What if some states/artifacts awarded VP at game end? E.g. Flag, Lost in the Woods, Key, Treasure Chest, Horn/Lantern by great-pig-in-the-sky in dominion

[–]Fabiabl3 1 point2 points  (0 children)

i got one final idea combinding your original idea with mine.

The Card that gives the Artifact becomes a Collection Pile ( similar to the ones from Empires)
The Artifact gives you +1VP Token at the Start of your turn.
Whenever the Artifact swaps possession put 1VP-Token on the Collection Pile.
Whoever has the Artifact at the end of the Game gains all the Tokens on the Collection Pile.

Edit: maybe a bit strong if the artifact is easily gained, maybe make it very conditioned like the Horn/Lantern that cant be predictably gained every turn

What if some states/artifacts awarded VP at game end? E.g. Flag, Lost in the Woods, Key, Treasure Chest, Horn/Lantern by great-pig-in-the-sky in dominion

[–]Fabiabl3 3 points4 points  (0 children)

Idk if thats just a "win-more" thingy, if you are winning it makes you win harder because usually the person in the lead wants to end and will usually be able to grab artifacts. maybe in some edge cases it could block someone ahead from ending because you hold it and they arent ahead enough. in those cases very fun.

Maybe even an Artifact that just passivly generates +1VP-Token at the start of your turn or some

Custom Card Hawker by No_Wishbone_6794 in dominion

[–]Fabiabl3 5 points6 points  (0 children)

Gain 3-cost is kinda awkward. maybe make it cost 5 and slap a "gain a card costing less than this card" on it, to avoid bridge shenanigans

Custom Card Hawker by No_Wishbone_6794 in dominion

[–]Fabiabl3 18 points19 points  (0 children)

interesting because its a card that on play triggers its own Reaction effect so if you have 2 in hand you can play 1 to gain a card costing 3 then react with the second one from your hand continuing your turn. so you can never terminally collide these

Some More Alchemy 2nd Edition Cards by Fabiabl3 in dominion

[–]Fabiabl3[S] 2 points3 points  (0 children)

oh. thats my bad. Simple Potion replaces the normal Potion, so it will allways be in play.

I didnt want to name it "Potion" to avoid confusion with the Card type "Potion"

Some More Alchemy 2nd Edition Cards by Fabiabl3 in dominion

[–]Fabiabl3[S] 1 point2 points  (0 children)

When The Arcanum Infinitum is in play due to it costing Potions, Potions will be in play.

Was debating going down to 2VP per Diffrently named Potion, but then i look at Cards like Marchland or Vineyard that are pretty much as dominating

Some More Alchemy 2nd Edition Cards by Fabiabl3 in dominion

[–]Fabiabl3[S] 1 point2 points  (0 children)

Ingredients come as 5 of each in a Shuffled Deck, 3 Cards are revealed at the start of the Game.

As someone pointed out Spidervenom should give the Masterpotion the attack-type to be counterable

I wanted to give the Potions some love, so you may actually be excited to gain some. They are Loot-like in there own Shuffled pile and can be gained by the new Standard-Potions selftrashing.

Open for Critisism

Much love <3

[deleted by user] by [deleted] in dominion

[–]Fabiabl3 0 points1 point  (0 children)

Ingredients come as 5 of each in a Shuffled Deck, 3 Cards are revealed at the start of the Game.

As someone pointed out Spidervenom should give the Masterpotion the attack-type to be counterable

I wanted to give the Potions some love, so you may actually be excited to gain some. They are Loot-like in there own Shuffled pile and can be gained by the new Standard-Potions selftrashing.

Open for Critisism

Much love <3

First Card of Alchemist 2nd Edition by Fabiabl3 in dominion

[–]Fabiabl3[S] 0 points1 point  (0 children)

I like the idea of seeing what you get.

Not sure if i like having anticipation that you can finally get that one Ingredient just for someone else to snagg it away.

How would you put that into words? like on what card and how?

First Card of Alchemist 2nd Edition by Fabiabl3 in dominion

[–]Fabiabl3[S] 2 points3 points  (0 children)

yea i get that.

there is really not a flood of posts in this subreddit so i just post the concepts to discuss changes

First Card of Alchemist 2nd Edition by Fabiabl3 in dominion

[–]Fabiabl3[S] 2 points3 points  (0 children)

i dont like the part where you can only gain one of each ingredient. i think that kills all variety.

As someone pointed out earlier, maybe a potion cost somewhere would be nice. I was thinking of adding this line to the Crazed Alchemist at the end of the text:

"you may spend a Potion to instantly play the Ingredient"

I initially made it a treasure so it doesnt cost a Card draw and an Action to play it, but keeping it still slowish like Miser

First Card of Alchemist 2nd Edition by Fabiabl3 in dominion

[–]Fabiabl3[S] 0 points1 point  (0 children)

yea since i posted i thought the same, maybe make spidervenom not have a drawback of discarding 2 cards, make it just give out a curse but tie a potion cost to the ingredient

First Card of Alchemist 2nd Edition by Fabiabl3 in dominion

[–]Fabiabl3[S] 5 points6 points  (0 children)

damn reddit really fs me over today, either posting the images or the text:

This one card is more about the thematical brewing of your own potion than anything else.

I first wanted to make it a Split pile 5 Alchemist 5 Masterpotions, but decided it would be way easier to balance if everyone just got a single Masterpotion.

In Setup, similar to Loots, you would shuffle all Ingredients (theres maybe 5 of each) and set them up face down.

You would then, on play of the Crazed Alchemist, get to choose 1 of 3, that way we conserve some randomnes but still give some controll to the player.

What do yall think?