I created these over the course of several years with the main goal to bring original but relatively easy to understand concepts to life. The cards can be split up into several groups:
- Dominion Legacy: Cards and Events using existing game mechanics, but in new ways. This is the biggest bulk. (Cog icon)
- Fame cards: A minor mechanic about cards that get better if the player fulfilled certain "Feats" tracked on a board (Also cog icon).
- Spellcasters: Cards that allow you to "cast" Spells that you previously bought. (Wand icon)
- Seasons (created by Co0kieL0rd and me): Cards that change over the course of the game. (Hourglass icon)
- Team Dominion: Cards created for a Dominion variant that has players team up against each other. (Shaking hands icon)
- Edicts: Sideways cards that introduce straight-up rules changes. These predate Projects, by the way.
Format:
Card Name
Cost
Types
Text
-
Under-the-line texts
Legacy These are cards that use existing mechanics. No real new rules.
Ally
1
Action
+3 Cards; Return this to the Supply.
Sheriff
2+
Action Attack
+$1; Lose a Sheriff Token. If you do, each other player gains a Curse.
Decree
2+
Treasure
+$2; When you play this, put a card from your hand onto your deck.
-
When you buy this, you may overpay for it. Take a Sheriff Token per $1 you overpaid.
Swamp
2+
Action
+2 Actions
-
When you buy this, you may overpay for it, to gain a Spirit costing less than the amount you overpaid from its pile.
Sunken City
2+
Action Duration
+1 Action; Now and at the start of your next turn, discard the top card of yor deck. If it is an Action, play it.
Iron Maiden
3
Action Attack Looter
Each player discards the top card of their deck. If yours is... ...an Action: +2 Actions; ...a Victory card: +2 Cards; ...a Treasure: +$2; Each other player gains, if theirs is... ...an Action: A Ruins; ...a Victory card: A Curse; ...a Treasure: A Copper
Lady-in-Waiting
3
Action Reserve
+1 Card, +1 Action; Put this on your Tavern Mat.
-
When you gain a Victory card, you may trash this from your Tavern Mat to put the gained card on the Tavern Mat.
Nun
3
Action
+1 Action; Do this thrice: Discard the top card of your deck. You may reveal a copy of it from your hand to trash the discarded card.
Pilgrim
3
Action
+2 Cards, +1 Action; Put this in the discard pile of the player to your left.
-
When you gain this, take 1 Coffers.
Sawmill
3
Action
Reveal the top 6 cards of your deck. You may gain a card costing up to $1 per differently named card revealed.
Shrine
3
Action
+1 Action; Discard any number of cards, for +$1 each. You may trash up to the same number of cards from your hand.
Scientist
3
Action
+2 Cards, +1 Action; Take <1>.
Well
3
Action
+3 Actions, +1 Buy
-
When you gain this, you may trash a card from your hand, to gain a differently named card costing at most the same.
Farmer
4
Action
Reveal cards from the top of your deck until you revealed two with the same name. Put any two of the revealed cards in your hand and discard the rest.
Docks
4
Action Duration
Gain a card costing up to $4. At the start of your next turn, put this in your hand.
Gallows
4
Action
+1 Buy; Trash a card that is no Treasure from your hand to gain a Gold.
Town
4
Action
+1 Card, +2 Actions
-
When you gain this, you may gain a Road.
Road
0*
Action
+2 Cards; Put this in your hand. (This is not in the Supply.)
Landlord
4
Action Attack
+3 Cards; Each other player with 5 or more cards in hand discards one. If it is a Victory card, they draw a card.
Hunter
4
Action Reserve
+1 Action; Look at the top 3 cards of your deck. Put 2 in your hand and discard the rest. Put this on your Tavern Mat.
-
When you gain a Victory card, you may discard this from your Tavern Mat.
Scribe
4
Action Attack Duration
Until the start of your next turn, when another player buys a card, they gain <1>. At the start of your next turn, gain a Silver into your hand.
Heir
4
Action
You may discard an Estate, for +3 Cards. You may discard a Duchy, for +$3. You may discard a Victory card, for +3 Actions.
Traitor
4
Action
+3 Cards, +1 Buy; Each other player may reveal a Traitor from their hand. If anybody does, discard 3 cards.
Vanguard
4
Action
+2 Cards; If you have no Action cards other than copies of Vanguard in play: +1 Action
Wagon Village
4
Action
+1 Card, +2 Actions
-
When you gain this or discard this from play, you may take <1> to put it onto your deck.
Craftsmen
5
Action
+1 Card, +1 Action, +$1; You may gain a card costing up to $3.
Sanctuary
5
Action
+2 Actions, +$2; Discard a card. +1 Card
-
While this is in play, when you play an Attack card, it does not affect other players.
Maze
5
Action Attack Victory
Each other player gains a Curse.
-
Worth 1 VP per empty Supply pile.
Cliffside Village
5
Action
+1 Card, +2 Actions; You may trash a card from your hand.
-
When you gain this, each other player may gain a card costing less.
Delegate
5
Action
+3 Cards; You may discard an Action card, for +1 Action.
-
Setup: Each player adds one copy of Loyal Subjects to their deck.
Loyal Subjects
3*
Action
+1 Card, +1 Action; (This is not in the Supply.)
-
When you trash this, put it in your discard pile.
Sultan
5
Action
+3 Cards; You may discard a Victory card to gain a Treasure card costing at most the same.
Necromancer
5
Action
Gain an Action or Treasure card from the trash. If it is not a Necromancer, play it.
-
Setup: Put the Zombie cards into the Trash.
Zombie
3*
Action Attack
Each other player reveals the top 2 cards of their deck, trashes one costing from $3 to $6 and discards the rest.
Tribunal
5
Action Attack
+3 Cards; Each other player reveals their hand. For each, choose whether they have to discard it and draw 5 cards.
Werewolf
5
Action Attack
+$3; Each other player may reveal a Silver. Those who do not gain a Curse.
Assemble
5
Action
Trash a card from your hand. Gain a Copper and a card costing up to $3 more than the trashed card, putting both onto your deck.
Minister
6
Action
All cards cost $1 less this turn, but not less than $0. Gain a card costing up to $4.
-
When you gain this, each other player gets +1 VP.
Meadow
6
Victory
Worth 2 VP
-
When you gain this, gain 2 differently named Victory cards costing less.
Homunculus
P
Action
+1 Card, +1 Action; You may trash a card from your hand.
-
When you buy this, +1 Buy and trash a Potion you have in play.
Incantation
3P
Action
+1 Card, +1 Action; Trash a card from your hand. Reveal cards until you reveal a card that shares a type with the trashed card and costs more than it. Put it in your hand and discard the rest.
Institute
<8>
Action
+2 Cards, +1 Action
-
When you gain this, gain a Duchy.
Promenade
<8>
Action
+1 Card, +1 Action; You may play an Action card from your hand twice.
EventsThese are just some new Events.
Blessing
0
Event
Once per turn: +1 Buy; Trash a card from your hand.
Tithe
0
Event
Once per turn: You may trash an Action card from your hand, for +1 Buy, +$2
Research
P
Event
Once per turn: +1 Buy; Name a card. When you discard copies of that card from play this turn, you may put them onto your deck.
Migration
3
Event
If at least one Supply pile is empty, gain a non-Victory card costing up to $5.
Plundering
3
Event
Gain a Spoils from the Spoils pile.
Parting
3
Event
Flip your Journey Token over. If it is face-up, gain a card costing up to $5.
Buerocracy
5
Event
Move your Bureaucracy Token to another Supply pile. (When you gain a card from a pile with your Bureaucracy Token on it, put it onto your deck).
Setup: Each player puts their Bureaucracy Token on the Province pile.
Improve
5
Event
Trash a card from your hand. Gain a card costing up to $3 more than it.
Bargain
6
Event
+1 Coffers; Gain a card costing up to $5.
Contest
6
Event
Gain a card of your choice from the Contest pile.
-
Setup: Make a Contestdeck out of 10 different unused Kingdom cards costing $5.
EdictsEdicts are straight-up rules changes. They can never be bought or added to anyone's deck, and are basically a broader variant of Landmarks.
Expansion
Edict
At the start of your turn, you may take your -$1 Token, to get +1 Action.
Appeasement
Edict
When another player plays an Attack card, you may discard an Estate from your hand, to be unaffected by it.
Diplomacy
Edict
At the start of your turn, you may discard 2 cards, for +1 Card.
Exile
Edict
When you gain a Curse, set it aside and gain a Copper.
Gigantism
Edict
Setup: Use 3 additional Kingdom card piles.
Trade Agreement
Edict
When you shuffle your deck during the game, you may gain a Silver and shuffle it in.
Imperialism
Edict
Setup: If it isn't already there, add the Platinum pile to the Supply.
Inflation
Edict
Cards can never cost less than $3.
Monarchy
Edict
Once per turn, when you play an Action card, you may set it aside here to play it again. Trash it at the start of your cleanup phase.
Reformation
Edict
Setup: Add a Province to the Supply per player.
Simplicity
Edict
Setup: Each player gets +5 Villagers
Tyranny
Edict
When you gain a Treasure card, take your -$1 Token.
Supervision
Edict
Setup: Before drawing starting cards, all players may look through their deck and put its cards in any order.
Banishment
Edict
When you buy a Victory card, trash a cheaper Victory card from the Supply.
Urbanisation
Edict
Setup: Each player replaces one of their starting Estates (or a Shelter of their choice) with a Copper.
Spellcasters & SpellsWhen a card with the Spellcaster type is in the supply, 3 Spells are chosen at random and put next to the Supply. Spells are effects similar to Events, which never go into your deck, but which you can buy in your buy phase. Each player gets 5 Spell Tokens in their color. When you buy a Spell, you put one of your tokens on the Spell you bought. That Spell is now "prepared". The only way to actually perform what a Spell does is when a Spellcaster card tells you to cast a Spell. By casting a Spell, you do what it says, then remove your token from the Spell. Naturally, you can have up to five Spells prepared.
Trickster
2
Action Spellcaster
+2 Actions; You may cast a Spell.
Magician
3
Action Spellcaster
+1 Buy; You may cast a Spell.
-
While this is in play, Spells cost $1 less, but not less than $0.
Shaman
3
Action Spellcaster
+2 Cards; You may cast a Spell. If you do: +1 Card.
Stone Circle
3
Victory Spellcaster
Worth 2 VP.
-
When you gain this, you may cast a Spell.
Summoner
4
Action Spellcaster
Discard any number of cards. You may prepare a Spell costing up to $1 per card discarded. You may cast a Spell.
Grimoire
4
Treasure Spellcaster
+$1, +1 Buy; When you play this, you may cast a Spell. You may discard a card, for +$1.
Sorcerer
5
Action Spellcaster
+3 Cards, +1 Buy; You may cast a Spell.
Wizard
5
Action Spellcaster
+1 Card, +1 Action, +$1; You may cast a Spell.
Esprit
1
Spell
+3 Buys
Purity
2
Spell
Trash any number of cards from your hand.
Wisdom
2
Spell
+2 Cards
Dexterity
3
Spell
Gain a card costing up to $5.
Harm
3
Spell
Gain a Silver. Each other player gains a Curse.
Wealth
4
Spell
+$3
Glory
8
Spell
Gain a Province.
SeasonsSeason cards were created as a project together with the user C0okyL0rd. They change as the game progresses. When one or more Season cards are in the Supply, use the Season mat. The Season Mat has 20 spaces on it that go in a circle, and shows the 4 Seasons. A token is used to track the current time of year, starting the game on space 1, the first of Spring. After each full round (that is, after the last player in turn order took their turn) the token is moved forward one space. After each 5 turns a new Season begins. Summer starts with turn 6, Fall with turn 11, and Winter with 16. After turn 20 it is Spring again, and so on. Season cards check the current Season and do different things depending on it.
Sojourner
2
Action Season
+2 Actions; Trash this. In Spring: +$2; In Summer: Trash up to 2 cards from your hand.; In Fall: +2 Cards; In Winter: Gain two Estates.
Bailiff
3
Action Season
In Spring and Summer: Trash up to 3 cards from your hand. In Fall and Winter: Gain a Copper and a card costing up to $5.
Snow Witch
3
Action Attack Season
+2 Cards; You may put a card from your hand onto your deck. In Fall and Winter: Each other player gains a Curse to their hand.
Student
3
Action Season
+1 Action; You may put the following token on the Student pile (when you play a Student, you first get the respective boni): In Spring: +1 Action token; In Summer: +1 Card token; In Fall: +1 Buy token; In Winter: +$1 token
Barbarian
4
Action Attack Season
Gain a Spoils and put it onto your deck; Each other player with 5 or more cards in hand chooses one they must...; In Spring and Winter: ...put onto their deck; In Summer and Fall: ...discard.
Timberland
4
Victory Season
Worth 2 VP
-
When you gain this: In Spring: +3 VP; In Summer: +2 VP; In Fall: +1 VP
Sanitarium
4
Action Season
+2 Actions; Draw cards until you have 5 in hand.
When you gain this in Spring, you may trash a card from your hand.
Lumberman
4
Action Season
+1 Buy; Reveal cards from the top of your deck until you reveal 2 Treasure cards. Put them in your hand and discard the rest.
-
When Fall begins, put all cards remaining in the Lumberman pile into the trash.
Mistress
4
Action Season
+1$; Discard any number of victory cards.; In Spring and Winter: +1$ per card discarded.; In Summer and Fall: +2$ per card discarded.
Ball Room
5
Action Season
In Spring and Summer: Gain an Action card costing less than this and play it. In Fall and Winter: You may play an Action card from your hand twice.
Fjord Village
5
Action Season
+1 Card, +2 Actions, +1 Buy
-
When you discard this from play in Fall and Winter, put it onto your deck.
Cottage
5*
Action Season
+2 Cards, +1 Action
-
This card costs $1 less in Fall and $2 less in Winter, but not less than $0.
Plantation
5
Action Season
+3 Cards; In Summer and Winter: +1 Card
-
When you gain this, you may move the Season tracking token back by one space.
Restore
5
Action Season
+1 Action; Trash a card from your hand. Gain a card costing up to...; In Spring and Fall: $2; In Summer: $3; In Winter: $1; ...more than the trashed card.
FeatsCards with the "Fame" type get stronger the more "Feats" a player has achieved during the game. Feats are tracked with a Feat Mat during the game. The Level 1 Feats are: (A) Have $2 or more left at the end of your Buy phase, (B) Gain a Feat card, and (C)Gain a Gold. Like in a tree, A & B branch into a Level 2 Feat: Gain a Duchy. B & C together branch into the Level 2 Feat Have an empty deck and discard pile at the start of the buy Phase. These two together branch into the Level 3 Feat Gain a Province. Feats can only be done in ascending order. If you do what a Level 1 Feat says, cover it with a token. For Level 2 and 3 Feats, you can only place your token if, at the time you do what it says, you already have a token at a lower level Feat that branches into it. If you do what a Feat says before you can reach it, you must do it again later to place our token.
Headhunter
2
Action Fame
+1 Action; Look at the top X cards of your deck, with X being the number of Feats you accomplished. Put one in your hand and discard the rest.
Curiosity Shop
4
Action Fame
Discard up to 4 cards. Gain a card costing up to $X, where X is the sum of the number of cards you discarded and Feats you accomplished.
Impostor
4
Action Fame
+1 Buy; +1 Card per Feat you accomplished. Discard half as many cards as you drew.
Inquisitor
5
Action Attack Fame
+3 Cards; Each player who accomplished fewer Feats than you gains a Curse.
Adventure-Seeker
5
Action Fame
+1 Buy, +$1 per Feat you accomplished.
Hall of Fame
6
Victory Fame
Worth 1 VP per Feat you accomplished.
Team cardsThese cards are intended for team play. The assumed rules of Team Dominion are that each player plays a deck of their own as usual, just that, at the end, the scores of team members are added up and divided by the number of team members. Unequally sized teams are fine. Team cards allow team members to help each other.
Steeple
2
Action Team
Draw cards until you have 6 in hand. Each of your team partners may trash a card from their hand.
Conman
3
Action Team
Either you or one of your team partners gains a Copper, your choice. Either you or one of your team partners gains a non-Victory card costing up to $6, your choice.
Fisherman
3
Action Reaction Team
+1 Card, +1 Action; One of your team partners may discard a card for you to get +$1.
-
At the start of one of a team partner's buy phase, you may discard this, for them to get +$1.
Merchant Quarter
4
Action Team
+1 Card, +2 Actions; Choose one of your team partners to gain a Silver.
Stilt Village
4
Action Duration Team
+1 Card, +2 Actions; At the start of your next turn: +1 Action; At the start of their next turn, each of your team partners gets +1 Action.
Study
4
Action Team
+1 Card, +1 Action; Choose one of your team partners to draw a card.
Sponsor
5
Action Team
+$3; You may reveal a non-Victory card from your hand and pass it to one of your team partners.
Salesman
5
Action Team
+1 Card, +1 Action, +$1; You may put this into of a team partners' discard pile.