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Dominion General Discussion / Re: Homage to the Best Card
« on: Today at 01:20:59 pm »
playing against first time players like

Variants and Fan Cards / Re: Weekly Design Hall of Fame
« on: October 17, 2020, 08:21:40 pm »
Contest #86: Not just 4/3 or 5/2

Design a card or card-shaped object that can in some way affect opening splits. This could be a card with an on-gain effect that can draw or sift cards (Cavalry, Night Watchman, Den of Sin, Doctor), or one that affects setup in some way (Baker, Pooka), or anything else, as long as it allows you to get an opening split other than 4/3 or 5/2.

Winner: Glamour (auth: chronostrike)

Runner Up: Ancient Settlement (auth: xyz123)

Contest #87: Worth More Dead Than Alive
Design a card that gives some additional benefit when trashed (by a separate card).

Winner: Marshland (auth: faust)

Runners Up:
Dandelion Field (auth: Xen3k)

Junkyard (auth: mail-mi)

Rubber Duchy (auth: LibraryAdventurer)

Challenge #88: Use all the design space!

Create a card or card-shaped object with a nonstandard back. Official examples are Stash, Miserable/Twice Miserable and Deluded/Envious. Please specify the way in which the back of your design differs from regular cards.

UPDATE: Anyone who designed a 2-sided card that can enter a player's deck should specify how shuffling is handled with the different back.

Winner: Conservation 🔄 National Park (auth: infangthief)

Runners Up:
Village Outpost (auth: silverspawn)

Bartender, Energized 🔄 Tired (auth: mail-mi)

Impersonator (auth: NoMoreFun)

Challenge #89: Incentivise diversity

Design a card-shaped-thing which incentivises a diverse strategy
Diversity could be defined as the number of differently named card-shaped-things which feature in the strategy, but I would be open to other interpretations also, within the scope of the game.

Winner: Exploiter, Exploited (auth: Jonatan Djurachkovitch)

Runners Up:
Cull (auth: anordinaryman)

Tera (auth: silverspawn)

Challenge #90: Steal ideas!
For this challenge, you have to use a fan made mechanic that you haven't made up yourself.

Winner: Doppelgänger (auth: alion8me, using Aquila's card-cost mechanic)

Runner Up: Glade (auth: Aquila, using Asper/Co0kiel0rd's season mechanic)

Variants and Fan Cards / Re: Set Expansion Contest
« on: October 17, 2020, 07:31:43 pm »

School Courier - $5
+1 Action
Trash a card from your hand. Choose one: gain a Card costing up to $2 more; or gain a card costing up to (P) more; or gain to your hand a Potion and a Copper.

My group does not play with Alchemy or any custom Potion cards, so this is gonna be difficult for me. Decided to go with something like Apprentice where it does not cost Potion, but does interact with the mechanic. It gives an alternate way to obtain Potion cards, but does not make it easy. Notably, I did not want it to be able to get rid of starting Copper, so it is weaker then most every other remodeler. Not sure if this is completely balanced, or something people who use Alchemy would want in the set, but I enjoyed working on it.

Edit: Changing it so that you can trash Copper. Not sure if that would make it too good.

This does have an issue where having just this card in an otherwise no-alchemy game makes two of its options impossible to complete - no potion-cost cards makes for no potions in the supply. Otherwise, I'd say it's a little worse than most TfB cards, which isn't really the kind of thing you'd want in alchemy.

Lemme know if you wanna play a game or two on with alchemy cards, get a little more used to them, I've got a subscription, just drop a dm.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 14, 2020, 06:57:33 pm »

Import • $5 • Action
Discard a Treasure. If you did, gain two copies of a card costing $4 or less.
double gainer that does the Port thing. If you can't gain two copies (ie, Crumbling Castle, et al), you do as much as you can.

Variants and Fan Cards / Re: Set Expansion Contest
« on: October 13, 2020, 09:18:58 am »

Aonbarr • $4⚗ • Action
+4 Cards
You may trash a card from your hand.
You may return this to its pile for +2 Actions.
Instead of paying this card's cost, you may pay ⚗⚗; if you do, +1 Buy and +$2

an older card of mine but one explicitly for including in Alchemy. Gives a reason to have multiple potions. name is a mythological horse from irish mythology

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 10, 2020, 04:12:42 pm »
On Completion, most steps built: Put your deck into your discard pile, and trash any number of cards;
Minor nitpick: it has to be specified where you trash the cards from.
it ok if i just revise the text? I don't have the time to fire up photoshop again before judgement time

How do alternate card costs work with things likes Remodel?
sounds like a good thing to ask Aquila in the thread they're introduced in

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 08, 2020, 06:00:40 pm »

Sanctum • Wonder • Most steps at end of game: 4VP • $3 per step, 4 steps (2-3 player); $3 per step, 6 steps (4-6 player)

Build a step: Discard a Build card and pay the cost of a step.

On Completion, most steps built: Put your deck and discard pile into your hand and trash any number of cards from your hand, then discard your hand;

All others, +2 Coffers / step

What's a build card? Glad you asked:

Build cards are an additional supply pile costing between $3 and $5. It works like Young Witch where it adds a pile to the Supply, rather than like Obelisk, which chooses a pile from the Supply.

Wonder concept was originally made by Tables here and was left pretty open ended. I branched off of X-tra's concept of it with a couple modifications: 1 - steps all cost the same. This makes it so you don't have to care which side you start on for filling in cubes and simplifies what the cost of a step is; 2 - getting rid of the potion-esque builder cards in favor of an additional pile that you just have to discard a card from. I kept the concept that building a step does not cost a Buy (unless the wonder would specify it costs a buy).

The most steps rewards are given to everyone who has the most steps done (so ties, they both get the event-y bonus and the VP).
The VP is given at the end of the game regardless of whether the wonder is completed - if six players all added one step, it's a wash, everyone gets 4VP.

Let me know what's unclear with this, i think i covered everything. IRL printing, i'd do the wonder card front+back printing, so on one side it's 4 spaces, the other, 6 (you can tell which side is which down by the art byline). As far as marking who built what, I'd suggest supplying (6) 8mm cubes in each color, each player gets a color. For reference, that's Terraforming Mars sized cubes, not Dominion's Project sized cubes (which are 10mm)

Update: change the "most steps" text to be clearer, it's roughly the same as Donate (except it happens during the turn due to space constraints); did not update the images because time constraints

A completely unabridged list would likely become unwieldly and that's if you don't include mechanics that are functionally identical or extremely similar.
yeah i'm going to kinda combine similar mechanics

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 07, 2020, 06:29:52 pm »
Fjord • $5+ • Victory
When you buy this, you may overpay. If you do, freeze it, placing an Ice token on it for each $1 you overpaid.
That's strictly better than Duchy.
that's fine, it's a filler entry until i work out how i want to make a Wonder. If i'm really hard pressed i'll just add "in games using this, this replaces the Duchies"

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 07, 2020, 05:48:17 pm »

Fjord • $5+ • Victory
When you buy this, you may overpay. If you do, freeze it, placing an Ice token on it for each $1 you overpaid.

This uses Gazbag's Freeze/Ice tokens mechanic. You can buy this instead of a Duchy if you're in the $6-$7 range to cause it to miss the shuffle.

edit: withdrawing this; see downthread for new entry

Ice Tokens
A number of cards in the set involve setting aside cards and putting a number of Ice tokens on them, referred to as "freezing" them. At the start of your turn you remove 1 Ice token from each card you own that is frozen with Ice tokens on it and when the last token is removed you put the card into your discard pile.
Also, what happens to frozen cards when the game ends? Do you gain them or lose them?

Set aside cards are still considered part of your deck, so you keep them.
Snow Hag

This was one of the first and most obvious concepts - a cheap Witch but the Curses are delayed. This means that the junk will take longer to enter the opponents deck, but if the game ends before all the tokens are removed then your opponent won't have a chance to trash the curse, which could be interesting.
Edit: Changed from 3 to 6 tokens.


This one needs to fixed up, but the concept is there.

Frost Spirit

Originally a cantrip, now changed to +2 cards. The cantrip version was far too efficient as an early game thinner and a late game Province setter asider. Hopefully making it terminal makes it harder to keep on top of icing things, we'll have to see. Masquerade is a crazy card, so I wouldn't be surprised if this follows suit. Province setting aside probably needs to be fixed, but it kind of needs to be able to set aside Estates so might be an ugly fix, unfortunately.

Crystal Ball

A Contrabandy thing, it delays your good cards and topdecks the Victories, ouch! Needs a new name now...


A simple +Buy card with Ice tokens, referencing Nomad Camp.

Frigid Village

Replacement foe Mountain Village and pretty much the same concept. I know that Lost City for $2 seems crazy good, but Encampment does it and these take a year to enter your deck.


I'm still keen on a Victory that starts off frozen, but no more Coffers so I have these variations. Any thoughts?


 I'm not sure about this one, it's seemed okay in playtest games but it still feels off for some reason. What do people think?

more to come later but i gotta tap out for the day.

Variants and Fan Cards / Re: Fan Mechanics Guide: Kin (author: Aquila)
« on: October 07, 2020, 03:14:45 pm »
The Kin type, making part of the kingdom a Tribe
The core mechanic, giving the set its name. Some of the cards are Kin type. You choose one or two of these for a game; when you do, 2 random other non-Victory kingdom piles also get the Kin type, and the sideways Kin Markers go under them like the Bane card to show this, to effectively turn part of the kingdom into a Tribe. All in a unique turquoise so everything's easy to see. The original Kins will interact with them in some way, to make synergies that will be good or bad depending on what the rest of the Tribe is.
Not much change to gameplay, but extra dimensions to think about and more things to analyse. What kind of strategy does the Tribe make? How effective will it be? Are normally strong cards actually strong in this game?

Nothing stops you from playing with 3 or more of the original Kin cards, just too many can lead to analysis paralysis and too much going on. Having 2 opens up a fun interaction between them, just enough, or one can be influential on its own. I've tried to cover a wide variety of different relationships with them; one thing that's somewhat missing is one that completely supports other Kins. I'm working on it. At the least I hope I've got across the feel for compelling diversity and replayability I get with the Kin mechanic. But I have struggled with sound execution of it; maybe some of the ideas here still use it poorly. You be judge.
Original Kins

Banner - Victory Kin, $5 cost.
Worth 1VP per 3 Kins in your deck (round down)
It makes an alt VP strategy that will be different each game. The more collectable the other Kins are, the better it is.
+: one of the first simple ideas that clicked, it feels safe yet compelling.
-: hard to conclude balance.

Festival Grounds - Action Kin, $2 cost.
+2 Actions
+1 Buy

In games using this, when you gain a 3rd differently named Kin on your turn, you may gain a Chief.
Chief - Action Kin, $0* cost.
Draw until you have 6. cards in hand.
Gain an Estate to your hand for +2VP.
For every 3 cards you have in hand (round down), + $1.
(This is not in the Supply.)
If you can get three different Kins in the same turn, you win the respect of the Chief, a free payload card that plays a little differently in different decks. How hard will he be to get, what kind of deck would be made, and is it all worth it?
+: all the analysis involved here is great.
-: perhaps Chief is too strong, and the $ effect should probably go first so it's more a case of $ or draw.

Legend - Treasure Kin, $4 cost.
+1 Buy
When you play this, choose one: gain a Kin; or trash a Kin you have in hand or in play, for + $1 per $1 it costs.
In games using this, when you gain a Kin, each other player gets +1VP.
Every Kin you get leaves a permanent mark against your score, yet whilst you might look for Kin free strategies this can make them still options. Getting Kins no matter how expensive can be a breeze if you so desire, or you can Salvage them non-terminally. Failing all else this can self trash for a spike of $4.
+: This supports dabbling a little into the Kins, which the bottom part implies.
-: no real testing yet, could be imbalanced.

Mead Hall - Action Command Kin, $5 cost.
Trash this. If you do, set aside two Kins from the Supply that aren't Victories, Durations or Commands. Play them in either order, leaving them set aside. Return them to the Supply at Clean-up.
Fuse two Kins into one powerful one-shot card, including Treasures or Nights. Double up one of them, or form some amazing combo.
+: it has the feeling of being great fun sometimes.
-: some combos could be broken? And of course in some games this can do nothing.

Pillar - Action Kin, $4 cost.
Trash a card from your hand. +1VP for one type it has, and +2VP for each extra type.
In games using this, one empty Kin pile does not count toward the 3 for game end.
A more curious one. Trash the right targets to get the most points from this. Kin counts as a type, so will give more points. To prolong the game a bit and make this more viable, you can safely empty one Kin pile; this can have its own effects on the game even if Pillar is ignored.
+: the two effects relate but not too closely; heavily implying pile emptying isn't good.
-: is the top balanced, or should it give just 1VP per type? Is it too weird, being an Action doing nothing but VP and making slow play?

Piper - Action Reaction Kin, $5 cost.
+2 Cards
You may play an Action Kin from your hand.
Directly after resolving an Action Kin, you may play this from your hand.
Make an engine by playing chains of Kins.
+: simple yet compelling.
-: maybe too strong in some cases. There's no real negative side to it unlike the other Kins, so it's less about analysis, so it feels kinda misfit.

Reassign - Night Kin, $4 cost.
You may trash a Kin you have in play, to gain a Kin costing up to $3 more than it.
You may move your Ally token onto a non-Victory, non-Kin Supply pile of your choice. (During your turns, cards from that pile are also Kins.)
The Ally token lets you choose a pile that counts as Kin type just for you, which sometimes will be very desirable with a second Kin card. Reassign itself lets you quite freely exchange kins around, so you can make good upgrade paths; but note that the trash happens before the token can be moved, so there's a limit to the flexibility.
+: this hopefully opens up a new compelling area of remodeling, and the Ally token a new strategic concept.
-: The upgrade could be too strong even if narrow. Nights are in the set almost entirely because of this; is there a better effect than the upgrade that could be used?

Rivals - Action Attack Kin, $3* cost.
+2 Cards
Each other player may reveal a Kin other than Rivals from their hand. Those who don't take Taunted, or if they already have it turn it over to Twice Taunted.
In games using this, Kins cost $1 more.
Taunted - State
When you next play an Action that has +Card, +Action, +Buy or +$ amounts in its instructions, choose one to reduce by 1, resolve it, then return this.
Twice Taunted - the same, but instead of returning it flip it over to Taunted.
Their presence makes the Tribe more expensive so generally worse (this basically costs $4, a sensible price unlike the others), and the worse they are the better this is. Its Attack will more likely land, weakening the next Action vanilla they get; two stacks, using a two-sided State for each player. Taunted reduces a number in the next Action's instructions, so Hireling would be made useless, and because you choose a number then resolve, Pawn is a counter to it.
+: it achieves the intended purpose of making Kins that are bad in a kingdom relevant.
-: How easy is it to remember the Kins cost $1 more? Is Taunted foolproof?

Travelling Merchant - Action Kin, $4 cost.
+1 Card
+1 Action
+ $1

This turn, cards cost $1 more if you have a Kin other than Travelling Merchant in play.
When you gain this, if you have any Kins in play, trash it.
You have a choice: either use these Peddlers, or use the other Kins. These only cost $4, but you can't gain them at all if you have one in play.
+: A simple but interesting matter to analyse in the game.
-: the bottom part could make this pretty bad, yet if it wasn't there it would probably be too good.

Variants and Fan Cards / Re: Fan Mechanics Guide: Tasks (auth: Aquila)
« on: October 07, 2020, 02:56:17 pm »
Tasks, quests you can try to complete during the game
Add a quest board to the game, in which the kingdom's locals post up requests for players to complete for a reward. They're landscape cards that you keep in a deck by themselves, shuffle, then draw 3 out at random for the game. This group will count as 1 of the 2 landscapes recommended for games.  Each player also gets 3 tokens of some kind (let's call them Accomplish tokens) in their colour. Each Task has an Objective and a Reward. During the game, in a similar manner to using a Reaction effect, a player may interrupt game flow and declare they have completed the Objective on one of the Tasks, prove it to the other players if necessary, then put one of their Accomplish tokens on the Task card and get the Reward straight away. A Task can only be accomplished once. A player does not have to immediately declare a Task is accomplished the first time they can do so; there are cases for waiting until a later time, and accountability issues are avoided.
So, how these affect the game: whilst the Kin cards call for analysis at the start to determine the best combos, the Tasks can have a bearing on the route players take their decks through during the game, to have them think ahead.


The Tasks are very much a work in progress. They're not very well designed for all random games (not necessarily a bad thing) and the rewards are likely not balanced. 3 seems like a sensible number to comprehend each game, but nothing says you can't do more or less.


Appease - Task
Objective: have 2 Duchies in your hand, revealed.
Reward: +4VP
Bring 2 Duchies together in peace. This may affect when you would normally get Duchies, as effectively bringing them up to 5VP each can be worth it.
+: A good way to make Duchies more relevant more often, and help deviate gameplay away from typical Province rush.
-: hard to find specific bad points with this one...

Build - Task
Objective: gain 4 cards on your turn.
Reward: +3VP; at the start of each of your turns, +1 Card.
Project effects can work as rewards, the Accomplish token serving the same purpose as the Project cube. Can you gain a big load of cards at once this game?
+: There are several different possible ways to complete this, to be a different experience each game.
-: it depends entirely on +buys or gainers being in the kingdom.

Demolish - Task
Objective: trash 4 cards on your turn.
Reward: +4VP, gain a Gold.
Can you trash a big load of cards at once this game?
+: There are several different possible ways to complete this, to be a different experience each game.
-: it depends entirely on a trasher being in the kingdom.

Explore - Task
Objective: have 8 differently named cards in play.
Reward: +5VP
The Horn of Plenty experience without the kingdom Treasure being there. How will the kingdom let you do it?
+: Some games will call for a variety strategy, a nice thing to let randomness decide.
-: sometimes impossible. Maybe not that fun. Investigate below might be enough of variety.

Gather - Task
Objective: produce $15 or more.
Reward: +1 Buy, +3VP
How easily can you get a big spike of money this game?
+: Always possible yet can take very different paths to get to.
-: if a double Province route is possible you'll probably go down it anyway.

Impress - Task
Objective: complete 2 other Tasks on the same turn.
Reward: +5VP, gain a Chief.
Extra points if you can complete the 2 other Tasks drawn together. You may want to wait declaring accomplishment for one so you can do this.
+: A simple extra twist to add.
-: how often will it be doable?

Investigate - Task
Objective: have a hand of 5 or more cards with no copies in it, revealed.
Reward: +3VP
Get a big enough hand of all different cards.
+: Always possible.
-: can be quite hard to remember.


Wow all this industrial activity is really clogging up the place. The more you use the high powered cards, the more you pollute your deck. This self-trashing junk is just slightly less harsh as a curse, if you can clear it away in time. Without another trashing card you'll always have one left over. Pile structured as 10*number of players, so 20 in a two-player game. I like what it adds thematically to the expansion to be replacing Curses, a medieval fear, with something more modern but just as deadly. 


The next advancement on Laboratory, this "power card of epic proportions that probably shouldn't exist at any cost" isn't balanced at $8 on its own, so I made it gain a junk card, the more you use it the more you get, (see below). The junk card could use some work to make it balanced. My goal is for it to be about as effective city quarter.

Steel Foundry:
A Smithy or Blacksmith on steroids, this terminal draw is a great way to use up actions. Two more cards than Blacksmith, without the copper drawback and with +$1, but discards an action or treasure from your hand and gains smog as downside.

And lastly the pièce de résistance: metropolis. From lowly hamlet, to village, to city, then metropolis. +2 cards like a leveled up city, and +3 actions like bustling village, but with some VP to justify purchasing it late. A metropolitan area is practically a duchy anyway. The vanilla bonuses are worth around $6-7, and VP nets to 3 with Smog, so up to $10.

Power Plant:
Burn a card as fuel in the power plant to give you more cards to keep your engine going, turning it into smog. If you accidentally draw a card dead, you can save it for next turn. Must trash first so slightly weaker than a Masquerade in that regard, and also weakened by needing to gain a smog.

Progress comes at a cost to everyone, involved or not. Move your deck along with this card, but watch as you get junk in everyone's face, including yours! This card is a self-curser with an option to remove them later. Notice it only gains Smog but can trash either Curse card.

So I'm working on a fan expansion to Dominion, and I've had this idea floating around in my head for a while: What if a card was automatically played from your hand whenever it was in it? Enter "Tools," a separate type of card I'm testing out. The official rules for Tools as they stand now are as follows (and major thanks to crlundy for helping me find a good wording for this!):

Tools have different backs to regular cards. At the start of your turn, or directly after playing a card, you must play any Tools from your hand. This does not cost an Action; if you have multiple tools in your hand, you may play them in any order. Tools (except for Cursed Antique and Broken Sword) are regular Kingdom cards that exist in the Supply like any other card. Tools are their own type of card.
What follows are all my ideas for Tools, with brief comments on each below. I haven't playtested any of them yet, but would love to get feedback on them to see if there are any glaring issues before I start doing so. Thanks for reading!!

Armor: Tries to be its own Jack-of-All-Trades and help against certain attacks. It trashes from discard so it can also trash any tools you don't want (since they're almost never in your hand long enough to be interacted with).
Axe: A forced remodel that doesn't cost an Action, nor does it lower your handsize further with the trash.
Bag of Holding: A Workshop that doesn't disrupt your flow.
Bow and Arrow: I wanted to make another card that interacts with the discard; I ended up with (I think) a stronger Harbinger.
Compass: My poster-child for the risk/reward idea behind Tools. Don't know if the cycling is powerful enough to make it cost more, but the fact that it's mandatory feels like it could ruin your day enough to be lower.
Moccasins: I wanted more card-draw cards, but card draw that takes up no resources seems powerful. So here's a true-blue Smithy, you're just always forced to play it. I'd like to believe the cases where you get to use it for free balance out the ones where it kills your Action potential, but I'm SO willing to be convinced that it needs to be spruced up. Maybe +4 Cards?
Rations: A village that can never be drawn dead.
Spellbook: A band of misfits that makes playing cheaper cards even more appealing by making them actionless.
Sword: +2 Cards by itself seemed too boring at $6. Being forced to discard I think is more strategic, and this makes use of Fugitive's text on a true-blue Kingdom card.
Telescope: Combining the flavor of Navigator and Lookout. Might be too strong.
Wagon: A way to get that elusive +Buy, and in some circumstances an extra card when you would have drawn an Action dead.
Battalion & Broken Sword: The +3 Cards is there to prevent a slog. Broken Sword feels a little oppressive, but it can never be worse than a Militia; I don't know if its persistence would slow everything down too much.
Charlatan & Cursed Antique: A curser that keeps on giving. Note that the trashing a card from play means you can trash a Cursed Antique, so there's no board where you're stuck with them forever.

Again, any feedback is greatly appreciated, and as a reminder, none of these are playtested, just ideas until I get a sense they're worthy enough to bring to the game table. Thanks again for humoring me and reading all of this!!

Wonders are a new kind of Horizontal card that can be built. They tend to be very expensive (think 15+ coins), but unlike regular cards you do not have to pay in one go. Instead everyone has their own supply towards building the wonder, and you can use a buy to put any amount of money towards the wonder. Once someone has spent equal to the wonder cost, they build it and gain its benefits for the remainder of the game. Everyone else who had partially built it gets compensation, probably Coin Tokens equal to half of what they had spent.

As for Wonder effects... I didn't dream up any. I expect they would be worth some reasonable number of VPs, as well as some permanent ongoing benefit that's likely stronger than a typical project. So for example, maybe something like a double Bridge effect (cards cost $2 less on your turn, but not less than $0). Or something like "at the start of each turn, +1 card, you may discard any number of cards, then draw that many." Basically, strong effects that might be worth investing into and racing to complete, strong enough that you have a chance to catch up once you complete them but also not so strong that you can just instant-win by completing them.

Mimicking the Civilization wonders behavior, there might be a Builder mat per player. This version does not consume Buys on building, not sure if it should.
At the Buy stage, you may pay any number of $ to put that amount of Coffers on your Builder mat. When you have the number of Coffers on the Builder mat greater or equal to the cost of a Wonder, you may discard all the Coffers from there and take the Wonder.
When some other player takes a Wonder, you may discard all the Coffers from your Builder mat to gain a card costing in $ up to the number of Coffers discarded.

You guys have presented interesting ideas! I’d like to have a crack at this as well, mish-mashing just about everything here. Plus, drawing some heavy inspiration from Through the Ages: A New Story of Civilization and even tossing a little bit of Sid Meier’s Civilization in there.

What if Wonders were buildable by all players as some kind of long-time project on a Landscape card in the Supply? Some have suggested that already. The Wonder would have multiple stages to be built and everyone could contribute, using a Buy during their Buy phase. If so, they’d put a wooden cube on the next build step of the Wonder. And oh, of course, no more than 2 Wonders per game, as usual !

There would need to be some compensation for contributing. Wonders would grant you a little something for building a step. Once completed, the Wonder will give an additional bonus to whoever built the most steps for that Wonder. It could even be multiple players in case of a tie. Therefore, those who invested the most in that Wonder reap the bigger benefits, as opposed to having the last contributor run away with the whole deal by building that last step out of shuffle luck.

Finally, building a Wonder seems like a no-brainer. And even a little too easy. What if there was an additional Supply pile akin to Potions in games using Wonders? I thought of builders and they would cost . You cannot build a Wonder step unless you have a Builder in play. So building a Wonder step would require a Builder, a Buy and the step’s cost. Kind of like, again, buying a Potion Kingdom card. This would require further investments for those who want to partake in the construction of a Wonder. And would require better deck control because of those stop Builder cards.

To illustrate this crazy idea, here are some mock-ups of Wonders:

And a Builder could look like this:

Wonders could have a backside with “4+ players” written on it. There could be more build steps on these so that they’d scale better in crazy 6-player games for instance.

Just like Projects, they're effects you buy once and then put a cube on. But unlike Projects, they are one-offs that happen straight away rather than effects that last for the rest of the game. So the cubes are used to track that you have bought the Prospect and can't get it again.
In other words, they're all like Seize the Day, but the rules require the cube to track buying them.

Commission - Prospect, $2 cost.
+1 Buy
Return to your Action phase. Replay the last Action you played this turn that's still in play twice. (Put your cube on it, then on this when it leaves play.)
A single KC when you need it most.
+: it's simple, yet using it isn't always easy.
-: wordy.

Conscription - Prospect, $1 cost.
+1 Buy
Choose one: discard your hand, +1 Villager per card discarded; or +$1 per Villager you have.
Resource conversion to time optimally. Change your Villagers into economy once, so hoarding them can be a strategy. Or if there are no Villagers cards, you can change your hand into Villagers.
+: more new strategies is good.
-: some people may want to try using this twice?

Consumerism - Prospect, $0+ cost.
+5 Buys
You may overpay for this by $2 so non-Victory cards cost $2 less for the turn, or by $4 for all cards.
A big load of free buys with an optional Princess effect to pay for. Use for essential early purchases or build to a massive $ mega turn.
+: lets big spikes of $ by design or by accident always work out.
-: it will take a lot for the Victory cost reduction to be meaningful. $3 overpay may be more realistic.

Demonstration - Prospect, $0 cost.
+1 Buy
Each player (including you) discards their hand and draws the same number of cards. Return to your Action phase.
There are times a change of hand would be just right for you, and there are times when you know the opponents have a good turn. Choose how and when to use this best.
+: a one-time attack suits competitive players whilst not degenerating the game too heavily.
-: there are times when everyone has a good or bad hand, and this isn't advantageous then. Choosing who discards would help avoid this but also be too political.

Dividends - Prospect, $0 cost.
+1 Buy
If you have the same number of Actions and Treasures in play, +1 Coffers and +1 Villager per 1 of each type.
Count the number of times each type appears across the cards in play (Crown will be one for both), then if they're the same you get a Coffers and Villager for every Action (consequently every Treasure too) you have in play. Free tokens you might work to getting or take whenever it's convenient.
+: There are lots of ways this set and Renaissance can get the same number of each type in play, making hopefully compelling replayability.
-: could alternatively feel mundane, if one never works for lots of them.

Imports - Prospect, $4 cost.
Gain a card from the trash.
Setup: add an extra kingdom pile to the trash.
You can either gain a single copy of a unique card for $4, or if there's other trashing (really, tfb) you can regain a trashed Province for $4.
+: unrestricted gain from the trash is safe on a Prospect, and the added pile can be interesting.
-: it might be mundane too often.

Manufacture - Prospect, $2 cost.
+1 Buy
Choose one to gain: a card costing up to $4; a copy of a card you have in play; or a Duchy.
A cheap acquisition, because you make it yourself. It has a distinct early game option in gaining a $4 for $2, a late game boost in VP, and a middle game boost in gaining a copy of a good card you have in play.
+: it's an elegant way to get 3 different uses on the same card.
-: the late option in a Duchy might be comparatively weak.

Migration - Prospect, $1 cost.
+1 Buy
Trash an Action from your hand to put your deck and discard pile into your hand. Return to your Action phase.
Put your whole deck into hand at once, at the cost of an Action card. Time it when you have the right Action to lose and there's enough stuff in the deck.
+: A new means of card movement opens up new strategies.
-: maybe too cheap or swingy, if the Action to trash comes too late.

Prediction - Prospect, $2 cost.
+1 Buy
Put any number of cards you have in play that would be discarded this turn onto your deck.
Replay stuff next turn. When do you really need to do this?
+: an effective one-off.
-: it should work? Maybe it's a bit uninteresting.

Progress - Prospect, $2 cost.
+1 Buy
Take half the tokens on this (round up) as Coffers, the rest as Villagers.
When a card costing $4 or more is gained, add a token to this.
A passive accumulation of tokens that players have to time taking. When do you need them, can you take them away from opponents when they really need them, can you try waiting for more?
+: lots of strategy to consider.
-: can be hard to remember adding a token each time.

Stocks - Prospect, $1+ cost.
You may overpay for this. +1 Coffers per $1 overpaid.
Save some of your money from a turn for later.
+: overpay for Coffers can be achieved on a one-off.
-: timing may be trivial, that you always do it on a $3/4 or 4/3 start to get $5s.

Takeover - Prospect, [ ] cost.
Gain a Victory card.
[ ]: To buy this, reveal and discard 2 Actions.
One of your Provinces/Colonies this game is quite cheap. When will you get it?
+: simple.
-: possibly just a boring speedup to the game? Or it rewards bad play?

And that's the end. I hope you've enjoyed looking through these as much as I enjoyed making them. Maybe you've seen a mistake or flaw somewhere, in which case don't be afraid to tell. No design can be called perfect or final without criticism, and part of the thrill of the design process is identifying and making gradual improvements.

-1 Action: Exhausted

Exhausted - State
When you next have unused Actions (Actions, not Action cards) during your Action Phase, immediately return this and -1 Action.
Villagers make getting +1 Action much easier. So here's the opposite, -1 Action; just like the -$1 token but for Actions. After you take Exhausted, whenever you next have 1 or more Actions left during your Action phase, you immediately lose one and return this, whether you're in the middle of resolving an Action or not. If you end your Action phase still having Exhausted, it will stay over to next turn, and be returned right at the start to take away your starting Action. You could spend a Villager at any time during your Action phase to return this at any time; this can be quite important to pay off Exhausted at turn start to enable the Action phase. And you're only allowed one Exhausted at a time, for simplicity and balance reasons.

Colliery - Action, $6[ ] cost.
+1 Buy
Take Exhausted. If you do, + $1 per Action you have in play.
[ ]: To buy this, trash 2 copies of a card costing $3 or more from your hand.
Coal mines fuelled the factories, with an infamous amount of manpower. Here's the first card using Exhausted; it's effectively a double Action, one card that uses two Actions on play. If you play it and already have Exhausted (that'd be by Thrones or by playing it at the Buy phase), you just get a Buy. Played 'properly' it can give impressive payload, but can be hard to play well in multiples.
There's a dual cost too. You need both $6 and two cards costing $3+ to Treasure Map to afford this.
+: powerful payload strategy that can possibly exist and be balanced with a big card cost and Exhausted.
-: the cost may be a bit extreme as is.

Glassworks - Action, $2 cost.
+ $2
You may take Exhausted. If you do, +1 Coffers.
When you gain this, you may spend any amount of your $. +1 Villager per $1 you spent.
Glassworks range widely in size, from small domestic businesses to industrial scale. Bigger establishments come with more workforce. Overpay for Villagers on a cheap card, quite simple, only you can Workshop-gain it during your turn and it'll work too. The on-play effect can let you turn an extra Action into a Coffers. So it can in effect let you convert your Villagers info Coffers and vice versa.
+: Simple and effective, hopefully.
-: + $2 +Coffers could be too much for a $2 to give, especially if opened with.

Revolters - Action Attack, $4 cost.
+ $2
Each other player may take Exhausted or lose a Villager. Those who do neither gain a Curse.
When you gain this, each player (including you) gets +1 Villager.
They've been worked too hard in awful conditions, and they want your opponents' workers to agree with them. An Attack that tries to take an Action away from the opponents. Forcibly doing this would be imbalanced, so they can instead have a crow for their troubles.
+: it adds a new decision for players to think about.
-: it's a shame that this is basically a curser, that trashing and the Curses emptying make the -1 Action part trivial.

Steam Engine - Action, [ ] cost.
+1 Action
Do this up to 3 times: take Exhausted. If you do, you may play an Action from your hand twice.
[ ]: To buy this, trash a Gold from your hand.
The first steam engines could be attached to several different machines. That's what you can do here, Throne up to 3 of your Action cards for an extra Action each time. It's just like going Throne Room - play, Throne Room - play, Throne Room - play, only you need the one Throne card not 3. This powerful effect is expensive though, and you get it in two stages: first get a Gold, then cash it in for a shiny new steam engine.
+: it's an elegant and thematic effect.
-: could easily be too strong, or swingy; you really don't want to draw this dead!

Textile Mill - Action, $5 cost.
+3 Cards
You may take Exhausted. If you do, +2 Cards.
A big place needing lots of people, quickly spinning cards through the deck. Yes, I decided to make both textile industry things draw. This gives you a choice on how much you draw. If you want more, you'll use an extra Action for it. There are times you want less.
+: one of the simplest things to do with Exhausted, and it's effective. It could take on an Artifact too, as an alternative Exhausted option.
-: could either be weak overall or too good with big money.

Card costs
Instead of or as well as a coin symbol, some of these cards have a card back where the cost is. It means that instead of or as well as $, your cards are involved in the cost. They could in theory be from anywhere so long as you own them, but in this set each cost comes from hand since it's more of an actual expense. Below the line, there will be a description of the cost.
You might think of Animal Fair having the option of an Action in hand as a cost. It's an option, card costs are not.

For abilities that care about costs: this is another different kind of cost to join Potion and Debt. You can't remodel a $ cost card into a [ ] or $[ ] cost or vice versa, or [ ] into Debt or Potion costs. Each differently described card cost is also incomparable, no matter how much $, Debt or Potion is with them and even though some might be distinctly easier to pay than others. So you can't remodel a [ ] into a differently described [ ], but you could remodel [ ] into $1[ ] or $2[ ] if the described cost on each card is identical.


Campsite - Action, [ ] cost.
+1 Card
+2 Actions

[ ]: To buy this, reveal and discard 2 Victories.
Well here we have it, both Villages come first alphabetically. This one sets itself apart by being a card cost; have 2 Victories in hand, which you need to discard, to afford it. Campers need green space.
+: When you get a dud hand filled with green, you don't mind picking up an extra Village. It's useful, but doesn't improve deck power by itself so it's not easy mode.
-: it may be too easy to get.

Colliery - Action, $6[ ] cost.
+1 Buy
Take Exhausted. If you do, + $1 per Action you have in play.
[ ]: To buy this, trash 2 copies of a card costing $3 or more from your hand.
Coal mines fuelled the factories, with an infamous amount of manpower. Here's the first card using Exhausted; it's effectively a double Action, one card that uses two Actions on play. If you play it and already have Exhausted (that'd be by Thrones or by playing it at the Buy phase), you just get a Buy. Played 'properly' it can give impressive payload, but can be hard to play well in multiples.
There's a dual cost too. You need both $6 and two cards costing $3+ to Treasure Map to afford this.
+: powerful payload strategy that can possibly exist and be balanced with a big card cost and Exhausted.
-: the cost may be a bit extreme as is.

Steam Engine - Action, [ ] cost.
+1 Action
Do this up to 3 times: take Exhausted. If you do, you may play an Action from your hand twice.
[ ]: To buy this, trash a Gold from your hand.
The first steam engines could be attached to several different machines. That's what you can do here, Throne up to 3 of your Action cards for an extra Action each time. It's just like going Throne Room - play, Throne Room - play, Throne Room - play, only you need the one Throne card not 3. This powerful effect is expensive though, and you get it in two stages: first get a Gold, then cash it in for a shiny new steam engine.
+: it's an elegant and thematic effect.
-: could easily be too strong, or swingy; you really don't want to draw this dead!

Wastelands - Victory, [ ] cost.
[ ]: To buy this, trash 3 Actions and/or Treasures from your hand.
When this pile empties, it counts as 2 toward game end.
The more wasteland you own, the implication is the more productive your factories are. It rewards having few useful cards in your deck at game end, and has an on-gain that helps achieve this.
+: it makes a new way to win the game that takes strategy and skill. Opening it is bad most of the time, but can be done sometimes.
-: the VP could scale with the number of non-Victories in the deck (which it used to), so it's more defined as alt VP.

Spinning Jenny - Action Treasure, $5 cost.
+3 Cards
+1 Buy

If it's your Buy phase, then for the rest of the turn, cards with no [ ] cost in the Supply have one that reads, "to buy this, discard 2 cards".
An invention that improved spinning threads to weave into fabrics, and this spins cards through your deck quickly. It can be terminal Action +3 Cards +1 Buy, which already exists and is useful, or it can be a Treasure for non-terminal Buy phase draw. If you do the latter, you'll have to discard cards to buy stuff so you can't use it all.
+: It gets you thinking resourcefully about your cards, and it's an Action Treasure which is also nice in the set.
-: Discarding 2 cards might be too harsh, but at 1 it's a bit too good in big money decks.


Dreams are a new landscape card. You can include one to use much like you would a Project, Way, Event, etc. They all have abilities that trigger at the end of each player's Night phase (or at the start of the Clean-Up phase), rewarding that player for accomplishing some goal during their turn. They happen automatically if a player accomplished the criteria for them.

Dream of Flying
At the end of your Night phase, if you have 3 or more cards in hand: Set aside a card from your hand. At the start of your next turn, put it into your hand.

Dream of Being Lost
At the end of your Night phase, if you have any unused actions: You may put an Action card from your discard pile on top of your deck.

Dream of Wealth
At the end of your Night phase, if you have any unused buys: +1 Coffers.

Dream of Death's Ferryman
At the end of your Night phase, if you have 2 or more Silvers in play: You may gain a Silver.

Secret History
I was mulling around with the idea of cards that want you to achieve some mini-goal within the game. I like how the different landscape cards make you care about deck construction in different ways. I went for the simplest idea: just reward players for doing something specific. They wanted to work as close to the end of turn as possible, but not necessarily mess with clean-up. Thankfully, we have this neat Night phase that's been around for a few years. That's where the idea originated for theming these cards as Dreams: what you do during the day impacts how you dream at night. They aren't the most innovative ideas, but I like the overall feel of them. I'd say they're closest to Landmarks, just without the VP focus. (Another reason I avoided making VP related Dreams.) I went for well-established recurring dreams and tried to make something sensible out of each. If people like them, I might try making the whole deck.


and then for shits and giggles made a second track for it.

It's essentially a branching traveller, but everyones traveller simultaneously. Some of the options are intentionally less good than others, so that if one person goes hard on Harlequins, other players can steer it away from being Too Good.

You'll probably need to click (and probably zoom/pan/open in new window?) to be able to read those. The starting space of the track is in the center - they're laid out to print on a 22"x22" board (which'd quadfold to fit in the dominion box). It'd ship with one Harlequin meeple to move around.

I uh didn't bother typing out the space options in bbcode because dear god plz no and does anyone even read this? lazy. There's some novel attack ideas in there that haven't really been done yet but otherwise should be pretty vanilla.


Trinket • $1* • Treasure
You may pay $1 to return this to its pile.
While this is in play, cards cost $1 less.
(This is not in the Supply
This didn't change from contest 78; the image is the first toy lego made (like, actually; it's a photo, not art). There's 30 copies, and it's not in the supply (kind of like Spoils or Horses). You put it on the table when a card mentions it.

Example cards that use Trinkets:

Benefactor • @3$5+ • Action
+2 Buys
When you buy this, you may overpay. For each $1 you overpay, each other player gains a Trinket to the top of their deck.
Super-woodcutter that can wreck another player's turn if you go in hard on the overpay, especially in kingdoms that are debt/potion-y.  This card hasn't been tested.

Stevedore • $5 • Action - Duration
You may gain a Trinket. Until your next turn, the first time each other player gets +Buys, they get +Cards instead.
At the start of your next turn, +1 Buy and cards cost $1 less that turn.

Grifter • $5 • Action - Attack
Each other player may discard a Trinket. If they don't, they gain a Trinket and a Copper
Mountebank variant. This has been tested. It's strong.

Original Post
Trap cards aren't played, and are instead a supply pile whose cards change which deck they're in after they're bought. They can be thought of as a cross between Reaction and Curse types.

As far as I can tell, there is only one example:

EDIT: this is incorrect and needs to be fixed

The idea is called the Perk deck. Cards that use the Perk deck have the Favor type.

Perks are pretty much a cross between Boons and Artifacts. Like Artifacts, there is one copy of each, and once taken by a player they are held by that player and provide a permanent effect until another player takes them away. When a player is instructed to take a Perk, they may choose to either draw a random one from the deck, or steal one from any other player.


And the Favor cards:

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