Hello everyone! This is my first day on this forum, seeing as I just registered today.
Just as a quick (and rather pointless) preface: My brother and I alongside our partners have been quickly hooked on Dominion. We are by no mean experts. However, that doesn’t stop us from really enjoying our time together, gathering Provinces left and right ‘til one of us trumps the others. So far, we have under our wings the Base set (Dominion), Intrigue, Dark Ages, Guilds and Adventures and we are currently eyeing Seaside. To spice things up, we have decided to start designing cards, seeing as this community provided us peasants with a wonderful card-making tool. We have played a couple of games with them; so far, we are having a pretty good time. We settled on the name Odyssey, for the sake of giving a name to our set. It focuses heavily on gaining/trashing and has a lot of different card types, some of which are two-typed in a peculiar way.
However, like I mentioned before, we aren’t that familiar with the pro meta of this game. We do not even own half of the expansions! Therefore, some of our cards might be in need of rebalance. This is why I am here, requesting you guys’ generous help. We’d like to know what you think of the 30 Kingdom cards we have done. What works, what doesn’t. If things are priced correctly. Loopholes we didn’t think through. Formatting errors. Typos. Rewording to make it easier to read and understand. Any input is appreciated.
Just as a quick note, there are 3 cards that are of Buy type. Cards with that type cannot be obtained in any way outside of your Buy phase. You may only gain/buy them during your Buy phase. Also, my thoughts on some cards will be in italic bellow them.
Newer version of the cards are displayed on the right of their older counterpart.
Without further ado, here are the cards (click on them to make them larger):
Architect (Action - Duration)+1 Action
At the end of your Action phase and your next one, you may set aside Victory cards under this. At the end of the Clean-up phase of your next turn, trash every card under this. Gain 1 Victory card costing up to the sum of the trashed cards’ costs.
Arsenal (Action - Duration)+3 Cards
At the start of your next turn, +1 Card and turn this card sideways. At the start of your second next turn, +1 Card.
Bar (Action - Reserve)(This card's cost is
more for each Bar on any Tavern mat.)
Put this on your Tavern mat.
At the start of your turn, you may call this to choose: +
and put this on your Tavern mat at the start of your next Clean-up phase; or +
and trash this.
Bushfire (Action) +1 Action
Each other player reveals their hand and trash the non-Victory card that costs the most. You may gain to your hand a card costing
less than the trashed card that costed the most.
Cardinal (Action - Victory - Reserve)+1 Action
Put this on your Tavern mat.
1
Carpenter (Action)+1 Action
Gain an Estate. You may trash a card from your hand or from your discard pile.
Chalice (Action - Reaction - Reserve)+1 Card
+
When you gain a Treasure, you may reveal this from your hand to put this on your Tavern mat.
When you gain a card, you may call this to trash it instead.
Commander (Action)Reveal the top 2 cards of your deck. You may discard up to 2 cards among these. Add the rest to your hand. +1 Card per discarded card.
Crook (Action - Attack)+1 Action
+
Each other player reveals the top 3 cards of their deck. They discard one. Among the 2 others, they trash the one with the highest cost up to
and put back the remainder on their deck.
Devil's Pact (Action)+2 Cards
You may gain a Curse for +1 Action and +1 Buy.
Fence (Action)If you have 3 cards or less in your hand, gain 1 Copper to your hand. Draw up to 5 cards. -
per drawn card.
Haunted Treasure (Buy - Treasure - Curse)-2
Lock (Action)Spend as much
as wanted. For each
spent: +1 Card and +1 Buy.
Missionary (Action)Reveal the top 3 cards from your deck. Trash any Curse revealed. Add every other card to your hand. For each Treasure revealed: +1 Buy and +
. If you did not reveal any Treasure, +2 Actions.
Possessed Witch (Action - Attack - Reaction - Duration)At the start of each of your turns, each other player gains a Curse in their hands.
When any player plays or gain a Possessed Witch, discard this.
Promising Lands (Action)When you buy this, add a Clearing on its Supply pile, or create one if there isn't any.
Reveal your hand. Per each 2 non Victory cards revealed, +1 Card and +
.
(For this card, scroll at the bottom of its list. Just like the Urchin is paired with its non-Supply deck of Mercenaries, so is Promising Lands with its pile of Clearing cards.) Redistribution (Action - Attack)Choose: +2 Cards; or +
.
Each other player reveals the top 2 cards of their deck. They put back revealed Base Victory cards on their Supply pile and discard the rest. They gain Base Victory cards of lower cost to regain the amount of
lost. If they can't, then this attack doesn't affect them.
Refractory Gold (Treasure - Reaction)When you trash this during your turn: +1 Action, +1 Buy and +3$.
Riverbed Village (Action)+2 Actions
Reveal any number of Victory cards. Draw as many cards.
Sarcophagus (Treasure - Reaction)When another player plays an Attack card, you may first trash this to gain a Gold and a Curse to your hand.
Scrapyard (Action)+2 Cards
+
You may trash an entire Action Supply pile if there are 5 cards or less in it.
Shoppers (Treasure)+1 Buy
This turn, if you bought 2 differently named cards, +1 Buy and +
.
Slaves (Action - Buy - Curse)+5 Cards
Discard 2 cards.
-2 VP
Stray Cat (Reserve)When you buy this, put this on your Tavern mat.
At the start of your turn, you may call this for +3 Cards. Then, put this card onto the deck of the player to your left.
Town Center (Action)+1 Card
+2 Actions
+1 Buy
+
If you have any Actions remaining, draw 1 fewer card for your next hand at the end of your Clean-up phase.
Trap (Action)+1 Action
Put this card on any Action Supply pile where the first card isn't a Trap.
When you buy this, you may trash this for +1 Buy.
Vigilante (Reaction)+2 Actions
When another player plays an Attack card, you may first discard this to gain to your hand a copy of that Attack card from the Supply.
Witch-hunt (Buy - Victory)When you buy this, immediately end your Buy phase.
Worth 5
for every 2 Curses you have (round down).
Wonder (Action - Victory)+1 Action
Do this 2 times: +1 Card, then discard 1 card.
2
Clearing (Action)+
You may discard 1 non-Victory card for +
. Each player may trash a Promising Lands to gain a Duchy or a Gold.
(This is not in the Supply until added by a Promising Lands.)
Oof, this was a long list. And for those who went through all of it, you are very courageous! Thank you guys for your comments/suggestions/corrections and whatnot. This means a lot!