Birthright - $6
Put a non-Duration Action card from the Supply onto your Birthright mat. At the start of each player's turn for the rest of the game, that player plays the card, leaving it there.
(This stays in play.)
A Prince variant, except that every player gets the bonus. Because of that, you have to design a deck and/or select an Action card that will help you more than it will help your opponent(s), even after foregoing a Gold (or other $6 buy) and despite the fact that each other player gets to use the Action card before you do.
This should either say "that player may play the card" or be an attack. Imagine putting 2 Remakes onto the Birthright mat...
I don't think it is an Attack, even if you put in a terrible card, because it effects you as well. I would echo the logic in
Something_Smart's post from last week's contest about
giving each player Snow, drawing an analogy to using
Messenger's on-buy effect to give every player a Curse. When it affects the player playing the card the same as everyone else, it's not an attack. So dropping in a
Remake would be a huge pain, but it would be a pain for everyone.
It would also be weird mechanically, as the card continues affecting the players throughout the game. If one player played a Moat at the exact moment that happened, would they remain unaffected for the rest of the game, while the other players kept using the Action? How would that be tracked? It seems counter-intuitive.
That being said, the case of a double Remake is a problem, and what I would not want is for a player who is losing to be able to just tank the game and make it so that no one will be able to do anything (or, if they have emptied one Supply pile, that their one Victory card in exile or on a mat will win out after everyone's deck is trashed and they slowly buy out the Curses and Coppers pile). The reason I did not want to do "may play" is that I wanted an option to be playing a harmful card that would hurt you less. But I may have to give that option up to prevent the card from being terrible.
Thanks for bringing this to my attention.
Also I see no reason for this to stay in play; it can just trash itself upon play.
I took the parenthetical language directly from Hireling, which seems like the most mechanically similar card. Given that the card continues to do something at the start of every turn, it seems both consistent with the other game mechanics and practical for tracking purposes to have a card there.
Also, while I am still mulling over
mathdude's suggestion that I limited it to one use per player per game, I certainly do not want there to be more than 10 cards playing each turn, which could be done if you pulled Birthright out of the trash with a
Lurker,
Graverobber, or
Rogue.