




Resources - all Action Resource type, $2 cost.
Fruit - You may play an Action card that costs more than this from your hand. Then, +2 Cards.
Ore - +1 Action, + $2
Refuge - +1 Card, +2 Actions, Discard a card.
Water Source - +1 Card, +1 Action, If you have exactly 5 cards in hand, trash one of them.
Wood - +1 Card, +1 Action, +1 Buy
These Resources are a Supply pile that behave just like Ruins. 10 of each, shuffled at game start and only the top is seen. But
unlike Ruins, all 50 are used in every game (see Expedition Camp). They're designed to create a bit of randomness whilst letting every kind of engine component be available in a game.
To lessen the randomness a bit, when you
buy (not gain) a Resource, you look at the top 2 from the pile and pick one. If you choose the second one down, the top one goes to the bottom of the pile.
And a card that adds the Resources to the Supply, with the Gatherer type:

Expedition Camp - Action Duration Gatherer, $4 cost.
If this is the first Expedition camp you've played this turn and the previous turn wasn't yours, take another turn after this one, and you draw 5 fewer cards for your next hand.
At the start of that turn, you may trash this to gain 3 Resources to your hand.
An Outpost variant that can be trashed for a random hand of 3 cards on the bonus turn. Only the first Expedition Camp played on a turn gives the bonus turn, but each extra Camp played can be trashed on the bonus turn for 3 more Resources to hand.
This needs at least 30 Resources in the pile to fully function no matter how many players there are. 50 lets Lurkers/Graverobbers enable more plays.
Here's a simpler auxiliary Gatherer card, not my submission if only one kingdom pile is to be judged, to demonstrate how there can be different Gatherers (and if there are multiple in a game, 50 Resources are more justified)

Subsidy - Action Gatherer, $5 cost.
+1 Buy
+ $1 per $1 you've produced with Actions other than Subsidy this turn.
Duplicate the $ all your other Actions have made. All the Resources help support it in some way, but the order of the Resources may dictate how relevant it becomes to a game. You have to buy the Resources yourself or gain them with another Gatherer.
Edit: amends to a hasty first post. Added the when buy rule to Resources (for better or worse), and the Resources are added to the 'Supply' with the Gatherer type. Thanks gambit for spotting it.
Edit 2: Changed Subsidy from doubling all $ to just those your other Actions have produced. Necessary nerf and Capitalism-proofing.
Edit 3: Added Expedition Camp as the primary card to judge.