Christmas Guardians - Getting Presents
Insects - Annoy
Vampires - Convert
Egyptians - Afterlife
Demons - Posess
Angels - Protect
Cowboys - Roudy
Romans - Conquer
Beasts - Run in Packs
1x Grizzly 6
Destroy a minion of 3 or less on this base
3x Hawk 2
Search your deck for a minion and place it on top of your deck
3x Red Fox 2
When this card is sent to the discard pile, play a 'Red Fox' from your hand or deck
4x Wolf 3
+1 for each other 'Wolf' on this base
Play an extra minion onto a base where you already have a minion
2x Mark Territory
Only animals can be played on this base until your next turn.
2x Call of the Wild
Play an extra minion
1x Wolf Pack
Search deck for a minon of 3 or less and place it in your hand
1x Running Rabbid
Swap one of your minions with any minion on any other base
Watering Hole 21 3-2-1
The winners are determined by the number of cards the player has on the base, not power
Den 25 4-3-2
Cards of the same name recieve +1 each.
1x Emperor 3
Ongoing: once per turn, you may move one of your minions to another base
2x Senator 2
Ongoing: when in play, the emperor cannot be destroyed or moved by an opponent
2x Gladiator 2
Destroy a minion on this base equal or less than 4.
5x Centurian 2
When a base has been broken, move this card to the base that replaces it
2x Divide and Conquer
Move any number of your minions from one of the bases to any different bases
Destroy one of your minions and replace it with 'Emperor' (from deck or discard pile)
2x Ides of March
Destroy an 'Emperor' in order to play 2 extra minions
2x Send in the Calvery
Play an extra minion
1x Rome is Burning
Discard a base card from play and select a base from the pile and play it (minions stay)
Move a number of minions equal to the amount of total minions you have on bases from
your discard pile and shuffle them into your deck.
Colliseum 16 2-2-1
All minions who are placed here may destroy a minion of less power than it
Temple 10 1-0-0
When this base is broken, all minions on it are placed onto the base replacing it
1x Pharaoh 4
+1 for each mummy on the field
2x Jackelhead 3
Search your discard pile for a 'Servent', place it in your hand
3x Servent 2
When this is descarded while on a base, play a 'Mummy' from your deck,hand, or discard
pile on the base
5x Mummy 2
When this card is discarded while on a base, place it in you deck instead of the discard pile
Return a mummy from a base to your deck, place an extra minion on that same base
2x Tomb Robber
Return a card from your discard pile to your hand
2x Open Sarcophagus
Return as many minions of the same name from your discard pile to your deck
Discard 1 of your minions from a base, play an extra 'Mummy' from your hand on that base
Pyramid 18 0-2-0
Once played here, a minion cannot be removed. It may be destroyed, and all cards are still
discarded when the base is broken.
Pharaoh's Palace 28 5-2-2
The point leader cannot play minnions from their hand to this base
1x Count Vamp 4
Special: Extra set an opponent minion from this base as one of your own on your turn
2x Vampire Servent 2
Convert an enemy minion with 3 or less power
2x Vampire Bat 2
Converts any minion with 3 or less power on any base, then 'Vampire Bat' gets shuffled back into the deck
Convert any enemy minion of 3 or less
Move one minion from the discard pie to the top of your deck
Destroy a minion, search your deck for a 'Vampire Bat', play this bat as an extra minion.
2x Open the Coffin
Move 'Vampire Count' from the discard pile or deck to the top of the Deck
2x Drain Blood
Destroy an enemy minion, equipt the minion to one of your minion. The number of the
enemy's minion is added to the power of your enemy. (the equipted card is now considered
an action card)
1x I Want To Suck Your Blood
Return all 'Bite's from your discard pile to your deck, Shuffle your deck.
Crypt 9 2-0-0
At the end of your turn, each minion you place here that turn is discarded.
Transylvanian Castle 20 4-2-2
All minons played here add +1 to their power
1x Queen Bee 2
Add +1 for each of your minions that are on the base with it
1x Eight Legged Freak 4
Send one card on a base to the players deck
1x Worker Ants 2
Draw 3 cards, keep 1 and shuffle the other 2 into your deck
1x Cockroach 2
When in the discard pile, it can be set as an extra minion
2x Mantis Warrior 2
Each opponent draws the top card of their deck and discards it
2x Hornet Assassin 3
Destroy a minion with a power of 3 or less
2x Cloud of Locust 2
Restricts any cards from being played on this base until your next turn
2x Fly Spy 1
Randomly place a Card from each players hand back into their deck
Move any Insect Minions from your discard pile to your deck
Play an extra Minion
Equipt onto a minion, this minon is immune to actions, abilities, being discarded, being
discarded when a base is broken, and being destroyed for the next 3 turns (if the base is
broken, the minion is placed on the base that replaces it)
Move all minions on one base to another base
1x Fly on the Wall
Look at the other players hands, select one of their cards and shuffle it into their deck. Select another card and discard it.
The Hive 23 4-3-2
Minions of the same name as those already played on this base cannot be placed or moved
onto this base
The Mound 20 3-2-2
Whenever you place a minion here from your hand, draw a card. If its a minion, put it back
on top of your deck, if its an action, discard it.
1x Lone Gunslinger 5
Once per turn before you play a minion, you can move this card to a difference base
2x Sheriff 4
If there is an 'Outlaw' on the base, You may move it to another base
3x Outlaw 3
If there is a 'Rancher' on the base, You may destroy it and play an extra minion.
4x Rancher 2
Once per turn before you play a minion, you may move one 'Rancher' to a base with a
2x Run Him Outta Town
Move a minion whose power is equal to or less than the number of minions that you have
on that base, to another base
Move a minion from another base to one with a minion of yours on it.
Select one of your minions, destroy a minion on that base with less power than it
2x High Noon
Place on a base, the opponents highest card is destroyed at the start of your next turn (you
choose if there is a tie)
1x Caravan Ambush
Move all your minions to a base with an opponent's minions on it. Move one of those
enemy minions back to the owners hand
1x Set Up Camp
Ongoing: Before you place a minion, you may move one of you minions to this base.
Ghost Town 30 6-4-4
Base is discarded and replaced by a new base after 2 complete turns
Saloon 22 3-2-2
Minions less than 4 cannot be played here from the hand
1x Seraph 0
When discarded when bease is broken, shuffle into deck. +1 for each Angel minion on base
1x Cherub 4
When discarded when bease is broken, shuffle into deck. All your minions on any base are
considered 'Angels' now.
2x Guardian Angel 2
Select a minion of yours and equipt this to it. Add +2 to that minions power and that minion
is immune to all actions, abilities, being discarded, being discarded when a base is broken,
and being destroyed for the next 3 turns (if the base is broken, the minion is placed on the
base that replaces it). Guardian angel is targeted instead and is targeted by actions that
affect minions and not actions.
3x Archangel 4
You may move one of your minions from this base to another
3x Saint 2
This card isn't affected by affects or abilities til your next turn.
Discard an action card on the field
Special: When an action or ability targets one of your minions, discard a minion from your
hand to nullify the action or ability. If it was an action card, that card is discarded as if it was
Special: When an action or ability targets one of your minions, return it to your hand. If it
was an action card, that card is discarded as if it was used normally.
2x Recite Prayer
Equipt to a minion and it's protected from all affects and actions for 1 turn.
Move one minion from your discard pile to your hand
Special: When one of your minions are targeted by an affect or ability, send all minions on
that ase to the owners hands. If it was an action card, that card is discarded as if it was used
Paradise 22 3-2-1
When base is broken, all cards go back to the players' hands
Mansion in the Sky 20 2-1-1
When base is broken, all cards go back into the players' decks. Shuffle decks.
1x Demon Lord 5
All posessed cards on this base are permanently posessed as long as this card is on the base
2x Ancient Devil 2
Play an extra action card
3x ArchDemon 4
Move an opponents minion to this base
3x Evil Spirit 2
Equipt to enemy minion of 2 or less power, posess this minion until it is destroyed or this
card is destroyed. (This card is now considered an Action card)
Equipt this card to a minion, this minion is considered your minion now and adds to your
total power points until the end of your next turn. After that, if the minion remains, the
minion returns to the owners posession. 'Posess' is discarded. Moving to another base
doesn't destroy 'Posess'
2x Wiji Board
Pick an opponent, that person draws a card. If it is a minion, play it as your own until that
persons turn, then discard it. If it is an action card, destroy it.
2x Spontanious Combustion
Destroy one monster of yours
2x Return to the Darkness
Send one monster in your posession back to the owners deck, and shuffle the deck.
Destroy all minions on one base that you have at least one minion on.
Lake of Fire 30 6-6-6
The 3 winners must discard their all minions on all bases and their entire hand. The winners
than draw two cards. If there is no minion in those two cards, discard them and draw once
Underworld 13 2-1-0
Each turn, You may destroy one of your minions at the end of your turn.
1x Santa Claus 5
If you have more than 7 cards in your hand, at +1 to 'Santa Claus' for each extra card
1x Mrs. Claus 3
Add +2 if in the same base as 'Santa Claus'. Cards discarded from your hand may be shuffled
back into your deck.
1x Jack Frost 4
Add +1 if in the same base as 'Frosty'. Destroy a minion equal to or less than half the cards in
your hand. (if an odd number, round down)
1x Frosty 4
Add +1 if in the same base as 'Jack Frost'. Playan extra minion equal to or less than half the
cards in your hand. (if an odd number, round down)
1x Head Elf 3
Move one minion from your descard pile with a power of 2 or less to the top of your deck
5x Tinkerer 2
Draw a card
2x Arose Such a Clatter
Shuffle 2 cards from your hand into the deck. Draw 3 cards
2x Up the Chimney He Goes
Return a minon to the users hand
2x You'll Shoot Your Eye Out
Put a minion of yours from a base into your deck, draw cards equal to that minions power
1x Sleigh Bells
Draw a card, Move 1 card from your discard pile to your deck, Discard a card.
1x Santa Claus Is Coming To Town
Place a 'Santa Claus' from your discard pile or your deck into your hand
1x Christmas Party
Ongoing: Each time a minion is placed here, the owner draws a card (if the minion has an
ability, it happens after the card is drawn)
1x Wish List
Name 1 card in your discard pile. That card is sent to your hand at the beginning of your next
The North Pole 30 4-2-2
Players can now have 12 cards in their hand, if they have a minion on this base.
Winter Wonderland 28 4-3-3
Players draw 3 cards at the end of each turn rather than 2, if they have a minion on this base
Thanks for Looking!
Wow! You put some thought into this!
Wow! You put some thought into this!
That was, word-for-word, my exact same reaction.
They look pretty well designed. I'm not certain they are thematic enough in a few cases and I can't really judge power levels. I do think some more "brave" mechanics are needed. Actions that break things a bit more...
Nice work. I particularly like the Demon and Angel mechanics, and they seem well-themed
I like the ideas you came up with. I don't agree with some of the effects, maybe with a small tweak here and there those could be great additions. I like the idea of Romans and Demons the most. Thanks for sharing your ideas!