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(Note: after feedback from Timinou and segura I have rearranged this to hopefully be more clear; nothing has substantively changed.)

For the Season 2 Finale, you need to submit two designs, each with at least one mechanic. One design needs to be based around a Kingdom card pile and the other a landscape.

For the Kingdom card pile design, the only requirement is that it must incorporate at least one of the mechanics from Season 2 (Weeks 11-19) that is not used in the landscape design. Feel free to submit a regular, 10 (or 8/12) card plie, or to use any official (or unofficial) mechanics that jigger with pile size and makeup: split piles, extra cards (like Port or Rats), or even mixed piles (like Castles or Knights--but be warned, with these there is a serious risk of losing points in the simplicity category).

Your landscape design also needs to incorporate a Season 2 Mechanic not used in your Kingdom pile design. If your landscape is an Act or an Edict, you have already met this requirement. But you could also make an Event that Queues or a Project that is affected by the Seasons mat.

As a reminder, here are the Fan Mechanics featured in Season 2:

Season 2

Week 11: Acting Sideways

Week 12: High on your own Supplier

Week 13: Et Factum Est Ita

Week 14: 'Tis the Season

Week 15: Level Up

Week 16: We Only Take Card, No Cash

Week 17: Idle Hands

Week 18: From A to B

Week 19: Join the Queue

Feel free to support either of your designs (or both) with additional cards (non-Supply piles, Heirlooms, etc.) or landscapes (Artifact, States, etc.); your submission will still qualify if the Mechanic is used in the supporting card/landscape. For example, you could submit an Action card which gains an Artifact that Queues cards or an Event which gains a non-Supply card with the Season type. I'm not putting any limit on the number of these, but simplicity is one of the factors on which I am judging, and if I have to learn what a dozen cards/landscapes do to understand how your card works, it will hurt you in that department.

Also, while you can use these to support your design, they can't be the core of the design itself. In the first example given above, the Artifact-gaining-Action-card could count just as your Kingdom card design, but the Artifact could not count as your landscape. I would count it (and judge it) as part of the design of your Kingdom card.

I will judge each of the designs based on my usual criteria, which include Balance, Playability, Simplicity, as well as use of the mechanic and staying within Dominion's theme. I have previously summarized these as asking whether I would be excited to see the card as part of a Kingdom. Since I am asking for 2 designs, I will also be judging on how those designs work together. I would like to see some kind of synergy between the two designs, but more importantly, I would like to see them work together in a fun, balanced way.

Since this all will make scoring a lot more complex, I am actually going to score the submissions based on a specific criteria, and award points for each. I will not post the scores, but will be happy to message them to you privately as requested. I will give up to 40 points each for the individual designs, and 20 points for the interaction between the two designs (laid out in more detail below). The winner will be the highest overall score.

Because I am asking for two designs, I am going to expand the notion of a "week" for the contest, to include the next work week, along with the weekend before and after it. Therefore, the deadline for submissions will be the end of next weekend, Sunday, September 19, 2021 at 11:59 p.m. Eastern Time (a.k.a. forum time). (That is Monday, September 20 at 03:45 UTC.)

I hope this is not too complicated, and that you all enjoy designing these. Let me know if you have any questions.

Design a Kingdom card pile and an landscape, each using at least one Season 2 mechanic not used by the other. The deadline is Sunday, September 19, 2021 at 11:59 p.m. Eastern Time (a.k.a. forum time).

This contest is based on an idea I had, which is this: while there is interesting self-synergy in some official cards (Minion comes immediately to mind) or other designs (split piles, Heirlooms, etc.), the most interesting interactions in Dominion are between different cards/piles/landscapes/etc.

Around Week 15, I started thinking about a Season 2 Finale, and I got a bit worried. We already had two mechanics (Acts and Edicts) which, by definition, had to be landscapes, and two more (Suppliers and Level cards) which, by their nature, had to be implement via cards (Supplier because they only work when in play, and Level because you need to put something on their pile). This meant that the only mechanic that (at the time) could pair with each other was Seasons. By contrast, in Season 1, every mechanic except one (Wonders), could interact in a single design with every other mechanic. That's 28 different potential pairs (plus a few of them--Worshippers, Conditions, Ice tokens, and maybe even Kin--could have worked with a Wonder). This problem has been mitigated significantly in Weeks 16 through 19, with mechanics that are much more flexible. Idle Hands or Route tokens can be dished out just as easily by Acts and Edicts as by Kingdom cards, and (as I will express when I get the chance to post all the cards I designed over the past week), I think Queuing may have the most design potential of all, and can easily combine with any other.

Nevertheless, an idea I had earlier in the season has stuck with me, and I am going to go with it. As I said above, the most interesting interactions in Dominion are not within a design (Minion's disappearing money helping its dtx; Patricians allowing for lots of Actions to be in play when you buy a Forum, then drawing it once its in your deck; Secret Cave staying in play 2 turns to help your chances of triggering Magic Lamp), they are between designs (Rats + Ritual; Tactician + Baths; Skulk + Cathedral; Treasure Map + Way of the Turtle).

Detailed Scoring Criteria

Individual designs (40 points each)
Relevance (10 points) -- Did you make good, interesting use the mechanic (or mechanics)?
Balance (10 points) -- Is design useful, but not overpowering (both in general and in a variety of Kingdoms)? Put another way, in what percentage of Kingdoms would both using it and not using it be part of a viable strategy?
Playability (10 points) -- Is the design fun to play and does it work in more than one type of deck in a variety of different Kingdoms?
Simplicity (5 points) -- Is the design easy to understand, and is it easy to play the card (and remember how it is played (this doesn't always mean fewer words; a card with lots of text that, once you understand it, can be easily and intuitively be played is better than one with four lines of text that is hard to resolve)?
Theme and creativity (5 points) -- Does the design's name/concept fit into the general theme of Dominion historically and have some connection to what the design actually does (including what the mechanic does)? (You may want to give an explanation here if you think there might be some ambiguity.) The last couple of points are available for particularly clever or creative titles, references, etc.

Interaction between the designs
Synergies (5 points) -- Does the presence of one design enhances the play of the other (and how broadly does that work)?
General compatibility (15 points) -- Do the two designs, when considered as a unit meet the tests (especially Balance and Playability) from above? If they combine to substantially limit a common strategy or the use of a broad class of cards (e.g. Attacks, Durations), they will score very low. On the other hand, if the ways in which they work together are useful (but not too powerful) across a range of common strategies, all 15 points might be on the table.

Variants and Fan Cards / Fan Card Mechanics Week 15: Level Up
« on: July 11, 2021, 07:45:43 pm »
For Week 15, I wanted to adapt Violet CLM's Project cards.

Project cards are works in progress. The archetypal Project card starts out weak but can be made strong by repeatedly investing in it. When you buy a Project card, you have a choice: either you gain the card as usual, or you add one of your Project tokens to that card's supply pile. (This still counts as buying a card for the purposes of e.g. Merchant Guild or Contraband.) The number of Project tokens each player has on a given supply pile is referred to as that player's level of that pile; each supply pile therefore starts out at level 0. There is no hard limit on how many Project tokens a player can have, in total or on any given supply pile, though specific cards may stop accruing benefits after specific levels.

As you can see, this was posted in 2016, before Renaissance was released (in 2018) and Project landscapes were introduced. To avoid confusion, I am going to suggest these be renamed as Level cards, and the tokens be called Level tokens. Other than the name change, I don't want to change any of the rules. I would restate those rules and add the following clarifications:
  • Some cards have the Level type.
  • Cards with the Level type can have any other type or combination of types.
  • When you buy a Level card, you have a choice: either you gain the card as usual, or you add one of your Level tokens to that card's supply pile.
  • If you choose to add the token, this still counts as buying a card (e.g. for the purposes of  Merchant Guild or Contraband); it does not count as gaining the card (like gaining a card and exchanging it would).
  • The number of Level tokens each player has on a given supply pile is referred to as that player's level of that pile (and the cards in that pile).
  • Therefore, each supply pile starts out at level 0.
  • There is no hard limit on how many Level tokens a player can have, in total or on any given supply pile, though specific cards may stop accruing benefits after specific levels.
  • Moreover, Level tokens are not component-limited; players may use a substitute if they run out.
  • The archetypal Level card starts out weak but can be made strong by repeatedly investing in it by adding Level tokens.
  • But, in theory, Level tokens could have a mixed effect (both strengthening some aspects of the cards and weakening others) or even just weakening it.
  • While all Level cards can have Level tokens added to it using the buying mechanic, other Level cards might add (or even subtract) Level tokens through other means.
Violet CLM designed a number of Project card as samples:

Redecorate is a Remodel that starts out almost useless (although the "you may" wording means it can at least kill coppers) but can be built up to an Expand or beyond.
Entourage spends a while burdening you with junk (its on-buy effect is triggered when you put a Project token on it) before letting you gain it two at a time, or better.
Boom Town gradually becomes a village or better, but also helps you with anything you may be specializing in.
Initiate is cheap but mostly useless until level 4, when it becomes a bargain Market with potential to grow even further. May be worth gaining before leveling.
Arsonist allows you to mess with whatever cards your opponents have been leveling.
Sellsword is less effective than Militia but gains drawing abilities if other players compete with you for it.
College is a drawer that wants you to buy expensive cards before you start playing it.
Caravansary needs at least one token on it before you start, but then carries money indefinitely into the future until you finally want it.
Sunken City, like Encampment, disappears after you use it, but the moment you place a token somewhere you've got any number of sunken cities back in your deck again.
Ore is as straightforward a project card as it gets, a criminally overexpensive Copper that can be made better than Gold.
Smeltery turns coins into coin tokens, but only if you invest in it first.
Tithe gives you a lot of money in short order, but slows down the moment you get too greedy with it.
Memorial is a pricier Gold that turns into a cheaper Province.
Ramparts is a self-contained bidding war.

edit: fixed Ramparts link

Here are three of those cards, edited to use the updated language.


For the contest, design a Kingdom card pile that uses the Level mechanic. Please let me know if you have any questions or suggestions.

EDIT: Whoops, forgot to give details about the actual contest. Once again, my main judging criteria is whether I would be excited to see in a Kingdom? Important factors for me are:

balance -- is the card useful, but not overpowering (both in general and in a variety of Kingdoms)
playability -- the card is fun to play and works in more than one type of deck
simplicity -- this doesn't always mean fewer words; a card with lots of text that, once you understand it, can be easily and intuitively be played is better than one with four lines of text that is hard to understand
topicality -- the card (or cards) uses the mechanic in an interesting way

The deadline for submissions will be 23:59 UTC / 7:59 p.m. Eastern/Forum time on Sunday, July 18, 2021.

Variants and Fan Cards / A different line for Pride Month
« on: June 28, 2021, 01:36:58 am »

Happy Pride Month!!!

June is Pride Month in the United States (and elsewhere). To celebrate, I made this rainbow-colored, Traveller-like line. Because some of the card types that correspond to some of the colors (red Shelters, green Victory cards, purple Curses) are not playable, they can't all be traditional travellers, so they instead advance on-trashing. I tried making them dual-type, but it lost a lot of the rainbow effect I was going for. In order to ensure that trashing is available, the first card (a shelter), comes with a card-trashing heirloom.

I mostly did this for fun. I tried to design cards that fit (at least somewhat) thematically with the official game and also had some connection to Pride. The primary design objective was not gameplay, and I am aware of some of the issues the cards create.

Here are the cards:

Quote from: The Closet
When you trash this, gain a Macaroni.
Heirloom: Calamus

Quote from: Macaroni
+1 Card
+1 Action
At the start of your next turn, +1 Buy and +$1.

When you discard this from play, you may exchange it for a Labrys.
(This is not in the Supply.)

Quote from: Labrys
You may trash a Treasure you have in play for +1 Coffers.

When you discard this from play, you may exchange it for a Lesvos Isle.
(This is not in the Supply.)

Quote from: Lesvos Isle

When you discard this from play, you may exchange it for a Feast of St. Sebastian.
(This is not in the Supply.)

Quote from: Feast of St. Sebastian
+2 Coffers
+2 Villagers

When any player trashes a card, you may first play this from your hand.

When you discard this from play, you may exchange it for a Persecution.
(This is not in the Supply.)

Quote from: Persecution
-2 VP

When you trash this, gain a New Love.
(This is not in the Supply.)

Quote from: New Love
Choose one: +3VP; or +$4; or gain a card to your hand costing up to $5; or +6 Cards, discard 3 cards.

(This is not in the Supply.)

And here is the Heirloom that comes with the line:

Quote from: Calamus
Choose one: +1 Buy; or trash a card from your hand.

I get that it does not fit with the current rules to design a single Shelter. This is obviously a bit of a lark, so it would be brought into a game for fun if the players wanted. I would suggest that players could simply decide in advance to replace one of the Estates if they decided to use this line.

As for the line itself, I am well aware that in most games it probably would not be possible to complete. It is one card longer than the official lines, and usually will be harder to get through (as three of the cards need to be trashed, rather than just played). Because of that, player may well choose not to keep advancing the line (this is especially true going from the 4th card to the 5th, as they risk -2VP if stuck with the second-to-last card). The trade-off, of course, the the very powerful final card. It is also a bit unusual in that players can get, at most, a single copy of the line. If one of the Travellers is trashed (e.g. by Swindler), the line would simply be lost to the player, which risks some swinginess, especially where it is likely that players will be able to get ahold of New Love and play it multiple times.

For Week 12, I am introducing a new card type that I have experiment with a bit, Suppliers. Suppliers are cards that, once gained and played, offer the player one or more additional options during their Buy phase. Generally, Suppliers will come in a 10 card Kingdom piles in the Supply like any other Kingdom card.

How they work:
  • Suppliers are played during your Buy phase. Unlike Treasures, they may be played at any point during your Buy phase, even after you buy something.
  • Every Supplier card has at least one purchase option available. A purchase option is indicate by a price (in coins, debt, etc.), followed by a colon, followed by the effect the purchase generates.
  • While the effect of a purchase will often be to gain a card, that is not a required.
  • Buying a purchase from a Supplier you have played works exactly the same as buying a card, Event, or Project. The player spends the price and 1 Buy and then resolves the effect on the card's text.
  • The price of a purchase can use pricing mechanics like costs less (e.g. Peddler) or overpay (e.g. Doctor).
  • Once a player plays a Supplier, they may buy the purchase(s) as many times as that player has the Buys and resources to afford to do (subject to text on the card limiting such buying).
  • In other words, playing a Supplier card is like adding a new Event (or multiple Events, if it has more than one purchase option) to the game, but one that is only available to the player who played the card, and only that turn.
  • Buying the purchases isn't part of resolving the card (as, for example, paying your coins to Storyteller to draw cards is). But you can put restrictions on when/how the player can make the purchase, similar to Events that say "once per turn" or "once per game" (although the latter is not recommended for Suppliers).
  • Suppliers may have some additional effect when they are played, which can including giving vanilla bonuses.
  • Supplier cards can have other types (e.g. Treasure, Action, Reaction, Duration, Victory) as well.

As with Events, the possibilities are fairly extensive. However, an important design factor is that Supplier cards have some strong built-in disadvantages. The most obvious analogy is an Event, but Suppliers are weaker than Events in three important ways.
  • First, unlike Events, which are automatically available to players, in order to get a Supplier one has to gain a copy of it, spending a Buy and its cost.
  • Second, because a Supplier is a card in your hand that displaces some other card, you will generally be buying the purchase from a point of disadvantage (although this can be mitigated via vanilla bonuses).
  • Third, while an Event is available every Buy phase, even once you have gained a Supplier card, it can only be used on turns during which you draw it. This means you not only have to gain the Supplier and forego a card in your hand, but you need to collide getting that card with the amount of the purchase. Contrast this with, for example, Ride; spending $2 and a Buy for a Horse is not necessarily the best value prospect, but when you end up with $2--especially when there are no $2 Kingdom cards--it is preferable to gain a Horse than nothing.
Therefore, the price point of any Event will almost always be much too high to be the price of a purchase for a Supplier with the same effect. This doesn't mean that Suppliers are inherently bad cards, but the value proposition of what you get for what you spend should reflect these factors.

Here are a few examples:

(I have designed several more, but I don't want to crowd out too many ideas; and yes, I stole the official art for Summoner)

The call of the contest is pretty straightforward. Design at least one card that has the Supplier type. The card(s) may have other types as well, and you can design non-Supplier cards (or card-shaped objects, including Artifacts or States) to support the design. You can use other mechanics, either official or fan-created. If you would like to generate a card image, the Custom Color is R:1.0 G:1.0 B:0.76, or you can use this template in Shard of Honor's New Fork of the Violet CLM's Card Image Generator.

The main judging criteria is, as always, would I be excited to see in a Kingdom? Important factors for me are:
  • balance -- is the card useful, but not overpowering (both in general and in a variety of Kingdoms)
  • playability -- the card is fun to play and works in more than one type of deck
  • simplicity -- this doesn't always mean fewer words; a card with lots of text that, once you understand it, can be easily and intuitively be played is better than one with four lines of text that is hard to understand;
  • topicality -- I am keeping things very open-ended in terms of what is allowed, but the focus of your design should be the Supplier card(s); also, the main purpose of the Supplier type is the purchase; if your card's primary use is the on-play bonus, it has missed the point.

The deadline for submissions will be 18:00 UTC / 2:00 p.m. Eastern/Forum time on Friday, June 11, 2021. I hope you enjoy designing these. Please let me know if you have any questions.

Current Contest

Week 21: Curse you!

Index of previous Fan Card Mechanics contests

Links to the first post of each contest in the Fan Card Mechanics contest thread, as well as the judging/winner.

Season 1

Week 1: Worshippers
Judging | Winner

Week 2: Conditions
Judging and Winner

Week 3: Dawn Cards
Judging and Winner

Week 4: Trade tokens
Judging and Winner

Week 5: This Life Makes Me Wonder
Judging and Winner

Week 6: Spend, spend, spend!
Judging | Winner

Week 7: Next of Kin
Judging and Winner

Week 8: Under the Seeeeea
Judging and Winner

Week 9: too COOL for school
Judging and Winner

Week 10: Season 1 Finale Extravaganza!
Judging | Winner

Season 2

Week 11: Acting Sideways
Judging and Winner

Week 12: High on your own Supplier
Judging | Winner

Week 13: Et Factum Est Ita
Winner | Judging

Week 14: 'Tis the Season
Judging and Winner

Week 15: Level Up
Judging | Winner

Week 16: We Only Take Card, No Cash
Judging and Winner

Week 17: Idle Hands
Judging and Winner

Week 18: From A to B
Judging and Winner

Week 19: Join the Queue
Judging and Winner

Week 20: Season 2 Finale (One plus One)
Judging | Winner

Hall of Fame

Links to Hall of Fame posts (showing winners and runners-up/finalists from each week's contest) in this thread.

Season 1

Week 1--Worshippers

Week 2--Conditions

Week 3--Dawn Cards

Week 4--Trade tokens

Week 5--This Life Makes Me Wonder

Week 6--Spend, spend, spend!

Week 7--Next of Kin

Week 8--Under the Seeeeea

Week 9--too COOL for school

Week 10--Season 1 Finale Extravaganza!

Season 2

Week 11--Acting Sideways

Week 12--High on your own Supplier

Week 13--Et Factum Est Ita

Week 14--'Tis the Season

Week 15--Level Up

Week 16--We Only Take Card, No Cash

Week 17--Idle Hands

Week 18--From A to B

Week 19--Join the Queue

Week 20: Season 2 Finale (One plus One)

Variants and Fan Cards / Janus cards: a new fan mechanic
« on: April 12, 2021, 02:02:33 am »
A while back I was looking through the Dominion Card Image Generator discussion and came across this post responding to some asking when to use Violet CLM's double-sided template.

Basically that template is a solution in search of a problem. It's an expression of confidence that someday someone will have the perfect idea that can best (or only) be expressed by a double-sided card.

That sounds like as good a challenge as any, but I couldn't think of anything when I first saw it. I thought about it for a while, and what I ultimately came up with is a new card type called Janus cards.

Janus cards are divided in half, with an image in the middle and two titles, text boxes, costs and types, each on one side of the image. This is hard to describe in words, so I'll show an example:

Fame | Fortune -- $4

Treasure - Janus
+1 Coffers

Treasure - Janus

Fame|Fortune is a Treasure-Janus card. All Janus cards have at least one other type. As they are currently designed, the other type (or at least one of the other types) must be a playable card type (e.g. Action, Treasure, Night, etc.). Both sides do not necessarily need to have the same type. So far all Janus cards are Kingdom cards, although there's no reason they couldn't be non-Supply cards as well. They are gained like any other card, and their cost is listed on both sides (it is always the same).

By now you are asking, okay, but how do these work? I'm glad you asked. When a player plays a Janus card, they choose which way they want to play it. The side facing that player (i.e. appearing face up from that player's perspective) is the side that that player has played, and the effect is resolved normally by that player as if they had just played that card. However, the other side is resolved as if it had been played by each other player.

An example, Fame|Fortune is a Treasure card, so it would (normally) be played during a player's Buy phase. If Fortune is played, it is worth $3 for the player playing it, while each other player gets +1 Coffers. On the other hand, if Fame is played, the player playing it gets +1 Coffers, and the other players get $3, but cannot use it (with the caveat below). Thus, the strategic choice is whether to get the better effect ($3) but give something to your opponent, or take the weaker effect and give nothing to your opponents.

Just as they are at the end of any players turn, any Actions, Buys, or $ gained on another players turn are lost to a player when that turn ends. That means to the extent the opposite side of the card gives these to a player whose turn it is not, they will almost never have any effect. An official example of this is Caravan Guard, which gives +1 Action and can sometimes be played on other player's turns using its Reaction. That card contains a parenthetical stating that the +1 Action has no effect if its not your turn. Because of the tightness of the text boxes for these cards, they do not reminder players of this like Caravan Guard does.

(Also, it might, in theory, not be the case that getting these things has no effect. If at some point there is a Janus card that has a variant of Throne Room or Imp/Conclave and another player used that to play a Storyteller not on their turn, the $ they had previously received from other Janus cards might matter; that being said, I have not thought through the other implications of such a card [including stacking Janus cards], so those may not be able to reasonably exist).

On the other hand, +Cards while always be useful, as will getting tokens (Coffers, Villagers, VP tokens) or gaining/trashing cards. With that background, here are the first few cards I have come up with.

Some Action cards:

Fire | Water -- $4

Fire -- Action - Janus
+1 Action
You may trash a card from your hand for +1 Card per $1 it costs.

Water -- Action - Janus
+1 Action
You may trash any number of Curses from your hand.
Supplier | Distributor -- $5

Supplier -- Action - Janus
+1 Action
You may gain a card from the Supply pile with the Distribution token on it to your hand.

Distributor -- Action - Janus
If you have more cards in your hand than any other player, you may move the Distribution token to any non-Victory Supply pile.
Spring Village | Cherry Blossom -- $4

Spring Village -- Action - Janus
+1 Card
+2 Actions

Cherry Blossom -- Action - Janus
+1 Action

Dark Bargain | Dark Trade -- $4

Dark Bargain -- Action - Janus
You may gain a Curse for +2VP; if there are no Curses in the Supply, you may trash an Action card from the Supply for +1VP.

Dark Trade -- Action - Janus
You may trash a card from your hand to gain a card costing up to $2 more to your hand.
Hearth | Home -- $4

Hearth -- Action - Janus
+1 Card
+2 Actions

Home -- Action - Janus
+4 Actions

I also designed a Night Janus card, as well as one that is half-Night, half-Action:

Dark | Stormy -- $2

Dark -- Night - Janus
You may trash any number of cards from your hand.

Stormy -- Night - Janus
You may trash up to three non-Duration cards you have in play.
Daydream | Nightmare -- $5

Daydream -- Action - Janus
+1 Action
For each card you have in play, you may discard a card from your hand. Then, draw until you have 6 cards in hand.

Nightmare -- Night - Janus
Trash a card from your hand or up to two you have in play.

One area that I think has a lot of really interesting potential is with Duration cards. I haven't been able to actual come up with that much yet, though. Here is what I have thought of.

Sloop | Junk -- $4

Sloop -- Action - Duration - Janus
At the start of your next turn: +2 Card, +1 Buy

Junk -- Action - Duration - Janus
+1 Action
At the start of your next turn: +$1.

These are just my initial ideas, I have not spent a lot of time thinking about stuff like balance, design, or flavor.

I do think the Janus mechanic is only interesting (and using it and the unusual card design is only justified) for cards where players are reasonably likely to play either side of the card. It is not interesting to have one side be negative, making the card into an attack:

or even when one effect is clearly better, and would always be the player using the card's choice:

As the above cards (hopefully) illustrate, either of those things can be easily done with existing cards/mechanics, and are not worth using the Janus format.

As for the name, Janus was the ancient Roman god of (among other things) transitions, duality, beginnings and endings, etc. He was often portrayed as having two faces (facing out in opposite directions from a single head), and my awareness of him definitely does not just come from that one episode of Buffy. I actually don't love this as the name for these cards, but I really don't like "Dual" or "Double" cards, and haven't come up with anything else.

What do you think? Do you like these? Hate them? Does this make sense? What questions do you have? What do I need to explain, decide, or clarify? Do you like the name Janus? Do you have other suggestions?

Variants and Fan Cards / Dominion: Summertime (a fan expansion)
« on: February 14, 2021, 01:45:08 am »
You may not know this, but the lyrics to "The Christmas Song" (better known as "Chestnuts Roasting on an Open Fire") were originally written down as a way to try to stay cool on a blistering hot July day by invoking memories of winter. In that spirit, I wanted to create some cards that remind me of the heat of summer. I don't know where you all live, but where I am it is bitterly cold.

Thus, Summertime. It's a small expansion, with 14 Kingdom Cards (two of which are part of a split pile). There is a new type of card-shaped object and mechanic, Conditions. Conditions are two-sided and don't have an innate effect on the game, but are referenced by specific cards that behave differently depending on which side is up. Unlike States or Artifacts, they are not taken by a specific player, but apply equally to all players and stay in the middle of the table. There are three, two-sided Conditions.

Easy Living/Hard Times:



Here are the 14 Kingdom Cards. (I will discuss them in more detail in subsequent posts.)

There are also two non-Supply cards.

The main theme of the expansion is Conditions. Of the 16 cards, 11 make some reference to Conditions. The ones that need one or more specific Condition to work have the new type "Conditional" to make sure those Conditions are used.

Here are the old versions of cards that have been updated:

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