I love making fan cards just for the heck of it, I rarely print them out or use the blank cards actually, I just like thinking about them in a theoretical sense and discussing them. Often this helps me look at official cards from a different angle and if nothing else, others might enjoy them. It's a fun brain exercise for me.
So without further ado, I'm going to design my own mini-expansion:
Seasons.
The fun part is, I'm going to design the cards as I write, I have no clue what's it going to look like, so I will just start...now.
Spring
Victory - Season $4Worth 1 VP for every different Season in your deck.
Summer
Victory - Season $4Worth 1 VP for every different Season in your deck.
Fall
Victory - Season $4Worth 1 VP for every different Season in your deck.
Winter
Victory - Season $4Worth 1 VP for every different Season in your deck.
At the start of the game, these cards are stacked in the order Spring (top) -> Winter (bottom) twice for 1/2 players and three times for 3/4 players. So if you're playing with 3 players, there are 3 copies of each Season in the pile.
Getting all 8 Seasons in a 2 player game nets 4*4*2 = 32 VP for $32 which is more than Duchy's 24 VP for $40, but of course you need to have different ones and if they're contested by your opponent, it's not that easy. 32 VP is nothing to sneeze at however, that's more than 5 Provinces.
These Season cards are included in every game using at least one card from the Seasons expansion.
Hencefort this pile will be referred to as the Season pile and some cards are dependent on the top card. Just remember: after Winter comes Spring again!
Seasons convey a sense of time. As cards from the Season pile are bought or gained, time advances. You can look at a 2p game as lasting 2 years this way.
You can Ambassador cards back to this pile, which might cause Talisman to be able to gain an extra copy. So you could have Spring following Spring, but that's not a big deal.
Seasonal Worker
Action $3+1 Card
+1 Action
If the top card of the Season pile is...
Spring: +1 Buy
Summer: +1 Action
Fall: +$1
Winter: +1 Card
Explanation: If the Season pile is empty, you get no bonus
Hourglass
Action $3You may gain the top card of the Season pile.
You may trash a card from your hand.
Explanation: Gives extra incentive to go for Seasons, but doesn't have the Workshop/Gardens "problem" as you can't gain other cards with it. In essence it replaces a bad card with a Season.
Link-boy
Action $5Reveal the top three cards of your deck, put one in your hand and discard the other two.
If the top card of the Season pile is...
Fall or Winter: +1 Action
Poacher
Action - Attack - Looter $4+1 Action
If the top card of the Season pile is....
Spring: Each other player gains a Curse
Summer: Each other player gains a Ruins
Fall: Each other player gains a Copper
Winter: Each other player gains an Estate
Student
Action - $4+2 Cards
If the Season pile has 4 or less Seasons: +$2
If the Season pile is empty: +1 Action
Hayward
Action - Reaction $2+$1
The player to your left reveals then discards the top 2 cards of his deck. If he revealed at least one Season: +1 Card, +1 Action and +1 Buy
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When another player plays an Attack card, you may discard this. If you do and the top card of the Season pile is...
Spring: Gain a Gold
Summer: Gain a Silver, putting it on your deck
Fall: Gain two Coppers, putting them in your hand
Winter: Trash a card from your hand
That's it for now, I might make more cards if I can think of good ones. Thoughts on the theme and the cards?
I just like the idea of time passing and players influencing the workings of each other's cards by gaining Seasons. I tried to make the cards so that there is incentive to actually gain the Seasons by making the Spring bonuses weak and the reaction bonus for Hayward's Spring quite strong. Poacher starts out pretty darn strong, but can be mitigated by getting a few Seasons.