Temporum promo
Action - Duration - $5
Now and at the start of your previous turn, +$2
Cards gained on your prior turn are set aside on your Paradox Mat, overriding all other redirection effects. If you fail to play this card on the turn that you play it, return the contents of your Paradox Mat to the Supply and take -3 VP immediately after your turn but before the game ends. Otherwise, empty your Paradox Mat into your discard pile (they are not discarded, e.g. Tunnel).
If the game ends before the turn when you play this, take an extra turn, which is the turn in which you play this. During this turn, all cards trashed go into the owner's discard pile, all cards gained are immediately returned to the Supply, and Masquerade only does "+2 Cards". If returning your Paradox Mat to the Supply causes the end-of-game conditions to no longer be satisfied, the game resumes as if it had not ended.
/ITried
I'm still disappointed that there isn't a full-fledged discussion about
Dominion: Timepunk yet. I think the previous-turn Duration cards can be handled in some way, and they should have their own type, Timepunk.
Cards played "last turn" have Row 1, Unresolved cards are sideways in Row 2, and Resolved cards actually played this turn are vertically placed in Row 2.
Master of TimeAction-Timepunk
Cost: $7
+1 Action
Now and at the start of your previous turn: +2 Cards.*
You will play this card again next turn.**(You may Resolve a copy of this card. ***)
*****
* - You may bring this card into play from the Supply at the start of your Action phase. If you do, +2 Cards (i.e., whatever's between the colon and *). You do not need to have Actions to do this. This card becomes Unresolved at the start of your next turn.
(If you are not told that you will play this card next turn, return it to the Supply when you Resolve it.)** - At the end of your turn, if this card was in play, was not Unresolved, and the game is not over: this card stays in play and becomes Unresolved at the start of your next turn. Whenever this card becomes Unresolved, +2 Cards. (Whether you played it this turn or "next turn")
*** - (All Timepunk cards have this effect.)
If you would gain, trash, or return cards to the Supply during your turn while you have Unresolved cards in play and the game has not ended: Those gained/trashed/returned cards instead go underneath the most recent Unresolved card and are marked by a gain/trash/return token, overriding all redirection effects
except for (****). If you have a card in play Unresolved at the end of your turn, return that card to the Supply and -3 VP. Cards underneath with the "gain" token return to the supply, and those with the "trash" or "return to supply" token go to your discard pile.
**** -
When you Resolve a card, move the cards underneath it so that they are now underneath an older Unresolved card. If you do not, move those cards to the trash/gain them/return them to the Supply, according to their token, overriding all relocation effects. This effect has supreme priority.***** -
When the game ends: each player who has Unresolved cards in play continues to take their turn as usual, ignoring all "on your previous turn" and "you will play this on your next turn" effects. All cards gained during this turn are trashed immediately, overriding all redirection effects except for (****), and all cards which are trashed or returned to the supply instead go to your discard pile, overriding all redirection effects except for (****).
My head hurts like I'm trying to learn programming.