I didn't submit anything to this one! Didn't have any ideas... except I do now that I'm reading these entries. D'oh.
Hadn't read others' comments before writing mine. I didn't consider whether the Landmark would be better as an Event, but I intend to do that before voting.
Archaeologist
Types: Landmark
When scoring, 1/3/6/10/15 VP if you have 1/2/3/4/5 copies of a particular Ruins.
Setup: Put a Ruins face-up sideways on each Kingdom pile. When a player gains the first card from a Kingdom pile, they also gain the Ruins on top of it.
It's interesting, but Ruins aren't part of Empires. (Also it messes with the size of the Ruins pile in 6p games, but 6p is terrible anyway so I guess that's fine.)
Burial Grounds
Types: Landmark
When scoring, -3 VP for each differently named card in your deck which has a copy in the trash.
My first impression is that this could cost a lot of points just from minor bad luck, like maybe you Chapel down but just have one Copper hanging around.
Burial Mounds
Types: Landmark
When scoring, 3 VP per differently named card in the trash that you have a copy of.
Funny, this works the other way around from Burial Grounds. And they rhyme. Did the submitters plan this? I like this version, because bad luck doesn't cost you points. On the contrary, the player gets to make the choice to (for example) keep an extra Copper for the points.
Cenotaph
Types: Landmark
During Clean-up, you may place one card you discard from play or your hand face down underneath this.
When scoring, 1 VP per differently named card underneath this that you have a copy of.
Clarification: You may place one card underneath Cenotaph every turn.
I like this one. Free "trashing" is an interesting rules change, and it can add some tension even if all players are keeping track of the score.
Citadel
Types: Landmark
When scoring, 1 VP per card in your deck which no other player has a copy of.
I appreciate the basic idea, but I don't think it would work well in practice. It can get political, and either it makes little impact (everyone has at least one copy of all the relevant cards) or it makes scoring tedious as you double check that you really were the only one who bought Scout.
Deep Mine
Types: Landmark
Whenever a player plays their second action in a single turn, move 1 VP from the Province pile to here.
Whenever a player ends their turn without having played any action cards, take the VP from here.
Setup: Put 8 VP on the Province pile, plus 2 VP per player.
It should use "you" to be consistent with other Landmarks. As written, it doesn't say
who takes the VP.
While it's cute that you activate by playing actions and then collect by
not playing actions, I'm not sure if it would be fun... I guess the hope is that it creates a game of chicken where two engines keep adding VP until somebody cuts their engine to grab the VP? I don't like that it discourages playing actions, but I guess Baths is very similar.
It kind of bugs me that the VP are put on the Province pile but have nothing to do with Provinces. Also not sure why it has 8VP + 2VP per player instead of the standard 6VP per player.
Golden Isles
Types: Landmark
During each player's buy phase, they may return 1 VP token for +$1. This may only be done once per turn.
When scoring, 4 VP if you have no VP tokens, and 2 VP if you have fewer than 2 VP tokens.
Setup: Each player receives 13 VP tokens at start of game.
The correct pronoun would help here too: "Once per turn, you may return 1 VP token for +$1". Doesn't seem necessary to restrict to the Buy phase.
The 2VP clause seems like superfluous complexity. The only difference it makes is if you have exactly 1VP token, you get +2VP. Well, it should also get you +2VP if you have no VP tokens, but that can just be added to the first part (i.e. 6VP if you have no VP tokens).
Overall, I think the basic idea is interesting but the way it works strikes me as un-Landmark-like somehow. I dunno. Maybe it's just all the extra complexity that I suggested removing.
Middle Class
Types: Landmark
When scoring, 1 VP per non-Treasure card costing exactly $3 in your deck.
Weird. I don't know how this would play out. That's probably a good thing. I guess it would be highly dependent on what $3 cards are available. Maybe too similar to Obelisk though?
New World
Types: Landmark
When scoring, if there are 2 or fewer empty Supply piles, -4 VP for each Victory card costing $6 or more in your deck.
I do not like how much this nerfs Provinces and even alt VP like Fairgrounds or Nobles. It sounds like this would awkwardly and artificially lead to 3-pile endings.
Ossuary
Types: Landmark
When scoring, the most common card in the trash is worth +1 VP. (If it's a tie, all tied cards are.)
Setup: Trash a Duchy.
The wording needs some work, but I think the idea is cool. I especially appreciate the setup trashing, so this Event is relevant even on boards with no trashing. In fact, if Burial Mounds wins, I'd like to see it get the same setup clause.
Plains
Types: Landmark
Whenever you gain a Victory card, move 2 VP from its pile to this. When you gain a Province, take the VP from this.
Setup: Put 4 VP on each non-Gathering, non-Province Victory card Supply pile per player.
The obvious comparisons are Aqueduct and Defiled Shrine. Aqueduct moves VP for Treasure; Shrine moves it for action cards; Plains move for Victory cards. I'm OK with that, but the specific numbers here mean that Plains adds much less potential VP than the official two.
Aqueduct VP is claimed by gaining any VP card; Shrine VP is claimed by buying a Curse; Plains VP is claimed by gaining a Province. It's worth noting that the conditions for the official Landmarks is
easy to achieve, so you can pretty much always take the VP whenever you want. Plains, however, is not as easy to hit, so there's some extra luck there.
Two other things worth noting: VP is less likely to build up on Plains, because Provinces are usually gained before Duchies or Estates. If you get into Duchy dancing, this does some weird stuff by buffing the next Province buy and I'm not sure if that's a good thing. It also weakens alt VP, which I think would make games less interesting overall.
With all that in mind, I think Aqueduct and Defiled Shrine cover this general concept well enough already.
Rally
Types: Landmark
Once during an opponents turn, when all of your opponent's cards are either in play or in their hand, take 1 VP from here.
Setup: Put 6 VP here per player.
What about on various mats?
Seriously though, I don't think this Landmark would impact a game much. Drawing your deck is so powerful that it's probably worth giving up the 1VP every turn you do it. Maybe if it was the standard 2VP instead? Or more? Still not sure though.
Sacrificial Cenote
Types: Landmark
Whenever you resolve an attack which ends up doing nothing to other players, or otherwise resolve a card that is prevented from having its printed effect, +1 VP.
I feel like this would create lots of rules questions for not a lot of gain, because "doing nothing" and "prevented from having its printed effect" are not well defined. Obvious situations where it's intended to work:
- Attack blocked by Moat, Lighthouse, Champion
- Militia and similar discard attacks when others have already discarded
- Draw card when you've already drawn your deck
- Moneylender with no Copper, Throne Room with no action, etc. (?)
Some less clear cases:
- Torturer when Curses are empty (opponents still made a choice)
- Spy when you don't have them discard, or the Spy after that (they still reveal the top card)
- Optional effects that you can decline, like King's Court or Spice Merchant (it's your choice to decline)
- Cards whose effects are only partially prevented (e.g. Shanty Town)
Even without the rules confusion, I think it's too niche and won't make a difference in most games.
Senate
Types: Landmark
At the start of your Buy phase, if you have no cards in your deck and at least one card in your discard pile, take 2 VP from here.
Setup: Put 6 VP here per player.
Too specific, which ultimately makes it too random for my taste. It gives you a bonus for exactly drawing to the end of your deck without triggering a reshuffle, but players just don't usually have that much control. Alternatively, you could draw your whole deck and then gain/discard something, but that won't be a common case.
Statue
Types: Landmark
At the end of your turn, if you played 5 or more treasures that turn, take 2 VP from here.
Setup: Put 6 VP here per player.
Not a strategy I want to see rewarded, at least not so blatantly.
Stockpile
Types: Landmark
When you buy a card costing at least $5, you may take it's price in debt. If you do, +3 VP.
Errant apostrophe! How does this work with buying Possession?
I think the idea is neat, but would like to see it restricted to non-Victory cards just to prevent the free bonus 3VP when buying the last Province.
Swamp
Types: Landmark
When scoring, 1 VP per Victory card you have.
Simplicity is nice and all, but this is still kind of... boring?
Symposium
Types: Landmark
Once per game, at any time during the Action phase, +1 Action.
At the end of the game, if you did not use that Action, +5 VP.
Simple, but with an interesting decision to make. I like this a lot more than Golden Isles for its elegance, and I think having it grant +1 Action is better than +$1 as it sets itself apart from coin tokens.
Let me suggest a variant though:
Any time during your Action phase, you may return 5VP for +1 Action.
Setup: Each player takes 5VP.This removes the small tracking issue and also adds a small but important wrinkle with +VP cards.
If this wins, I hope that playtesting is done to find the VP value that creates the most tension. 5VP might be big enough that it's usually a no-brainer to just keep it.
Turtle Sanctuary
Types: Landmark
When you reshuffle, -1 VP.
At the end of your turn, if you did not reshuffle this turn, +1 VP
Clarification: -1 VP means you return one of your VP tokens to the supply. If you do not have any VP tokens, do nothing.
Instead of needing that clarification, why not just say "return 1VP"?
So this rewards you for building a big sloggy deck that reshuffles as little as possible. That sounds like it could be interesting.