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461.weavile

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Fan Expansion - Pikmin
« on: August 28, 2024, 12:54:40 am »
+3

This fan expansion is for my dad. Perhaps you'll enjoy it, too.

This expansion was a result of what can only be pure inspiration. It all came to me so quickly, like some sort of vision, and I'm extremely happy with how it turned out. That's not to say I don't want feedback; by all means, suggestions are welcome. The goal of this expansion was to fuse two things my dad and I both enjoy in a way that we could enjoy together, and I think I was successful in that. This expansion is 350 cards (including randomizers) with 5 piles out of 26 having an Attack.

First, let me briefly explain the theme of this expansion. Pikmin is an intellectual property of Nintendo primarily in the form of a video game series. It features a miniature humanoid spacefarer exploring a world which is heavily implied to be Earth in the distant future. He encounters small creatures which are somehow a combination of plant and animal which doesn't seem to be as a result of a catastrophic science experiment, but rather a complex biological ecosystem. These creatures are incredibly strong relative to their size, are extremely capable of cooperation, and are quick to display loyalty. In the video game, you grow these creatures from seeds, pluck them, and throw them at objects or enemies for the purposes of exploration, defense, propagation, and collecting materials.

In this expansion, these themes of encountering strange creatures, propagating pikmin sprouts, and throwing them for various purposes are explored, and occasionally expertly translated into the mechanics of Dominion. If you would like to play with these cards yourself, be aware that the new mechanics introduced will make the game significantly longer. My goal is always to design cards in a way that they can be used in a completely random Kingdom and will not encourage buying that card in every game. On the other hand, I'm so happy with how they turned out that I sometimes buy it even if it's not the best strategy. This expansion makes use of Coffers (from Guilds or from Renaissance), but you could play with generic counters if you prefer; you will need some counters to use as the new token for the primary mechanic of this expansion.

Without further ado, let's look at a couple of cards to explain the main mechanic.

As you can see, there is a new icon, and that icon is accompanied by a new type. The new icon represents Sprouts, and I will call them that throughout. As you can see on Pellet, it is primarily a vanilla-style effect in the same vein as +Coffers and +Villagers; the effect is similar, too -- put a token on the mat to use later. If you take a look at Candypop Bud and Cave Pit, you can see that there are ways to lose them other than using them, sometimes it matters how many you have, and you have multiple "colors" at once. I'll explain that bit in just a moment. Antenna Beetle is an example of Attacking the Sprouts of the other players.
The new type plays the same role as the Looter, Fate, and Doom types. It provides a setup instructions rule when these cards are in the Kingdom (or Black Market deck, etc.) When a PNF card is in the Kingdom, as part of setup, you'll randomly choose 3 colors, give each player a copy of that color, and finally give each player a copy of Glow pikmin. These are the 4 mats you'll grow your Sprouts on, representing the various colors of pikmin and their various unique traits. This means that Kingdoms are even more variable, because you will be randomly selecting 3 of 10 colors to use for that game. This is probably as clear as mud, so let's look at all the colors before I try to explain anything further.

Yes, I know "mushroom" isn't a color; it's the easiest way to put it in the instructions of a card and have it flow. The word "color" is defined in the rulebook as these 11 things, including Glow.
So what are we looking at here? Each color has 2 effects you can apply using your sprouts. They're color-coded and use shorthand so you don't have to read the technicalities over and over again and just read what it does. For example, look at the Red pikmin. The upper half is colored yellow and has an icon of a circled "C", indicating that you can use this effect at the start of your Clean-up phase; next to that icon is the sprout icon and the number 1, indicating that you spend 1 sprout to do this effect; finally, you have the instruction itself. A hypothetical rulebook for this expansion would include the word "throw" in the same way the rulebooks include the words "pass," "call," and "exchange." "Throw" is a keyword in this expansion which means you put the indicated card into your play area without doing the effect of the card; in this case you're using your Silver not to get + as playing a Silver would give you, but to get the +2 Coffers that using Red pikmin to throw it gives you. Mechanically this is like spending 1 Red sprout to save for later that you didn't spend this turn -- notice that this particular effect occurs after your Buy phase, meaning you didn't need to play your Silver this turn; the Red sprout you grew is helping you save that for later.
A "C" icon with a yellow background indicates that you can use the effect at the start of your Clean-up phase. An "A" icon with a gray background indicates that you can use the effect at the start of your Action phase. (Note: the start of your turn and the start of your Action phase happen concurrently, but you may be able to start a new Action phase without starting a new turn, so I've indicated Action phase instead of turn wholly.) A star icon with a blue background indicates it can be used at some other time; that time is indicated in the parentheses above the icon. The gray, yellow, and blue background colors are hopefully reminiscent of the gray, yellow, and blue colors of Action, Treasure, and Reaction cards, respectively, to give you an idea of when you can use the effects with less mental processing power. The purple and pink background colors do not have a moment where they can be used, but rather describe a period of time that they function during. The Glow pikmin has a green-yellow gradient background instead of a solid yellow background to distinguish itself slightly, because that ability doesn't require you to spend sprouts, but rather is a way to get +1 Sprout easily; hopefully the people you play with are generous enough to remind you if you forget to do it, but hopefully the gradient is enough to help anybody who doesn't have that luxury.
Each player is going to have 4 of these card-shaped mats to put their sprouts on as they propagate, Glow and 3 others. In the same way the instruction to discard something has a default meaning without that default restricting modifying instructions, +Sprouts also has a default. If it doesn't specify which color of sprout you get, you get to choose. If you get multiple +Sprouts at once, you can split them up or put them all on the same color however you choose.

*Let me give a little bit of theming here, then I'll do a bit of explaining in the next paragraph.* Each color of pikmin in the video games has unique traits. The red pikmin are slightly stronger, which is why both effects only require 1 Sprout to use. The yellow pikmin can be thrown much higher on account of their ears, which is why they can turn Coppers into something better and turn Silvers into . The blue pikmin have gills; that's not extremely thematic here, but they are generally the most versatile for that reason, so they do a smaller version of a Guide hand retry. The mushroom pikmin are technically pikmin under temporary control of a monster, so they make things more difficult. The purple pikmin are much larger than other pikmin, making them many times stronger, hence a variation on Throne Room and carrying your new stuff to a more suitable location. The white pikmin are toxic if eaten, so they can kill those pesky crows, and they also have the ability to see a few millimeters through surfaces, so the ability to look at the top of your deck. The parasite pikmin are immune to heat and flames, poison gas, and electricity, so the minimal Moat effect, but they are also incapable of surviving on the surface of the planet, so a leader will have to use a candypop bud to replant them as a different color of pikmin before leaving the cavern they're found in if he wants to bring them along. The rock pikmin are probably obvious; rocks are powerful when thrown and can easily be an obstacle. The pink pikmin are winged pikmin, meaning they can avoid a significant number of obstacles while carrying things, but only if you specifically choose winged pikmin, so the effect requires you to have lots of pink pikmin. The ice pikmin have the ability to freeze enemies in place or freeze pools of water, so they help you freeze Victory cards out of your deck without costing you the points. Finally, the glow pikmin have a chance of droppng a new seed in direct sunlight, so the ability to get more of them without a card. Additionally, the most recent game only allows you to have 3 different colors under the control of a leader, but you can add glow pikmin to that squad if you enter a cave. I'll also gush about the 4 Kingdom cards above now that I've explained how +Sprouts works. Pellets are pure nutrients that are the primary method of propagating pikmin. Candypop buds grow in various colors and turn pikmin into seeds which match the color of their petals. Caves are typically where you find pikmin in colors you've never encountered before. Antenna beetles make a sound that confuse pikmin, making them stop listening to orders, and the easiest way to get your troops back is to kill the beetle.

A lot of these are pretty straightforward after learning what the icon means and getting a definition for "throw." Red is just vanilla bonuses; if you manage to play a card on someone else's turn, you would then have the opportunity to throw some Coppers on that player's turn, but +1 Action and +1 Buy don't do anything on other players' turns. Yellow is just vanilla bonuses, but be careful; the +1 Card, +1 Action, and +1 Buy together are one choice, and the + is the other choice.
Mushroom is the first one that really needs clarification; there's the ages long debate of cost-increasers combining with cost-reducers, but forget all that -- sprouts can't be removed from piles, so this is a permanent increase to the cost of that pile. Treat the pile as though a different number were printed on the card, meaning that the cost increase happens before the cost decrease, but specific changes to a card's cost aren't affected; more clearly put, a Wayfarer with a Sprout on its pile would cost until you gain something else, for example a Duchy, so it would then cost , not . Also important to note, this costs you 5 sprouts total, one of each color and the one more that is show in the throwing cost.
When looking at Purple pikmin, remember that throwing a card puts it into play, so you can only throne a single card under normal circumstances, and you can't do it if you have a Duration waiting from a previous turn, or other things that would stop you by being in play.
For Parasite pikmin, maybe it's worth clarifying that "other" here is referring to the 3 colors that aren't Parasite. Apart from that, I'm honestly still waffling about a Moat effect that only works for a single turn. Maybe somebody has a suggestion for how to fix that up, because it's not optimal for games with more than 2 players.
For Rock pikmin, remember that only the top card of a pile can be gained or bought, so this ability is essentially preventing people from buying certain cards until they can afford to get rid of the crappy Copper you put there. Also check the rules for split piles found in Empires, etc. for more specifics.
The Pink pikmin are going to require an example, I think. If you have 4 Pink sprouts, Silver costs , because 4 is 1 more than , so reduce by 1. If you have 7 Pink sprouts, Silver costs and Gold costs . It also interacts with itself, but in a very niche way, because having 5 Pink sprouts means you could throw a Silver to do the top effect, because Silver would be in the cost range when you need to select a card to throw. (As with all Dominion instructions, you go from top to bottom, meaning you spend 1 sprout before throwing a card, so the cost of Silver would go from to before you are instructed to throw a card if you had 4 Pink sprouts to start with.)
If somebody sees anything else that needs clarified, please say something.

Take a look at these ones.




These are the two split piles in the set. I don't think they require much explanation. Rescue Corps might need a different wording, but I'm hoping the word "second" is literal enough. It does also mean that more Rescue Corps don't make you play the card even more, but I don't think that's a problem, and it's mitigated even more by being the bottom half of a split pile. Ultra-bitter Spray uses the same wording as the - token, so that should be fine. I don't remember the motivation for Ultra-spicy Spray being look at 4 and put 3 into your hand instead of +3 Cards, so maybe that needs to change, but whatever. Ultra-bitter seems to me to encourage keeping track of how many copies your opponent has so you can decide whether to attack them back at the cost of giving them a sprout.

*Lore paragraph* The rescue pup has a good nose for what you might find and can be trained to dig stuff up. He can also act in the place of a squad leader. Ultra-bitter spray encases creatures in a rock-hard shell, so that's why it's an Attack and slows the other players down. Ultra-spicy spray gives your squad a brief burst of energy.

Let's look at this next one.

OK, here are the Fruit cards. You may have noticed that the Mushroom pikmin mentioned them. When the Scornet Swarm is in the Kingdom, shuffle the 13 Fruits together (there's one of each) and form a face-down pile. You don't know what you'll get until you gain one. They're the 12 Boons with +1 Sprout added on, (as well as an Estate with +1 Sprout). I specifically excluded the Swamp's gift because my dad doesn't have Nocturne, so there's +1 Coffers instead of that Boon. Blonde Impostor is basically just a Copper without the Shadow part, so that's the only one that's not strictly a Boon effect. Unfortunately, that means it'll have a different back, so this one Fruit has to be two cards; one for the back that gets shuffled into the Fruits pile and one that you add to your deck with the appropriate back for a Shadow card. The Fruits pile is not part of the Supply like Ruins are, so this is more like the Black Market pile, not requiring a type. I guess there's an argument to be made that Scornet Swarm needs some setup text since the Fruits should be shuffled, unlike Horses and Spoils.

*Lore paragraph* The scornet swarm is the boss battle of the Twilight River area of the 3rd video game in the series. More specifically, the scornet maestro is the boss, but he conducts the swarm as the primary aspect of the combat. I had to name it this way instead because it's a Village. Man, I'm good at this. You can see in the image that the reward for defeating it is the seed hive. These 13 fruits are the 13 you can find spread around the Twilight River. The characters in this game are extraterrestrial, implying that they don't have foods like this where they're from, not even considering the enormity of these fruits; you can pretty clearly see how small pikmin are compared to an orange, a mangosteen, and a raspberry in the images, in case you were picturing them at a different size from my description earlier. The characters actually give them these names, not me -- I know what the correct name for a persimmon is. The only ones that specifically line up are dusk=moon and sunset=sun. Blonde Impostor accidentally feels thematic with the Shadow type, but it's purely an accident because I created these before Rising Sun and added the Shadow type after the fact. (I hadn't noticed that it was strictly inferior to Citrus Lump until recently.)

These ones are going to need a smidgeon more explanation, I think:

Nectar gets you lots of +Sprouts, but you don't get to choose. Since it has a new Heirloom, you'll need some rule that tells you what to do if the Kingdom includes more than 7 cards which come with an Heirloom. I personally would say to play with the first 7 that were revealed when choosing your 10 Kingdom cards, but play however you want; I really don't think this is a critical element. Glow sap avoids the issue of being Treasure-Night by either giving you +1 Buy (which you need early in your Buy phase) or checking how many you have left after your Buy phase.
Bloom might need clarification on what "every second" means. (If English isn't your first language, it means the list of even ordinal numbers.) I see this as completely analogous to cards that say "the first [something] this turn." The issue with "the first time you play a Silver this turn" is that you might play a Silver before you play the card which says that. If you do, you've already missed your chance. The same thing applies here, so you start counting from the beginning of the turn, not from when you play the card, and you won't be getting a refund if you've already thrown 2 or more cards by the time you play this card.
The wording on Lumiknoll is trying to match the wording on Palace, so maybe this doesn't need this clarification, but a set of all 4 colors is counting how many sprouts you have. If you end the game with 4 Red, 7 Rock, 6 Ice, but only 1 Glow, you only have 1 set, meaning each of your Lumiknolls is worth 1 .

*Lore paragraph* If you don't immediately pluck pikmin when they sprout, they'll bud and bloom after enough time. That's what's happening in Bloom, and pikmin get faster and stronger as they bud and bloom, so the discount. It was too convoluted to give a literal discount, so you just get some free ones if you plan it out properly. You're also remodeling to get a card which is either faster or stronger or both. When pikmin drink nectar, they also bloom, so you haven't missed out on your guys blooming if you pluck them while they have a leaf. The card gives you more sprouts to simulate your existing guys being faster and stronger. Glow sap is produced at night, hence it is a Night card, but I also wanted it to still yield so I wouldn't have to consider the implications for the opening. Glow sap is produced in lumiknolls, but the cards don't really interact at all; oh well -- Nectar giving a full set at a time does, so maybe you could say it's a connection, but maybe I'm just full of hot air. Anyway, glow sap is produced at night, and glow pikmin only act at night, (or when it's otherwise as dark as night,) so the effect specifically interacts with Glow pikmin. Lumiknoll's effect does match how it functions in the game if you hold it up to the light and squint; it's a Night card, but also the glow pikmin automatically return to you after they carry something there, so you get to return a card to your deck.

And here are all the other cards in one huge dump.

These should be quick. Honeywisp is a terminal Lighthouse, but the +1 Sprout should make up for that. Remember to follow instructions in order, because Ship Part will give you your +Sprouts before you figure out whether it gives + or +; Ship Part also specifies that you pick one color ["of a color"] to put both Sprouts on, unlike the normal +Sprouts that would let you split them up. If you do the Goolix Reaction, you choose your colors before your opponent makes any other decisions, so it would be (1) spend Sprouts, (2) throw a card, (3) Goolix Reaction, both the +1 Card and the +2 Sprouts, (4) follow the instructions of the throwing effect. Maybe I need to eliminate the word "first" in that Reaction. Lithopod just makes cycling your entire deck at the start of your next turn free, assuming you start with a Glow; it doesn't increase your handsize, but you can make sure you have 5 good cards. Maybe that's too strong. Sporovid and Carrots I wanted some more limited PNF cards, even more limited than Cave Pit; don't forget you can keep getting a Glow every turn if you have +Buys like on Sporovid. Expedition Leaders doesn't list a bonus for 0 Sprouts because your bonus is that you got +4 Sprouts. The 5 possible combos are (0) +4 Sprouts; (1) +, +2 Sprouts, move 1 Sprout, gain a Silver; (2) +2 Cards, +1 Buy, move 2 Sprouts; (3) +1 Action, +, lose 2 Sprouts, move 1 Sprout; (4) +3 Cards, +1 Action, lose 4 Sprouts. Smoky Progg is a hard decision unless you're not pursuing a Sprouts strategy, then the Attack is virtually harmless; I'm not sure if that's a generally bad sign for the card. Remember that you get to choose the order that effects happen when you're told to do them at the same time, so Glowmob will let you use some of your Glow Sprouts for the cycling effect before you convert whatever's left into .

*Lore paragraph* (Honeywisp) They're harmless creatures which produce nectar for the pikmin to consume. (Ship Part) The more guys you have in your squad, the bigger the treasure you can get. This had to be a Treasure, because ship parts are a type of treasure in the video game. (Bulblax) It's a nocturnal boss monster. No other thematic link, unfortunately. (Buried Junk) The image is of a roll of masking tape, and I definitely consider that to be junk. Techically the video game classifies this stuff as treasure, so it's a Treasure, but I obviously couldn't call the card "Buried Treasure." Also, check out the lore above about white pikmin and the revealing things just below the surface. (Goolix) Stuff gets suspended in the goo, so it's a Reaction. That's all I got. (Bomb Rock) This one's pretty obvious; it blows stuff up. I considered making it interact with Yellow because they have a special ability to utilize the bomb rocks, but that would've been too convoluted. (Carrots) Pikmin are named after a certain type of carrot because of how similar they look after they sprout. (Lithopod) You have to throw a pikmin at it's breathing hole to make it reveal its weak point, which is why you're sacrificing your own Sprouts. It gives you a big opportunity and you do get your pikmin back, so that's the ongoing effect. (Mamuta) These are friendly monsters. If they find any pikmin roaming around, they plant them back in the ground. Sometimes its annoying because you'd told those guys to go do something, but sometimes it's nice because you find them later and they've bloomed. The friendly aspect makes it even better that it mirrors Bishop so nicely. (Snavian) These are fairly easy bosses, so the Attack is fairly mild. (Sporovid) Sadly, I don't really have any thematic connections for this one. The image is of the toxic variety of sporovids; maybe I could stretch it to say that you get one of each color because of how varied sporovids are. On second thought, just forget I said anything. (Arachnorb) In contrast to Sporovid, Arachnorb is the poster child of meshing mechanics and theme. Arachnorbs do not try to eat your guys, just smash them with their huge feet, so the trashing effect when you play it. On top of that, there's always something valuable in the orb that is their body, so if you kill/trash Arachnorb, you gain something good that would've fit inside. (Expedition Leaders) For most of this post, I've been describing things like the player is the leader, so the theme isn't quite as strong with this one, but I guess the player is still the one making the decisions. Anyway, the idea is that you're making a bunch of decisions and planning ahead. Are you going to get a bunch of sprouts right now to save up for that amazing double Laboratory effect? (Onion) It's not technically an onion, but onions are called that because of their resemblance to onions. The onion is the nest of the pikmin; they shelter there at night when most predators are out, and they bring nutrients to the onion to be converted into seeds to grow more pikmin. (Smoky Progg) Believe it or not, the smoky progg is a relative of the mamuta. For both cards, +2 Sprouts, trash a card, and the other players do something. Unfortunately for them, it's an Attack this time. The smoke is actually so noxious that it instantly kills even the pikmin that are immune to poisons, hence losing one of each color if you choose that option. They are a source of pearls if you manage to kill one before it kills you, so you get +1 Coffers. This and one of the 13 Fruit are the only cards in the set that give you +Coffers, but it was super important to have the +Coffers on the Red, so I didn't mind including it elsewhere in the set. (Glowmob) This is a special technique that glow pikmin can perform. It stuns even large creatures if performed correctly, so that's why it's a big payload if you can plan for it properly. Hopefully it's pretty clear that glowmob is a glow pikmin technique, so that's why it's a Night card and specifically requires you to have Glow pikmin.

That is all the cards. I specifically chose to have 3 random colors and 1 color that appeared every time so I could do things like name that one color that was guaranteed in some effects. It's also beneficial that you can collect them without using any of the PNF cards, and I think that would've been less impactful if it only had a small chance of appearing in the game. It's particularly important for the Attacks that mess with the opponent's sprouts.
To round it out to 350 cards, there are 4 landscapes, too.

Let me be perfectly blunt and say that I am not good at putting costs on these things. Is Ujadani actually worth ? No clue. It's supposed to be super unlikely. Combos well with Secret Passage, though. It's really bad if you have any Shadows in your deck though, but I guess you could just plan to play them all before you even attempt this. The wording is meant to be the same as how it's worded on the Boon.
Dandori Challenge dishes out a point for every pile. You need to be really efficient to win piles and also win the game, but if you make it easy for your opponent to win too many piles, you're going to have to be that much more efficient at the normal ways of earning points.
Trial of the Sage Leaf exists primarily because I wanted to have a landscape that uses the sprouts. It's got something of a unique quirk; maybe it's not technically a setup rule if it doesn't happen while you're setting up, but you get out the 4 options during setup, and I wanted some way to make it so that you choose right away, maybe even before you've decided to go for the Project at all. My gut says that this also sort of interacts with the first-player advantage by making the first person choose before the subsequent players have even finished their opening two buys. I don't know. Anyway, the wording is slightly ambiguous, so "after each player's second turn" means that each player does the thing after his own second turn, not that each player does it after all players have had their second turn. I think "your chosen color" is clear, though. I chose those 4 colors because they aren't particularly complicated, but more importantly I couldn't just say to pick any one you want, because some of the colors care about what other colors you have, and you'll only have 1 color here. Also, note that you're not preventing the other players from choosing the same color as you. Maybe everybody picks the same one, and I think that's probably likely to get it to match with the best strategy in the Kingdom.
Lastly is thje Prophecy. Somehow, this one seems totally self-explanatory. This could be a slower game, especially if you're not getting much in the way of +Cards.

*Lore paragraph* Ujadani are tiny insects that have a very unusual lifecycle or something that makes them only appear on very rare occasions. They don't carry many nutrients, but they do produce nectar, as well as bitter and spicy juices. It's a big benefit that very rarely happens. The dandori challenge is pretty self-explanatory. I don't know if "dandori" is a normal word or if it was made up by the game designers, because pretty much every search result on Google talks about the video game, even if you don't mention the IP at all. It's all about efficiency and productivity, so you have to play well while you're competing. The trial of the sage leaf is a series of dandori challenges. It doesn't really relate thematically, unfortunately. I do think it works as a trial, though, because you have to think about how it changes the power level of your s and how they differ from your opponent's s. During a night expedition, all the nocturnal predators are out and about, so Attacks are easier to get. At night, you don't have access to any pikmin except glow pikmin, which you only have access to at night, and they automatically return to you after completing a task, so you're putting cards back onto your deck.

Well, I don't know what else I should say. It gives me so much pleasure seeing how well I was able to translate the themes and mechanics of the Pikmin series into the mechanics of Dominion, and hearing the agreement from my family members, especially my dad. My excitement over this expansion also prompted me to create so many more custom cards, so I hope I'll get to share them soon. This post took me about 7 hours to write, so it won't be the next couple of days that I share the next set of cards with you all. Again, any feedback is welcome, just know that weavile are competitive and have sharp claws, so I can be quite intimidating when I'm challenged. I promise it's not to insult you or make you regret saying anything, it's just my nature.
The art in these is almost exclusively screenshots. There are 3 that are official promotional artwork, but Goolix and Smoky Progg are fanart which I attributed.
If you're trying to figure out how this is 350 cards, the official game supports 6 players, but I don't, so there's only 4 of the Heirloom and of each color, and Glow is on the back of one full set of 10 colors.

Thank you so much if you even as much as enjoyed reading through this.

Here are the TTS files if you'd like them, followed by transcriptions of the cards. (§ is the sprout symbol as used in the Shard of Honor Card Image Generator.)



Quote
Quote
Honeywisp
Action-Duration-PNF
"Now and at the start of your next turn, +$1 and +1§.
Until then, when another player plays an Attack card, it doesn't affect you."

Pellet
Action-PNF
"+1 Card
+1 Action
+1§"

Ship Part
Treasure-PNF
"+2§ of a color you have the least of. If you have at least 3§ of each color, +$3. Otherwise +$1."

Quote
Bulblax
Night-Duration-PNF
"+1§ per card in your hand.
At the start of your next turn, +$2."

Buried Junk
Treasure-PNF
"$1
Reveal the top card of your deck; you may discard it. Either way, for each color able to throw it, +1§ of that color."

Goolix
Action-Duration-Reaction-PNF
"Now and at the start of your next turn, +1 Card and +2§
-
When another player throws a card, you may first play this from your hand."

Rescue Pup / Rescue Corps
Action-PNF (both) /
[Pup:] "Reveal the top four cards of your deck. Put one revealed Treasure into your hand. Discard the rest.
+1§ per differently- named card revealed."
[Corps:] "+1 Action
Look through your discard pile. Choose one: put a card from it into your hand or +1 Buy.
For the rest of this turn, if an Action card yields +Buy or +§, play it a second time."

Quote
Bomb Rock
Action-Attack-PNF
"+2§
Each other player loses 1§ and reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest."

Candypop Bud
Action-PNF
"+1 Buy
+$1
You may lose 1§ for +1§ of each other color."

Carrots
Treasure-PNF
"$2
-
When you gain or trash this, +3§."

Cave Pit
Action-PNF
"+$2
+1§ of each color with 0§.
-
When you gain this,gain a Silver."

Lithopod
Action-Duration-PNF
"+$2
Lose all your Glow §.
At the start of yournext turn, +2§.
-
While this is in play, +1§ of Glow every time you throw a card."

Mamuta
Action-PNF
"+2§
You may trash a card you have in play or in your hand. +1§ per $1 it costs. Each other player may discard a card for +1§."

Nectar
Action-PNF
"+1§ of each color."
Heirloom: Glow Sap
Quote
Glow Sap
Treasure-Night-Heirloom
"If it is your Night phase, +1§ of Glow for each Buy you have left.
Otherwise, +1 Buy and +$1."

Snavian
Action-Attack-PNF
"+2§
Gain a card costing up to $4 onto your deck.
Each other player either discards a card or loses 1§, their choice."

Sporovid
Action-PNF
"+1 Buy
Gain a card costing up to $4.
-
When you gain this, +1§ of each color."

Ultra-bitter Spray / Ultra-spicy Spray
Night-Duration-Attack-PNF / Action-PNF /
[Bitter:] "At the start of your next turn, +1§. Until then, when another player gets +§, that player gets 1 less § and you get +1§."
[Spicy:] "Look at the top four cards of your deck. Discard one and put the rest into your hand, then +3§.
If any other player has a Duration card in play, +$1."

Quote
Antenna Beetle
Action-Attack-PNF
"+2 Cards
+2§
Each other player loses 1§.
-
When you trash this, +2§."

Arachnorb
Action-PNF
"+1 Action
+$2
+3§
Trash a card from your hand.
-
When you trash this, gain a card costing up to $4."

Bloom
Action-PNF
"+2§
Trash a card from your hand. Gain a card costing up to $2 more than it.
This turn, every second throw costs no §."

Expedition Leaders
Action-PNF
"For each color, choose either +1§ or lose 1§.
If you lost exactly...
1§, +$1 and gain a Silver
2§, +2 Cards and +1 Buy
3§, +1 Action and +$3
4§, +3 Cards and +1 Action"

Lumiknoll
Night-Victory-PNF
"+1§
Put a non-Duration card you have in play onto your deck.
-
Worth 1% per set you have of all four colors."

Onion
Action-PNF
"Discard any number of cards from your hand.
+2§ per card discarded."

Scornet Swarm
Action-PNF
"+1 Card
+2 Actions
Choose one: +3§ or gain a Fruit."

Smoky Progg
Night-Attack-PNF
"+2§
You may trash a card you have in play for +1 Coffers.
Each other player either loses 1§ of each color or gains a Curse, their choice."

Quote
Glowmob
Night-Duration-PNF
"For each card you've bought this turn, +1§.
At the start of your next turn, either +1 Card or lose all your Glow § for that many +$."

Quote
Colors
Red
"C - 1§: throw a Silver for +2 Coffers.
* (after playing a card) - 1§: throw a Copper for +1 Action or +1 Buy."

Ear Yellow
"A - 1§: throw a Copper to put a card from your discard pile into your hand.
A - 2§: throw a Silver for +1 Card, +1 Action, and +1 Buy; or for +$3."

Blue
"A - 3§: throw a Silver to discard your hand and +4 Cards.
* (after gaining a card you bought) 1§: throw a Copper to gain a Silver onto your deck."

Mushroom
"A - 1§: throw a PNF or Fruit card and lose 1§ of each color. If you do, put a § token on a non-Victory Supply pile.
Cards in piles with § on them cost that many more $."

Purple
"A - 3§: throw an Action card to play it twice if you have no other cards in play.
* (after gaining a card) 1§: throw a Victory card to put the gained card into your hand or onto your deck."

White
"* (after playing a card) - 1§: throw a Victory card to look at the top 4 cards of your deck, discard any number of them and put the rest back in any order.
* (after gaining a card) - 2§: throw an Action card to trash the gained card."

Parasite (Bulbmin)
"* (after playing a card) - 1§: throw a Silver for +1§ of each other color.
* (when an opponent plays an Attack card) - 2§: throw a card costing $2 or more to be unaffected by Attacks this turn."

Rock
"A - 1§: throw any card for +1 Card per type it has.
C - 3§: throw a Treasure card to put the thrown card on top of a non-Victory Supply pile."

Pink (Winged)
"C - 1§: throw a card costing up to $2 to gain a card costing up to $4.
During your turns, Treasure cards costing up to $1 per § cost $1 less per § more than it costs."

Ice
"A - 4§: throw a Silver to set aside a Victory card from your hand until the end of the game.
C - 1§: throw a Copper to gain an Estate."

Glow
"A - 1§: throw any card for +1 Card.
C* - Once per turn, +1§ of Glow if you have any Buys left."

Quote
Fruit
Blonde Impostor
Action-Shadow-Fruit
"+1 Action
+ $1
+1§
-
You can play this from your deck as if in your hand."

Citrus Lump
Treasure-Fruit
"$1
+1 Buy
+1§"

Crunchy Deluge
Action-Fruit
"At the start of your next turn, +1 Card and +1§."

Dapper Blob
Actioin-Fruit
"+1§
You may discard 3 cards to gain a Gold."

Delectable Bouquet
Action-Fruit
"+1§
You may discard a Treasure to gain a card costing up to $4."

Dusk Pustules
Action-Fruit
"+1§
Look through your discard pile. You may put a card from it onto your deck."

Insect Condo
Action-Fruit
"+1 Coffers
+1§"

Juicy Gaggle
Action-Fruit
"+2 Cards
+1§
Discard 2 Cards"

Lesser Mock Bottom
Action-Fruit
"+1 Card
+1§"

Portable Sunset
Action-Fruit
"+1§
Look at the top 4 cards of your deck. Discard any number of them and put the rest back in any order."

Searing Acidshock
Action-Fruit
"+1§
You may trash a card from your hand."

Seed Hive
Action-Fruit
"+1§
Gain a Silver."

Tremendous Sniffer
Action-Victory-Fruit
"+1§
-
1"

Quote
Landscapes
Ujadani
Event
"Once per turn, discard the top card of your deck. If it costs $6, +3 Cards at the end of this turn."

Trial of the Sage Leaf
Project
"When you play a card costing $4, +1§ of your chosen color.
-
Setup: After each player's second turn, he chooses and takes Red, Yellow, Blue, or Ice for the rest of the game."

Dandori Challenge
Landmark
"When scoring, 1% per Supply pile you have the most cards from out of all players."

Night Expedition
Prophecy
"Attack cards cost $2 less.
At the start of your Clean-up phase, put a non-Duration card you have in play onto your deck."
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Fan Expansions:
1. Royal Wizardry (formerly "Warlords & Wizards")
2. Pikmin
3. Shantae
4. Rush (Coming Soon)
5. The Legend of Zelda (Coming Soon)
6. Pokemon (Coming Soon)

Will(ow|iam)

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Re: Fan Expansion - Pikmin
« Reply #1 on: August 30, 2024, 10:26:35 pm »
+2

Wow, this is a lot. Overall, I like a lot of the ideas here, but the core concept of having 4 different colors is flawed.

I want to compare this set to Allies. In a normal game of Dominion:Allies, a favor token has 1 special use. In this set, a PNF card adds 8 different special uses. That's almost double the effects to understand, compared to a normal dominion kingdom! In the rest of this post, I redesign the set to use Liaisons and Allies, in addition to other critiques.

The difference, it seems, between the philosophy of the Colors vs. the Allies. Namely, the Colors are all weaker, but having more of them together means that sprouts are effectively stronger. I can see it being balanced, but I still think having 8 extra things to think about when analyzing a board is too much, which is why I still think having Allies instead is better.

I like the "Throw" mechanic. There's a lot of fun design space in making you spend a resource to make a card do something else interesting.

I suspect Scornet Swarm will rarely be played for gaining a fruit - the fruits are just so weak. In the cases where you are gaining a fruit with Scornet Swarm, I worry it's just because you'll be trying to get a specific one, probably Searing Acidshock or Citrus Lump. That's really not fun.

Commentary on each card, and how I'd redesign the set:
First, as mentioned, PNFs are Liaisons; Colors are now Allies.
Pellet: This is just underling again. Having something like underling in a set with something like allies, but I don't like the premise of having a set with something like Allies when Allies exist and we already understand them. Remove.
Candypop bud: I don't see anywhere that says the colors start with sprouts on them, so this is just a crappy woodcutter on boards without other PNF cards. On boards with other PNF cards, this is mainly terminal +Sprouts, but it sucks to open with. The only terminal +Favors card is Guildmaster; buying a card for +buy and having favors come with it is novel. I'd try +1 Buy/+$2/+1 Favor and +1 Buy/+$2/+2 Favors at $4 and $5.
Cave pit: Seems really weak - Most colors, as written, require multiple sprouts for one of their effects, so this being the only PNF card would make them redundant. Terminal silver with Gain a Silver on-gain is also a really weak effect. The identity seems to be the terminal silver that comes with a silver, so I'd add an effect that synergizes with that. Maybe instead of giving sprouts/favors, it could have "You may throw a treasure card for +2 cards per $3 it costs."
Antenna Beetle: DXV tried an attack that attacked the other players' favors in Allies, and that didn't work.

Red: Having an extra silver unspent at end of turn is rare. Both halves of the bottom half seem too strong for a Sprout, but good for Allies. (Copper for +action and Copper for +Buy), but I feel like they don't want to be on the same card. I would have the following 3 Allies for these concepts:
* At the start of cleanup, you may spend any number of favors and any number of $ for that many coffers.
* At the start of your buy phase, you may spend any number of favors and discard that many coppers for that many buys.
* After playing an action card, you spend a favor to throw a copper for +1 Action

Yellow: All of these are really narrow. I rarely want cards from my discard pile, and even rarer do I want to spend that many resources for them. Two sprouts for a coin, but only when I have a silver, or Two sprouts and 2 coins for worker's village, also narrow. Sometimes you need it, but sometimes there's better buys, and always there's better economy. Here's all I'd have there:
* At the start of your turn, you may spend a Favor to put a card from your Discard Pile into your Hand.

Blue: Three whole sprouts to turn Silver into Minion? That seems too narrow, even for a Color. And the games where the bottom half is viable tend to be less fun than when it's not. I don't like this.

Mushroom: Hard to judge. If you've played with this in the game, I'm curious how it's affected the board. My gut reaction is, it's too hard to activate the bottom for the top to be worth it, especially because it affects everyone.

Purple: I like this one. I like how the top synergizes with the bottom, and the effects both make sense. Probably too powerful for a Color, and duration cards do kill the top, though. As an Ally, this is what I'd do:
* When you play an action card, you may spend 3 favors to play it again. (You may not use this to play the same card 3 times)

White: Both halves of this make sense as a Color.

Parasite: The bottom half is outclassed by white, yeah. The top half is interesting! I would do this as a $4 Project - Liaison:
* At the start of your buy phase, you may throw any number of Silvers for +3 Favors each.

Rock: The top of this looks fun. The bottom of it looks unfun - it's a win-more effect.

Pink: Top half seems too strong compared to other Colors - Each sprout is effectively a play of ironworks. Bottom half would be interesting if it didn't say "Treasure" - it really pushes for gaining Treasure cards. This could be okay if this were Plunder, which has a lot of fun treasures that do things, but it isn't, so it isn't. As an Ally, this is what I'd do:
* During your turns, Action cards costing up to $1 per favor you have, cost $1 less per 2 favors you have above the printed cost.

Ice: Top half seems too strong for a Color. Bottom half seems appropriately narrow. As an Ally:
* At the start of your turn, you may spend 5 favors to exile a victory card from your hand.

Glow: This being available every game with sprouts totally throws what I said about sprouts being balanced as much weaker than favors out the window - Most of the time, the top half is the same as Cave Dwellers, an existing Ally! Definitely wants to be toned back. Maybe make it cost 2 sprouts? Bottom half, basically games with sprouts are just different games with different balancing around cycling. Here's what I'd do:
$4 Project - Liaison:
* At the end of your turn, +1 Favor if you have any Buys left.

Rescue Corps/ Rescue Pup: Both halves are too weak. A precept of split piles is that it has to be likely enough to see the bottom half. I suspect in many games, both players will ignore the Rescue Pup, so there'll never be a chance to see Rescue Corps. Rescue Corps is also weak except that, with the current wording, it's possible to get infinite buys and infinite sprouts from it. Dogs in Dominion are often reaction cards, so here's how I'd do this split pile:

Rescue Pup: $4 Action - Reaction - Liaison
+1 Action
Reveal the top 2 cards of your deck. Put the action cards into your hand. Discard the rest; +1 Favor per card discarded.
--
When you gain an action card, you may play this from your hand.

Rescue Corps: $5 Action
Put up to 5 cards from your discard pile into your hand.

Sprays: Ultra-Bitter spray is too weak, and Ultra Spicy spray is too strong. Smithy is fine at $5; +3 Glow Pikmin +3 cards outclasses other $5 Smithies.

Here's how I'd do a split pile for the sprays:

* Ultra-Bitter Spray: $4 Action - Duration - Attack
At the start of your next turn, +2 Actions. Until then, when another player has more than 2 actions remaining, they reset back to 2 actions.

* Ultra Spicy Spray: $5 Action - Duration - Liaison
+2 Favors. At the start of your next turn, +3 Cards

Scornet Swarm: Village with 3 sprouts is too strong, and the fruits are too weak. The flavor of the Scornet Swarm, to me, is that it's a bunch of tiny annoying things. I think the Scornet Swarm actually makes sense as an Ally:
When you play an action card, if you 7 or more cards in hand, spend a favor or take a debt.
And then the Scornet Maestro, $4 Action - Liaison
Choose one:
+3 Favors, or +3 Actions

Glow sap being strictly better than pouch irks me a bit. Nectar and glow sap also aren't technically related.

The flavor of Nectar is making things mature, which gives me procession vibes:
Nectar
$3 Action
+2 Actions. You may return an action card from your hand to its pile, to gain an action card costing exactly $1 more than it.

And then, Glow Sap could just be a kingdom night card:
Glow Sap: $3 Night - Liaison
+1 Favor per buy you have left.

I scrolled back up to say: If Lumiknoll is in the set, why is Glow sap the heirloom of Nectar, not the Lumiknoll?

Bloom: Remodel plus favors makes sense at $5. I think the "every second throw" effect is cool, but not cool enough to warrant the possible confusion. Remodel + 2 favors can be in the set, yeah!

Lumiknoll: For the top part, just use Scheme's wording so we don't need to worry about infinite loops. The bottom part is liable to lead to infinite games - DXV has a design rule, that any effect that scores points must make the game closer to ending. Because it's possible to get infinite sprouts, it's possible to build a golden deck that does nothing but gain sprouts, and thus scores lumiknoll points forever. Did you ever play a Scornet Swarm + Lumiknoll game?

Here's how I'd do concept:
* Lumiknoll: $3 Night - Liaison
+ 1 Favor
This turn, you may put one of your cards onto your deck when you discard it from play.

And the bottom part, here's one of the first cards I designed for my set:
* Titans: Landmark
+7 VP if you have more favors than anyone else (or tied for most).

Honeywisp: Seems fun! No notes.

Ship part: The flavor of the ship parts is discovering a new part of the map, which would translate in dominion as gaining access to another kingdom card.

* Ship Part: $3 Treasure - Liaison
If you have the most favors, +$3 and you may buy the Distant card this turn. Otherwise, +2 Favors.
--
Setup: Add a $5 Action card to the supply - It is the Distant card. Usually, you may not buy it.

Bulblax: Seems fun! No notes.

Buried Junk: Nice at filing the colors' design space, but the colors are too much.

Goolix: I don't like how it's a terminal +1 Card this turn. Maybe 2 cards this turn 2 sprouts/favors next turn?

Bomb Rock: Waaayy too strong an attack. It's just like Knights, but there's no built-in defense, and it costs $4. Might be reasonable if it trashed itself on play and didn't attack opponents' sprouts/favors. So like,

Bomb Rock
$4 Action - Attack - Liaison
+2 Favors
Trash this. If you did, each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.

Carrots: Too strong. Maybe do one sprout/favor on gain, more on trash, so like:
Carrots
$4 Treasure - Liaison
+$2
--
When you gain this, +1 Favor. When you trash this, +3 Favors.

Lithopod: Too-integrated with the flawed color mechanic.

Mamuta: Nice design, nice flavor, no notes.

Snavian: Are players allowed to lose a sprout if they have none? Either way, strictly better than Armory and thus wants to cost $5.

Sporovid: Nice design, no notes.

Arachnorb: Probably too strong.

Expedition Leaders: Adding yet another use for sprouts, thus adding to the complexity of the mechanic. This feels more like a Color/Ally or set of Colors/Allies than a PNF/Liaison. Or maybe it wants its own token, not interacting with another mechanic, a la Garrison. Hard to say.

Onion: Nice design, nice flavor, no notes.

Smoky Progg: It shows up during the day in-game, so it doesn't feel like a Night card. The attack part also basically locks everyone out of getting to use their sprouts for the game - A player without any sprouts gets to choose to try to lose sprouts despite lacking any sprouts, thus being unaffected by the attack, with the only penalty being not getting to play with sprouts, which is much less punishing than adding curses to the deck.

Glowmob: Top half overlaps too much with Guildmaster; bottom half is extra uses for sprouts, which adds unfun complexity.

Ujadani: Seems too luck-based.

Dandori Challenge: Seems cool!

Trial of the Sage Leaf: Top half is cool, but note that ever since Empires (possibly earlier?) Dominion uses singular "they" instead of "he".

Night Expedition: This set with no omens shouldn't have a prophecy in it.  Regardless, guaranteed scheme every turn leads to boring monolithic strategies, especially if it's easy to make the scheme'd card an attack. For Night Expedition as a prophecy, I would do "Attack Cards are also Night Cards", but it's still a problem having it as a Prophecy in a set with no Omens.
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461.weavile

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Re: Fan Expansion - Pikmin
« Reply #2 on: August 31, 2024, 12:57:36 pm »
0

Candypop bud: I don't see anywhere that says the colors start with sprouts on them, so this is just a crappy woodcutter on boards without other PNF cards.
That's why every game will include Glow, so you have a way of getting sprouts without playing a card.

Quote
Cave pit: Seems really weak - Most colors, as written, require multiple sprouts for one of their effects, so this being the only PNF card would make them redundant.
You say seven and a half abilities is too many, then you complain when this limits it to four and a half? Definitely mixed signals.

Quote
Antenna Beetle: DXV tried an attack that attacked the other players' favors in Allies, and that didn't work.
Some sprouts are weaker than others, so I think it's OK. I wouldn't mind testing it out more, or having somebody else test it to see how bad it really is. From what I have tested of it, it just pushes people to always have 1 sprout on a color they don't plan on using, or they lose out on one Glow, which is the cheapest and weakest sprout.

Quote
Red: Both halves of the bottom half seem too strong for a Sprout, but good for Allies. (Copper for +Action and Copper for +Buy), but I feel like they don't want to be on the same card.
Could you elaborate on your thoughts of why it's too strong? I'm guessing you mean it's going to make people always buy the +Sprouts card over some other strategy, is that what you mean?

The comments on the rest of the colors are basically summed up that you don't want to choose the +Sprouts card every time it shows up in the Kingdom, which I consider to be a feature, not a failing. I could put some restrictions on some of the more powerful effects or reduce the costs of some of the weaker effects, though.

I'm not seeing the infinite loop on Rescue Corps. Mind explaining? If it's the word "second," I'd rather just add a rule in the rulebook to explain that fairly obvious term than destroy the card. If you have a better wording, I'm open to that, though.

Quote
Lumiknoll: For the top part, just use Scheme's wording so we don't need to worry about infinite loops. The bottom part is liable to lead to infinite games
Yeah, a wording change is probably due here. I'll also have to consider more the problem of the infinite game. I don't know where I'd go with it right now.

Quote
Bomb Rock: Waaayy too strong an attack. It's just like Knights, but there's no built-in defense, and it costs $4. Might be reasonable if it trashed itself on play [...]
OK, I might need to rethink this one.

You really think Carrots is too strong? A Silver that can get you a Guide effect or two, or that can be a Throne Room twice ever? Maybe give an example of what I missed. Same with the Sprouts on Arachnorb, I think, but you at least have to have something to feed it like Junk Dealer.

Quote
Snavian: Are players allowed to lose a sprout if they have none? Either way, strictly better than Armory and thus wants to cost $5.
Ah good catch; I missed Armory. Yes, you can choose to lose a sprout even if you have none. That's why I thought it was such a minor Attack.

Quote
Night Expedition: This set with no omens shouldn't have a prophecy in it.
I don't see a problem with this. Don't print it out.

Overall, thanks for the feedback. You caught some good stuff that I missed. It seems like you don't care for the more complex strategic space of the set, so I'm sure this set is not for you, (I did put a warning at the beginning that a game would be considerably longer if you play with these,) but this set is not interested in becoming a recombination of vanilla effects, even if they include +Favors. DXV has the restriction that he has to make money by selling the cards, meaning they have to appeal to a wide audience -- a wide audience that might need to have that limitation of choices that you mentioned. I don't have that limitation with my dad, or even some of the other people we play with, and if I think it's going to be too much for a player or we don't have enough time, I have the luxury of ignoring these cards when setting up the Kingdom.
A lot of this just seems like cards you should make for yourself; if you want a card that says
Quote
+2 Actions. You may return an Action card from your hand to its pile to gain an Action card costing exactly more than it.
then make that card and try it out. (Hilariously, it's pretty similar to another card I've made that I was planning on sharing soon. Kinda a cool coincidence.) I'll happily run some more tests to see if +Sprouts is too fast compared to strategies without +Sprouts and see if the cards need to give fewer sprouts or something. I'm not making everything into +Favors and Allies, though. If I had to, I could get rid of the card that never allows you to get more than one sprout of a color and eliminate half of the effects; at the moment, there's two effects on each so there could be one that costs only one Sprout and not be a trivial inclusion. The player actually has to decide as part of forming a strategy that an effect on a Color isn't worth it, or that none of the Colors are worth it. Again, maybe I need to do some more testing to fix the power level of +Sprouts, because I do want it to be non-trivial whether you should buy the card or not.
I do intend to be sincere in thanking you for offering feedback, but a lot of your feedback was not of the "oh, did you consider this issue" type but instead of the "this is a waste" type. I did take a lot of it with a grain of salt, so I don't want to bash you, because you did say you were going to primarily attempt to consider how to redo things with +Favors, but that just doesn't interest me. There are some other reasons I don't want to do that, but the only reason that actually has the weight behind it to bring me to a decision is that my dad doesn't have Allies. If I'm making cards to go in my own collection, it's pretty much anything goes, but this set doesn't have that freedom. I have considered Glow plus two randomly selected instead of Glow plus three randomly selected, and that change could work if I rejigger the power level of +Sprouts and which things care about how many colors or "other color" in the effect.
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Fan Expansions:
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3. Shantae
4. Rush (Coming Soon)
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6. Pokemon (Coming Soon)

Will(ow|iam)

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Re: Fan Expansion - Pikmin
« Reply #3 on: August 31, 2024, 02:26:07 pm »
0

Quote
The comments on the rest of the colors are basically summed up that you don't want to choose the +Sprouts card every time it shows up in the Kingdom, which I consider to be a feature, not a failing.
I think it is a failing if sometimes there are 8 different effects, in addition to what you have to read with a normal dominion board, that you look at and decide "Not worth my time". It feels like reading and thinking about them is a waste of time.

If you're deadset on having multiple different colors in each game with a PNF card, then maybe you could remove the least-interesting or most-complex half of the effects.

Maybe something like:

Rulebook: When there is a PNF card in the kingdom, you get 3 colors, coppers are also actions, and when you play a copper in an action phase, choose one of the colors and do its effect (instead of getting +$1).

Red: Spend 2 sprouts from here for +2 Actions
Yellow: Spend 2 sprouts from here for +1 Card and +1 Action
Blue: Spend a sprout from here for +1 Buy and +$1
Mushroom: Spend a sprout from each color to put a sprout token on a pile. (Cards in piles with sprouts on them cost $1 more per sprout on them)
Purple: Spend 4 sprouts from here to play an action card from your hand twice.
White: Spend a sprout from here to look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
Parasite: Spend a sprout from here for +1 Sprout of each other color.
Rock: Spend any number of sprouts from here for +1 Card each.
Wing: Spend a sprout from here. If you do, cards cost $1 less this turn.
Ice: Spend 2 sprouts from here to exile a card from your hand.
Glow: Spend a sprout from here to discard any number of cards, then draw that many.

And then anything that refers to throwing could instead refer to playing coppers in the action phase.

Quote
You say seven and a half abilities is too many, then you complain when this limits it to four and a half? Definitely mixed signals.
It's more abilities to read at the start of the game, more that you need to understand before you can start making moves, even if you also have to realize "Four of these abilities don't even matter".

Quote
Could you elaborate on your thoughts of why it's too strong? I'm guessing you mean it's going to make people always buy the +Sprouts card over some other strategy, is that what you mean?
Yeah. If all your coppers are effectively necropolises, then you don't need to worry about +Actions and you can just load up on terminals, and with the current distribution of sprout-gaining, that's what happens.

Quote
I'm not seeing the infinite loop on Rescue Corps. Mind explaining? If it's the word "second," I'd rather just add a rule in the rulebook to explain that fairly obvious term than destroy the card. If you have a better wording, I'm open to that, though.

Yeah, it's the ambgiuity on "second". The way official cards deal with this is via the "command" type. "If a non-command card yields +Buy or +Sprout, play it again", and then Rescue Corps would be a command card.

Quote
You really think Carrots is too strong? A Silver that can get you a Guide effect or two, or that can be a Throne Room twice ever? Maybe give an example of what I missed. Same with the Sprouts on Arachnorb, I think, but you at least have to have something to feed it like Junk Dealer.

With Pink and Carrots, you can gain a ton of golds. Compare to Sycophant.

With Arachnorb, you wanted to be trashing stuff anyway. Compare to Priest and Mountain Shrine.
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Hks

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Re: Fan Expansion - Pikmin
« Reply #4 on: August 31, 2024, 05:08:30 pm »
0

I love Pikmin, so it's really fun seeing someone make an expansion out of it! I have never designed an expansion myself, so I can only imagine the amount of effort it would take. Just fun in general seeing two worlds I'm familiar with combined. Thank you for sharing!
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