My cards aspire to be the sequel to Intrigue. Lots of choices and duality. I call it Dominion: Conspiracy.
Card images by ThetaSigma12 and myself. Click to enhance.
RabbitsYou play this card and it goes on top of another card, preventing your opponent(s) from gaining cards from that pile until it's gone. It doesn't make players gain a curse, it doesn't even make cards cost more, it just makes the first card of a pile essentially cost two buys (or gains.)
But what if there are no +Buys? This could get quite annoying. Luckily Rabbits has +1 Buy, so there's always a card in the supply to alleviate that. Fight fire with fire, I always say. Of course, Rabbits aren't quite fire. When you fight Rabbits with Rabbits, you get more Rabbits. You didn't remove a Rabbits from the supply, you just moved it to a different supply pile. And now they're in your deck too, essentially functioning as a one-use buy. You can rid them from your deck, but then they just clog the supply board even more. These invasive vermin are everywhere!
You can also put this on the Curse pile and cursing attacks no longer work until that Rabbits is gained. Somebody playing a Jack of All Trades or Trader? Put Rabbits on the Silver pile.
Countess (Formerly: Scepter)
CooperJettyKing MidasPromotionIvory TowerWhy would you discard first? When you have a small hand. If you only have 2 cards, it's much better to discard then draw 5 than to draw 5 then discard back down to 2.
CipherLost CoinsBon VivantBon Vivant. Full of action and everybody wants to be him. In fact, you can be him. Got too many terminals? When you play this, you can turn some of them into Villages!
Scientist (Formerly: Inventor)
Grand Workshop (Formerly: Kiln)[3rd place in a design contest!]
CabinA really tempting way to ruin your deck with Coppers.
Young SmithyBullCamping GroundsFAQ: Yes, 0 is even.
ConciergeSmorgasbordJungleThe above card is very similar to one of hypercube's events, but we both came up with it independently.
FinancierJunk BondMaidMask Salesman(Formerly Pupils)[Contest Winner!]
Royal TerraceFoundry[Contest winner!]
TailorAngry MobA $2 attacker. Quite vicious if you play 3 of them.
RookProbably been done before, but this is my own spin on it.
ToymakerTinkerPulpit(v5)
A pure Reaction card. No Action part!
Path(v4)
GeneralWarlock(v7)
Commune(v1)
Bookstore(v10)
Campus(v3) Action - Reaction $5
Polis(v1) Action - Duration - $5
The last one is nerfed by virtually having one fewer in your deck. For example, if you had four of these, you would only be playing three of them because they don't activate until you play the next one. One is always in play doing nothing. You have to buy at least two of these to do anything with them.
Forest(v1) Victory - $6
Trek(v4) Action - Duration - $5
Bell(v1) Action - $3
Postpone(v2) Action - Duration - $?
Bonus Cards/Events/Others using extra MechanicsJinx TokensWhenever you have 6 or more Jinx tokens, you return 6 and gain a Curse.Witches' VillageCaltropsCriticLoot/CavernThis is fun, but split piles don't fit with the rest of the cards.
PurchaseProfitTurn one Buy into one money. Also, Golds are better.
Mulligan(v4)
Land GrabCollectionGuard TowerZooExperimentalTsunami
Outtake CardsPath(v8)
This could be interesting, but to make it work the way I want it to, it would need 7 or 8 lines of text. Way too much.
Dark ArtsRiskPainterOops. Not only is this overpowered, but with two cost reducers, you can empty the pile instantly.
CloisterToo similar to one of Asper's cards.
BookstoreToo complicated.
Young Smithy(Previous Version)
Grand Workshop (Formerly: Kiln)[Previous Version, which emptied piles too quickly.]
HoundOf course, you don't have to name one of those types. If you're desperate for an attack or a traveller, you can forgo the bonus and simply dig for that specific card.
Genie (Formerly: Magic Lamp)
Too powerful.
BenefactorEmpties piles too quickly.
Spike Pit (Formerly: Trap)
Replaced by Dark Arts (Event).
Plague/Plague DoctorMagnifies too quickly.
ShieldInstallmentAccompliceRearrangeSpecial thanks to Mali-mi and Commodore Chuckles for helping with this card.
WarlockDouble Cursing. This may be too powerful.
Locksmith Locksmith unlocks your duration bonuses. Get tomorrow's bonuses today! For example, you can play Wharf and get +2 Cards and +1 Buy. Then you play Locksmith to unlock its additional 2 Cards and Buy this turn. (You discard Wharf at the end of this turn.) Turn Caravans into Labs. Turn Caravan Guard into Peddlers. Turn your Merchant Ships into +
. Sometimes you don't want to fast forward your duration cards. For example, you want the attack bonus that Swamp Hag gives, but that's okay, it's nice to have the option. For cards like Champion and Outpost, this won't give you anything, but that's okay too; it doesn't mess anything up either. Sometimes there are no other duration cards in the supply, that's also okay because you can play it on itself.
ShortcutWasp (Supply = Same as Curse supply)
Turn extra buys into temporary junk for your opponents.
ParrotThis can be completely broken with the new Way of the Chameleon.
DaggerToo weak and boring.
SelloutDonald X copied me again! j/k I liked this card, but Donald's version is slightly more streamlined.
My submission for the +1 Buy contest. Too strong with Goons.
BlockadeI want this card to cost $2, but then it's too powerful in games with attacks. If it costs $3, it's too weak in games without attacks. Interesting double-defense card, though.
TinkerApparently trashing a card and putting it back into your hand can lead to infinite trashing with Fortress and Lost Arts/Champion. With Tomb in the set, that's infinite points.
Judge/CourtroomI invented this before Fleet came out, but now Fleet obsoletes this card.
Pupils/CampusMagic CoinToo Powerful.
SettlementToo similar to one of Asper's cards.
BellsWas too powerful and way too easy to find Action cards to play. Also it's very similar to a rejected card Donald X. tried already. Oops.
SnakesSlightly swingy. Not that exciting.
Young NobleToo weak/boring.
Warriors' Village Action - Attack,
+1 Card
+2 Actions
Each other player discards the top 2 cards of their deck. If they shuffle their deck, they gain a Curse.
This was a fun card, but had two fundamental problems.
1) Was very luck-based. When testing, sometimes one player would end up with 3 times as many curses as another player.
2) Why Village/Attack? You're going to buy Villages anyway, making them attack doesn't give them any extra incentive.
CellThis card is probably way too powerful. Comparable to Hireling I think, but cheaper.