So, I have wanted to share some designs, along with my thoughts, since before the contest ended, but I have been super busy at work. I wanted to do the judging first, and have not had time to put this post together since.
As VioletCLM suggested in the OP, the fact that these tokens are specific to each card means they can do more or less anything that is possible in the game. They can increase or decrease a bonus or penalty; they can add to, subtract from, or otherwise alter a card's cost, or it's on-buy, on-gain, or on-trash effect; they can correspond to the price of another card that can be gained, trashed, Exiled, or
Despite this seemingly limitless potential, the cards actually appear to have at least one fairly significant limitation. Both in judging the contest and designing my cards, one big challenge I noticed was pricing. On one hand, these cards cannot be too expensive, as (at least in the "standard" design of a card that requires leveling up at least a couple of times to be effective) they will require multiple buys to work, and for anything costing more than $4 that is not going to be realistic in many if not most games. On the other hand, especially in the context of Action cards, the existence of Ferry and Quarry means there is a non-negligible possibility of discounting the cost by $2 without great difficulty. This, in turn, means that if the card costs $2 or less, every +Buy is another level. If multiple levels produces too powerful of an effect, the cards can become broken when combined with that discounting. The ultimate effect of this is that a sizeable portion of these cards end up costing either $3 or $4. While there is nothing inherently wrong with that, it is something I don't love about them.
While the contest was going I designed a number of these. Like fika, my first idea was to some sort of Lab variant or other scaling non-terminal card gainer. The first thing I came up with was this:
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Salon -- $7* Action - Level +2 Cards per level +1 Action
During a player's Action phase, this costs $3 less.
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The idea here is that it is accessible at $4 to gainers and remodelers, but in order to add levels and make it into a more effective card, it requires hitting $7 during the Buy phase. The most obvious problem is that, absent the ability to gain cards outside of the Buy phase, this will always be $7, and is much too expensive (even with a discount).
My next idea was to use a scaling cost, as spineflu and mxdata did in their submissions. Here, I came up with this.
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King's Men -- $1* Action - Level Once per level: +1 Card, +1 Action.
During your turns, this costs $2 more per level.
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I did kind of find an elegance to the various price points. At $1 it's a vastly overpriced dead card, at $3 it's a somewhat overpriced cantrip, at $5 it's a slightly discounted (losing the on-buy penalty) Lost City, at $7 it's a strongly-underpriced double-Lost City, etc. However, I think a fairly obvious strategy (especially in the presence of early +Buy from cards like Pouch or Forager) is to level it up once, buy/gain a number of these at $3 (putting non-harmful cantrips into your deck), then leveling it up twice more at $3 and $5, getting the insanely powerful double Lost Cities without ever having had to hit a significant price point.
Another way I thought about using the mechanic was finding alternative ways to put level token on cards. One option there was to use an Heirloom, which every player will receive and which always collides in Kingdoms with the other card. So I decided to go with a very expensive double Lab and an heirloom which can give you the level tokens you need to make it cheaper.
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Ivory Tower -- $9* Action - Level +3 Cards +1 Action
During your turns, this card costs $1 less per level. Heirloom: Scholarly Tome
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Scholarly Tome -- $0 Treasure - Heirloom Choose one: +1 Card per Ivory Tower level; or +$1; or put a Level token on the Ivory Tower pile.
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I'm actually not sure if $9* is a high enough baseline, but the card image generator doesn't like 2 digit numbers with asterisks by them.
Separate from wanting to work on a scaling lab variant, another mechanic I wanted to mix with these was split piles. Because the Level tokens go onto the pile, they would (I presume) apply to both cards in the pile. This creates the potential for some interesting interactions and strategic choices. Players will want to put their level tokens on the pile in anticipation of getting the bottom card, but they may not have much incentive to buy the top card, yet if they never buy any of the cards, the tokens are useless. I came up with a fairly simple pair of cards, the first being a scaling village and the second a scaling lab (in a standard 5/5 split pile).
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Dormitory -- $3 Action - Level +1 Card +1 Action per level
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Lecture Hall -- $3 Action - Level +1 Card per level +1 Action
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I think these need play-testing, as I still feel very unsure about how strong they are and how they would actually play.
Finally, I wanted to make a kind of scaling Pawn variant, giving a choice of one vanilla bonus per level. To juice it up I added a weak gainer, but one that self-gains, allowing players to use their buys to level up while using the on-play ability to add more to their deck.
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Rookery -- $3 Action - Level Choose up to one per level: +1 Card; +1 Action; +1 Buy; +$1; gain a card costing up to $3. The choices must be different.
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One benefit to these is that, of course, they don't get any more powerful after 5 level tokens are placed onto them.
During the contest, when people were initially slow to post, I started to wonder if the mechanic was not as versatile as I had thought when I chose it. In order to test that question, I decided I would try to make a Level card with every official card type that can be found in at least two Kingdom card piles (i.e. no exclusively non-Supply types like Spirits and no single pile types like Castles). I eventually came up with designs for every type, and I am posting most of them here. I actually came up with 2 Traveller lines, but neither is yet ready to be posted.
The first type I went for was an Attack. Like mxdata, I wanted the strength of the attack itself to scale, but I thought that discarding a card per level would be too strong. Ultimately I came up with a cross between a Villain and a Militia, requiring a more expensive card per level if players want to end up with more than 4 cards, but never forcing a player to go below three.
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Irregulars -- $3 Action - Attack - Level +1 Buy +1 Coffers Each other player may discard a card costing at least $1 per level. If they don't, they discard down to 3 cards in hand.
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This card may still be too weak. I think I might add "non-Victory" to the single card discard. I should probably also specify that it is the level of the player playing the attack card, not the level of the player discarding.
I also designed a Reaction...
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Trained Bear -- $3 Action - Reaction - Level +1 Card per level
When another player buys a card costing less than $1 per your level, you may play this from your hand.
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...and a couple of Durations...
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Supply Ship -- $4 Action - Duration - Level +$2 At the start of your next turn, gain a card to your hand costing up to $2 per level.
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Docks -- $5 Action - Duration - Level At the start of each of your turns for the rest of the game, if the level is then at least... one, +1 Buy two, +1 Action four, +1 Card (This stays in play.)
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I like Docks, although I am uncertain if it is too strong or too weak. The nice part is that you add levels after getting the card, and still get the improvement on the following turn. (And yes, that's the same painting for both of them, zoomed in on the ship for the former).
I also designed a Command card (although I am thinking it should maybe be $2 per level).
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Officer-in-Training -- $4 Action - Command - Level Play a non-Command Action card from the Supply costing up to $1 per level, leaving it there.
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I'm putting the rest in chronological order in which it's expansion was released. I came up with a Looter that combines the Ruins' vanilla bonuses (or deck manipulation) into a single effect. (You may notice that this version 0.4; that isn't because I have messed with the design a great deal, as it has largely remained the same; instead the card has had several different names, including Refugee Camp, Lamentations, and Rack).
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Archeologist -- $2 Action - Looter - Level If the number of Ruins on your Archeologist mat is less than the level, gain a Ruins, then put it onto your Archeologist mat. Otherwise, play each card from your Archeologist mat in any order, leaving them there.
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I really like this card. One of the reasons I feel comfortable setting it at $2 is that not only will adding levels not endlessly strengthen the card, but (unlike Rookery), adding too many levels is guaranteed to brick it. A player has to be very careful about adding levels as the Ruin pile gets lower. That being said, I recognize that it can be swingy and hard to gauge early on (due to uncertainty around which Ruins a player will get), but I think it has a lot of potential.
Next was Adventures and Reserve cards...
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Librarian -- $4 Action - Reserve - Level +1 Card +1 Action Put this on your Tavern mat.
At the start of your turn, you may call this for +1 Card per level.
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This is easily my least favorite card here, and I considered not posting it. (As previously mentioned, I am not yet posting the Traveller cards I designed, as they are not ready). As with Docks, it seems to me that this has some interesting potential, since you can add levels while it sits on your Reserve mat. This might actually be a space to test a mechanic that consumes level tokens (like fika's did), perhaps requiring a certain number to call the Reserve card.
Next is Empires and its cards with the Gathering type. (Empires also has split piles, which I used and posted above, but that isn't a type that is listed on the card).
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Almonry -- $3 Action - Gathering - Level Choose one: gain a card costing up to $1 per level and add a VP the Almonry Supply pile; or if there are more VP on the pile than your Level tokens, take the VP from the pile.
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This is a kind of silly card. I was going for a card version of Alms, and I am mostly amused by the potential for this pile to be spilling over with a ridiculous number of different kinds of tokens. I do like that the higher you make the level, the harder it is to gain the VP tokens.
Next comes Nocturn, with three new types, Doom, Fate, and Night.
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Raven -- $3 Action - Attack - Doom - Level +2 Cards per level Discard down to 5 cards in hand. Each other player receives the next Hex.
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I actually really like this as a way to limit the strength of tying +Cards to the level. It will generally just serve as a terminal sifter, with the side effect of mitigating handsize attacks (but with a detriment to other drawing).
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Fairy Ring -- $3 Action - Fate - Level Receive a Boon. +1 Card per 2 levels (round down). If your level is an odd number, +2 Actions. If your level is greater than that of all other players, +$2.
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Given their reputation for mischief, I though Fairies would be perfect for some loopy effects. You get an extra card every 2 levels, but each time the number of cards goes up the effect goes from village to terminal. That said, the +$ bonus incentivizes players to keep pushing the card upward (and, of course, there's a 1 in 12 chance of getting an extra action, 1 in 6 if you have a Village Square).
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Up All Night -- $4 Night - Duration - Level Choose one: put a Level token on the pile of a Level card you have in play; or set aside a card you would discard from play this turn costing up to $1 per level, and if you did, at the start of your next turn, play it.
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Finally, a Night card. I struggled a bit with these, but ultimately I like UAN's ability to add levels as an on-play option. Whether or not that is broken with respect to other cards depends somewhat on what exists, but the only one that gives me pause is Salon.
I also tinkered with Treasures. Here is the only one I liked at all:
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Option -- $1 Treasure - Level +1 Buy +$1 per level, then take 1 Debt per 2 levels (round down).
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This effectively turns buys into future coins, but the debt effect means that it gets stronger more slowly.
Finally, I also designed two Victory cards. To me, there were a couple of obvious ways to go with this. Either a scaling Victory card that gets stronger per level or a fixed VP card that gets cheaper per level. Here is what I came up with for those:
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Utopian Community -- $3 Victory - Level Worth 1VP per 2 levels (round down).
When you buy this, +1 Buy per $2 you spent (round down).
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Exclusive Retreat -- $4* Victory - Level 2VP - During your turns, this costs $1 less per level.
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Ultimately, despite some clear limitations, I do think this is a design space with a ton of potential.