Yikes. My entries here are from a time where I wasn't very skilled at making fan stuff for Dominion. These gameplay mechanics of mine were largely untested. They do not play good and have a very uuuuh unpolished feel, if you will. But, I have learned from them since then. The Strength mechanic, for instance, while it doesn't play nice at all, I have been able to repurpose with another idea I have yet to post on these forums. Because that's kind of the difference between then and now: I test stuff thoroughly now to filter out bad ideas.
Still, I appreciate the compilation you guys are making here. It's good to have it all documented in one place, if only to secure ideas to not be lost over time.
Yeah same here. Honestly, Luxury cards need to be stricken from this list and everyone's memory. Gems/Gemstones could possibly be made to work (I think I finally had something almost workable near the end), and Heritage cards are indeed just Heirlooms for Estates.
Spells/Spellcasters could be added to this list (though some credit should be given to LittleFish and LibraryAdventurer for the concept):
from here:
https://dominion-fantasy.weebly.com/"Spellcasters
There are 10 cards in this expansion that enable the Spells pile to be included. Spell cards are not in the Supply. Spells can be played as Action cards or as Spell cards. Their effect is the same, but if it is played as a Spell, it costs 1 "mana" to play (instead of costing an Action). Mana is tracked by mana tokens; one mana token can be gained any time you have $2 or more remaining at the end of your turn. You cannot gain more than 1 mana per turn in this way."