Yeah, let's be more constructive. I agree with Kirian. I like the general idea, too. But this is overcomplicating.
When things come up on 90% of the cards, just let it out and find an icon if there's an exception to the rule. That makes things much easier.
The Lightning on the flag for "when you play this" for example is really not necessary, for example. Just point out if there are effects that take place on other times.
I also agree with the basket/apple thing. This makes really no sense. Just use cards. The scroll for actions also seems weird.
The iconography really seems overcomplicated. There is also no need for a "1". Just add a number if it's more than two or use more of the same icons respectively.
Let's take Remodel. Why not use:
Trash Icon / Card Icon
Gain Icon / Cost Icon $0 - $ Trashed Card Icon +2
The differentiation between Choose and Gain is unnecessary here because it's the same on 99% of the cards.
This started as the
other project I mentioned in the OP, where I made every card say exactly what was happening, including defining all triggered events. And most events are triggered when you play the card. But yes, I probably should have skipped the flag/lightning and just said that "no symbol" means "when you play This". On the other hand I don't like "no symbol" having a meaning!
It goes against everything else here. Everything happening is included, nothing is left out because it's the "default". That's why the rulebook is actually short (except for all the symbols of course). Well, things happening in player order is left out of the cards, and stuff like that...
Apple and basket. I agree they don't make sense thematically. The scroll is brilliant though. It's a decree! Think of the theme of Throne Room, King's Court, Golem... Makes perfect sense. Anyway, I needed symbols for play, gain, discard, supply, play area, deck, discard pile, aside, face-up, face-down. I'm sure I could've done better, but they can't all be cards twisted in different shapes! Since deck, discard, draw, gain and supply are used so often, I thought it could work well having distinct symbols for these, even if they don't fit thematically. Deck is apple, discard pile is apple core. Draw and discard follow these. Then supply is a tree, gain is a basket. Supply pile is a leaf.
Your Remodel example doesn't say how many cards you trash, or where they are. If I omitted the "1" there it would mean "any cards", like on Cellar. So I would instead need a specific symbol for "any cards" which could not be used when the number of cards is set. But I wanted to have a symbol saying that "you choose any cards" (the pointing hand) to specifically say that choosing is what happens. The FAQs usually say this, but these cards shouldn't need the FAQs. They should always have the same symbol if the same thing is happening, even though in the text version it's very clear sometimes and unclear other times. I would also need a rule in the rulebook saying that "no number" means "1", but I think the end result would be confusion. There's a lot of different card texts for these symbols to cover. (However I have defined the activities choose, play, gain and buy as always meaning "1 card".)
Lastly, yes. It's overcomplicating. Let's just call it "my overcomplicating project", because that's what it is. But I aim to make it accurate.