Hi there!
During the last two years I've been occasionally testing and refining a small set of fanmade card-shaped things. I never felt confident enough to post them all here, partly because they are still quite fluid in state.
Anyway, since some of the names (and mechanics, kinda) have been taken by nocturne, I guess I'll post them in their current state, before I figure out what to do with them. We haven't done any work on them in the last two months anyway. :/
I'll appreciate all criticism you will fire on them.
Some of these are quite "unconventional", but generally they stayed because we enjoyed them.
The flavor is in general wildlands/farmlands/vikings, and there is no mechanical theme except that I generally like cards that make decks more fluid, changing not only by accretion but also by replacement, like Procession, Swindler and Saboteur tend to do.
Hunter started as a "fix" to Saboteur before second edition existed. Then a couple others ended up being some sort of Woodcutter, Harvest, and Coppersmith variants, even though it wasn't the original intent.
The totems work like heirlooms, replacing one copper. At the start of the game each player receives one each of the three totems, secretly chooses one and returns the others face-down to the box. The chosen totem replaces a starting Copper.
Courage got a buff (there used to be no discard-for-benefit clause), and is still untested in its current form. I predict it'll still be the most situational of the bunch.
Patience might be a bit too good too often. Check what it does to Provinces.
We don't have rules for including them. They used to be linked to Shaman (just like heirlooms do, funnily) but Shaman was terrible and we don't use it any more. Totems are fun and we use them.
Hunter is the Sab replacement. Doesn't stack, and being a cantrip fits more easily into a deck. It wants to keep the fun decision of "what do I want to replace my card with". It created messy tracking issues with Durations (eg itself), so we simply decided that those are immune.
Raiders' Village is the dreaded Mirror Reaction, except that it works. Not very often relevant, but I'm fine with that on a village.
Rush used to say "up to 4$". Then, "up to 5". Then we decided that we just wanted to Rush University in one game, and the limit was lifted altogether.
Abbey has been around, like, forever.
This one has been tested quite a lot and we're still struggling to find the right format. It's a cute "friendly player interaction" one, except having you try and burn as many fields as possible after your turn. We use Plow tiles from Agricola for this one, and in the current version they are limited to 5 or 6.
Rare Spices is the card introducing drugs to Dominion. It's weak, but it makes you build fun and unique decks. We might have to add a +Buy here. It has one flavourful combo with
Herbalist.
Shepherd introduces sex to Dominion! It started as two different cards: a coppersmith variant for +Cards and a Workshop variant. It's not amazing but it's fun to build draw engines out of it. I'm considering swapping its price with Farmer.
Seer is a cute early game junker for 4$, trying to have the victims make some painful decisions like Torturer does.
Slavery and Revolt is a two-face Event. I'm fine with Slavery, but Revolt will change sooner or later.
Ascend is still very experimental. Kinda replaced by Dominate, too.
Tulip Field was inspired by a thread by someone else here in the subforum. It was then adjusted to the version you see, which was pretty weak. The last games we played it as "Trash this or an Estate from the Supply..." and that was fine, and probably needed to keep Tulips vaguely competitive with pretty much any other +Buy.
Druid is sorta redundant now, what with official Druid, Boons, and Necromancer. Still, it's a very fun card, if quite whacky and a tad random. My little sister had asked for a "common deck" and that's what I came up with.