Design a
duration card that has more than a two-turn effect, but that doesn't just stay in play.
Canon examples are
Crypt and
Archive.
By two-turn effect, I mean avoid the typical duration "now and at the start of your next turn" - at the end of the second turn, it should still be in play and cued up to do a thing.
By "doesn't just stay in play", I mean the Hireling/Champion style "
This stays in play." is no-go. If you want to have like a "pay to keep this around" type mechanic, that's fine, but please review how durations do things and word your card appropriately to avoid "bonfire my hireling for invisible hireling effect" situations.
No preference on action/night/treasure; please avoid new fan mechanics, but if you can point to an old post that has the fan mechanic, I'll do my best to wrap my head around it.
And no split piles / unique piles / traveller lines. One card to a kingdom pile.
Judging will be promptly on 7/9 (friday); the 24 hour notice will go up on 7/8 (thurs). As always, ask questions if you have them, i'll do my best to respond in a timely manner. I'll +1 your entry when I've added it to my spreadsheet - when the 24 hour notice goes up, if i haven't +1'd your entry, post about it.
EDIT/general announcement:
For those not as perpetually reading the wiki as the rest of us: there is no rule saying that Durations just stop working if they leave play, you need special wording for that.
A common mistake I've seen in fan cards is creators assuming that Duration cards that make themselves leave play stop their effect once they leave play. This is not true; you can Bonfire a Hireling and still get +1 Card every turn even though that Hireling is no longer in play.