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.
For work in progress concepts, check out the current discussion. Click images to embiggen.
Legacy:







Extra cards:

Events:

Fame cards and the Feat board(check for rules below):


Spellcasters & Spells (check for rules below):


Seasons (check for rules below, go
here to check out the original thread by Co0kieL0rd and me):

Team cards (check for rules below):

Edicts (check for rules below):

Outtakes:

Individual cards:Normal Kingdom Cards
A very, very old idea that predates Dark Ages. It has never been a problem and is surprisingly fun to play in my experience. Few tests with serious Dominion players but a classic with the family.

A Silver that forces you to topdeck cards. Making the topdecking optional would have created a boring old Silver+ for

, so i went with mandatory. Not really inspired by any particular expansion.

Guilds was the only expansion that didn't have a junker which used an expansion-specific mechanic back in the day. Sheriff is my attempt at one. I suggest to use Embargo Tokens for Sheriff, because they don't get enough love. Might be a bit too powerful even...

A Ruined Village or Village now, a Herald next turn. It might be a bit strong at

, but its unreliability is quite some downside. Also i suggest you build your deck first if you want to turn over more than just Coppers.

Spooky! Imps, Wisps and Ghosts haunt these here Swamps. Probably too great with Wisps currently and not so great with the other two. I considered a version that gives +2$ instead, and I would have used it, but Sheriff kind of took that spot already :/
Consider this a bit half-baked for now.

A Reserve-Island. I dropped the cost to 3$ for now, but may have to cost 4$ after all. Probably best with Workshop variants.

Similar to LastFootnote's Wanderer, in that it moves from player to player. However, I made my version give a nonterminal bonus so it's never harmful to a player, and increased the on-gain bonus to something that's always useful. Also allowed me to do the "coin token for pay" concept with a natural limitation on how often you can do it. Predates Renaissance.

Based on
GeeJo's Gambling Den, Sawmill is a Workshop that can gain

cards and cycles, but trades reliability for that. It was called Mill before an official card took that name.

I wanted a card that uses Debt as a drawback. Originally this was a Lab+ (with +3 Cards), but somehow the smaller versions always seem easier to balance. I tried this at $2, but it was just too easy to pick up that way.

Shrine is the illegitimate child Secret Chamber and Chapel tried to hide from you for so long. For a while, I considered giving it a Reaction against Militia-type attacks or an overpay variant of Expedition - it ended up being nonterminal instead, which enables some cute tricks with draw-to-X and looks so much less cluttered. I think it's cute.

A card that exchanges one card from your hand for another card. It only gains differently named cards to make sure Well isn't abused to burn down the Province pile. The top part is just something that wasn't there at that time. +3 Actions on their own are hard to cost, but this version works decently. Was named Fountain before Empires came along.

A workshop you can play again and again and again. Made this somewhere in 2018.

Farmer is a Smithy variant that draws less, but better cards. Or at least they are better if your deck has a lot of variety. In case the wording confuses you: You don't have to pick up the duplicates, it can be any 2 cards revealed while searching for a duplicate. Less duplicates, more choice, more Cornucopia. One would assume it can go really bananas, but has worked out fine so far. Part of that is that, when your engine is fully set up, Smithy will likely draw the same cards, just more of them. It was called Blacksmith before Royal Blacksmith came up.

"Those Witches are giving our Villages Curses! Let them hang!! No, not the Witches, the Curses!"
~the Villagers who built these Gallows, apparently.

I'm giving this another shot because it used to be relatively popular. Will the Baron's and/or Duchess' kid finally break through?

Before Wine Merchant was revealed, i assumed a Reserve would need you to buy a Victory card so it could return from your Tavern Mat. When that didn't come, i made Hunter. As the play effect sifts, it counters the VP gain.

This is based on an idea eHalcyon had. It's a milder Swamp Hag that makes cards more expensive by adding debt to their cost.

Originally a kingdom card, Road has become non-supply to make sure there's always a Village to play it with, as kingdoms without one would really have made the card look bad. Also, as it's not in the supply, you can't put your +1 Action token on it, hooray! Champion still works, though.

This started out as a suggestion for
Kudasai's Barbarian Village. Originally I wanted it to gain a Copper in order to be topdecked, but the obscure lose-track rule makes this impossible.

Assemble had to be nerfed for the endgame by putting its cards on top. Originally it just allowed you to gain two cards that together costed 3$ more than the trashed card, but boy, was that hard to word. Also, nobody ever did it. It's now one of the few base-inspired cards.
I first wanted this to cost 4$, so I considered a version that gave each other player a Coin Token on buy. Maybe debt would also have been a solution. It's a very strong 5$ without the player interaction, but would still have implied interesting play, I think. Now it's a tiny bit more board dependant, but I think the slight increase in strategical depth is worth it.

Still not loving them Night cards, and honestly, this could be a Treasure. It does have its perks, not to need "When you play this" and two (or three?) zero-value-coin symbols on the card, though.

This started out gaining you Silvers, which usually couldn't compete. Now it has you gain any $3, which still includes Silver. Was called Paddock originally, then Artisan, until an official card... Well, i probably should get used to it. Also, it wasn't optional for a long time. Why the hell was that?

I wanted a card that adds an additional card to your deck at startup, and it had to be a cantrip to keep openings the same. The rest more or less came by itself...

I wanted a Victory-Attack, so here it is. It's very, very simple, and the bottom part interacts ever-so-slightly with the top. I like it, even though it doesn't look as special on first glimpse. Fun fact: Maze in german is "Irrgarten", which translates to "Insane Garden". Just in case you wondered where the name comes from.

Werothegreat complained there was no card starting with Z, so i made Zombie. Obviously, you need a Necromancer first, who resurrects Zombies, which in turn kill your opponents' cards so they can again be resurrected by Necromancer. The fact that Necromancers can't play Necromancers is mostly to avoid a situations where several players trash each other's Necromancers, and the first to play one gains them all.
This was created before Nocturne came along.

Used to be "Olympic Village" (designed to look like a promo), but I decided to make it a bit more Dominion-y.

You won't believe through how many versions this went before it became the simple thing you see here. Might be a bit too Big-Money-ish.

An attack that lets you choose whether your opponents can keep their hand or have to draw a new one. For a long time I was convinced that it enabled you to make your opponent's hand too much worse, so it had a complex second part to avoid pins. I'm trying it without that now. At least it cycles...

Yet another really simple one. Making a Werewolf card that you can reveal Silver to has been in my head a long time, but only recently it came together in the most obvious way.
This was created before Nocturne came along.

What can I say? Some people just want to see the piles burn.

Cost reduction and gaining on one card is good. So good i had to salvage my old idea from Vampire and make Minister a card that curses you. I'm happy to had a use for this idea, after all. For a while this gave out VP every time you gained a card, but uh, that wasn't fun and the VP on gain is already discouraging enough. I did this long before Renaissance, of course.

Being an optional cantrip trasher, Homunculus is slowed down in how you gain it. On a board without other

cards, you practically buy this in two steps - first when you buy the Potion, and secondly when you exchange that Potion for the Homunculus. This went through a lot of versions, and at one point got nerfed by being set aside on buy to be gained after your next shuffle. Later i realized that i could avoid introducing a new mechanic by costing it at

and trashing the Potion when you got it. The name just had to be - after all, it hatches from a bottle.

Alacazam! That Copper in your hand is now a Potion. Incantation "sacrifices" a card in your hand to call in another card. For Curses, it chancellors your deck and triggers all your Tunnels. Looks like those alchemists finally found a way to make Gold, after all.

This started out costing 5$, and some people complained it was strictly better than Duchy. Well, it is, but so is buying Duchy in a Duchess game. You still get the Duchy. Anyhow, it was also too strong, and that was no fun. So now we can all be at peace.

New Throne Room variant. Totally bonkers, might be annoying and broken. Might throw it away.
Events & Landmarks
Trashers and junkers rarely are skippable. Let's make it a bit harder for them once in a while. This started out as an Event, then became an Edict, then went back to being an Event. Being an Edict means that buying order isn't important anymore, but it can be done as an Event, so I decided to stay with my principle of doing stuff with existing mechanics, if possible.
This started out as a Duchy variant that could be paid with debt or by trashing an Action.

Not much to say here...
All Villages gone? Time to move to the City.

Allows you to buy a more expensive thing in two steps, hence the name.

Started out as an Edict. It got the token to be easier to remember, and then I decided that being able to move it would be more interesting.

The Remodel-Event... Didn't work. I mean, if you have 4$ in your opening, it's a no-brainer to use it on Estate, and 5$ seems a bit too much for that. The solution was to make it an Expand and cost it higher.
This used to be named "Improve" before Renaissance came along.

This started as an event that costed $2 and gave a buy as well as a coin token. It ruined the game. Not giving the buy helped, but not that much. This would work, as you can't just stack up tokens that easily without actually playing the game. Also, yes, I'm aware this is the fourth of my Events that allows gaining 5$ cards. Ah well.

Just a little thing I thought of when doing Edicts.

A

cost Event, simply because i thought it would be something interesting to try. This one makes any card you played this turn behave like Alchemist, but of course you need to include that Potion in your deck. Will that be worth it? You tell me.
This used to be named "Research" before Renaissance came along.
Fame cards and FeatsWhen a Fame card is out, each player gets their own Feat board to put in front of them. Fame cards care about how many of the "Feats" tracked by the board a player achieved. Whenever they fulfill one of the conditions on the board, players put a coin token on that spot of their board to mark the Feat as achieved. However, only the bottommost feats can be achieved at the start. To achieve a higher level one, a player must first achieve one of the lower level that points towards it. If a player fulfills a condition too early, they will have to re-do it again later to check that feat.


Spellcasters & SpellsWhen at least one Spellcaster card is in the kingdom, add 2 random Spells to the game and each player gets 5 Spell tokens. Spells can be bought like Events and take one buy to purchase. When you buy a Spell, you "prepare" it - this means you take one of your five Spell tokens and place it on the Spell card. Each Spellcaster allows you to "cast" a Spell. This means removing one of your Spell tokens from a Spell and then doing what the Spell says. Spells are not cards and can never be gained, and you can have a max of 5 prepared. Generally, they are relatively strong effects to add on your card, but you have to re-stock on them regularly - make sure to not run out of buys.


SeasonsSeasons is an expansion Co0kieL0rd and I did together. In it, you use the Season board above (left), which spans 4 Seasons wih 5 sections each. The Season Token starts on the first section of Spring, and is moved forward after the last player in order did their turn (if you want to be picky, it's actually right before the first in play order does their regular turn). Therefore, Spring marks the opening and early phase, Summer the buildup phase, Autumn the late phase and Winter the part where the game will probably end. The cards do different things depending on the current Season. Use the Season Reminder above (right) to make sure you don't forget to move the token.
The cards in this thread are my re-takes of Seasons. Check out the original cards (some of which are more similar to the current take than others) by following this link.


Team cardsThese cards are designed for players who'd like to try out team Dominion. Just seperate the players into teams before the beginning of the game, with the team with the most total points at the end winning. You can also have single players participate, so if your family thinks you're all too good a Dominion player and wants to gang up on you, by all means, let them. The single player may buy these cards, but won't get as much out of them. I know this isn't something everybody will want to play, but hey, here it is. Have fun.

EdictsEdicts are rules changes that go further than Events or Landmarks, triggering at any possible time. Just treat them like Landmarks apart from that.

This first one makes Estates pseudo-Moats at the start of your game. You can only defend once with each Estate, but that should greatly increase your chances of keeping an early Militia or Witch at bay.

A newer one. Originally it removed the Estate pile to shorten the game, but this goes a more strategical way.

Maybe this should be mandatory? It might throw a bit too much of a wrench into engines, though. It still harms them quite a bit.

Diplomacy gives you a bit of sifting during the entire game. Why is it called Diplomacy? Ah well, some just get the name because of fun interactions they have.

A simple take on Alt-Curses. Certainly not the best idea, but well, some people like that kind of thing.

Now you won't have to worry about colliding terminals anymore. Just sucks if the Peddler in your hand drew a Village either way.

Do you have one of those relatives that ask you to play giga Dominion with more than 10 kingdom cards in the game? Make them happy with this Edict. Inspired by Nflicker, who suggested 2 additional cards. I went with 3, because if you are overdoing it already, overdo by a lot.

Nflicker also suggested to do an Edict that adds Platinum to the game, possibly without Colony. Well, why not? We already can have super-Colony without Platin thanks to Dominate, you see.

Not much to say here.

A simple one, except to make it once per turn it needed some tracking mechanic.

Oh well, these Dukes suddenly got a lot more time. And a few points more to challenge them. More turns = More time to build an engine = more junk to choke on = profit? Also, yes, in a hypothetical real edition this would come with 3 additional Provinces. Which still is just 4 cards, so I'm alright with that.

It's all really simple now, isn't it? Originally this just gave each of your turns +1 Action, but that was very redundant with Explore. Well, it still is, who am I kidding?

5/2 opening on a Mounteband/Chapel board? Don't mind if I do. This used to be called Equality, but the picture didn't fit it and so I changed it to something else.

Noo!! Not my money!! Aaaaaargh!!!

Finally you can open double-Throne-Room! Hurrah! Well, actually this goes quite a bit beyond opening. Maybe you want double-Baron, instead? Just, where did those Estates go?