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« on: July 12, 2013, 07:08:42 am »
Update as of 18/08/2014 - I am now in the process of making card art
So I stop spamming the board with topics, here's what I have so far on the fan expansion I'm working on. This thread will eventually be replaced by one with an OP of all the cards neatly laid out with art.
The theme of the set is things that effect every player, largely in a symmetrical way. In this set, the cards that aren't interactive are negligible compared to the cards that are. It's up to you to work this chaos to your advantage. The set includes Events which can be unpredictable and affect everyone, Trinkets, which differentiate players from the start going into the interactive environment, and Cells - a kind of junk that remains a threat throughout the game, but can also be used to your advantage.
The set has 35 Kingdom Cards, but only 300 printed cards. There are 24 normal action cards (including one victory card), and 11 "single" cards (which are also Kingdoms).
There are:
23 normal kingdom cards (23*11=253 cards)
1 victory kingdom card (13 cards)
11 "Single" kingdom cards
10 Events
6 Trinkets
7 Cells
SPECIAL CARDS
Trinkets: Everyone replaces one of their starting coppers with one Trinket (with selection similar to Shelters/Colonies). You get to choose which Trinket you get in reverse player order.
Events: When a card asks you to resolve an event, reveal the it and follow the text on it, then return it to the bottom of the event deck. The events are listed at the bottom, and all involve an effect that affects all 4 players.
Single: If a card is of the type "Single", then there is only one of them in the supply (the randomiser). Furthermore, the card does not count towards the number of empty piles under any circumstances. Using more than 2 "single" cards in a game is not recommended unless you know what you're doing.
Cell: Similar to spoils. These are not in the supply, and the number of them is quite small (because they are meant to be easy to get rid of, self moating and infinitely recurring). They appear as follows:
Cell
Action - $0*
Discard any number of cards from your hand. +1 Action for each card you discard this way. Trash this.
---
When you trash this, return it to the Cell Pile
(This card is not in the supply)
THE CARDS
Bargain
Action/Reaction - $1
Trash a card from your hand. Gain a card costing up to $1 more than it.
---
When you would gain a card, you may return this from your hand to the supply. If you did, instead, gain a card costing up to $1 more than it. Put the card into your hand.
(Note: The Name comes from a somewhat similar pure reaction card developed by GeoLib which was the inspiration for this card – I think it’s different enough but I couldn't think of a more suitable name for this card)
$2 Cards
Ambush
Single - $2
When you would gain this, instead put it anywhere inside a supply pile, and take the Ambush token.
---
When this card appears on top of a Supply pile, return it to its own pile, and the current player trashes a card costing at least $3 that he has in play. The player with the Ambush token pays it to gain a card costing $3-$6 from the trash, putting it in his hand.
Fool
Action/Single - $2
+2 Cards
+2 Actions
Put this card on top of any non-empty supply pile of cards costing $6 or less. That pile is the Fool pile.
Blacksmith
Action - $2
Reveal a card from your hand. If it's an:
Action Card - Gain a copy of it
Treasure Card - +$3
Victory Card - +3 cards
Put the revealed card on top of your deck.
Store
Action - $2
+1 Action
+1 Card
+$1
Put a card from your hand on the bottom of your deck.
$3 Cards
Fete
Single - $3
When you would gain this, instead, look at the top 2 cards of the Fete deck, put one on the bottom of your deck, and put the other back on the bottom of the Fete deck.
---
Setup: Make a Fete deck out of one copy of every Kingdom supply pile in the current game.
Note: The text isn't "gain" so you can't activate when gain effects. Your opponents do not get to see any cards.
Conflict
Action/Attack/Single - $3
+2 Cards
Starting with the player to your left, each player (including you) trashes any number of cards from his hand. The player who trashed the most cards first gains this card, and all other players gain a Curse.
Outskirts
Action/Reaction - $3
+2 Actions
+1 Card
---
When another player plays an Outskirts, you may reveal this from your hand. If you do, +1 Card and put this on top of your deck.
Prospector
Action - $3
+1 Action
Gain a Silver
---
While this is in play, when you gain a card, you may put it anywhere in your deck.
Scribe
Action - $3
+$2
Place the top card of the event deck face down on your Scribe Mat
---
At the start of your turn, you may reveal and resolve an Event from your Scribe Mat. You may look at the cards on your Scribe Mat at any time.
$4 Cards
Tower
Single - $4
When you would gain this, instead, move a tower token to any supply pile, and trash the top card of that pile if it isn't a Victory card.
---
Setup: Place a tower token on each of the Estate, Duchy and Province supply piles. Cards are worth an extra 1VP for every tower token on its supply pile.
Revolutionary
Action - $4
+1 Action
Each player (including you) may put a card from his hand on top of his deck.
Reveal your hand. The player to your left may choose any number of cards from it. Discard those cards.
Draw until you have 6 cards in hand.
Barge
Action - $4
Now and at the start of your next turn; +1 buy, draw until you have 6 cards in hand
Put your deck in your discard pile
---
While this is in play, when you gain a card, you may trash a card from your hand.
Beauty
Action/Attack - $4
+2 Actions
Each player (including you) discards any number of cards from his hand until he can reveal a hand of only Actions and Treasures.
Draw until you have 4 cards in hand.
Contrarian
Action/Attack - $4
+3 Cards
Each player (including you) with 5 or more cards in hand puts a card from his hand anywhere in his deck.
---
When you gain this, resolve the top Event from the Event deck.
Fleet
Action/Duration - $4
+2 Cards
+$1 if any other player has a Duration in play
At the start of your next turn, +1 Action
---
While this card is in play, when you would gain a card, you may, instead, gain a Fleet.
Labyrinth
Action - $4
Do all three of the following in any order:
Draw until you have 5 cards in hand
Discard a card
Trash all but 3 cards in your hand
Oppressor
Action/Attack - $4
+2 Cards
Each other player with 5 or more cards in hand reveals a Victory card from his hand and puts it on the bottom of his deck (or reveals a hand with no Victory cards). He then reveals the top card of his deck, gaining a Cell from the Cell pile if it isn't a Cell, putting it on top of his deck.
Plantation
Action/Victory - $4
Worth 1VP
---
+1 Card
+1 Action
Reveal cards from the top of your deck until you reveal a victory card. Put it in your hand and discard the rest.
Repair
Action/Reaction - $4
Trash a card from your hand. Gain a card that shares a type costing up to $3 more, putting it on top of your deck.
---
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a cheaper card.
$5 Cards
Enchanter
Single - $5
When you would gain this, instead, move the hex token to any Action supply pile.
---
At the start of your Buy phase, if you have no actions remaining and a copy of the card with the Hex token in play, each other player gains a Curse. Place the Hex token on the Enchanter supply pile at the start of the game and when it’s on an empty pile.
Patrol
Single - $5
When you would gain this, instead, gain a cheaper card, and each other player reveals the bottom card of his deck, gaining a Cell from the Cell pile if it’s any other card. Each player puts any cards gained this way on the bottom of his deck.
Package
Single - $5
When you would gain this, instead, gain 3 differently named cards that are neither Singles nor Victory Cards with a total cost of up to $7.
Pioneer
Single - $5
When you would gain this, instead gain a cheaper Action card, placing it on the Pioneer mat.
---
During your turn you may play a card from the Pioneer mat instead of from your hand. If you do, trash it.
Rival Markets
Action/Duration/Single - $5*
+$2
+2 Actions
+2 Cards
+2 Buys
At the start of your next turn, return this to its own pile.
---
While this card is in play, it is also in the Supply, and costs $4.
Cargo
Treasure - $5
Worth $1
When you play this, trash a card you have in play. Gain a card costing exactly $1 more than it.
Conqueror
Action - $5
Gain 2 Cards with a total cost of up to $7.
Each player (including you) looks through his discard pile and either trashes a card from it or puts a card from it on top of his deck.
Escape Artist
Action - $5
+2 Cards
Each player (including you) may reveal a Cell from his hand. If he doesn’t, he gains a Cell from the Cell pile, putting it in his hand.
You may play a Cell from your hand.
Pariah
Action - $5
Gain a card costing up to $6. Each other player may gain a Curse, putting it on top of his deck. If he did, he also gains a copy of the card you gained.
Dock
Action - $5
+1 Card
+1 Buy
+$1
---
While this is in play, when you gain a card, you may set it aside on the Dock mat. Put all cards on the Dock mat in your hand at the start of your turn.
Town Crier
Action - $5
+$3
+1 Buy
Resolve the top Event from the Event deck
Whittler
Action - $5
You may do this up to three times:
Reveal an action card from your hand. Play it, then trash it. Gain a card costing less than the trashed card, putting it in your hand.
Other Costs
Baroness
Victory/Single - $0*
Worth 2VP for each Estate left in the supply.
---
This card costs $1 for each Estate left in the supply.
Archer
Action/Attack - $6
Each player reveals cards from his deck until revealing one costing $3 or more. He either discards it or puts it back (you choose), then discards the other revealed cards.
+3 Cards
TRINKETS
Bell
Action/Trinket - $0*
+2 Actions
+$1
Chain
Treasure/Trinket - $0*
Worth $0
---
While this is in play, cards cost $1 less (to a minimum of $0)
Dagger
Treasure/Reaction/Trinket - $0*
Worth $1
When another player plays an attack card, you may trash this from your hand. If you do, you are unaffected by the attack.
Locket
Treasure/Victory/Trinket - $0*
Worth 1VP for each name of a Treasure you have in your deck other than Gold, Silver or Copper.
---
Worth $1
Rare Coin
Treasure/Trinket – $4*
Worth $1
Sigil
Treasure/Trinket - $0*
Worth $1, +$2 for each empty supply pile
EVENTS
Bring Out Your Dead!:
Each player may trash a card from his hand. Return this to the bottom of the Event deck.
Meeting!:
Each player draws a card. Return this to the bottom of the Event deck.
Silver Rush!:
Each player gains a Silver. Return this to the bottom of the Event deck.
Excavation!:
Each player may discard any number of cards from his hand. +1 card for each card he discarded this way. Return this to the bottom of the Event deck.
Exhibit!:
Each player may look through his discard pile, and put a card from it on top of his deck. Return this to the bottom of the Event deck.
Forecast!:
Each player looks at the top 5 cards of his deck, and either discards them all or puts them back in any order. Return this to the bottom of the Event deck.
Alms!:
Each player gains a copper, putting it in his hand. Return this to the bottom of the Event deck.
Riots!:
Each player reveals the top 3 cards of his deck, discards the actions and treasures and puts the other cards back in any order. Return this to the bottom of the Event deck.
Inquisition!:
Each player may discard 2 cards from his hand. If he doesn't, he gains a Curse, putting it in his hand. Return this to the bottom of the Event deck.
Inspection!:
Each player puts a Victory or Curse card on top of his deck (or reveals a hand with no such cards). Return this to the bottom of the Event deck.