The Industrial Revolution followed and built on the Renaissance. So does this fan set, borrowing all of Renaissance's mechanics with the aim of making cards calling for good skill. You can put it with any of the official sets, though you'll probably want Renaissance for its components.
Set Play Themes: resource control, mega turns
Mechanics: new ones in -1 Action, a 'waiting area' for delaying cards from entering deck, and landscapes you buy once that do something only right away. Also Durations, Coffers, Villagers, Artifacts, overpaying, non-Supply cards.
Unlike Renaissance, simplicity hasn't been a focus. New mechanics explained after the list of cards below.
TL;DR Card ListClick a card to enlarge it.

























Non-Supply cards:




Landscape cards:
















(A note on the use of internet images: the only intended purpose of these card mock-ups is to present the ideas on this forum thread in an easy to understand format. I do not intend to print them out or post them anywhere else online. If I later do, I will create my own artwork.)The New Mechanics-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.
Delayed
Delayed - State
Non-Victory cards you buy are gained onto this (they are not in play). After your Buy phase, for every $1 unspent you may discard a card on this. When the last card is discarded, return this.
From a setback to get around at the Action phase, to one at the Buy phase. Every card you buy that generally improves your deck gets delayed from entering it until you buy them in for $1 more, though if you can get a card to be gained elsewhere you can avoid this. There are other ways to delay cards besides buying them. Each card that uses Delayed does so in different ways, so more explanation at each one. Overall, you have to consider not only the extra $ you need to get your cards, but also when to get them.
ProspectsJust 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.
THE CARDS INDIVIDUALLYAn explanation of each card, then my thoughts on its design positives (
+) and negatives (
-). I have confidence in every card here; I only mention the negatives to keep modest and realistic, and maybe they raise helpful points. There are plenty of interactions between these cards (it's a set), which I keep quiet about so you can have the fun of finding them out. Some reflect Renaissance, others don't.

Advancing Village - Action, $4 cost.
+3 Actions
-
When you gain this, gain a Silver onto your deck. When you trash this, gain a card from the trash costing from $3-$6 other than Advancing Village.
This first card has none of the special mechanics at all! Well the story is I wasn't going to make a set called Revolution and not have an Advancing Village, they're kind of the whole story of an industrial revolution. A Village efficient with giving Actions, but is hard to connect to Action cards. You may just want to buy a Silver for next turn, in which case you can have the Village advance into something nice in the trash.
+: you almost always need a Village in a kingdom, so a more niche one like this can still be bought often enough.
-: it needs all that specification for gaining from the trash to avoid infinite loops with Watchtower and Tomb.

Antique - Treasure, $2* cost.
+1 Buy
While this is in play, cards cost $1 less, but not less than $0. When you discard this from play, return it to the Supply.
-
This can't cost less than $2. When you buy this, +1 Buy.
Antiques can make great collections and can be powerful trade resources. This always costs $2, doesn't use a buy, but is only played once. The more you can collect and play at once, the better potential payout, but there are times where the odd one can be picked up.
+: it adds competitiveness and can involve resource control skill to use well.
-: the sheer power of 8 played together being an instant 9 Provinces could put too much pressure on games, especially 2-player.

Chemist - Action, $4 cost.
+1 Card
+1 Action
Choose one: discard a card for +1 Villager; or spend a Villager for +1 Card.
Chemical industries improved significantly. This has two modes, shrink hand to collect Villagers or enlarge hand by spending Villagers. This Villager spending still gives extra Actions (do I need to write that on specifically?) so it's the Lost City effect, and is separate from spending Villagers normally.
+: it's simple resource management and mega turn draw potential.
-: it's such a sleek design, it's hard to know how it can be rectified if imbalanced...

Colliery - Action, $7 cost.
+1 Buy
Take Exhausted. If you do, + $1 per Action you have in play.
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.
+: simple and hopefully effective.
-: it rewards a condition that's often positive in itself, so could be too strong to realistically do.
Components is one big group to look at. I've put it last.

Diary - Treasure, $4 cost.
$2
When you play this, you may put a card from your hand onto your deck for +1 Villager.
The diary could be a treasure to the common worker, letting him recount his daily toil. A simple one, put something back onto the deck and get a Villager. It sorts out terminal Action collisions, but getting Villagers outside the Action phase has its advantages anyway.
+: others have called this elegant, and I agree.
-: it could be too strong with terminal draw, even though it 'reverses' a card, and $4 might be too cheap for this strictly better Silver.

Dismiss - Action, $3 cost.
+1 Card
+1 Action
You may discard a card, to reveal cards from your deck until you reveal a differently named card that shares a type. Put it into your hand and discard the rest.
Change a card in your hand for one in your deck that you need more right now, be it an Action you need to play earlier in the turn, or a better Treasure, or an actually useful Victory, etc.
+: a card that will help any deck and is failsafe to pick up, but better skill enhances how useful it is.
-: it's wordy.

Diversion - Action Attack, $5 cost.
+ $3
Each other player takes Delayed. Those with 5 or fewer cards on it reveal the top 2 cards of their deck, put one non-Victory onto it then discard the rest.
Set up a cheeky detour for your opponents' goods. One of the cards using Delayed, giving it out as an Attack. You can only be Delayed once, so if opponents already have it they don't need to do anything here. As well as the buying setback, this then delays cards right from their decks; nothing says Delayed can only hold bought cards. This means they can have a card miss a shuffle and it be like an implied - $1 token. Or more shuffles are missed if that $1 isn't paid. To balance this, the delay from deck only works with 5 or fewer cards delayed, and can work on junk cards. Opponents can take advantage of this, but at a permanent cost to their non-Victory buys.
+: it's a different way to Attack. That's one advantage to making new mechanics.
-: overall it could be too weak or generous an attack.

Entrepreneur - Action Reaction, $2 cost.
+1 Action
+ $1
If the Entrepreneur Supply pile is empty, draw until you have 6 cards in hand.
-
When another player trashes a card, you may return this to the Supply, to gain a card costing up to $5.
He starts out as a Copper in Action form. But you invest with him; if either the pile empties or you catch someone else trashing with him in your hand, he can become a much better card. There's a catch to be aware of. When someone reacts with him, the pile is filled up more. Players are kept on their toes as the entrepreneurs seek out their next venture.
+: this weakens trashing whilst adding player interaction, two great things.
-: drawing to 6 cards may not quite be the emptying bonus to go with.

Farm - Action Duration Victory, $6 cost.
For the rest of the game, for every Victory card you gain during each of your turns, draw an extra card for your next hand.
(This stays in play.)
1 VP
Make your expanding green space useful. A Hireling that increases the size of your next turn's hand for every Victory card you gain this turn. It's a Victory itself for some self-synergy, and for VP that stays out of the deck when played.
+: it has the feel of being interesting, assessing whether the improved consistency when greening late game is worth the investment early.
-: could be too dominant in making your greening phase full deck draw too often.

Foreign Art - Treasure, $6 cost.
$4
+1 Buy
When you play this, take Delayed and put this on it.
Intriguing and valuable art from overseas, but trading with it takes ages. Here's taking Delayed for yourself. You get a big spike of money, but you have to wait for what you buy, or make that spike a little less, or use it just for Victories. This also delays itself so it's all about the spike.
+: this opens up new strategies in buying things to save for later.
-: it could compare too favourably to Wine Merchant.

Furnace - Action, $4 cost.
When you buy this or play it: trash a card from your hand. If it costs $4 or more, +2 Coffers. If it isn't a Treasure, you may trash another card from your hand.
A trasher that works on buy for immediate use. Good cards can become Coffers, and non-Copper junk fuel to burn more junk. When a Furnace trashes itself, you get both Coffers and more trashing.
+: some interesting decision making involved.
-: possibly too strong or doing too much.

Glassworks - Action, $2+ cost.
+ $2
You may take Exhausted. If you do, +1 Coffers.
-
When you buy this, you may overpay for it. +1 Villager per $1 you overpaid.
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. 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.

Jailer - Action Attack Duration, $5 cost.
Each other player with exactly 5 cards in hand reveals their hand and sets aside a card that you choose. After they draw their next hand, they put it into their hand.
At the start of your next turn, +3 Cards.
Put one of their cards behind bars for a turn, but next turn it will be released into their hand of 5. Decimate their combos, do general damage, but do so carefully so as not to make their next turn too good. Keep in mind you can't lock someone up from a hand of 6 so easily.
+: an Attack needing some skill that fits right in the mega turn theme.
-: maybe too strong initially, the same as Pillage.

Local Art - Treasure, $5 cost.
When you play this, discard a card for + $2.
-
When you first gain Local Art on each of your turns, +4 Cards, +1 Buy, then play any number of Treasures from your hand.
An expression of the local area, drawing the people of your kingdom near. Once every turn, you can gain this to draw 4 cards. Then you can play Treasures; this makes buying it not so bad, and overall gives it a lot of different uses depending on when you gain it and what kind of deck you have. The on-play is a weak Silver to balance this.
+: a lot of uses makes for a lot of different strategies available with this.
-: it's very radical and could easily be imbalanced.

Playwright - Action, $3 cost.
+1 Action
Look at the top and bottom cards of your deck. You may trash one of them.
This turn, when you play an Action of which there's a copy in the trash, take the Pen.
Pen - Artifact
At Clean-up, you may set aside an Action when you discard it from play. If you do, at the start of your next turn, play it.
The pen is mightier and all that, it just seemed cute to have writers squabble over a pen like treasurers a key, as well as extending the Renaissance theme directly. Play the Playwright and then a copy of an Action in the trash, and you get a better Prince. So players decide what Actions take the Pen, choosing carefully or adapting to what opponents trash so as to write the story of stronger turns more often than everyone else.
+: this seems like a nice way to get an Artifact.
-: perhaps too game defining, or not simple enough.

Potteries - Action, $5 cost.
Take Delayed. Gain up to 2 non-Victory cards onto it with a total cost of no more than $8.
Artisan work on a big scale, but still there is no speeding up pottery. You can build the deck well with this, at the expense of a worse Buy phase - what you buy will be delayed as well, before you can take your gains off. And getting 2 cards will mean $2 is needed to get them in the deck, so don't always get your full $8's worth just because you can.
+: powerful but calls for strategy.
-: that it can gain big cards like Prince might mean it's imbalanced?

Revolters - Action Attack, $4 cost.
+ $1
Each other player may take Exhausted. Those who don't gain a Curse.
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.

Steelworks - Action, $4 cost.
Trash a card from your hand. If it was...
an Action, gain a Treasure costing up to $3 more than it;
a Treasure, gain an Action costing up to $3 more than it;
a Victory, gain 2 cheaper cards to your hand.
Work with oxidised iron. A remodel that has niche but strong upgrade paths but doesn't let you get Victories.
+: its precise function will vary a lot from game to game so can be quite replayable.
-: it could simply be too niche to be worth doing with Remodel and Expand.

Taskmaster - Action, $5 cost.
+2 Villagers
During your next turn, when you play an Action card from your hand that gives +1 or fewer Actions, you may first take Exhausted. If you do, play the Action twice.
Stretch your workforce to its limit. It lets you Throne almost anything you like for a turn, but for an extra Action each time; you can't do Villages because you're not supposed to gain Actions! You get 2 Villagers beforehand to help play at least one thing twice.
+: it has a natural feeling to it, like somehow this card should exist.
-: potential could get too much.

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. A draw card with 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.
-: could either be weak overall or too good with big money.

Timepiece - Action Duration, $4 cost.
+1 Action
Now and at the start of your next turn: name a type. Reveal the top 4 cards of your deck. Put the cards with the named type back in any order and discard the rest.
One plans ahead much better when they know the time. Sort out the top of your deck to be vaguely what you need, and move things you don't want there on. What type you need now can be different starting next turn.
+: this has many different uses, yet isn't useful all the time.
-: two sort effects on one card may be too much for some people.

Trade Circle - Action Reaction, $4 cost.
Choose one: gain a Silver; or trash a Silver from your hand for +3 Coffers.
-
When you put a card on top of your deck except during shuffling, you may discard this to draw the card and get +1 Coffers.
You can get Silvers and/or trade them away for more money in Coffers. This can be quite niche, so the Reaction adds more function. With the various ways to put a card on top of your deck - put them back after a reveal like with Seer, or any "onto your deck" instructions, but not Star Chart - you can discard this to draw that card instead with a Coffers bonus.
+: a new and hopefully interesting Reaction space.
-: possibly 3 is too many Coffers given out at once.

Tutor - Action Duration, $3 cost.
+1 Card
+1 Action
You may set aside a card from your hand. At the start of your next turn, of the card is an...
Action, play it;
Treasure, trash it;
neither type, discard it and +1 Card.
An education in efficient industry. Set aside a card and do something with it that benefits the typical engine next turn.
+: always a safe pickup but kept an interesting choice by how slow it is.
-: safe and balanced, nothing that wrong with it.

Wastelands - Victory, $5 cost.
Worth 5VP if you have 6 or fewer non-Victory cards in your deck, otherwise 2VP.
-
When you gain this, trash up to 2 cards you have in play.
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.
-: may overall be too dependent on other sources of trashing.
ComponentsOverall: it's a Treasure Map variant that once you put together becomes a card that can discard itself, so you can draw and play it multiple times the same turn. This supports and can be upgraded to one of three powerful final outcomes.

Components - Action, $3 cost.
+1 Action
Return this and another Components from your hand to the Supply. If you return two Components, gain a Prototype from its pile.
It's a time of innovation, so you turn your hand to making your own machine. Simple returning Treasure Map variant, at $3 with +Action so it's easy to connect them up multiple times or remove them from your deck if they didn't work out soon enough.
+: nothing to say here, it either works or it doesn't...
-: maybe Treasure Map isn't the best start to the group.

Prototype - Action Treasure Machine, $0* cost.
In either your Action or Buy phase:
+2 Coffers
+2 Villagers
Exchange this for a Machine.
(This is not in the Supply.)
Your first attempt works great first time, but it's hard to get working again. Every upgrade has the Machine type for cleaner, shorter wording. This gets 2 Coffers and Villagers, so nothing to track if you choose to keep exchanging this for itself (essentially discard it during your Action phase). Or you exchange it for an upgrade: the Action Treasure typing should make sense when you see them.
+: self-discard is a new interesting mechanic.
-: that this puts an upgrade straight into the discard pile to draw the same turn adds some swinginess. Could be too many tokens given.

Steam Engine - Action Machine, $0* cost.
+1 Card per Villager you have. Reveal your hand; set aside up to two Actions and discard the Treasures. Then play the Actions twice in any order.
(This is not in the Supply.)
You finalise your machine into something that can attach to other machines to run them automatically on steam power. This final upgrade is a big boost to playing Actions, but not Treasures. With a well managed pile of Villagers, it can be a key engine piece.
+: it should reward play skill handsomely.
-: it may call for too much work or be too narrow in its uses, although it likes the last Machine Patent.

Spinning Mule - Treasure Machine, $0* cost.
+1 Coffers
While this is in play, when you spend a Coffers, +1 Card.
(This is not in the Supply.)
Or make your machine into another invention of the time, something that takes the labour out of spinning threads. The final upgrade going down a Treasure route. It adds draw to every Coffers so they can draw more Treasures to play.
+: it makes a pleasant yet simple contrast to Steam Engine.
-: is it powerful enough?

Patent - Action Machine, $0* cost.
When you first get a Patent, choose an Action from the Supply that has no copy on another player's Patent mat. Move it onto your Patent mat, leaving one bonus visible. Your Patents' instructions become the bonus followed by the instructions on the Action.
(This is not in the Supply.)
So when you first get this, choose any Action in the Supply and put it on your mat, which looks something like the mock-up on the right. Choose one of +2 Cards, +2 Actions, +2 Buys or + $2, and cover all the mat with your chosen Action except that bonus (you might rotate the bonus to be shown above the card). Patent becomes the Action with that bonus on it first. Name, cost and types don't change.
Say you choose Smithy and +2 Actions. You now have a card that reads: Patent, Action Machine, $0 cost, +2 Actions, +3 Cards. Patent will always be this for you this game. So make a super powerful Action, and patent it so no one else copies it.
+: it's a new way to get ahead in the game, and it should work well in this group of cards as Steam Engine can be a consolation prize to the loser of a best-Patent race.
-: could still be too influential if only 1 or 2 cards are clearly dominant with it. Having an Attack that isn't Attack type could be bad... Or is that good?
ProspectsJust like Projects, they're effects you buy once and then put a cube on. But unlike Projects, they are one-off boosts that happen right now rather than ones that last for the rest of the game. So the cubes are there to track that you have used the Prospect and can't use it again.

Automation - Prospect, $6 cost.
Gain a Prototype from its pile.
You can get a Machine ready made this game, just one, so choose how best to use it.
+: all the thoughts of managing a single Machine.
-: the price might not be quite right.

Catering - Prospect, $0 cost.
Set aside your hand. At the start of your next turn, put it into your hand.
Carry your hand over to next turn, adding it to the 5 you draw.
+: a mechanic effective on a one-off, and it can be free.
-: probably weak, or it's trivial to time.

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.
+1 Buy
This turn, when you buy a card costing $1 or more, +1 Buy.
Infinite Buys for a turn. Use for essential early purchases or build to a massive $ mega turn.
+: something that's felt useful yet missing from the game quite often.
-: possibly something's broken about this even though it's only one turn.

Dividends - Prospect, $0 cost.
+1 Buy
If you have the same number of Actions and Treasures in play, +1 Coffers 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 for every Action (consequently every Treasure too) you have in play. Free Coffers 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 Coffers.

Exhibit - Prospect, $2 cost.
+1 Buy
Take the Emblem. Gain either a copy of a non-Victory card you've gained this turn, or a card costing up to $4.
Emblem - Artifact
3VP
An Artifact that you can only take once. You choose when you want it; it has a distinct early game boost 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've already gained that turn.
+: it's an elegant way to get 3 different uses on the same card.
-: it could be annoying with regards seating order, especially with keeping possession for late game.

Manufacture - Prospect, $3 cost.
+1 Buy
Play a non-duration Action card from the Supply, returning it when it would leave play.[/b]
Buy the effects of an Action in the kingdom to use immediately, without adding the card to the deck. This opens a fair few possibilities to weigh up.
+: its uses will differ each game, and players work out for themselves what's best.
-: there could be something broken somewhere?

Migration - Prospect, $1 cost.
+1 Buy
Trash an Action from your hand to put your deck 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 a tiny discard pile if any at all.
+: A new means of card movement opens up new strategies.
-: maybe too cheap or swingy.

Night Shift - Prospect, $2 cost.
+1 Buy
Take Exhausted. If you do, take another turn after this one.
One extra turn typically without the starting Action to prepare and time right.
+: one bonus turn in the game is interesting, and a bonus turn without the starting Action is interesting.
-: this was what inspired Prospects in the first place. I don't think I have any bad points about this one unless it's too cheap.

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.

Shady Deal - Prospect, $4 cost.
Take Delayed. Gain 2 Golds and 2 Curses onto it.
Get a massive economy boost, but with the setback of either Delayed that's hard to remove and/or crows in the deck. Dance around these how you will.
+: it's all about resource control.
-: maybe too automatic too often?

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, $6 cost.
Gain a Province.
One of your Provinces this game costs $6. When will you get it?
+: simple and effective.
-: possibly just a boring speedup to the game?
ConclusionsAnd 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.