Here are three of my fan cards that my IRL group has deemed good enough to play with regularly. I hope FDS likes 'em too! The working title of the "expansion" is Equality- I haven't worried too much about keeping a theme, but it's a bit present.
Rulebook
- You must choose which card to discard before looking through your discard pile.
- The card you put into your hand can be the one you just discarded. If your discard pile did not contain a different card with the correct cost, this will be your only option.
I haven't printed this one out yet, but we've played it enough to say it works. As a $2, I like that it's simple, often weak, and occasionally awesome. Sometimes you draw it right at the start of the shuffle and it's just a copper. Other times you draw it with a bunch of terminals, and get to swap something out for a village! Of course it also excels in games with lots of junk or weak trashers.
Rulebook
- If you trash the card from your deck, you must also trash a card from your hand if you can. If your hand is empty, just trash the card from your deck.
- If you choose to keep the card from your deck, it goes into your hand, as well as a Copper which comes from the Supply. If there are no Coppers left, just put the card from your deck in your hand.
- If your discard pile and deck are empty when you play this, there is no card to look at and so you cannot trash it. You try and fail to put the card in your hand, but still gain a Copper that goes to your hand.
Trashers with +Action are pretty uncommon, but the unreliability of the deck reveal offsets the increased reliability of +Action (see Lookout).
+Card +$1 +Action is the "bad" option, the copper makes it worse than plain Peddler. This plays differently than IGG, taking you on a roller coaster of junking / trashing which gets goofier with each Bathhouse you buy. It's loads of fun, and the "bad" option is never bad enough to avoid playing the card. But the card is way stronger if you pay attention to your deck.
IMO my best card, Bathhouse is well-loved by our irl group
Rulebook
- You can name any card, even one that is not in the Supply.
- All copies of the named card are discarded. If you name Copper and your opponent has a hand containing 5 Coppers, they must discard all 5.
- After everyone has discarded the named card, you draw until you have 5 cards in your hand, while your opponents draw until they have 4 cards in hand.
- Each player draws cards to reach the specified hand size regardless of how they got their current hand size. For example, if one opponent has less cards due to Torturer, they will draw back up to 4 cards even if they didn’t discard anything because of Demagogue.
At one point in my card-brainstorming process, I landed on the idea of incorporating Go Fish into some cards. I tried a lot of variations and the discard attack is the only one that survived. It's powerful and flexible, but situational and skill-intensive.
The post-attack draw to X keeps the attack from being brutal, especially in repeated play. The self-discard often dissuades you from just naming the best card on the table. These conditions allowed me to avoid awkward requirements on which card you can name. Of course, if you're clever you can nail an opponent's linchpin card, which feels awesome.
Discarding from yourself also creates some interesting, less pugilistic options. Sometimes the best move is to name Estate, even if it might help your opponents. It would be fun to play this card with Tunnel; we haven't forced that playtest yet (all random all the time
).
Looking forward to your comments and (gentle) criticism