Decided to start a thread for my cards that I don't consider a part of my
Resurgence expansion.
Several of these are intentionally silly, but they're still meant to be fun to play with. Some were made for the weekly card design contest, and a few more were entered into one of the contests after I made them.
First, the landscapes:
Tally
Cost $2 - Event
Set aside up to 3 coppers you have in play. Put them in your hand at the start of your next turn.
(Was originally any number of coppers. well tested.)
Lease
Cost $1 - Event
Set aside an Action card from the supply and take <debt> equal to half its cost (rounded up). At the start of your next turn, play the set-aside action. When it leaves play, return it to the supply.
(tested a couple times. Seems fine to me)
Tornado
Cost $3 - Event - Preserve
Once per turn: +2VP. All players gain a ruins (starting with the player to your left). If you did, +1 Buy. Each player passes a card to the player on their left.
(tested only once or twice. This was made primarily for my Wizard of OZ themed kingdom.)
Taxidermy
Cost $3 - Project
Once per turn: You may spend an Action for +1 Card.
Originally "Way of the Deer", now it's a Project. tested once since I made it a Project.
EDIT: tested several times since and we like it.
Cat Tower
Cost $4 - Project
When you play an action card, instead of following its instructions, you may play the card set aside with this, leaving it there. | Setup: Set aside an unused action card costing $3 or $4.
Blue Doghouse
Cost $4 - Project
When another player plays an attack card, you may set aside an action card from your hand. If you do, at the start of your turn discard the set aside card for +2 Cards.
Stargazer
Cost $3 - Night - Duration
Reveal a card from your hand or discard pile and put it on top of your deck. If you topdecked a victory card, +1 VP, and +1 Coffers. At the start of your next turn, you may discard a card to choose one: Gain a Silver or trash this to gain a Duchy.
Centaur
$6 - Action - Night
If it's your action phase: +2 Cards, +1 Action.
If it's your night phase: Gain a Horse on top of your deck. Then reveal up to 2 cards from your hand, discard pile, or from play, and put them on top of your deck. If you topdecked a victory card, +1 VP and +1 Coffers.
(tested in a few games. Updated Stargazer 1/19/21) No one's gotten a chance to buy a Centaur since I made it a split pile. These are not serious cards, so I'm considering "look through your discard pile" to be implicit (as I think it should be when a card says to reveal or draw a card from your discard pile), otherwise it's too wordy.
Just updated these two:
Rubber Duchy
Cost $5 - Victory
Worth 2VP.
-
When you trash this, +1VP and put it into your hand.
Rubber Duchies replace the Duchy pile in games they're in. They count as Duchies for the purpose of any other card which refers to Duchies. (This is still not the same version I entered in the Weekly design contest.)
Rubber Duke
Cost $4 - Victory - Reaction
Worth 1 VP +1 VP for each 2 Rubber Duchies you have.
-
When you trash a Rubber Duchy, you may discard this from your hand for +2 Cards.
Art Gallery
Cost $4 - Action - Victory
+2 Cards. Discard a card. Gain a Silver.
-
Worth 1 VP for every two Silvers in the trash.
(Tested in several games now.)
Dreamer
Cost $4 - Action - Night
+1 Coffers. Turn your journey token over (it starts face-up). If it's face-down, nothing else happens.
Otherwise, if it's your Action phase: +1 Card, +1 Action, and +$1.
If it's your Night phase: +2 Villagers.
(tested in a few games)
Unicorn
Cost $4 - Action - Liaison
+1 Card, +1 Favor.
All players receive the next Boon. Discard any number of cards. Gain a Horse for each card you discarded this way.
(tested in several games)
Monkey's Paw
Cost $3 - Night - Victory
Choose one: Gain a Curse and if you do, gain a Wish; or +2 Coffers and the player to your left gains this on top of their deck.
-
Worth 1 VP if you gained this after your last turn of the game. Otherwise, worth -2 VP.
tested in a couple games. was $4 cost. I've cut this one from my rotation. Maybe I'll come up with a better version sometime.
Adventurer / Mummy Split pile:
(Setup: Start with a Curse in place of one Estate.)
Adventurer
$2 - Action
+1 Action.
Look through your discard pile and put a Treasure or a Curse from it into your hand. Reveal your hand. +1 Card for each Curse or Ruins revealed. If you didn't put any cards in your hand, +1 Card.
-
When you trash this, gain a Gold.
Mummy
Cost $4 - Action - Treasure - Attack - Preserve
+$2.
If it's your action phase, each other player gains a ruins.
If it's your buy phase, set aside up to 2 actions cards costing less than $3 from your hand and play them at the start of your next turn.
Made for the weekly card design contest, the original version cost $5. I later decided it was weak enough to cost $4. The Preserve type is from my Resurgence expansion and puts both ruins and my special ruins into the kingdom (The number is split evenly between the two types of ruins). I haven't decided whether to add this to my Resurgence expansion or not, so it's here in the meantime. Tested in 2 games so far. (EDIT: Changed to set aside up to 2 action cards instead of 3.)
My split pile Explorer replacement:
Dwarf
Cost $4 - Action
Gain a treasure costing up to $5. Choose one: put the gained treasure into your hand or +2 Cards.
-
When you trash this, discard it and you may trash a Treasure from your hand.
Mithril Bar
Cost $5 - Treasure
If you have a Dwarf in play, +$3. Otherwise +$2.
-
When you trash this, discard it and you may trash a Treasure from your hand.
(tested in a few games.)
Mad Scientist
Cost $5 - Action
+1 Card, +1 Action.
You may trash a card costing at least $2 from your hand. If you do, +2 cards. Otherwise, gain a Silver.
(well tested)
Tyrant
Cost $5 - Action - Attack
+2 Actions.
Each player (including you) reveals cards from their deck until they reveal an Action or Treasure costing at least $3. Put yours in your hand and discard the rest; each other player discards theirs and shuffles the other revealed cards back into their deck.
(tested in several games) (based on Confessor by RTT:
http://forum.dominionstrategy.com/index.php?topic=10289.0.) was "Patrician" before Empires.
Bridge Builder
Cost $6 - Action
+3 Cards.
-
While this is in play, cards cost $1 less, but not less than $0.
(tested in a few games)
Stallion
Cost $7* - Action
+2 Cards. +1 Action.
Discard a card. Gain a Horse.
-
In games using this at the start of your buy phase, you may reveal the top 3 cards of your deck. Until the end of your turn, this costs $1 less for each treasure card revealed.
I replaced Destrier with this because having another card whose play effect is exactly the same as Lab didn't seem interesting to me, especially in an expansion that already has horses.
EDIT: changed so it doesn't discard the revealed cards.
A traveller line:
("mimble" is the word for someone with special powers in a silly fantasy/parody story I'm writing. The most powerful mimbles are called mimblegablaizers.)
Mimbleseeker
Cost $2 - Action - Traveller
Gain a silver. You pay put a card from your hand on top of your deck. If you do, +$2.
-
When you discard this from play, you may exchange it for a Mimble Scout.
Mimble Scout
Cost $3* - Action - Traveller
+$1.
Name a card. Reveal the top four cards of your deck. Put all victory cards and one copy of the named card into your hand. Put the rest back in any order.
-
When you discard this from play, you may exchange it for a Mimble Camp.
Mimble Camp
Cost $4* - Action - Traveller
+2 Actions.
Discard any number of cards. +1 Card per card discarded.
-
When you discard this from play, you may exchange it for a Mimble Trainer.
Mimble Trainer
Cost $5* - Action - Traveller
Now and at the start of next turn: Reveal and discard any number of victory cards. +$1 and +1 Card for each card you discarded this way.
-
When you discard this from play, you may exchange it for a Mimblegablaizer.
Mimblegablaizer (version 1)
Cost $6* - Action
Play this once or twice as if it were a traveller in the Mimbleseeker line or an action card in the supply costing up to $4. This is that card until it leaves play.
Mimblegablaizer (version 2)
Cost $6* - Action - Victory
Play this as if it were a traveller in the Mimbleseeker line or an action card in the supply costing up to $4. This is that card until it leaves play.
-
Worth 3VP.
Mimblegablaizer (version 3)
Cost $6* - Action
Choose a traveller in the Mimbleseeker line or an Action card in the supply costing up to $4. Put your +1 card token on that card. Then play this as the chosen card. This is that card until it leaves play.
(most of them tested in a few games.) I originally used MB version 1, but decided I liked my other two versions better. Then I printed out one of the other two to use, but I don't remember which version I printed...
EDIT: Tweaked wording so none of the Mimblegablaizers can emulate cards from a different traveller line.
I intentionally don't use the 2nd edition wording from Band of Misfits/Overlord. I prefer the original wording.
The following cards are from my Tavern (TAV) mini joke expansion which likes using the Tavern mat:
(All except the last two of these have been tested in several games.)
Mysterious Tankard
Cost $2 - Action
The player to your left chooses an action card in the supply costing at least $3. Play this as the chosen card. This is that card until it leaves play.
-
When you gain this, trash a card from your hand.
Illusionist
Cost $4 - Action - Reserve
+$2.
Put this on your tavern mat.
-
Any time an action card considers the type of another card(s), you may call this to change the effective type of a card by adding a type or replacing the card's type. All of your copies of that card use the chosen type until the initial card is resolved.
I've tweaked the wording of this several times, but I think it should be clear how it works now.
Bartender
Cost $4 - Action
+2 Cards. You may put an Action card from your hand onto your tavern mat.
-
In games using this, at the start of your turns, you may call a non-Reserve Action card on your tavern mat, to play it.
Brewery
Cost $4 - Action
You may gain a card costing up to $4.
If you gained a Reserve card or a TAV card, +$1 and you may put it on top of your deck.
If you didn't gain a card, +$2.
Roadhouse
Cost $4 - Action - Reserve
+1 Action, +$1, +1 Buy.
Put this on your tavern mat.
-
At the start of your turn, you may call this to discard a card, then draw 2 cards.
(I think of this as a Market with delayed draw/sifting instead of the +1 Card.)
House Brew
Cost $5 - Treasure - Reserve
Worth $4. +2 Buys.
When you play this, put it on your tavern mat.
-
When you buy a Ruins with this on your Tavern mat, +$1.
When you buy any zero-cost card, discard this from your tavern mat.
Drunken Huntsman
$5 - Action - Attack
+1 Card, +1 Action, +$1.
If you have an even number of Drunken Huntsmen in play: Each other player discards down to 4 cards in hand, and each player passes a card from their hand to the player on their right.
Here's my controversial peddler attack. Hopefully, the attack won't be so bad since it's only when you have an even number of them in play.
...then there's this last thematic one, which I'll likely never bother to print and use, only partly because it might not all fit:
Insurance Fraud Fire
Cost $3 - Action - Reserve
Put this on your tavern mat
-
At the start of your turn, you may call this to trash this and all but one card in your hand. When you call this, each other player may reveal an undercover cop, if they do, they gain a spoils. If no one does, +$3. Setup: Designate a supply pile costing $5 as undercover cop cards.
EDIT: Here's the Tavern set card I wanted to fix before posting. I've improved it from how it was before. It comes with a new junk card.
Drunken Master
Cost $5 - Action - Attack - Reserve
+3 Cards.
Each other player gains a Drunk. You may put a Copper from your hand on your Tavern mat. Put this on your Tavern mat.
-
At the start of your turn, you may call this to play a Drunk or a Copper from your Tavern mat.
Drunks rules: In games using Tavern card(s) and Ruins, Ruins are Drunks. They gain the Reserve type and the following text: "Put this on your Tavern mat." At the start of clean-up each turn, if you gained any Victory cards this turn, you must discard a Drunk from your Tavern mat if you have any there. (EDIT: changed 2/17/21, inspired by the Weekly design contest using Snow.)
Here's a new card for the Tavern set that I haven't tested yet:
Moonshiner
$4 - Action - Attack
+$2.
Each other player discards the top card of their deck, then gains a Drunk on top of their deck.
(based on my entry for the Weekly design contest #103)
The following cards I'm still deciding whether they're worth printing to play with, and I might never bother testing them:
Night Stocker
Cost $5 - Night - Duration
Pay up to $2. Return a card from the trash to the supply for each coin you spent this way.
At the start of your next turn: +$2, +1 Buy.
-
While this is in play, +2VP when you gain the last card in a supply pile.
Pushy Salesman
Cost $5 - Action - Duration - Attack
Now and at the start of your next turn: +$1, +1 Buy.
At the start of next turn only: If no other player gained a curse since your last turn, +1 Coffers.
-
While this is in play, when another player ends their buy phase, they reveal their hand. If they ended their buy phase with any unspent coin or unplayed treasures, they gain a curse.
Maybe I could cut the Coffers part and make this cost $4.
Landmine
$4 - Victory - Reaction
Worth 1VP.
-
When another player gains a victory card, you may set this aside to choose an Action card that player has in play. They choose: either you get +2VP or they trash the chosen card. Return this to your hand at the end of the turn.
Gangster
$5 - Action - Attack
+3 Cards.
Reveal the top card of your deck. Each other player with at least 5 cards in hand discards a card sharing a type with the revealed card (or reveals they can't). If they discarded an Action or Treasure costing at least $4, they get +1 Coffers.
I weakened the attack a little from the version I entered in the contests, so that it's less likely to destroy your opponent's turn. ...And now you reveal your own card instead of the player to your left.
Cabal
$4 Action
You may turn your Journey token over (it starts face up). Then, if it's face up, +1 Card, +1 Action, and +$2.
-
While you have any Cabals in play, if your Journey token is face up, when you buy a card, gain a Copper, and you may not buy Victory cards.
(weekly design contest 101)
Town Square
$5 - Action - Reaction
+2 Villagers.
Reveal the top 3 cards of your deck, put one in your hand and discard the rest. If all 3 revealed cards were Actions, take Crowded.
-
When you reveal this (using the word 'reveal'), gain a Silver.
Crowded
Artifact
You may not use more than one Villager per turn.
If you end your turn without playing any Actions, return this.
(Villagers used this turn before taking Crowded don't count towards this.)
(Set Design contest for Renaissance) Considering changing Town Square to +1 Action and +1 Villager so it'll still be non-terminal when you have Crowded.
Weatherman
$4 - Action - Duration - Conditional
At the start of your next turn: +2 Cards. Then, if it's Rainy, you may discard 2 cards for $2. Otherwise, trash a card from your hand.
-
In games using this, when you gain a treasure, you may flip Rainy/Dry.
(Entry for fan card mechanic contest using Conditions)
[I have snipped a few bad cards I had listed here before that I've given up on.]
Old versions:
Rubber Duchy
Cost $4 - Victory
Worth 2VP.
-
When you trash this, put it into your hand.
Rubber Duchies replace the Duchy pile in games they're in. They count as Duchies for the purpose of any other card which refers to Duchies.
Rubber Duke
Cost $4 - Victory - Reaction
Worth 1 VP for each 2 Rubber Duchies you have.
-
When you trash a Rubber Duchy, you may discard this from your hand for +1 VP and +1 Card.