introverted card you discard from play on your turn for a Madman
Shapeshifting - Exchange the Shapeshifting cards you discard from play for a Spoils per $2 it costs
Uneven - On your turns, the first time you play an Uneven card from your hand, +1 Action. You must pay an Action to play a second
Decaying - When you discard a Decaying card from play, you may return it to its pile to gain a cheaper card onto your deck
Corrosive - When you play a Corrosive card, first trash a card from your hand
Resilient - When you discard or trash a Resilient card other than in clean up, if you have none set aside, set it aside and play it at the start of your turn
Undead - Directly after you play a Undead card, you may play an Action from the trash, or you may trash an Action from your hand
Sterling- Sterling Cards have the type "Silver" and references to the name "Silver" also apply to them
Entombed - At the start of your buy phase, you may exchange an Estate from your hand for a Ruins, and a Ruins for an Entombed card
___________
Removed cards and rationale:
Ruins (the old style): Not worth 50 cards in a set for something too functionally similar to Curse in my view. The new ruins are mostly self inflicted.
Urchin/Mercenary: Too luck based and not worth 2 slots
Rebuild: Overpowered and monolithic
Beggar: In my experience when it's not broken, it's not useful
Storeroom: Too slow to resolve and not very exciting
Sage: The digging mechanic seems to be on its way out (though I guess Hunting Party survived), and it's not really very interesting
Vagrant: Not really worth a whole card slot
Pillage: Keeps you from playing with cards you want to experience and one shots need to compete with events
Fortress: It breaks other cards. I think Trail is most of the fun this card had to offer.
Cultist: Even with new Ruins, don't really like how it gives a runaway advantage.
Marauder: Not strong enough with new Ruins and probably not interesting enough for a whole slot.
Shelters: Sorry to live up to my username, but I don't think it changes the game enough to be worth the trouble (except for some of the interactions with Ways and cards like Advance, which I'm not a huge fan of either). I've tried to keep the fun of Necropolis (early +1 Action) with some other parts of this set.
If I've done the sums correctly, the removed cards and 10 cards removed from the Rats pile is 198 cards, which is also the number of new cards and landscapes. The update pack will be 2 cards short of 200, so it could come with 2 promo landscapes.
Other note: I intentionally left Hermit/Market Square in. One way to fix it would be to add Joust like wording to Market Square's reaction so you can only do it once a turn, but I just think it's kind of neat that 2 cards that both do a lot of different things so perfectly interact with each other.
I wanted to update Dark Ages using the same constraints as the official update packs - both the set and update pack need to be a multiple of 100. The set also has no new components that the original didn't have, though it does have mechanics the original didn't (however I've respected the lack of Duration cards from the original - just felt wrong to include them). I wanted the set to have even more variety, and to draw out some themes and synergies with the cards.
Without further ado
_________
Non Supply Cards - these are called up by multiple cards and landscapes in the set
Spoils and Madman are both still in the set and unchanged.
Ruins
Action - $0*
+1 Action
Return this to its pile
_____
When you trash this, play it
(This is not in the supply)
There are 20 in its pile. It's fika monster's "Snow" fan mechanic, but you also get a free action when you trash it (and the pile always replenishes). So when you see Ruins, think "snow", or think "-1 Card" (kind of)
__________________
The Cards:
$1 COST
Poor House (unchanged)
$2 COST
Unchanged: Squire
Burglar
Action/Reaction - $2
Gain a Spoils or a Silver, and you may gain a Ruins to put that card into your hand.
______
When another player plays an Attack, you may play this from your hand.
Slum
Action - $2
+1 Card
Discard any number of cards for +1 Action per card discarded. If you discarded a whole hand of 5 or more cards, gain a Madman
$3 COST
Unchanged: Forager, Hermit, Market Square
Stray Cat
Action/Reaction - $3
+2 Cards
You may gain up to 2 Ruins for +1 Action per Ruins gained
_____
When you trash a card from your hand, you may play this
Midden
Action - $3
+2 Buys
At the end of your turn, pay your remaining buys for +1 Card per buy you have
_____
When you trash this, gain a Spoils to your hand
Pyre
Action - $3
+2 Buys
+2 Actions
Trash this
_____
When you trash this, return it to its pile, +2 Cards, and you may trash a card from your hand.
Repair
Action/Reaction - $3
Trash a card from your hand. Gain onto your deck a card that shares a type with it costing up to $3 more than it.
____
When you gain a Silver, you may play this from your hand
$4 COST
Unchanged: Armory, Death Cart*, Feodum, Ironmonger, Procession*, Scavenger, Wandering Minstrel
(Death Cart now gains 2 of the new Ruins on gain and no longer has the "Looter" type) (Procession no longer works with Command cards)
Slightly Changed, but not in the update pack - Rats (now a normal sized pile)
Monk
Action - $4
+1 Action
+$1
+1 Buy
This turn, when you gain a card, you may trash a card from your hand
Pillagers
Action/Attack - $4
Gain a Spoils onto your deck.
Each player with 5 or more cards in hand discards a card, revealed. If it was an Action or Treasure, they gain a Ruins. Otherwise, they gain a Curse.
$5 COST
Unchanged: Band of Misfits, Bandit Camp, Catacombs*, Count, Counterfeit, Graverobber, Junk Dealer, Knights, Mystic, Rogue
(Catacombs reworded slightly to remove an awkward interaction with Elder)
Ruined Castle
Action - $5
+1 Card
You may play an Action from your hand twice. Afterwards, if it's still in play, gain a Ruins
Archaeologist (Mountain Path by Silverspawn)
Action - $5
Discard any number of cards from your hand to gain that many Ruins. Draw until you have 7 Cards in hand.
Rabid Dog
Action - $5
+2 Cards
Trash a card from your hand. If it isn't a Rabid Dog, and isn't cheaper than one, gain a Madman
____
When you trash this, you may play it.
Plague Doctor (Originally by Gubump)
Action - $5
Name a card. Reveal the top 3 cards of your hand and trash the matches. Put the others into your hand.
_____
When you trash this, gain a Madman
Hill Tribe
Action - $5
Gain a Spoils. You may play an Action or Treasure from your discard pile
______
When you gain or trash a card, you may reveal this from your hand to exchange it for a Spoils.
$6 CARDS
Unchanged: Altar, Hunting Grounds
EVENTS
Coda
Event - $0
Once per turn: If you have no Actions remaining, +1 Buy and each other player gains a Ruins
__________
In games using this, +1 Action at the start of your turn
Deplete
Event - $0
Once per turn: Gain a Ruins onto your deck for +2 Buys
Panhandle
Event - $0
Once per turn: +1 Buy, gain and play a Copper
Isolate
Event - $0
Once per game: +1 Buy, gain a Madman and spoils, both to your hand, at end of Turn. Skip a turn.
Blessing (originally by Asper)
Event - $0
Once per turn: +1 Buy, trash a card from your hand
Trap
Event - $2
Once per turn: Gain and set aside a Ruins. At the start of your next turn, put it in your hand, and you may trash a card from your hand.
Ceremony
Event - $2
Choose one: Gain an Action from the trash, or reveal an Action from your hand to trash your hand
Recover
Event - $2
Trash an Action from the supply, or gain a card costing from $3 to $6 from the trash onto your deck.
Sell
Event - $2
Once per turn: +2 Buys, trash a non-Estate card from your hand. +$1 per $1 it costs
Despoil
Event - $2
Gain a Spoils
Manifest
Event - $3
Gain a Gold onto your deck. Each other player gains a Spoils.
Enrich
Event - $3
Gain a Silver per differently named Action you have in play
Auction
Event - $3
Discard your hand. +$1 per card discarded. +2 Buys if you discarded any.
Day of the Dead
Event - $4
Take an extra turn after this one (but not a 3rd). Return all Actions you discard from play on that turn to their piles.
Spite
Event - $5
Gain a card costing up to $4 onto your deck. Each other player reveals the top card of their deck and gains a Ruins onto it if it costs $3 or more.
LANDMARKS
Mine Void - When counting, 3VP if you were the last player to trash a card / In games using this, when you gain a Silver, you may trash a non-Victory card from your hand
Fallen Statue - When counting, 2VP for every differently named Action you have with a copy in the Trash/In games using this, when you gain a Victory card, you may trash a card from your hand
Loot Cavern - When counting, 1VP per Spoils you have / In games using this, when you gain a Silver, you may exchange it for a Spoils
Overgrown Road - When counting, 1VP per 3 Victory Cards you have
Misere - When counting, 5VP per curse if it's the most common card among your cards (or tied for it)
Historical Society - When counting, 1VP per Ruins you have / In games using this, when you gain a Curse or Province you may gain a Ruins
Sanitarium - When counting, 3VP per Madman you have / In games using this, when you gain a Province, you may exchange it for a Madman
Stumpland - When counting, -1VP per Duchy you have / In games using this, Duchies are also Actions with instructions "+$2,+1 Buy"
TRAITS
Crumbling - When you play a Crumbling card, first gain a Ruins for +1 card
Dark - When you gain a Dark card, gain a Spoils and a Ruins
Tactical - At the start of your buy phase, you may discard your hand, revealed, with at least one Tactical card in it to gain a Madman
Introverted - Exchange the third Introverted card you discard from play on your turn for a Madman
Shapeshifting - Exchange the Shapeshifting cards you discard from play for a Spoils per $2 it costs
Uneven - On your turns, the first time you play an Uneven card from your hand, +1 Action. You must pay an Action to play a second
Decaying - When you discard a Decaying card from play, you may return it to its pile to gain a cheaper card onto your deck
Corrosive - When you play a Corrosive card, first trash a card from your hand
Resilient - When you discard or trash a Resilient card other than in clean up, if you have none set aside, set it aside and play it at the start of your turn
Undead - Directly after you play a Undead card, you may play an Action from the trash, or you may trash an Action from your hand
Sterling- Sterling Cards have the type "Silver" and references to the name "Silver" also apply to them
Entombed - At the start of your buy phase, you may exchange an Estate from your hand for a Ruins, and a Ruins for an Entombed card
___________
Removed cards and rationale:
Ruins (the old style): Not worth 50 cards in a set for something too functionally similar to Curse in my view. The new ruins are mostly self inflicted.
Urchin/Mercenary: Too luck based and not worth 2 slots
Rebuild: Overpowered and monolithic
Beggar: In my experience when it's not broken, it's not useful
Storeroom: Too slow to resolve and not very exciting
Sage: The digging mechanic seems to be on its way out (though I guess Hunting Party survived), and it's not really very interesting
Vagrant: Not really worth a whole card slot
Pillage: Keeps you from playing with cards you want to experience and one shots need to compete with events
Fortress: It breaks other cards. I think Trail is most of the fun this card had to offer.
Cultist: Even with new Ruins, don't really like how it gives a runaway advantage.
Marauder: Not strong enough with new Ruins and probably not interesting enough for a whole slot.
Shelters: Sorry to live up to my username, but I don't think it changes the game enough to be worth the trouble (except for some of the interactions with Ways and cards like Advance, which I'm not a huge fan of either). I've tried to keep the fun of Necropolis (early +1 Action) with some other parts of this set.
If I've done the sums correctly, the removed cards and 10 cards removed from the Rats pile is 198 cards, which is also the number of new cards and landscapes. The update pack will be 2 cards short of 200, so it could come with 2 promo landscapes.
Other note: I intentionally left Hermit/Market Square in. One way to fix it would be to add Joust like wording to Market Square's reaction so you can only do it once a turn, but I just think it's kind of neat that 2 cards that both do a lot of different things so perfectly interact with each other.