I had been wondering if I could put all 9 mechanics into one card/pile/line and keep it fairly cohesive. I think Wonders makes that pretty challenging, but I think the other 8 should be able to go together. As I was thinking about the different mechanics, I came back to something I had already toyed with. I have long had an idea for a fan expansion inspired by the Legend of Zelda games (tentatively called Dominion: Hyrule), but there is so much content that I have repeatedly gotten overwhelmed and stepped away from it.
One of the ideas I had was a mixed pile (along the lines of Castles) representing the various Temples in the different games. They work as a kind of twist on Reserve cards/Distant Lands. They are only worth VP if they end up on your mat, but in order to use them you need to call them off of it.
Given that some of the Temples (Water, Ice) have obvious connections to some of the mechanics (Aquatic, Freeze), it occurred to me that I might be able to pair up the rest of them. I have not had nearly enough time to make these ready to play (i.e. adjusted the balance, order, etc.), and the whole concept might be too much (all of the text is quite small). Thus, I am definitely
not making these my submission. But I am kind of proud that I manage to get 8 of the 9 mechanics into a single pile in a (somewhat) cohesive way. Thus, I present my Temples pile (and the Condition that goes with it).
Not a Submission: Conditions:
Because it is a pile of Victory cards, there are 12, but only 8 show up in 2 player games. Unlike Castles (that have 2 copies of 4 of the Castles), there are actually 12 different Temples. I'm not sure the best way to determine which gets used in a particular game, but I don't love the idea that they are always the same. The fact that these are Victory cards you can keep out of your deck makes them pretty desirable, and the fact that many of them have useful effects should increase that.