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Subject: Plague (Fan Expansion for Dominion) rss

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Don Riddle
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Hail, weary pilgrim... rest while I tell a dark tale of disaster.... and redemption! On comes Plague, a dangerous new mini-expansion for Dominion. I hope you 'enjoy' Curses as much as I do... mwah ha ha HAAAA!!

... bear in mind, that only 5 of these 13 cards actually give Curses. I also designed them specifically so while they have fun interactions amongst themselves, they could go into any random Dominion game and be fun individually. let me know what you think, but please spend a little time with them. Their dark, risky edge brings something pretty different to the Dominion universe, but that doesn't make them bad or not fun. My whole concept was to make Curses fun afterall!

UPDATED CARDS as of 11/26/2011:

Scavenger – Action – 0$
“Choose one: gain a card costing up to 2$; or gain a card costing up to 5$ from the trash pile.”

Rats – Action – 1$
+1 Card, +1 Action, "If this is the third time you played a Rats this turn, each other player gains a Curse."

Poisoned Well – Action – 2$
+1 Action, +2$, “Return all Curses from the trash pile to the supply. When you gain this, gain a Curse.”

Medicine – Action – 2$
+1 Card, “You may trash a card from your hand. If that card is a Curse, +1 Action, +1$.”

Plague Doctor – Action-Reaction – 3$
+2$, "During your Buy Phase, cards from the Plague expansion cost 1$ less, but not less than 0$." / “When you would gain a card, you may set this aside from your hand. If you do, instead, trash that card; then at the start of your next turn, +1 Action and return this to your hand.”

Outbreak – Action-Attack – 3$
“Reveal your hand. If you reveal a Curse, each other player gains a Curse. Otherwise, gain a card costing up to 5$ and gain a Curse.”

Missionaries – Action – 3$
+1 Card, +1 Buy, “You may immediately look through your discard pile, reveal up to 2 cards with a cost of 0 from it, and trash them.”

Quarantine – Action – 3$
+1 Action, “When you play this, you may put 2 Curses from the supply onto your Quarantine mat. For every 2 Curses on your Quarantine mat, choose one: +1 Card; or +1 Buy; or +1$. Return all Curses on your Quarantine mat to your deck at the end of the game.”

Relief – Treasure – 3$
+1 Buy, +1$, “ “If this is the first time you played a Treasure card this turn, you may immediately reveal your hand and discard all other Treasure cards from it. If you do, +3$."

Morgue – Action – 4$
“Immediately put your deck into you discard pile.” +1 Card, +2$

Inheritance – Action – 5$
“Gain a Curse. If you do, gain a Duchy and a Gold. Otherwise, gain a Silver."

Sewers – Action-Victory – 5$
“Worth 1 Victory for every 3 cards with a cost of 0$ in your deck (rounded down).” / “Trash a card from your hand. Gain a number of Coppers equal to its cost in coins."

Miracle – Action – 6$
+3 Action, +3 Buy, “Reveal the top 3 cards of your deck. If all 3 cards have the same cost, gain a prize or a Duchy. Discard the revealed cards.”

that's all of them. thanks for looking... and commenting!
 
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Andy Phillips
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Some interesting cards there, but my concern would be with so many curse giving cards there, the curse pile will be exausted very quickly making many of the card effects redundant if this were played as a standalone set.

Maybe you could increase the number of curses if using thses cards?
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Don Riddle
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I definitely worried about that, and that may be a necessary adjustment. Again, I didn't want to add additional rules outside the cards, but it might be that an additional 20 or so Curses would be better.
But I don't know.
I haven't had the time to playtest these adequately to see what the Curse usage would be, but my gut tells me that the present quantity of Curses (30) could create a nice tension between risky players buying things like Quarantine and Sewers early rather than later, and more cautius players buying Medicines and Plague doctors to protect themselves.
Thanks for your input! This is definitely an issue I will keep my eye on.
 
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Ron Laufer
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I didn't look too in-depth at the cards, but if you're worried about the curse pile running out, you could change some of the trashers in the set so that if a curse would be trashed, it goes back in the supply instead. (Not sure how fun a set based on curses would be in general. Would appear to a small group of players, IMHO.)
 
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Kevin Costello
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riddle13 wrote:

Scavenger – Action – 0$
“Choose one: gain a card from the trash pile; or gain a Copper, putting it into your hand.”

Hmmm... so, even if you choose the gain a copper option, its almost always going to be worse than a copper. The gain from trash ability is usually going to be total garbage, especially in a cursing themed set. I'm even skeptical that it would have really positive interactions even with trash-for-benefit cards like remodel. People might be too reluctant to trash decent cards if they know that someone else might buy a scavenger.

Quote:

Rats – Action – 1$
+2 Actions, “Gain a Curse; put it into your hand. When you would discard this from play, instead, you may put this on top of your deck.”


Urg... this seems bad. Maybe it would occasionally be useful as a combo with a trasher or with some fancy reactions like watchtower and trader. But generally, this seems pretty awful.

Quote:
Poisoned Well – Action – 2$
+1 Action, +1$, “Each player (including you) gains a Curse.”

This one is a copper that requires an action to play. And it doesn't really do anything else for you, since the cursing effect hits everyone... Not sure why I would buy this.

Quote:
Medicine – Action – 2$
+1 Card, +1 Action, “You may trash a card from your hand. If you do, +1 Card.”

Probably needs to cost more. This seems like a really strong card, and unlike chapel there is almost zero downside to accumulating lots of them.

Quote:

Plague Doctor – Action-Reaction – 3$
+2$ / “When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper.”


Seems really weak. Being given a copper is still an unpleasant thing. I mean, sure its better than getting a curse, but doesn't seem worth buying.

Quote:
Outbreak – Action-Attack – 3$
“Reveal your hand. If you reveal a Curse, each other player gains a Curse. Otherwise, gain a card costing up to 5$ and gain a Curse.”

Well, this is going to drain the curse pile pretty fast. Not sure what kind of impact this would actually have on a game. I like the flavor though.

Quote:
Missionaries – Action – 3$
+2 Cards, “You may immediately look through your discard pile, reveal up to 2 cards from it, and trash them.”


Seems like it could be an okay trashing card.

Quote:
Inheritance – Action – 4$
+2 Cards, +2$, “When you would discard this from play, instead, you may put this on the bottom of your deck.”

I'm wondering why you chose this ability. Because it doesn't seem very interesting to me. I guess the thing is, once a card is on the bottom of the deck, its probably going to stay there. So you play it, put it on the bottom of the deck. Then the next time you draw it, you're VERY likely to shuffle your deck, at which point it goes at the bottom of the newly shuffled deck and you repeat. So it doesn't seem like its going to come up any more often than a regular card, and it doesn't self-synergize, so you don't get much out of putting two of them on the bottom of your deck. So I just don't really get it.

Quote:
Quarantine – Action – 4$
“When you play this, you may put 2 Curses from the supply onto your Quarantine mat. For every 2 Curses on your Quarantine mat, choose one: +1 Card; or +1 Action; or +1 Buy; or +1$. Return all Curses on your Quarantine mat to your deck at the end of the game.”

Definitely the most conceptually interesting card in the set to me. Needs playtesting though. Right now it needs 4 curses just to replace itself. I think it would definitely need a lot of tweaking to get right, and I'm not positive it would ever really work right.

Quote:

Relic – Treasure – 4$
+2$, “When you play this, gain a card costing up to 1$ per every 2 cards in the trash pile. If it’s a Victory card, trash this.”

With even a little trashing, it seems like it will get crazy strong, especially compared to horn of plenty, which is harder to power up, costs more, and doesn't give you a treasure bonus.

Quote:

Morgue – Action – 5$
+4 Cards, “Each player (including you) may trash a card from his hand.”

Hmmm... Maybe the trashing should be mandatory for you. They only benefit if they have a bad card in hand. You have a lot more chances of benefiting. I think it needs slightly more of a downside for you.

Quote:

Miracle – Action – 5$
+3 Action, +3 Buy, “Reveal the top 3 cards of your deck. If all 3 cards have the same cost, gain a prize or a Duchy. Discard the revealed cards.”

Concern with this card is that its super swingy on a 5-2 opening, where there are only two possible card costs it can hit. A turn 3 prize is pretty likely. And that can be really unfair, especially since the prizes have cost 0 like copper, so it becomes pretty easy to just snag all of the prizes right at the first few turns.

Quote:

Sewers – Action-Victory – 5$
“Worth 1 Victory for every 2 Curses in your deck (rounded down).” / “Gain a Curse.”

I'm not sure the math works out very well on this. You need 6 curses for this to even be worth as much as a Duchy. You need EIGHT curses for this to actually be better than a Duchy. And being able to give yourself curses to pump it up does NOT seem like a very good idea. You need at least two sewers for the curse gaining to even break even in terms of vp. But you're also just destroying your deck for not much gain. Even in a 2 player game, getting all the curses and all the sewers is only worth 6 more points than getting all the duchies, but you have more than twice as many dead cards. I just have an awfully hard time imaging this ever coming anywhere close to a wining strategy.

Some okay ideas, but I don't really see the potential in a curse-based set. Curses just aren't fun. You don't ever want to have them in your hand. And mitigating that with having lots of strong trashing cards dampens the effect of all the curses, but then what does it leave you with. Everyone buys a bunch of curse givers, gets a bunch of curses, buys really good trashers. And then 10 turns later, the curse pile is empty and everyone is just cleaning out their decks and trying to crawl back out to big money?
 
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Don Riddle
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thanks for your extensive comments!
in my defense...
with things like Outbreak and Medicine, you DO want to have Curses in your hand.
and different players would make different choices: some will try to rid their deck of Curses, others will buy Sewers and try to keep their Curses, maybe even use Scavenger to get more!
and speaking of Sewers: you talk of buying them simply evening out against Curses in your deck. but buying Duchys does the same, but they don't have the chance to grow larger.
as far as Miracle goes: try using it. it's a lot harder to make happen then it may seem. remember, if you get lucky and buy it first turn, you're left with 3 Estates and 2 Coppers in your deck. the chance the top 3 of your deck are the Estates is slim.
only 5 of these 13 cards actually give Curses. all of these cards were designed specifically to be able to work apart from each other. i think anyone of them would make for a fun twist on any Dominion game.
Rats is a great card! i really don't get why you think it's "awful." with it's ability to reoccur, it can be a big enabler. yes, you're gaining Curses along the way, but you should be able to deal with those with your extra actions, especially if your playing with actions like Missionaries and Medicine. or using Plague Doctor to not gain those Curses. but admittedly, it's a risk. that's the point.

EDIT: but i will take your advice on Relic. i've lowered it's coin output from +2 to +1 and added "rounded down" to its text..
EDIT: ok, more changes...
from
Poisoned Well – Action – 2$
+1 Action, +1$, “Each player (including you) gains a Curse.”
to
Poisoned Well – Action – 2$
+1 Action, +2$, “Return all Curses from the trash pile to the supply. When you gain this, gain a Curse.”
and from
Medicine – Action – 2$
+1 Card, +1 Action, “You may trash a card from your hand. If you do, +1 Card.”
to
Medicine – Action – 2$
+1 Card, +1 Action, “You may trash a card from your hand. If you do, +1$.”
 
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Kevin Costello
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riddle13 wrote:

with things like Outbreak and Medicine, you DO want to have Curses in your hand.

Not really. With Medicine, I don't want curses. I'd rather have no curses and trash my coppers and estates. It makes no sense to want curses to fuel your medicine, because unless I'm reading it wrong, medicine doesn't really work like that. The +1 Card just replaces the card that you trashed. So trashing a curse and getting +1 card is no different than if you just didn't have a card you wanted to trash at all.

Outbreak is a better example, but it still doesn't make me want curses. If you've already got curses, great, get it and get some payback. But if you're actively acquiring curses to fuel Outbreak, you're not really accomplishing anything.

Quote:

and speaking of Sewers: you talk of buying them simply evening out against Curses in your deck. but buying Duchys does the same, but they don't have the chance to grow larger.


Not sure exactly what you mean. I just have a hard time imagining when this card would ever be a good idea. Have you had playtests where it was successful? I'll admit I'm biased towards analyzing card in terms of 2 player games where I have the most experience.

Quote:
as far as Miracle goes: try using it. it's a lot harder to make happen then it may seem. remember, if you get lucky and buy it first turn, you're left with 3 Estates and 2 Coppers in your deck. the chance the top 3 of your deck are the Estates is slim.


Not sure what you mean. Is it supposed to be an "on-buy" trigger? Because you generally can't play it until at least turn 3. At which point I think flipping 3 coppers is going to be about 30%. Plus if you open Chapel+Miracle, you can target your estates. Also, I didn't say it was necessarily overpowered, just very swingy.

Quote:
Rats is a great card! i really don't get why you think it's "awful." with it's ability to reoccur, it can be a big enabler. yes, you're gaining Curses along the way, but you should be able to deal with those with your extra actions, especially if your playing with actions like Missionaries and Medicine. or using Plague Doctor to not gain those Curses. but admittedly, it's a risk. that's the point.


A great card? It doesn't draw you a card, so you need to draw it with two other actions for it to not be a dead card to start with. And even then something like Rats-Smithy is a huge risk, since there's a good chance it will be worse than just playing the smithy. And every curse you do get makes it less likely to draw Rats-Action-Action. If you could at least just keep putting it back on your deck without having to actually play it, it might be worth it, but even then it seems pretty bad in most setups.

I dunno, I mean, you implied that you'd only done a little playtesting. If you've playtested it enough to actually have a feel for how the cards play in practice, you should post about it, because it would be super interesting. I'm not going to playtest them so I can only speculate based on my initial impressions of the cards (which are extremely fallible; just look at the history of dominion for how many times a cards actual strength didn't match up with what people expected after first reading it). And from just reading them, I have a hard time imagining ever wanting to buy cards like Rats and Sewers.
 
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Don Riddle
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i have done some major overhaul work. listed below are the OLD versions of the card for record-keeping. to see the new versions, read the first post. i've udated it with the new cards.
OLD VERSIONS:
Scavenger – Action – 0$
“Choose one: gain a card costing up to 5$ from the trash pile; or gain a Copper, putting it into your hand.”
Rats – Action – 1$
+2 Actions, “Gain a Curse; put it into your hand. When you would discard this from play, instead, you may put this on top of any player's deck.”
Poisoned Well – Action – 2$
+1 Action, +2$, “Return all Curses from the trash pile to the supply. When you gain this, gain a Curse."
Medicine – Action – 2$
+1 Card, “You may trash a card from your hand. If that card is a Curse, +1 Action, +1$.”
Plague Doctor – Action-Reaction – 3$
+2$ / “When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper.”
Outbreak – Action-Attack – 3$
“Reveal your hand. If you reveal a Curse, each other player gains a Curse. Otherwise, gain a card costing up to 5$ and gain a Curse.”
Missionaries – Action – 3$
+2 Cards, “You may immediately look through your discard pile, reveal up to 2 non-Copper cards from it, and trash them.”
Quarantine – Action – 3$
+1 Action, “When you play this, you may put 2 Curses from the supply onto your Quarantine mat. For every 2 Curses on your Quarantine mat, choose one: +1 Card; or +1 Buy; or +1$. Return all Curses on your Quarantine mat to your deck at the end of the game.”
Inheritance – Action – 4$
+2 Cards, +2$, “When you would discard this from play, instead, you may put this on the bottom of your deck.”
Relief – Treasure – 5$
-1$, +1 Buy, “When you play this, reveal your hand. +1$ for every card with a cost of 0 you have in your hand or in play.”
Morgue – Action – 5$
+4 Cards, “Each player (including you) may trash a card from his hand.”
Sewers – Victory-Reaction – 5$
“Worth 1 Victory for every 3 cards with a cost of 0$ in your deck (rounded down).” / “When another player trashes a card with a cost of 0$, you may reveal this from your hand. If you do, gain that card from the trash pile.”
Miracle – Action – 6$
+3 Action, +3 Buy, “Reveal the top 3 cards of your deck. If all 3 cards have the same cost, gain a prize or a Duchy. Discard the revealed cards.”
 
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Tables
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Hm, a set based on curses... I'll give my thoughts on the individual cards, but I worry the whole idea could be a little unfun.

riddle13 wrote:

Scavenger – Action – 0$
“Choose one: gain a card costing up to 2$; or gain a card costing up to 5$ from the trash pile.”


It's a card costing 0, which is kinda interesting itself. Firstly, when there's no trashing, this card will be pretty much worthless. Gaining a card costing up to $2 is pretty... eugh. I don't think I'd ever buy this just for that, and would probably only play it if I'd been lowering card costs significantly, or was going for Gardens or to grab an Estate. Basically very niche. Gaining from the trash... well, there's a reason that it's trash. Only a few trashers are likely to throw cards costing more than about $3 into the trash - a few trash for benefits cards, a few attacks and well that's about it. Overall, I see this rarely actually being relevant. 80% of the time this appears, I think it'll be essentially a dead card, and the other 20% it'll rarely be that worthwhile.

Quote:
Rats – Action – 1$
+1 Card per Rats in play, +1 Action per Rats in play, “If there are 2 Rats in play, immediately put them into your discard pile and gain a Curse."


Hm, interesting. The first Rats is a cantrip, the second is like a Lab+Village but you get a curse. Firstly... why $1? Is there a good reason for it? It isn't a card you necessarily want to pick up, so it weakens many trash for exactly +/-1 cards, although I can see you'd probably want to pick up multiple if you picked any up at all. I think this is an interesting card, but only when there's a +buy on the table. I like it.

Quote:
Poisoned Well – Action – 2$
+1 Action, +2$, “Return all Curses from the trash pile to the supply. When you gain this, gain a Curse.”


Essentially a $2 silver that curses you as you buy it. Hmm... I'm not sure it'd ever be bought, to be honest, except with certain enabler cards (i.e. this set). The returning curses to the supply thing is pretty nasty. It would make not going for cursing attacks a risky move, if your plan was to trash them. But in all honesty, I don't think this card will be picked up very often.

Quote:
Medicine – Action – 2$
+1 Card, “You may trash a card from your hand. If that card is a Curse, +1 Action, +1$.”


Not very useful in a game without cursing, although it might be okay to pick up with a 5/2 opening. In games with cursing, it could be quite swingy (it rewards the players who draw it with their curses far more than another trasher would), but that's not necessarily a bad thing.

Quote:
Plague Doctor – Action-Reaction – 3$
+2$ / “When you would gain a card, you may set this aside from your hand. If you do, instead, gain a Copper; then at the start of your next turn, +1 Action and return this to your hand.”


I'm not sure, but I have doubts about this card's power. If you don't get to react, well, it's a terminal silver. If you do, you're likely turning a curse into a copper (obviously a good trade but still not nice) but that's it - probably weaker than most reactions in most cases, although it essentially becomes a normal silver instead of a terminal one. On your turn, you're unlikely to use the reaction making it just a terminal silver. Overall, it seems reasonably weak I have to say.

Quote:
Outbreak – Action-Attack – 3$
“Reveal your hand. If you reveal a Curse, each other player gains a Curse. Otherwise, gain a card costing up to 5$ and gain a Curse.”


Hmm... This is either a weak cursing attack, or a weak card gainer, and you can't choose (usually) which it'll be. It could be okay earlygame, or after the curses disappear, but after that... I have doubts about it's usefulness. Still, it looks like quite a fun card.

Quote:
Missionaries – Action – 3$
+1 Card, +1 Buy, “You may immediately look through your discard pile, reveal up to 2 cards with a cost of 0 from it, and trash them.”


I quite like this idea. The only major issue is it's a little poor depending on when it's drawn, but it IS only a $3 card. I don't think it'd be too powerful if you could choose to look through either your deck or discard pile (but not both), and it'd be less luck dependent.

Quote:
Quarantine – Action – 3$
+1 Action, “When you play this, you may put 2 Curses from the supply onto your Quarantine mat. For every 2 Curses on your Quarantine mat, choose one: +1 Card; or +1 Buy; or +1$. Return all Curses on your Quarantine mat to your deck at the end of the game.”


I also like this idea. It could be a very interesting card, although if multiple people go for them (especially in a 2 player game) it gives a reasonable first turn advantage to whoever grabs most first, I'd wager (getting to 6 so you can have a $3 double Lab is very powerful, even if it takes 3 uses to power up and sets you 1 province down). I think it might be a bit too powerful but I'm not exactly sure what simple thing you can do to fix that. Perhaps only placing 1 curse on the mat (2 first time it's played)?

Quote:
Inheritance – Action – 4$
“Immediately put your deck into you discard pile.” +1 Card, +2$


Huh? So you always reshuffle after playing this, and it's otherwise a reasonably powerful card. Hmm... It's certainly interesting, but the fact it's essentially an anti-chancellor for only +1 card in return makes me think it's underpowered at $4, and probably would be at $3.

Quote:
Relief – Treasure – 4$
+0$, +1 Buy, “When you play this, count the cards in the trash pile. If there are no cards in the trash pile, gain a Silver, putting it into your hand. Otherwise, +1$ for every 2 cards in the trash pile (rounded down).”


This could quickly become silly in games with lots of trashing. It needs 4 cards to become better than a Silver (easy with some cards, e.g. Chapel), and continues to become ridiculous as more cards are trashed. In other games, it's... giving you silvers, which is kinda pretty neutral in general, it's like a silver giving you buys. Basically, the problem here is it's likely to be either silly or mediocre.

Quote:
Morgue – Action – 5$
+4 Cards, “Gain a curse.”


I'm not convinced drawing 4 cards is powerful enough to warrant gaining a curse. In general if you think, that's 1 more card than a Smithy, but you've also gone and diluted your deck with one more card. Or Council Room, it's a buy less and you get a curse, which is significantly worse I'd say than letting others draw 1 more card. I wonder if it'd be too powerful it it was, say, +4 cards, +1 action, gain a curse and discard a card. I think that might be better though.

Quote:
Sewers – Victory-Reaction – 5$
“Worth 1 Victory for every 3 cards with a cost of 0$ in your deck (rounded down).” / “Trash a card from your hand. Gain a number of Coppers equal to its cost in coins."


Just a note, it should be Action-Victory not Victory-Reaction. And I think this is a very nice card. It encourages alternate strategies, not quite the same as Gardens, but it's pretty tough to fill your deck with coppers and keep buying them, except by using it's action.

Quote:
Miracle – Action – 6$
+3 Action, +3 Buy, “Reveal the top 3 cards of your deck. If all 3 cards have the same cost, gain a prize or a Duchy. Discard the revealed cards.”


+3 actions AND +3 buys? ...This is rarely going to be worth the cost, but I did read what was mentioned about if it costed $5. And when it is worth the cost (e.g. Gardens decks) it could get silly. Consider lowering that +3 buys to +1 buy, and give it say +1 card to compensate. Then it can still be a powerful enabler, just not quite so polar.
 
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Kevin Costello
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riddle13 wrote:

Poisoned Well – Action – 2$
+1 Action, +2$, “Return all Curses from the trash pile to the supply. When you gain this, gain a Curse.”

Interesting, but I'm not sure I like it. I doubt anyone would buy it for its action. Essentially Silver + Curse is not a very good deal for $2. In terms of average card value, its like getting 2 coppers and a (hypothetical) -1 vp chip. The only times I would consider a card like this is with a watchtower/trader in hand, or if I just wanted it to complement a cursing attack by keeping you from trashing stuff. And I'm not sure who would be excited about the possibility of an essentially infinite curse pile.

Quote:

Relief – Treasure – 4$
+0$, +1 Buy, “When you play this, count the cards in the trash pile. If there are no cards in the trash pile, gain a Silver, putting it into your hand. Otherwise, +1$ for every 2 cards in the trash pile (rounded down).”

Just outrageous in a chapel game. Not sure if that will have a positive impact on gameplay though. Scales awkwardly with number of players in any game with trashing. In a 4 player game, this is going to increase in value fast. Having a treasure that is pretty likely to be worth significantly more than platinum and gives a +buy for only 4 coins just seems nuts.

Quote:

Sewers – Victory-Reaction – 5$
“Worth 1 Victory for every 3 cards with a cost of 0$ in your deck (rounded down).” / “Trash a card from your hand. Gain a number of Coppers equal to its cost in coins."

I like this version a lot better. Probably needs tweaking, but the idea at least seems plausible.

Again, we could argue about hypotheticals all day, but I'd be most interested in hearing about what happens when you actually playtest them. What sorts of interesting things happen in an actual game? Throw up a game report of something, because just the premise alone of "making curses fun" is going to be an awfully tough sell.
 
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Don Riddle
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thanks for the responses guys. i'm working on some fixes to some of the issues you mention as we speak.
i have done some playtesting and the major thing you'll be happy to hear, is that even in games with all 10 kingdoms from Plague, there wasn't all that much cursing going on. not any more than in a game that contains Witch. there was just more to do with them!
i'll update again when i've done more playtesting and settled on my fixes.

@Martin: the 1$ cost on Rats is because it seems like a discount when it's usually not and thus makes the Rats feel 'smaller.'
 
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Don Riddle
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Dominion » Forums » Variants
Re: Plague (Fan Expansion for Dominion)
OLD VERSIONS -- FOR NEW VERSIONS, SEE UPDATED FIRST POST.
Scavenger – Action – 0$
“Choose one: gain a card costing up to 2$; or gain a card costing up to 5$ from the trash pile.”
Rats – Action – 1$
+1 Card per Rats in play, +1 Action per Rats in play, “If there are 2 Rats in play (including this), immediately put them into your discard pile and gain a Curse."
Poisoned Well – Action – 2$
+1 Action, +2$, “Return all Curses from the trash pile to the supply. When you gain this, gain a Curse.”
Medicine – Action – 2$
+1 Card, “You may trash a card from your hand. If that card is a Curse, +1 Action, +1$.”
Plague Doctor – Action-Reaction – 3$
+2$ / “When you would gain a card, you may set this aside from your hand. If you do, instead, gain a Copper; then at the start of your next turn, +1 Action and return this to your hand.”
Outbreak – Action-Attack – 3$
“Reveal your hand. If you reveal a Curse, each other player gains a Curse. Otherwise, gain a card costing up to 5$ and gain a Curse.”
Missionaries – Action – 3$
+1 Card, +1 Buy, “You may immediately look through your discard pile, reveal up to 2 cards with a cost of 0 from it, and trash them.”
Quarantine – Action – 3$
+1 Action, “When you play this, you may put 2 Curses from the supply onto your Quarantine mat. For every 2 Curses on your Quarantine mat, choose one: +1 Card; or +1 Buy; or +1$. Return all Curses on your Quarantine mat to your deck at the end of the game.”
Inheritance – Action – 4$
“Immediately put your deck into you discard pile.” +1 Card, +2$
Relief – Treasure – 4$
+0$, +1 Buy, “When you play this, count the cards in the trash pile. If there are no cards in the trash pile, gain a Silver, putting it into your hand. Otherwise, +1$ for every 2 cards in the trash pile (rounded down).”
Morgue – Action – 5$
+4 Cards, “Gain a curse.”
Sewers – Action-Victory – 5$
“Worth 1 Victory for every 3 cards with a cost of 0$ in your deck (rounded down).” / “Trash a card from your hand. Gain a number of Coppers equal to its cost in coins."
Miracle – Action – 6$
+3 Action, +3 Buy, “Reveal the top 3 cards of your deck. If all 3 cards have the same cost, gain a prize or a Duchy. Discard the revealed cards.”
 
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