Making a fan expansion (or at least calling your bunch of fan cards a fan expansion) seems the thing to do these days for people who like to make fan cards. So here's my fan expansion, in its current condition.
Flavor themes: Restoration and Inheritance. This is to come in the story timeline next after Dark Ages.
Mechanic themes: durations, ruins, and mixed-type victory cards*. At the bottom of the post, I included a couple of other people's fan cards which I like and would fit the themes. (*Including the Inheritance cards linked at the bottom of the post.)
Test rating: 7 means the card is plenty tested and considered finished (none are there yet), 0 means it hasn't been tested at all (or only slightly as a previous version).
UPDATED 12/1/16 added Pedestal, updated Archaeologist and a few images which hadn't been updated. (and cut Renovate ...already)
UPDATED 9/23/16 updated Mysterious Door (except for the image). will add special ruins here soon.
UPDATED 8/16/16 added Renovate and updated Ancient Temple and Mortar Repair.
UPDATED 4/12/16 added Fountain Gargoyle and Salvage Yard, updated Drawbridge and Ancient Temple.
UPDATED 3/9/16 added Mortar Repair, updated Foundation, and another new Auditor...
New cards since last update:Pedestal
Cost $3 - Action / Reaction
+$1.
Discard up to 3 action or treasure cards. +1 VP for each card discarded this way.
-
When you discard this from your hand, +$1 during your turn.
Added the "up to 3" limitation. Still need to update the image. Test rating 2/7.
Cards that have changed recently:Archaeologist
$5 - Action - Preserve
+1 Card, +1 Action.
Gain a ruins, putting it into your hand.
-
When you gain this, you may put your +1 Action, +1 Card, $1, or +1 Buy token on the ruins pile.
This version test rating 2/7. Originally based on Aidan Millow's Archaeologist from the Dark Ages contest. It's had major changes since the previous version.
Rules for the Preserve type: If a card with the Preserve type is in the kingdom, include both the ruins and special ruins in the supply. Whenever you would gain a ruins (except by buying one), you may discard a card to gain a special ruins instead. The ruins and special ruins count as being from the same pile. Whenever a special ruins is gained, trash a normal ruins from the supply. Include 6 special ruins per player. (The special ruins are
here.)
Ancient Temple
Cost $5 - Action
+1 Action. Discard a card. Gain a card costing up to $4, putting it into your hand.
Test rating 1.5/7. much simplified fifth(?) version.
Mysterious Door
Cost 2 - Action
The player to your left discards the bottom card of his deck. If it's... a victory card, +2 Cards; a treasure card, +; an action card, play this as the revealed action card -it is that card until it leaves play.
Test rating 3/7. The attack was (usually) extremely weak, and the exciting part is getting to play it as more expensive action cards, so I removed the attack. It's simpler now.
Auditor
Cost $4 - Action / Attack
+$2, +1 Buy.
Each other player reveals their hand and discards all curses, ruins, and pure victory cards.
Test rating 3/7. An attack that makes it harder to trash your junk.
Salvage Yard
Cost $1 - Event
Discard any number of cards from your hand. Gain a card from the trash costing up to $2 per card you discarded.
Test rating 2/7. Haven't found a suitable image for it. (May need a new name to fit with an image, maybe 'Recover'.)
Building Materials rule: Mortar Repair has no randomizer, but is added as an 11th kingdom pile whenever Foundation or Building Blocks are in the kingdom. (These have been posted in another thread.)
Mortar Repair
Cost 3 - Action/Material
Reveal your top 2 deck cards. You may discard one. You may trash one. Put any remaining back on your deck. If you trashed one, gain a card costing up to $3. Otherwise, +1 Action, +$1.
-
When this card is trashed, +$1 on your turn.
Test rating 3/7. It's been tested a few times since the other thread, and I like it. (The previous version seemed slightly weak so I made it reveal two cards.)
ThetaSigma12 has begun redoing my card images with better photoshop foo, but I'm including both versions on this one because the wording tweak he made makes a difference.
Building Blocks
Cost $2 - Treasure/Reaction/Material
Worth $1. When you play this, reveal the top card of your deck and discard it or put it back.
-
When you reveal this from your deck, you may put this into your hand. If you do, continue revealing cards as if you hadn't revealed this card.
Test rating 3/7. I like this one. Based on
mail-mi's Sorcerer's Apprentice card.
Foundation
Cost 3 - Action/Reaction/Material
+1 Action. Reveal your top deck card. Discard it or put it back. +1 Card.
-
When this card is discarded besides during a clean-up phase, +1 card during your turn.
Test rating 3/7.
The rest of the current Resurgence cards:Generous Benefactor
Cost 3 - Action - Duration
+1 action, +$1.
Next turn: +$2, +1 Buy.
-
While this is in play, each other player gets +$1 after they finish playing treasures in their buy phase if they have no gold, platnum, or attack cards in play.
Test rating 2/7. Working well.
Drawbridge
Cost 3 - Action - Duration
+2 cards. Next turn: You may trash a card from your hand. If you do, +1 card.
-
While this is in play, when another player plays an attack card, its player may discard a card. If they don't, you are unaffected by the attack.
Test rating 3/7. It seemed very strong for $3 as it was, so I made the cost for the attacker smaller for the attack to get through.
Restored Village
Cost 4 - Action - Preserve
+2 Actions. Discard a card. Draw up to 5 cards in hand.
-
When you buy this, gain a ruins (or discard a card to gain a special ruins instead).
Test rating 4/7. I decided I like the $4 cost version better so I changed it back. It's powerful often, but sometimes it can be worse than a necropolis. Still, it was too strong for $4, so I thought of an on-buy drawback. The part in parenthesis is included in the rules for Preserve cards. It's just a reminder here.
Trailblazer
Cost 3 - Action
+1 card, +1 action.
During your action phase with this in your hand, you may discard a card. If you do, play this without using an action.
-
When you gain this, reveal the top 4 cards of your deck. Put any number of revealed Victory cards and Curses into your hand. Put the other cards back in any order.
Test rating 4/7. (Name and on-gain effect shamelessly stolen from a card by Just a Rube)
Collectables
Cost 4 - Action - Duration
+1 Card, +1 Action. Next turn: Reveal the top card of your deck, if it costs $5 or more, put it into your hand.
-
While this is in play, all cards in your hand, deck, or discard pile cost $1 more.
Test rating 3/7.
Miner
Cost 4 - Action
+$1. Reveal the top 4 cards of your deck. Put one revealed treasure into your hand. Discard one other revealed card. Put the rest back in any order.
Test rating 4/7. Seems to work well.
Vandal
$5 - Action - Attack - Looter
+2 cards. Each other player may reveal a victory card from his hand and put it onto his deck. If he doesn't, he gains a ruins. You may reveal a victory card from your hand and put it on your deck. If you do, +$2.
Test rating 4/7. Fun fact: This picture of a graffiti Texas A&M logo was taken in Rome, Italy.
Fountain Gargoyle
Cost $5 - Action / Attack / Looter / Duration / Victory
+1 Action.
This turn and next: +$1.
Worth 1VP
-
Until your next turn, when another player gains a victory card, he reveals and puts a pure victory card or a ruins from his discard pile on top of his deck.
Test rating 2/7. I know certain people won't like the looks of this version, but we've played with it and we like it. Fun is what matters not dividing lines or minor details like that. (Now it has five types,
But then I wouldn't actually print it or mock it up with the looter type on it.)
Kingdom Restoration
Cost 5 - Action
+1 Action.
You may discard the top card of your deck. Then look through your discard pile and put up to two cards from it on top of your deck. +1 Card.
-
During your buy phase, you may pay $1 to return a card from the trash pile to the supply.
Test rating 3/7.
Pioneer
Cost 5 - Action - Duration - Preserve
+3 Cards, +1 Buy.
-
While this is in play, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.
Test rating 3/7. I changed it to use the wording Lastfootnote suggested, gave it a name, and tested it in a couple games. I got the idea for this card in a dream.
Ancestral Crypt
Cost 5 - Action - Victory
+1 Card. Trash up to two cards from your hand. For each card you trash that costs more than $0, take a coin token.
-
Worth 1 VP
Test rating 3/7.
Royal Heirloom
Cost 5 - Action - Duration
Reveal deck cards until you reveal an action card, put the action card in your hand and discard the rest. Then choose an action card from your hand. Play it now and play it again at the start of your next turn.
Test rating 4/7.
Almost but not quite yet junked cards:Iron Furnace
Cost 2 - Action
Reveal a card from your hand. If it's an action, play it. If it's a ruins, play it again. If it's a treasure, +$2. If it's a victory card, +2 cards. In any case, trash the revealed card.
Test rating 3/7. (will probably cut because of the similarity to Sacrifice.)
Joint Upgrade
Cost 4 - Action
+2 Cards. Trash a card from your hand and gain a card costing up to $2 more. Each other player may trash a card and discard a card from their hand. If they do, they gain a card costing exactly $1 more than the card they trashed.
To be replaced...
Patrician
Cost 5 - Action - Attack
+2 Actions. Each player (including you) reveals cards from their deck until they reveal an action or treasure card costing at least $3. Put yours in your hand and discard the rest; each other player discards theirs and shuffles the other revealed cards back in their deck.
Test rating 2/7. (Originally based on Confessor by RTT.) Thinking of bringing this one back to the main list and just have the attack happen "If this is the first Patrician you played this turn". An attacking village. The problem is that it can make people shuffle a lot, but if you do the attack without shuffling it makes multiples of the card too nasty. (The name is of course a reference to the ruler of Ankh Morpork. I love Discworld books. ...and now I'll have to change the name
)
<I removed the list of cards that have been junked from the set.>
Other people's cards that I like and would fit with the Resurgence expansion:
(Actually since I get a lot of my ideas from other people's cards, some of the above cards could go in this section. It's the timeless 'how much do I have to change
someone else's idea before I call it my own work?' question, but in the matter of fan-made Dominion cards I don't think it matters that much...)
Garderobe by jamespotter (cost 2), (Renamed 'Excavation' for when I use it.)
Tribal Man by Powerman (cost 5), (renamed to Visionary for my use.)
Archaeologist by Aidan Millow (cost 5) (I added this one to my list above),
and
Arsonist by GwinnR (cost 4)
These are from
the Dark Ages contest.
Others of my cards that I consider to be part of Resurgence:
Inheritances:
http://forum.dominionstrategy.com/index.php?topic=10663.0 My cards that I
might consider part of Resurgence...:
Inventor:
http://forum.dominionstrategy.com/index.php?topic=14613.msg626332#msg626332Blackmailer:
http://forum.dominionstrategy.com/index.php?topic=10840 My cards that I wouldn't include with the Resurgence expansion:
Illusionist:
http://forum.dominionstrategy.com/index.php?topic=12947.0Alchoholics mini fan expansion:
http://forum.dominionstrategy.com/index.php?topic=13526.0