It's the resurgence of Resurgence!
I'm making a new thread for my fan expansion, mainly because no one's posted in the old thread for a long time.
Flavor themes: An ancient city is still inhabited by the race of people who built it. They have maintained or rebuilt some of the ancient buildings. Others lie in ruins, but power still lives even in the ruins. They live in a mostly-isolated area, and after a struggle to survive the centuries, are only now expanding their kingdom. (The theme is inspired by a novel I wrote but isn't published yet. The ancient city in my story is loosely inspired by the Mayan cities. A few of the photos used were taken by my dad when my parents went to see the Mayan cities. And I generally use my dad's photos for the cart art whenever I can.)
Mechanic themes: There are Looter cards, and also Preserve cards. Preserve cards put both normal ruins and special ruins in the supply, and none of the Preserve cards are attack cards. There's a subtheme of Action-Victory cards (5 of them).
Rules for Special Ruins and Preserve cards: Include both Ruins and Special Ruins in the supply whenever a Preserve card is in the Kingdom (6 Ruins and 6 Special Ruins for a 2 player game, 12 of each for 3 player, 16 of each for 4 player). Whenever you would gain a normal ruins card, you may discard a card to gain a special ruins instead. When the ruins pile is empty, you always gain a special ruins instead and vice versa.
While you gain them under different circumstances, the Ruins and Special ruins in the supply otherwise count as a single supply pile. Both ruins piles must be empty for it to count as an empty supply pile. Special Ruins count as ruins for the purpose of other cards that refer to ruins (like Vagrant) except when cards cause players to gain ruins. (There are a total of four of each type of special ruins.) The special ruins are at the end of the list of Resurgence cards in this post.
In my fan-card philosophy, I see no reason not to use whatever other mechanics already exist. So durations, victory tokens, coin tokens, and the journey token all make an appearance. Most of the initial work on these cards was done in 2015-2016, so there aren't any post-Adventures mechanics. (Well, except the two landmarks.) There are a few new cards, but mostly what's been done since 2016 is testing and tweaking. Most of these cards have been well tested with my gaming group.
Another note: When I play with fan cards, I print out text-only versions of the cards, so I only make the mock-ups to post here. It's possible there are mistakes in them that I missed.
I'll post three or four cards at a time and keep them all here in the OP.
The first three are the Building Materials. They're special because whenever Building Blocks or Foundation is randomly chosen for the kingdom, Mortar Repair is also added to the supply. Mortar Repair has no randomizer of its own.
Building Blocks
$2 - Treasure - Reaction - Material
Worth $1.
When you play this, reveal the top card of your deck and discard it or put it back.
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When you reveal this from your deck, you may put this into your hand. If you do, continue revealing cards as if you hadn't revealed this card.
a reaction-peddler variant
Foundation
$3 - Action - Reaction - Material
+1 Action.
Reveal the top card of your deck. Discard it or put it back. +1 Card.
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When this card is discarded besides during a clean-up phase, +1 card on your turn.
a reaction-lab variant
Mortar Repair
$3 - Action - Reaction - Material
Reveal the top 2 cards of your deck. You may discard one. You may trash one. Put any remaining back on your deck. If you trashed one, gain a card costing up to $3. Otherwise, +1 Action, +$1.
-
When this card is trashed, +$1 on your turn.
Mortar Repair provides a way to gain the other materials as well as a way to activate their reactions.
EDIT: I'll change this to "When you trash this." The original wording happened before I realized when someone plays a knight, you still trash your own cards, not the person playing the knight. EDIT2: I've also realized it doesn't need the Reaction type.
Mysterious Door
$2 - Action
The player to your left discards the bottom card of their deck. If it's an action card, do what it says as if you played it. Otherwise if it's... a victory card, +2 Cards; anything else, +$2.
(Sorry the wording on the image is slightly outdated. Images aren't a high priority for me.)
Doorkeeper
$3 - Action / Victory
Reveal the top 2 cards of your deck. Play one of them and discard the other. If you played a victory card, +$1. Otherwise, if the card you played cost at least $5, discard a card.
-
Worth 1 VP.
I'm considering removing the drawback from this one.
Pedestal
$3 - Action - Reaction
+$1. Discard up to 3 Action or Treasure cards. +1 VP for each card discarded this way.
-
When you discard this from your hand besides during clean-up, +$1 on your turn.
(tweaked since I made the image.)
Drawbridge
$3 Action - Duration
+2 Cards.
Next turn: You may trash a card from your hand.
-
While this is in play, when you would be affected by another player's attack, its player may discard a card. If they don't, you are unaffected by the attack.
Generous Benefactor
$3 Action - Duration
+1 Action, +$1.
Start of next turn: +$2, +1 Buy.
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While this is in play, each other player gets +$1 after playing treasures in their buy phase if they have no gold, platinum, or attack cards in play.
(added "Start of")
Trailblazer
$3 Action
+1 Card, +1 Cction.
During your action phase with this in your hand, you may discard a card. If you do, play this without using an action.
-
When you gain this, reveal the top 4 cards of your deck. Put any number of revealed Victory cards and Curses into your hand. Put the other cards back in any order.
Renovate
$4 Action - Preserve
+2 Cards. Trash a card from your hand. Gain a card costing up to $1 more than the trashed card.
-
When you gain this, gain a ruins.
Restored Village
$4 Action - Preserve
+2 Actions. Discard a card. Draw up to 5 cards in hand.
-
When you gain this, gain a ruins.
Pioneer
$5 Action - Duration - Preserve
+3 Cards, +1 Buy.
-
On the turn you play this, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.
(The image for this one was made before I made the Preserve type.)
Moving Statue
$4 Action
Turn your Journey token over (it starts face up). If it's face down, +1 VP. If it's face up, +2 Cards, +1 Action.
Archaeologist
$5 Action - Preserve
+1 Action.
Gain a ruins, putting it in your hand.
-
When you gain this, you may put your +1 Action, +1 Card, +$1, or +1 Buy token on the ruins pile.
(Removed the +1 Card. Also, I am aware the image says "When you buy this". I changed that.)
(Special Ruins reminder: Ruins and Special Ruins count as a single supply pile. Whenever you would gain a normal ruins card, you may discard a card to gain a Special Ruins instead.)
Royal Heirloom
$5 Action - Duration
Reveal deck cards until you reveal an action card, put the action card in your hand and discard the rest. Then choose an action card from your hand. Play it now and play it again at the start of your next turn.
(EDIT 5/22: I have removed this card for being too similar to Royal Galley.)
Auditor
$4 Action - Attack
+$2, +1 Buy.
Each other player reveals their hand and discards all curses, ruins, and pure victory cards.
Vandal
$5 Action - Attack - Looter
+2 cards.
Each player (including you) may reveal a Victory card from his hand and put it onto his deck. If you do, +$2. Each other player who doesn't gains a Ruins.
This one's been around for a long time. It even won a fan contest once.
Fountain Gargoyle
$5 Action - Attack - Duration - Victory
+1 Action.
This turn and next: +$1.
-
Worth 1VP
-
Until your next turn, when another player gains a victory card, he reveals and puts a pure victory card or a ruins from his discard pile on top of his deck.
Goblin City
$5 Action - Attack - Looter
+1 Card, +2 Actions.
Each other player may discard an action card from their hand. If they don't, they gain a ruins into their hand.
-
This costs $1 less if you have any ruins in play.
EDIT: Added Looter type to Vandal and Goblin City (but not in the images yet).
EDIT 5/22: I have abandoned Goblin City for a somewhat similar fan card by spheremonk which only attacks if it's the first card played in a turn.
Miner
$4 Action
+$1.
Reveal the top 4 cards of your deck. Put a revealed treasure into your hand. Discard one other revealed card. Put the rest back in any order.
Kingdom Restoration
$5 Action
+1 Action.
You may discard the top card of your deck. Then look through your discard pile and put up to two cards from it on top of your deck. Then +1 Card.
-
During your buy phase, you may pay $1 to return a card from the trash pile to the supply.
Ancient Temple
$5 Action
+1 Action.
Discard a card. Gain a card costing up to $4, putting it in your hand.
Similar to Sculptor, but this came first so I'm keeping it.
Ancestral Crypt
$5 Action-Victory
+1 Card.
Trash up to two cards from your hand. For each card you trash that costs more than $0, take a coin token.
-
Worth 1 VP.
Thinking about making this worth 2VP.
Salavage Site
$1 - Event
Discard any number of cards from your hand. Gain a card from the trash costing up to $X, where X = double the number of cards you discarded.
Unearth
$3 - Event - Preserve
+1VP. Each player gains a special ruins (you first). Set yours aside and play it at the start of your next turn.
Ancient Inheritance
$4 - Event - Preserve
Look at the top 4 cards of the Special Ruins pile. Choose one to side aside, and put your Estate token on it. (Your Estates gain the types and abilities of that card.)
Discovery
$5 - Event
Once per turn: The player to your left discards the bottom card of his deck. If it's a(n) ...treasure: +3 Coffers, ...victory card +3VP, ...action card, set aside a card you have in play and play it at the start of your next turn.
Astral Plane
Landmark
At the end of each turn, +1 VP if you took any VP tokens this turn.
-
At the end of the game, -1 VP for each victory card you have costing more than $5 unless it was 'set aside' or on a mat when the game ended.
Pyramid
Landmark - Preserve
Each time you play a ruins: if you have 1 ruins in play, +1 Action; if you have an even number of ruins in play, +1VP; if you have 3 ruins in play, +1 Coffers.
The special ruins: (I probably won't be making images of these.)
Abandoned Dungeon
$2 - Action - SpecRuins
+1 Card, +1 Action.
Discard a card.
Ruined Drawbridge
$2 - Action - Reaction - SpecRuins
+1 Card.
Gain a Silver onto your deck.
-
When another player plays an attack, you may play this from your hand. If you do, at the start of your next turn, return it to your hand.
Engraved Pathstone
$2 - Action - SpecRuins
Look at the top three cards of your deck. Put one in your hand and discard the rest.
Ancestral Spirit
$2 - Action - SpecRuins
+1 Buy.
Reveal a card from your hand. Either trash it or put it onto your deck.
If the card cost at least $5, +$2. Otherwise, if it cost more than $0, +$1.