The Industrial Revolution followed and built on the Renaissance. So does this fan set, borrowing Renaissance's mechanics with the aim of making cards calling for good skill. You can put it with any of the official sets, though you'll probably want Renaissance for its components.
Set Play Themes: resource control, mega turns
Mechanics: new ones in -1 Action, card costs, and landscapes you buy once that do something only right away. Also Durations, Coffers, Villagers, Artifacts, overpaying.
Unlike Renaissance, simplicity hasn't been a focus. New mechanics explained after the list of cards below.
(Card images have been removed from this post, a) because I want to improve how they look, and more importantly b) using internet images as I had could have infringed legal usage rights)Landscape cards:
The New Mechanics-1 Action: ExhaustedExhausted - State
When you next have unused Actions (Actions, not Action cards) during your Action Phase, immediately return this and -1 Action.
Villagers make getting +1 Action much easier. So here's the opposite, -1 Action; just like the -$1 token but for Actions. After you take Exhausted, whenever you next have 1 or more Actions left during your Action phase, you immediately lose one and return this, whether you're in the middle of resolving an Action or not. If you end your Action phase still having Exhausted, it will stay over to next turn, and be returned right at the start to take away your starting Action. You could spend a Villager at any time during your Action phase to return this at any time; this can be quite important to pay off Exhausted at turn start to enable the Action phase. And you're only allowed one Exhausted at a time, for simplicity and balance reasons.
Card costs (Shorthanded to [ ])
Instead of or as well as a coin symbol, some of these cards have a card back where the cost is. It means that instead of or as well as $, your cards are involved in the cost. They could in theory be from anywhere so long as you own them, but in this set each cost comes from hand since it's more of an actual expense. Below the line, there will be a description of the cost.
You might think of Animal Fair having the option of an Action in hand as a cost. It's an option, card costs are not.
For abilities that care about costs: this is another different kind of cost to join Potion and Debt. You can't remodel a $ cost card into a [ ] or $[ ] cost or vice versa, or [ ] into Debt or Potion costs. Each differently described card cost is also incomparable, no matter how much $, Debt or Potion is with them and even though some might be distinctly easier to pay than others. So you can't remodel a [ ] into a differently described [ ], but you could remodel [ ] into $1[ ] or $2[ ] if the described cost on each card is identical.
ProspectsJust like Projects, they're effects you buy once and then put a cube on. But unlike Projects, they are one-offs that happen straight away rather than effects that last for the rest of the game. So the cubes are used to track that you have bought the Prospect and can't get it again.
In other words, they're all like Seize the Day, but the rules require the cube to track buying them.
THE CARDS INDIVIDUALLYAn explanation of each card, then my thoughts on its design positives (
+) and negatives (
-). I have confidence in every card here; I only mention the negatives to keep modest and realistic, and maybe they raise helpful points. There are plenty of interactions between these cards (it's a set), which I keep quiet about so you can have the fun of finding them out. Some reflect Renaissance, others don't.
Advancing Village - Action Duration, $3 cost.
+2 Villagers
At the start of your next turn, +1 Card.
This first card has gone through many variations. I wasn't going to make a set called Revolution and not have an Advancing Village, it's what villages do during an industrial revolution. Here's some simplicity that you're not going to see further down; get some Villagers, keep some for next turn when you get a bigger hand.
+: it's a Village that advances to next turn, more flexibly than Village Green.
-: it might be favoured as a Caravan variant too often.
Campsite - Action, [ ] cost.
+1 Card
+2 Actions
-
[ ]: To buy this, reveal and discard 2 Victories.
Well here we have it, both Villages come first alphabetically. This one sets itself apart by being a card cost; have 2 Victories in hand, which you need to discard, to afford it. Campers need green space.
+: When you get a dud hand filled with green, you don't mind picking up an extra Village. It's useful, but doesn't improve deck power by itself so it's not easy mode.
-: it may be too easy to get.
Chemist - Action, $4 cost.
+1 Card
+1 Action
Choose one: discard a card for +1 Villager; or spend a Villager for +1 Card and +1 Action.
Chemical industries improved significantly. This has two modes, shrink hand to collect Villagers or enlarge hand by spending Villagers. This Villager spending gives the Lost City effect, and is separate from spending Villagers normally.
+: it's simple resource management and mega turn draw potential.
-: could there be a better way to use Villagers to draw?
Colliery - Action, $6[ ] cost.
+1 Buy
Take Exhausted. If you do, + $1 per Action you have in play.
-
[ ]: To buy this, trash 2 copies of a card costing $3 or more from your hand.
Coal mines fuelled the factories, with an infamous amount of manpower. Here's the first card using Exhausted; it's effectively a double Action, one card that uses two Actions on play. If you play it and already have Exhausted (that'd be by Thrones or by playing it at the Buy phase), you just get a Buy. Played 'properly' it can give impressive payload, but can be hard to play well in multiples.
There's a dual cost too. You need both $6 and two cards costing $3+ to Treasure Map to afford this.
+: powerful payload strategy that can possibly exist and be balanced with a big card cost and Exhausted.
-: the cost may be a bit extreme as is.
Dismiss - Action, $5 cost.
+1 Card
+1 Action
You may discard a card, to reveal cards from your deck until you reveal a card that shares a type with it but has a different name. Put it into your hand and discard the rest.
Change a card in your hand for one in your deck that you need more right now, be it an Action you need to play earlier in the turn, or a better Treasure, or an actually useful Victory, etc.
+: a card that will help any deck and is failsafe to pick up, but better skill enhances how useful it is.
-: it's wordy.
Entrepreneur - Action Reaction, $2 cost.
+1 Action
+ $1
If the Entrepreneur Supply pile is empty, +1 Card.
-
When another player trashes a card, you may return this to the Supply, to gain a card costing up to $5.
He starts out as a Copper in Action form. But you invest with him; if either the pile empties or you catch someone else trashing with him in your hand, he can become a much better card. There's a catch to be aware of. When someone reacts with him, the pile is filled up more. Players are kept on their toes as the entrepreneurs seek out their next venture.
+: this weakens trashing whilst adding player interaction, two great things.
-: there's the potential for frustration with some players. And in this set, card costs lessen the likelihood of trashing and the usefulness of gaining a $ cost.
Farm - Action Duration Victory, $5 cost.
+1 Action
Set aside any number of Victory cards from your hand face up. At the start of your next turn, put them into your hand.
-
2 VP
Make your expanding green space fit your engine, tucking it all out the way. You'll need several of these to keep it up.
+: it's a nice thing to collect, a Victory card that can fit into the modern engine meta.
-: you can already do what this does with plenty of official cards, just not increasing your score at the same time. No testing yet, the cost or terminality may be issues.
Furnace - Action, $4 cost.
When you gain this or play it: trash a card from your hand. If it costs $4 or more, +2 Coffers. If it isn't a Treasure, you may trash another card from your hand.
A trasher that works on buy for immediate use. Good cards can become Coffers, and non-Copper junk fuel to burn more junk. When a Furnace trashes itself, you get both Coffers and more trashing.
+: some interesting decision making involved.
-: possibly too strong or doing too much.
Glassworks - Action, $2 cost.
+ $2
You may take Exhausted. If you do, +1 Coffers.
-
When you gain this, you may spend any amount of your $. +1 Villager per $1 you spent.
Glassworks range widely in size, from small domestic businesses to industrial scale. Bigger establishments come with more workforce. Overpay for Villagers on a cheap card, quite simple, only you can Workshop-gain it during your turn and it'll work too. The on-play effect can let you turn an extra Action into a Coffers. So it can in effect let you convert your Villagers info Coffers and vice versa.
+: Simple and effective, hopefully.
-: + $2 +Coffers could be too much for a $2 to give, especially if opened with.
Jailer - Action Attack Duration, $5 cost.
Each other player with exactly 5 cards in hand reveals their hand and sets aside a card that you choose. After they draw their next hand, they put it into their hand.
At the start of your next turn, +3 Cards.
Put one of their cards behind bars for a turn, but next turn it will be released into their hand of 5. Decimate their combos, do general damage, but do so carefully so as not to make their next turn too good. Keep in mind you can't lock someone up from a hand of 6 so easily.
+: an Attack needing some skill that fits right in the mega turn theme.
-: maybe too strong initially, the same as Pillage.
Local Art - Treasure, $5 cost.
When you play this, put a card from your hand onto your deck for + $2.
-
When you gain this, +4 Cards, +1 Buy, then play any number of Treasures from your hand.
An expression of the local area, drawing the people of your kingdom near. You can gain this to draw 4 cards; then you can play Treasures, which makes buying it not so bad, and overall gives it a lot of different uses depending on when you gain it and what kind of deck you have. The on-play is a weak Silver to balance this, though it's sometimes useful.
(There was a Foreign Art in the set that's now back in the works, explaining the name).
+: a lot of uses makes for a lot of different strategies available with this.
-: it's very radical and could easily be imbalanced.
Playwright - Action, $3 cost.
+1 Action
Look at the top 2 cards of your deck. You may trash one of them. Put the rest back in any order.
This turn, when you play an Action of which there's a copy in the trash, take the Pen.
Pen - Artifact
At Clean-up, you may set aside an Action when you discard it from play. If you do, at the start of your next turn, play it.
It just seemed cute to have writers squabble over a pen like treasurers a key, as well as extending the Renaissance theme directly. Play the Playwright and then a copy of an Action in the trash, and you get a better Prince. So players decide what Actions take the Pen, choosing carefully or adapting to what opponents trash so as to write the story of stronger turns more often than everyone else.
+: this seems like a nice way to get an Artifact.
-: perhaps too game defining, or not simple enough.
Revolters - Action Attack, $4 cost.
+ $2
Each other player may take Exhausted or lose a Villager. Those who do neither gain a Curse.
-
When you gain this, each player (including you) gets +1 Villager.
They've been worked too hard in awful conditions, and they want your opponents' workers to agree with them. An Attack that tries to take an Action away from the opponents. Forcibly doing this would be imbalanced, so they can instead have a crow for their troubles.
+: it adds a new decision for players to think about.
-: it's a shame that this is basically a curser, that trashing and the Curses emptying make the -1 Action part trivial.
Spinning Jenny - Action Treasure, $5 cost.
+3 Cards
+1 Buy
If it's your Buy phase, then for the rest of the turn, cards with no [ ] cost in the Supply have one that reads, "to buy this, discard 2 cards".
An invention that improved spinning threads to weave into fabrics, and this spins cards through your deck quickly. It can be terminal Action +3 Cards +1 Buy, which already exists and is useful, or it can be a Treasure for non-terminal Buy phase draw. If you do the latter, you'll have to discard cards to buy stuff so you can't use it all.
+: It gets you thinking resourcefully about your cards, and it's an Action Treasure which is also nice in the set.
-: Discarding 2 cards might be too harsh, but at 1 it's a bit too good in big money decks.
Steam Engine - Action, [ ] cost.
+1 Action
Do this up to 3 times: take Exhausted. If you do, you may play an Action from your hand twice.
-
[ ]: To buy this, trash a Gold from your hand.
The first steam engines could be attached to several different machines. That's what you can do here, Throne up to 3 of your Action cards for an extra Action each time. It's just like going Throne Room - play, Throne Room - play, Throne Room - play, only you need the one Throne card not 3. This powerful effect is expensive though, and you get it in two stages: first get a Gold, then cash it in for a shiny new steam engine.
+: it's an elegant and thematic effect.
-: could easily be too strong, or swingy; you really don't want to draw this dead!
Textile Mill - Action, $5 cost.
+3 Cards
You may take Exhausted. If you do, +2 Cards.
A big place needing lots of people, quickly spinning cards through the deck. Yes, I decided to make both textile industry things draw. This gives you a choice on how much you draw. If you want more, you'll use an extra Action for it. There are times you want less.
+: one of the simplest things to do with Exhausted, and it's effective. It could take on an Artifact too, as an alternative Exhausted option.
-: could either be weak overall or too good with big money.
Timepiece - Action Duration, $4 cost.
+1 Action
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number and put the rest back in any order.
One plans ahead much better when they know the time. Sort out the top of your deck to be vaguely what you need, and move things you don't want there on. What you need now can be different starting next turn.
+: this has many different uses, yet isn't useful all the time.
-: two sort effects on one card may be too much for some people.
Trade Circle - Action reaction, $4 cost.
Choose one: gain a Silver; or trash a Silver from your hand for + $4.
-
When a card moves to your deck or discard pile from anywhere except the Supply not during Clean-up, you may discard this to draw the card and get +1 Coffers.
You can get Silvers and/or trade them away for more money. This can be quite niche, so the Reaction adds more function. With the various ways to move your cards around during your turn, you can easily swap this for one such moved card get a Coffers bonus.
+: a new and hopefully interesting Reaction space.
-: possibly the reaction window is too open.
Wastelands - Victory, [ ] cost.
4VP
-
[ ]: To buy this, trash 3 Actions and/or Treasures from your hand.
When this pile empties, it counts as 2 toward game end.
The more wasteland you own, the implication is the more productive your factories are. It rewards having few useful cards in your deck at game end, and has an on-gain that helps achieve this.
+: it makes a new way to win the game that takes strategy and skill. Opening it is bad most of the time, but can be done sometimes.
-: the VP could scale with the number of non-Victories in the deck (which it used to), so it's more defined as alt VP.
ProspectsJust like Projects, they're effects you buy once and then put a cube on. But unlike Projects, they are one-off boosts that happen right now rather than ones that last for the rest of the game. So the cubes are there to track that you have used the Prospect and can't use it again.
Commission - Prospect, $2 cost.
+1 Buy
Return to your Action phase. Replay the last Action you played this turn that's still in play twice. (Put your cube on it, then on this when it leaves play.)
A single KC when you need it most.
+: it's simple, yet using it isn't always easy.
-: wordy.
Conscription - Prospect, $1 cost.
+1 Buy
Choose one: discard your hand, +1 Villager per card discarded; or +$1 per Villager you have.
Resource conversion to time optimally. Change your Villagers into economy once, so hoarding them can be a strategy. Or if there are no Villagers cards, you can change your hand into Villagers.
+: more new strategies is good.
-: some people may want to try using this twice?
Consumerism - Prospect, $0+ cost.
+5 Buys
You may overpay for this by $2 so non-Victory cards cost $2 less for the turn, or by $4 for all cards.
A big load of free buys with an optional Princess effect to pay for. Use for essential early purchases or build to a massive $ mega turn.
+: lets big spikes of $ by design or by accident always work out.
-: it will take a lot for the Victory cost reduction to be meaningful. $3 overpay may be more realistic.
Demonstration - Prospect, $0 cost.
+1 Buy
Each player (including you) discards their hand and draws the same number of cards. Return to your Action phase.
There are times a change of hand would be just right for you, and there are times when you know the opponents have a good turn. Choose how and when to use this best.
+: a one-time attack suits competitive players whilst not degenerating the game too heavily.
-: there are times when everyone has a good or bad hand, and this isn't advantageous then. Choosing who discards would help avoid this but also be too political.
Dividends - Prospect, $0 cost.
+1 Buy
If you have the same number of Actions and Treasures in play, +1 Coffers and +1 Villager per 1 of each type.
Count the number of times each type appears across the cards in play (Crown will be one for both), then if they're the same you get a Coffers and Villager for every Action (consequently every Treasure too) you have in play. Free tokens you might work to getting or take whenever it's convenient.
+: There are lots of ways this set and Renaissance can get the same number of each type in play, making hopefully compelling replayability.
-: could alternatively feel mundane, if one never works for lots of them.
Imports - Prospect, $4 cost.
Gain a card from the trash.
-
Setup: add an extra kingdom pile to the trash.
You can either gain a single copy of a unique card for $4, or if there's other trashing (really, tfb) you can regain a trashed Province for $4.
+: unrestricted gain from the trash is safe on a Prospect, and the added pile can be interesting.
-: it might be mundane too often.
Manufacture - Prospect, $2 cost.
+1 Buy
Choose one to gain: a card costing up to $4; a copy of a card you have in play; or a Duchy.
A cheap acquisition, because you make it yourself. It has a distinct early game option in gaining a $4 for $2, a late game boost in VP, and a middle game boost in gaining a copy of a good card you have in play.
+: it's an elegant way to get 3 different uses on the same card.
-: the late option in a Duchy might be comparatively weak.
Migration - Prospect, $1 cost.
+1 Buy
Trash an Action from your hand to put your deck and discard pile into your hand. Return to your Action phase.
Put your whole deck into hand at once, at the cost of an Action card. Time it when you have the right Action to lose and there's enough stuff in the deck.
+: A new means of card movement opens up new strategies.
-: maybe too cheap or swingy, if the Action to trash comes too late.
Prediction - Prospect, $2 cost.
+1 Buy
Put any number of cards you have in play that would be discarded this turn onto your deck.
Replay stuff next turn. When do you really need to do this?
+: an effective one-off.
-: it should work? Maybe it's a bit uninteresting.
Progress - Prospect, $2 cost.
+1 Buy
Take half the tokens on this (round up) as Coffers, the rest as Villagers.
-
When a card costing $4 or more is gained, add a token to this.
A passive accumulation of tokens that players have to time taking. When do you need them, can you take them away from opponents when they really need them, can you try waiting for more?
+: lots of strategy to consider.
-: can be hard to remember adding a token each time.
Stocks - Prospect, $1+ cost.
You may overpay for this. +1 Coffers per $1 overpaid.
Save some of your money from a turn for later.
+: overpay for Coffers can be achieved on a one-off.
-: timing may be trivial, that you always do it on a $3/4 or 4/3 start to get $5s.
Takeover - Prospect, [ ] cost.
Gain a Victory card.
-
[ ]: To buy this, reveal and discard 2 Actions.
One of your Provinces/Colonies this game is quite cheap. When will you get it?
+: simple.
-: possibly just a boring speedup to the game? Or it rewards bad play?
ConclusionsAnd that's the end. I hope you've enjoyed looking through these as much as I enjoyed making them. Maybe you've seen a mistake or flaw somewhere, in which case don't be afraid to tell. No design can be called perfect or final without criticism, and part of the thrill of the design process is identifying and making gradual improvements.