Joseph Nall
United States Boca Raton Florida
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Before I lay down the 22 card expansion I want to begin by telling you this set is best when combined with all of the cards of the dominion universe. In this expansion you’ll find a little bit of everything dominion has to offer and you’ll find a card type which has yet been officially seen in dominion. Input is appreciated but before you do, please use the cards. I’m listing the cards in order of their value from least to greatest.
Name: Astrolabe Card Type: Action Text: +1 Action Reveal the top two cards of your deck. Place one at the bottom of your deck and the other into your hand. Cost: 3
Name: Compass Card Type: Action Text: +1 Action, +1 Card discard 2 cards from your hand. Place one card from your discard pile into your hand Cost: 3
Name: Epic Card Type: Treasure Value: $1 Text: +1 Vp chip Cost: 3
Name: Copper Mine Card Type: Action Text: +1 Action, +1 Card, Gain a copper into your hand. Cost: 3
Name: Visionary Card Type: Treasure Value: $2 Text: Look at the bottom card of your deck discard it or put it on top. Cost: 4
Name: Commune Card Type: Victory – Treasure Value: $1 and 1VP Text: when you gain this card place a commune into your discard pile. Place 24 commune in the supply in a 3+ player game and 16 in a 2 player game. Cost:4
Name: Cattle Card Type: Action - Duration Text: Now and every turn after you may trash a card from your hand. If you do, +1 Card. If not trash this card and gain a copper Cost: 4
Name: Foundry Card Type: Action Text: Trash a copper from your hand. If you do +2 copper tokens. You may return any number of copper tokens to the supply at any time +$1 per returned copper token Cost: 4
Name: Exchange Square Card Type: Victory Text: Worth 2VP for every 9 treasure cards in your deck (rounded down). Cost: 4
Name: Journeyer Card Type: Action Text: discard a card from your hand. +2 Cards +1 Action Cost: 4
Name: Infrastructure Card Type: Action Text: +1 Card, +2 Actions Cost: When you discard this card from play reveal the bottom card of your deck. If the revealed card os an infrastructure you may place this card on top of your deck otherwise place this card at the bottom of your deck.
Name: Hunter Card Type: Action Text: You may discard a victory card from your hand. If you do +$2 +1 Action +1 Card. Otherwise gain an estate Cost: 4
Name: Heirloom Card Type: Treasure Value: $1 Text: When you gain this card you may shuffle any number of treasure cards from your discard pile into your deck Cost: 4
Name: Edict Card Type: Treasure - Duration Value: $1 Text: Place a supply pile facedown. All facedown cards cannot be gained. At the start of your next turn return one facedown supply pile to face up position. Cost: 5
Name: Philosophers Card Type: Action Text: Roll a six sided die. Reveal cards from the top of the randomizer deck until you reveal a card whose cost equals the number rolled. Gain that card. If “1” is rolled gain the top card of the randomizer deck. Cost: 5
Name: Marauders Card Type: Action - Attack Text: +2 Cards. Each other player draws 2 cards and places one card from their hand on top of their deck. Each other player reveals their hand; you choose a card from each hand and discard it. Cost:5
Name: Great Wall Card Type: Victory - Action Text: 2VP +1 Card, +1 Action. You may discard a card, f you do +$1 Cost: 5
Name: Community Card Type: Treasure Value: 3 Text: When you play this card each other player draws a card then discards a card. Cost: 5
Name: Blockade Card Type: Action Text: +1 Action, +1 Card. Choose one: Discard a treasure +1 Vp chip and +$1 or each other player reveals their discard pile you shuffle any number of those cards into their decks. Cost: 6
Name: Throne Card Type: Treasure - Duration Value: 1 Text: Until the end of your next turn when you play an Action card, after you resolve the card’s effect, +1 Card. Cost: 6
Name: Travelers Card Type: Action Text: each other player may trash a card from their hand. Each other player draws a card. Choose two: +3 Cards, +3 Actions, +$3 and a buy, or +2Vp chips and +1 Card (choices must be different.) Cost:7
Name: Circus Card Type: Action Text: +1 Card, +1 Action, +1 Buy, +$2. Circus costs $1 less per differently named cards in play. When circus is trashed it is worth $8 Cost:11
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Could you post the cards in text form? The art is nice, but its a pain to click each card individually for the large view to read the text.
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Joseph Nall
United States Boca Raton Florida
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kevincos wrote: Could you post the cards in text form? The art is nice, but its a pain to click each card individually for the large view to read the text.
Yea sure give me a few minutes.
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Todd Werner
United States Portland United States
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Not to mention that when clicking on them, I have to squint to be able to read the text; maybe it's my monitor (or my eyes).
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David Taylor
United States Austin TX
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This is the first set of fan made cards I really enjoyed. If these were ever printed as an expansion I would want them.
The only one I didn't understand was Philosophers. Do you gain the revealed card? If not isn't it a little weak?
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Joseph Nall
United States Boca Raton Florida
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DTaylor wrote: This is the first set of fan made cards I really enjoyed. If these were ever printed as an expansion I would want them.
The only one I didn't understand was Philosophers. Do you gain the revealed card? If not isn't it a little weak?
sorry, yes you do gain that card. I guess i rushed through that one.
it should be: Name: Philosophers Card Type: Action Text: Roll a six sided die. Reveal cards from the top of the randomizer deck until you reveal a card whose cost equals the number rolled. Gain that card. If “1” is rolled gain the top card of the randomizer deck. Cost: 5
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Josh
United States
Massachusetts
GRRRRR!
GRR!
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What if Philosophers and Black Market are in the same game, and the players are using Randomizer cards to keep track of the Black Market? Should Philosophers affect the order of these cards?
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David Taylor
United States Austin TX
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I really like throne. Have you thought about adding +1 action instead of +1 coin so that it would be more useful in sets without village - type cards?
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Blockade: You put cards from their discard into their decks, but does that mean to the top of their decks or shuffled into the decks?
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jozxyqk wrote: What if Philosophers and Black Market are in the same game, and the players are using Randomizer cards to keep track of the Black Market? Should Philosophers affect the order of these cards?
I supose you could just use the black market pile for both the black market card and the philosophers card when they're in the same game, right? Don't see too much of an issue with that. When the pile's empty, the pile's empty.
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Joseph Nall
United States Boca Raton Florida
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dexploratio wrote: jozxyqk wrote: What if Philosophers and Black Market are in the same game, and the players are using Randomizer cards to keep track of the Black Market? Should Philosophers affect the order of these cards?
I supose you could just use the black market pile for both the black market card and the philosophers card when they're in the same game, right? Don't see too much of an issue with that. When the pile's empty, the pile's empty.
The name of the game is fun. So when i use Philosophers and black market i have them both use the randomizer deck and there is plenty to go round. Now if we're talking specifics, Black market doesn't use the randomizer deck.
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Joseph Nall
United States Boca Raton Florida
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DTaylor wrote: I really like throne. Have you thought about adding +1 action instead of +1 coin so that it would be more useful in sets without village - type cards? Yes, I've tried thorne in a lot of variations but in just about any other incarnation throne is overpowering. and don't forget you play throne in the buy phase like other treasures, so +1 Action is of no use.
kevincos wrote: Blockade: You put cards from their discard into their decks, but does that mean to the top of their decks or shuffled into the decks? yes you shuffle the cards into their decks. It should read shuffle not place in that last sentence.
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Dennison Milenkaya
United States
Washington
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Can a Moat block the negative effects of Mauraders and not the positive, in much the same way a Moat cannot block a Council Room's draw? If so, might this be stipulated on the card?
Do the Treasure/Duration cards grant their coin value on the future turn by virtue of being in play? As it will not have been played that turn, there is no indication that the coin is generated but it seems implied.
You almost had me until Blockade. The other-player-affecting portion of it gives me the impression that it'll slow the game considerably and the discard-for-benefit is already really good with the full chainability of the card.
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Joseph Nall
United States Boca Raton Florida
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FlatOnHisFace wrote: 1) Can a Moat block the negative effects of Mauraders and not the positive, in much the same way a Moat cannot block a Council Room's draw? If so, might this be stipulated on the card?
2) Do the Treasure/Duration cards grant their coin value on the future turn by virtue of being in play? As it will not have been played that turn, there is no indication that the coin is generated but it seems implied.
3) You almost had me until Blockade. The other-player-affecting portion of it gives me the impression that it'll slow the game considerably and the discard-for-benefit is already really good with the full chainability of the card.
1)Well moat says "when another player plays an attack card..." so under that description moat would completely block blockade and marauders.
2)right, by being in play you gain the $ on the card.
3)Yes it does slow the game down significantly. but the "other-player-affecting" part is not used very often. think of it compared to other stronger attack cards. Ghost ship limits 2 turns, blockade limits 1-4 but with a decent trash card blockade only effects 1 turn without trash cards it effects 2+. the majority of games (if choosing randomly) have trash cards.
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Undrdatree wrote: Quote: 2) Do the Treasure/Duration cards grant their coin value on the future turn by virtue of being in play? As it will not have been played that turn, there is no indication that the coin is generated but it seems implied.
2)right, by being in play you gain the $ on the card.
Hrm... Treasures generate coin as they are played, not by virtue of being in play. For example, if you have 10 coins worth of treasure and 2 buys, and your first buy is a Mint, all the treasure cards in play get trashed, but you still have 5 coins remaining. In addition, if you manage to use black market to play a coppersmith after coppers have already been played, the already played coppers don't retroactively become worth more.
So if the intent is to give the coin on both turns, it should say either "Now and at the start of the next turn, +1$" or keep whats on their now and add that you get +1$ at the start of the next turn.
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Joseph Nall
United States Boca Raton Florida
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kevincos wrote: So if the intent is to give the coin on both turns, it should say either "Now and at the start of the next turn, +1$" or keep whats on their now and add that you get +1$ at the start of the next turn.
Yea thanks, i'll add the "+$1 at the start of your next turn" to the end.
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Quote: Name: Infrastructure Card Type: Action Text: +1 Card, +2 Actions Cost: When you discard this card from play reveal the bottom card of your deck. If the revealed card os an infrastructure you may place this card on top of your deck otherwise place this card at the bottom of your deck.
Interesting set. Seems more thought has been put into it than most variants I've seen. The only card I see that seems blatantly too strong is Infrastructure cause once you play 2 of them you are guaranteed to get 1 back every turn from then on. If you get more than 2 say 4 you are guaranteed to get 3 Infrastructure in your hand every turn until the end of the game which just seems way too strong.
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allstar64 wrote: Quote: Name: Infrastructure Card Type: Action Text: +1 Card, +2 Actions Cost: When you discard this card from play reveal the bottom card of your deck. If the revealed card os an infrastructure you may place this card on top of your deck otherwise place this card at the bottom of your deck. Interesting set. Seems more thought has been put into it than most variants I've seen. The only card I see that seems blatantly too strong is Infrastructure cause once you play 2 of them you are guaranteed to get 1 back every turn from then on. If you get more than 2 say 4 you are guaranteed to get 3 Infrastructure in your hand every turn until the end of the game which just seems way too strong.
I'm inclined to agree. I really like the idea and flavor of the card though. What if instead of the +1 card, it was +1 coin or something? That way, sure, you could guarantee your hands will be full of infrastructures (could be a cool duchy rush strategy), but doing so has more of a cost to it, forcing you to actually combo it with card draw to be really useful. Or maybe give it a "discard 1 card". Again, I really like the idea, but as is it seems like too much of a no brainer to grab 2 and basically never want for actions again.
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Alex Pseudonym
United States San Diego California
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Blockade seems a little broken, if there's no trashing I can very easily see someone get into a state where they only have their starting coppers and estates in their deck, unable to draw any of the cards they buy.
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Axxle wrote: Blockade seems a little broken, if there's no trashing I can very easily see someone get into a state where they only have their starting coppers and estates in their deck, unable to draw any of the cards they buy.
I don't really like the blockade attack either. My problem isn't that its strong on average. Its just that sometimes it literally does nothing, and other times it just buries the opponent in a miserable way. I like the non-attack part though.
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Martin Dorrington
England Saffron Walden
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Blockade indeed seems totally whacky broken. A single play in a decent engine and you win forever. Each turn you shuffle bad cards (coppers, estates, non-drawing cards etc) into their deck until they only have 10 cards which they alternate between The best they'll do is buy a victory card, at which point your engine throws that in and a copper out. Meanwhile you build up until you win. It could be that often isn't the dominant strategy, but all it needs is an engine and it should be do-able.
Otherwise, most of this set seems really good. Some slightly confusing cards, and having a treasure scaled victory card is a bit... interesting. Your take was certainly not too bad, one of the best I've seen for sure. It's almost always 2 VPs, but if you really go for it then it'll be 4 VPs. The problem it suffers is the same all tend to: With it around, you're likely to play mostly BM into them, with perhaps one or two actions to get extra buys or whatever. Generally, I don't think it's going to be an interesting card.
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David Taylor
United States Austin TX
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Undrdatree wrote: Yes, I've tried thorne in a lot of variations but in just about any other incarnation throne is overpowering. and don't forget you play throne in the buy phase like other treasures, so +1 Action is of no use.
I didn't realize it was a treasure! Nevermind.
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Arrrrr!
United States
California
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Heirloom makes big money decks unstoppable
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Dennison Milenkaya
United States
Washington
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Ooh, yeah. Heirloom + Horn of Plenty.
Buy Province or Colony with most your Treasure cards, use Horn of Plenty to gain Heirloom, shuffle only Treasure cards into your deck (don't bother shuffling in Heirloom!), repeat until the game ends or Heirlooms run out. It's actually pretty cool but maybe only for that once-in-a-while when they're both available.
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Visionary is probably well-balanced, but not good card design: a Silver-with-a-bonus at $4 is uninteresting, because people buy Silver for $4 a large proportion of the time anyway.
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