Design a Card (split pile, travelers line, non-supply, and similar also permitted) that uses the "Dawn" Type. (Landscape card-shaped objects will not be valid submissions).
I'm working on a new fan-made expansion, and I'm adding "Dawn" cards (a new card type, as far as I know - maybe somewhere hidden in this forum, someone has used it before, but I haven't seen it as I'm rather new). It is meant to partly mirror the "Night" card mechanic. Night cards are great, in that they are never drawn dead - night happens at the end of turn, and you can play as many as you want (they don't require +Actions). Many night cards interact to what happened during your turn (see Monastery, Devil's Workshop, Crypt, Raider). A number of others set up your next hand(s), as durations (see Guardian, Ghost Town, Cobbler, Den of Sin). Their drawback is that they take up space in your hand, affecting what you are able to buy "this" turn (in that they could have been a silver or an Action card to be used this turn before your Buy Phase), usually at the cost of another minor benefit (gain cheaper card, sift, etc.) or by setting up your next hand.
Dawn cards introduce a new phase. First, any "start of turn" effects happen, then you enter your Dawn Phase, where you play Dawn cards**, then you move to your Action Phase and continue as usual. But Dawn cards are usually only useful if you have them in your initial (usually 5-card) hand - unless they are a multi-Type card (e.g. Dawn-Action, Dawn-Treasure, Dawn-Night - see Werewolf), or unless something allows you to return to your Dawn Phase. Because they aren't usually useful if drawn during your turn, they can offer slightly more powerful effects at a cheaper cost, since there is a risk that they will be a dead card. Rather than reacting to what happened during your turn like Night cards, Dawn cards could possibly set up or affect your current turn in some way. They can affect how cards are played, give extra power to some things, increase your ability to buy things, or a number of other possible effects, probably for the current turn - I recognize many action cards do these types of things already, but limiting the play of them to the beginning of turn can allow more powerful effects. You could also consider something like the Ways mechanic in general, or specifically the Way of the Chameleon, likely as a below-the-line effect.
** I have not yet decided which way I want to mirror the Night cards' ability to play all Night cards - I'm still deciding between mirroring exactly, and allowing unlimited Dawn cards to be played during the Dawn Phase, or mirroring the opposite, and allowing only 1 single Dawn card to be played per turn. Obviously the choice between these two could affect the cost of the card, and whether people want to buy many copies of it or just one.
For this contest, with your submission, please state whether it is intended to be played with a rule of 1 Dawn card per turn, or unlimited Dawn cards per turn allowed.Dawn cards inherently have the equivalent of +1 Action on them, since they let you play the card, then still let you start your Action Phase with 1 Action. So any +1 Action on a Dawn card is effectively a village variant.
Here are a couple very simple ideas, though these have not been tested yet for balance and cost (your submissions do not need to be this simple):
(to be used with only 1 Dawn card per turn)

Testing Ground
Type: Dawn
Cost: $3
+2 Cards
+1 Action
It is a very cheap lab (in reality, a lost city, since it's effectively +2 Actions). But you can't spam-buy them. They work well with deck-inspector cards that can check the top cards in your deck and leave some there. They don't work well with discard-sifters, or any type of draw cards, as you could draw this card dead. But playing with 1-per-turn, you likely wouldn't open with 2 of these on a 4/3 split, since the chances of them colliding is much greater than usual (if you drawn neither on turn 3, you're guaranteed to get both on turn 4, since they will either draw together or one will draw the other... if you draw only 1 on turn 3, you have 2/7 chance of drawing the other dead).
Note that this card could probably be played with unlimited Dawn cards per turn if it cost $4 (a cheap lab - great if you start your hand with it, or draw another with itself, dead card if drawn otherwise).
(to be used with unlimited Dawn cards per turn)

Byway
Type: Dawn
Cost: $3
+1 Card
-
While this is in play, non-Victory cards cost $1 less, but not less than $0
It is a cantrip Bridge variant - it replaces itself and reduces the cost of cards (so it's really more like a cheap Highway), so you could possibly string a number together. But like other Dawn cards, if drawn dead in the rest of your turn, it's wasted. I also nerfed it by not letting it reduce the cost of Victory cards - not sure if that was needed or not, but at least that made it a little more different from Highway.
Judging CriteriaIn no particular order, here are some things I will consider:
- how effectively they use the Dawn mechanic (rather than simply taking an existing card and calling it a Dawn card and reducing the cost) - on this point, the 2 I've shown are rather poor choices.
- how easy they are to understand and use (they don't have to be "simple", but card text should be clear enough and not require much additional information).
- how much fun they look like they would be to play with (especially if they could be helpful with, or help enable/enhance 2 completely different play styles - such as big money, draw-full-deck engines, trash for small deck, etc.).
- cost is in the right ballpark (exact is not needed, as knowing the value when using a new mechanic would be quite difficult... but if they cost $3-5, consideration should be given to how they may affect opening purchases on turns 1 and 2).
- if using a multi-Type card (Night example of Werewolf), there is balance and/or synergy between the choices of which Phase to play it.
- bonus points may be given if you help sway my decision to either have Dawn cards be 1-per-turn, or unlimited-per-turn (if I really like your card, but it would only work 1 of these ways).
- lesser bonus points may also be given if the card could potentially be used, regardless of whether I end up making Dawn cards 1-per-turn or unlimited-per-turn (e.g. my Testing Ground above, with a different cost depending on which way the Dawn card rule goes).
Contest closes Thursday, March 4th at 10pm forum time, which is around 7 full days from the original time of this post.