General notes first... there's a lot of formatting / wording issues that make the cards hard to read. Like for Mansion, I can only guess that "4 vp tokens" actually means "+4
". Or, if you don't want to bother with the icons; then at least say "+4vp". Without the "+"; it's super confusing. Take a look at
Monument to see the formatting. Also, check out my Chrome/Firefox extension to make it easy to include card icons.
Similarly with the costs, it takes a bit of work to even figure out what the card cost is, because you didn't include a "$".
Anyway, on to specific cards. I'm going to sound harsh, but it's all meant to be constructive.
Dominion:Cities
1. Mansion
Action -
+4
This will lead to never-ending games, where the best strategy is to simply play as many of these per turn as you can. The official cards that give you VP tokens also make you work towards ending the game by giving you money or buys.
2. Robber
Action attack
11
Gain the top card of each other players deck and put it in your hand
This looks extremely unfun, weak, and swingy.
is a huge cost for a card, and you have no way of controlling if you end up stealing an Estate, a Province, or anything in between. It will make the game be basically just pure luck.
3. Rainbow
Reaction attack
9
When another player plays an attack card, you may reveal this from your hand to be unaffected by it and that they have to do the attack
The wording in this is quite confusing, I can only guess what you mean. "They have to do the attack"?? I'm going guess that what you are going for is that if the attack were a
Witch, then the player who played it gains a Curse. There's no good way to word this really. First off, there's no such thing as "the attack" part of an attack card. The +2 cards on Witch is just as much part of the action as the curse-giving part. So you can't separate them in any meaningful way so that your opponent would gain a Curse while you don't also draw 2 cards. The closest you could come is making it so that you play the card they played, thus you draw 2 cards and they gain a Curse.
But even then, this card costs
and does literally nothing, you may as well by buying a Curse. Plenty of Kingdoms have no attacks in them, and even if it does have an attack, why would I pay
to give myself a dead card just for the hope that I have it in my hand when an opponent plays an attack? If the effect is strong enough the warrant buying this card, then the opponent simply won't buy attacks. Donald specifically talked about why an "attack reflection" concept doesn't work. Finally, having "attack" on the type line won't do anything; you never play this card so an opponent couldn't block it with Moat or anything.
4. Cursed store
Action curse
6
2 cards
2 actions
1 buy
----------------------
-1 vp
Giving this the "Curse" type is meaningless and confusing. If I play a Witch, can you gain one of these instead of an actual
Curse? There's a very good reason that only 1 card in the game has the type "Curse". Unless you intended it to be able to be gained by things that say "Gain a Curse", then why give it the "Curse" type?
The -1
penalty will be meaningless most of the time. If the effect is good enough, it will more than make up for that VP. Especially if there's any trashing, so that you can get rid of it at the very end. I think the effects of this card do make it too good for a
or probably even a
.
5. Cursed coin
Treasure curse
5
4 coins
----------------------
-2 vp
Same problems as mentioned previously... both the Curse type and penalty don't do what you want. Take a look at the new "
Cursed Gold" in Nocturne. It gives you a Curse every time you play it. But it's also different because it's not a card you can buy; but something that starts in your deck.
6. Dangerous forest
Victory curse
6
1 vp per 5 cards in your deck
-1 vp per copper you have
-1 vp per estate you have
Curse type again. Other than that, probably a very strong card, but a good concept I think. It will play differently than
Gardens because you need to avoid Copper and Estate. One problem is that if there's no trashing, this card can't be bought at all, the -10 VP will make it never worth it. If there is trashing, then the penalty usually won't matter, but it will make you avoid buying Coppers and Estates to pad your deck near the end. I think it's too good in a typical game; it's really easy for this to be worth a Province or more without trying hard for that.
7. Golden town
Treasure victory
12
3 coins
----------------------
4 vp
$12 is a LOT of coin. If you happen to hit it early, this is probably a strong buy. But otherwise, you'd probably just rather have a Province.
8. Army
Action attack reaction
15
4 coins
Each other player discards down to 2
----------------------
When another player plays a reaction card you may reveal this from your hand to discard a victory card and gain a card costing up to 4 coins more
Again, $15 is a ridiculous cost. That's just not a number you expect to hit enough to make it worth designing cards for. Dominion's biggest cost (not including Debt) is
, and that's on an Event that just acts like a Province+ (Or Colony+). Even so, I think this is a pretty weak card. It's like a
Militia with an extra
. The reaction is really weird... when another player plays a reaction card? Why care about if the card they played was a reaction type? Did you mean for it to apply when they react with a reaction card instead?
Also, "gain a card costing up to 4 coins or more" makes no sense... which is it; do they gain a card costing up to $4? Or can they gain a card costing "or more"? Finally, as worded, you could still gain the card without having a Victory card in your hand, because the gaining isn't dependent upon discarding a Victory card. Which also means that you can reveal this 20 times to gain 20 cards.
9. Golden sorcerer
Treasure attack
14
3 coins
Each other player gains 2 curses
Also worthless at
. By the time you would ever afford this, Curses will either be gone; or players will have decks strong enough that they don't even matter all that much. I'd just buy a Province instead almost every time.
10. Kings crown
Action treasure victory
12
If its your action phase 2 cards 2 actions.
If its your buy phase 3 coins
----------------------
3 vp
Not terrible as a whole. But probably very weak for $12. Maybe this could cost
and be 2
instead?
11. Terrorist
Treasure attack duration gathering
9
2 coins
Each other player reveals the top two cards of their deck trashes one of them that you choose. If that card is 3 coins or less, take the vp tokens from the terrorist supply pile. Otherwise add 1 vp token to the terrorist supply pile.
At the start of your next turn, 1 card.
As far as I know, there's nothing wrong with combining those 4 types. But the attack sounds like something that makes the game quite un-fun. Check out all the other trashing attacks in the game; they all have some sort of limit on the power, whether it's gaining a replacement card, or providing its own defense (Knights), or limiting what costs of cards can be trashed.
12. Worker
Reaction reserve
10
When you buy a card, you may reveal this from your hand to gain a copy of that card and put this on your tavern mat.
----------------------
At any time during your turn you may call this to gain a card costing up to 5.
This is a really strong effect, but also a really high cost. Note that "at any time during your turn" is bad; why not simply "at the end of your turn" or "at the start of your turn"? "Any time" leads to weird things like "Can I call it after drawing 1 card for Laboratory but before drawing the second card?" In general, you would always want to call this as soon as you put it on your tavern mat anyway. I don't think you are going to hit
often enough to make this a worthwhile card.
13. Builder
Reaction
8
When you draw this, you may reveal it for 2 cards and 1 vp token.
First off, nothing stops you from revealing it an unlimited number of times for unlimited points. Second, what exactly is gained by making it a reaction? If the intent was that you can reveal it only once each time you draw it, then isn't that just the same thing that making it a regular action would do? You can play it once each time you draw it. So just make it an action (with +1 action). And at that point, you see that it's basically a Laboratory with a +1
also. Which has the issue of possibly making the best strategy to never end the game.
14. Field
Victory
8
4vp
----------------------
When you gain this 1 buy and 3 coins
If you have 5 [cardHighway[/card]s in play, then you can just buy this entire pile at once. Other than that, not sure when I would ever buy this. If it's too early in the game for me to want a Province, I don't want this card either. If it's not too early to want a Province, I'll take a Province instead. Why would I want this and a
card instead of a Province?
15. Royal coin
Treasure
15
7 coins
Choose one: 1 buy or 1 vp token
If you happen to hit $15 before the game is almost over, then this is basically going to give the game to the first person who gets there, I think. But quite often you won't hit that.
16. Royal market
Action duration
22
3 actions
3 buys
3 vp tokens
At the start of your next turn 3 cards and 3 coins
No, no, no. $15 was already a ridiculous cost. Making a card that costs $22 is just silly. It's no longer Dominion at that point; you're playing a different game completely.
17. Wizard
Action attack gathering
10
Choose one: look through each other players discard pile and gain a card from it costing up to 8, and add one vp token to the wizard supply pile, or take the vp tokens from the wizard supply pile
Same issues as with your other trashing attacks. The solution here is to never buy Provinces, only Wizards.
18. Performer
Action duration gathering
25
Reveal the top five cards of your deck and for each card revealed, if its
An action card, now and at the start of your next turn, 1 card and 1 action
A treasure card, 3 coins and add one vp token to the performer supply pile
A victory card, 2 cards and take the vp tokens from the performer supply pile
Do them in the order they were revealed
I don't need to even read that giant paragraph of text; I'll take 3 Provinces instead of whatever this card does.
19. General
Treasure reaction
16
2 coins
----------------------
When you play your second action card this turn, you may reveal this from your hand for 3 cards and to gain a card costing up to 8
20. Constructor
Treasure duration reserve
18
2 coins
----------------------
At the start of your next turn, 1 card and put this on your tavern mat
----------------------
At any time, you may call this to trash a card from your hand, and gain a card costing up to five more than it
21. Ocean
Reaction curse
14
When another player plays an attack card, you may reveal this from your hand to be unaffected by it, 1 card and gain a card costing up to 11
----------------------
-1vp
22. Gold rush
Treasure gathering
8
3 coins
If you have ten or more treasure cards in play, take the victory tokens from the gold rush supply pile. Otherwise, add one victory token to the gold rush supply pile.
23. Spell book
Action attack reserve gathering
12
1 action
1 coin
Choose one: each other player gains a curse per spell book you have in play and add one victory token to the spell book supply pile or take the victory tokens from the spell book supply pile
Either way put this on your tavern mat
----------------------
At any time during your turn you may call this for 2 cards
24. Country
Action victory gathering
28
15vp
-----------------
Choose one: 2 cards 2 actions 2 buys 2 coins and add one victory token to the country supply pile or take the victory tokens from the country supply pile
25. Villain
Treasure attack reserve
26
4 coins
Each other player gains a curse and discards a card
Put this on your tavern mat
----------------------
At any time during your turn you may call this to choose one: gain a gold and 1 vp token or gain a province and 1 card
All of these.... the cost!! What games of Dominion have you been playing? There's a very good reason that the vast majority of Dominion cards cost between
and
. There are a very rare few options that go up to
, or more with the Debt mechanic. And one single option in the whole game that's
, which, as mentioned, is just something you can get instead of a Province. These costs are all ridiculous; the game is going to be over, or mostly over, before you ever buy any of these cards.
As a whole, take a close look at the official cards and notice certain things about them. See how trashing attacks are generally done. See how cards are generally cost. And and Jack said, check out rinkwork's guide (even though some of it is pretty outdated; most of it is still quite true).