So, there is just a ton you can do with this. Even without the extra functionality I incorporated (like playing cards from your Queue, self-discarding from the Queue for an effect, or considering the cards on a Queue to give a bonus), Queuing has a rather vast design potential. The biggest barrier I ran into is how broadly beneficial Queuing cards is. Having even one card on your Queue means you get to add an extra card to your hand, which is very often (although not always) beneficial. You also get to choose which card to add (if you have more than one), knowing what is in your starting hand, which can be a huge benefit when needing to collide cards (think Treasure Map, or Smithy/village). It can also hold your set-aside cards aside longer. You might set aside 3 Victory cards with Church (even ones you didn't want to trash) so they would miss the shuffle; but while Church puts them all back the next turn, a Queuing version of church would have one of them out for at least 3 turns.
The only way Queuing can be broadly disadvantageous is when you put too many of your good cards in your Queue, and are stuck waiting a long time to get them back. But even then, this downside is mitigated by multiple turns adding one of your really good cards to your hand. Despite this strength, there are plenty of ways to mitigate the amount of Queuing and make really interesting, balanced cards.
The first thought I had was (like spineflu, and before I saw their post) was to Queue a huge chunk of a player's cards, by putting their hand, and deck into their discard and then Queuing the discard pile. My initial thought was using a Night card to do it.
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Immurement Cost: $6 Type: Night Text: Discard your hand. Put your deck into your discard pile. Queue your discard pile.
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This was obviously too powerful, even at $6. Queuing everything but the cards you have in play is almost always great, and if a player can use it after drawing most of their deck with a strong engine (thus Queuing all of their dead cards, along with any Treasures or Actions they chose not to play), that engine would become even stronger, and the player could keep using Immurement to Queue any cards she didn't want. My next thought was to make it a kind of one-shot:
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Immurement Cost: $6 Type: Night - Duration Text: Discard your hand. Put your deck into your discard pile. Queue your discard pile. At the start of your next turn, you may trash this. If you didn't, shuffle your Queue into your deck.
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At first I thought a pure one shot at $6 was too harsh, so I made it optional, adding a Duration that, at the start of your next turn, either trashed itself or emptied your Queue. Version 0.2 (not pictured) put your Queue into your discard pile, but then the non-one shot version would effectively let your deck be all the cards you have in play, and have your discard pile be all of the dead cards. Shuffling into your deck helped, although you still get a starting hand of playable cards, plus any one out of your Queue (if you want it). My next thought was just to do a pure one-shot.
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Immurement Cost: $6 Type: Night Text: Trash this. If you did, discard your hand, put your deck into your discard pile, then Queue your discard pile.
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While this was a little more sensible, it still felt extremely strong any kind of a deck with an engine that can draw the deck (and therefore put in play every card a player wants, while leaving out any other card), as it effectively lets the player Queue whatever cards they want (unless they had to play those cards to draw their deck, but presumable the player wants to keep such card around). The fact that you would have to have one card per turn dribble back (increasing handsize each time) is not enough of a downside.
Given that my main concern was a player using this after putting all of their cards in play with a strong engine, it occurred to me that I could borrow the mechanic from Stampede to prevent specifically that, and thus I turned it into an Event:
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Immurement Cost: $6 Type: Event Text: If you have 10 or fewer cards in play, discard your hand, put your deck into your discard pile, then Queue your discard pile.
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I made a couple of other Events as well. My first was another attempt at mass-Queuing. Given that the main downside of Queuing is when you have multiple good cards stacked in your Queue, I thought I would combine Queuing and trashing:
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Bureaucracy Cost: $6 Type: Event Text: Queue a Silver from the Supply. Reveal the top 10 cards of your deck. Trash up to 5 of them, then Queue the rest.
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My other idea was to Queue a massive number of Silvers. While getting an extra Silver in your hand each turn is generally pretty beneficial, I would image that this would ultimately be more than a player would want (although this is probable totally busted in a game with Feodum).
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Mercantilism Cost: {6} Type: Event Text: Queue 10 Silvers.
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I also made a Project.
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Irrigation Canal Cost: $3 Type: Event Text: The first time you gain a Victory card each turn, Queue it.
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I don't love this, and don't think it's all that effective. I chose the name because it has a nice synergy with Crop Rotation.
I made a bunch of other cards as well. This Duration is one of my favorites.
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Iron Gate Cost: $4 Type: Action - Duration Text: Queue up to 3 cards from your hand. Then, if you Queued an... Action card, +1 Action Treasure card, +$1 Victory card, +1 Card At the start of your next turn, choose one: +1 Buy; or play an Action card from your Queue.
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(To clarify, the conditional vanilla bonuses are not cumulative, so if you Queue 3 Victory cards, you don't get +3 Cards, just +1.) Optimally (maybe), you would Queue one of each, get a peddler effect, then at the start of your next turn, play the Action, put the Treasure into your hand, and keep the Victory card in your Queue. Here are some of the other cards (one of the thematic motifs are architectural structures where people might wait or gather):
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Veranda Cost: $3 Type: Action Text: Reveal cards from your deck until you reveal an Action. Queue the other cards. Play that Action.
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Back Door Cost: $4 Type: Action Text: +1 Action Put this on your Tavern mat.
When you buy a card, you may call this from your mat to Queue all of the copies of that card you have in play.
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Church Nave Cost: $3 Type: Action Text: +1 Action If there are no cards in your Queue, Queue the top 5 cards of your deck. Otherwise, trash a card from your Queue.
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This one combined the Queuing and playing-from-Queue into a single Action-Night card:
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Royal Chambers Cost: $5 Type: Action-Night Text: If it's your Action phase, play an Action card from your Queue twice. Otherwise, Queue three other Action cards you have in play.
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There does seem to be a lot of interesting design space with Night cards.
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Midsummer Night's Dream Cost: $5 Type: Night Text: Do each of the following, in any order: trash a card from your hand; discard a card; put a card from your hand onto your deck; Exile a card from your hand; Queue a card from your hand.
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I almost submitted Midsummer Night's Dream as my entry (I generally feel like my entries are too complicated, so when choosing between a single card and a split pile, I tend to lean towards the single card). While I think it is a solid card, I didn't think it showcased the mechanic as well as Into the Woods/Rapunzel Tower.
I made a number of cards that riff on official cards (and one that redesigns an official card that was dropped). My first was a twist on Armory:
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Weapons Cart Cost: $5 Type: Action Text: Queue a card from the Supply costing up to $4.
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I also made a riff on Courtyard (also fitting the architecture motif):
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Portico Cost: $4 Type: Action Text: +3 Cards Queue a card from your hand.
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I wanted to do something that Queued itself on-gain, and was inspired by Nomad Camp. After Nomad Scout interacted with other cards with "Nomad" in the name, I decided to do one more.
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Nomad Scout Cost: $3 Type: Action Text: +1 Card +1 Action Reveal the top card from your deck. If it has "Nomad" in its name, put it into your hand.
When you gain this, Queue it.
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Nomad Village Cost: $4 Type: Action Text: +2 Actions Choose one: Queue the top 3 cards from your deck; or put a card from your Queue into your hand.
When you gain this, Queue it.
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Finally, I wanted to do a Reaction, and it occurred to me that I could redesign Secret Chamber, which fits nicely thematically (and might be a bit more interesting than the original).
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Secret Chamber Cost: $2 Type: Action - Reaction Text: Queue any number of differently named cards from your hand.
When another player plays an Attack card, you may first reveal this from your hand, to Queue this and another card from your hand.
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In his
OP, NoMoreFun modified a number of official cards to illustrate the mechanic. One card he could have modified, but didn't, is Gear, which would have looked like this.
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Gear Cost: $3 Type: Action Text: +2 Cards Queue up to 2 cards from your hand.
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The reason I suggest this is that it points to an interesting potential area for design--using the Queue to "soften" terminal drawing cards. By putting cards on the Queue, Action cards drawn dead can be used on later turns. Portico (above) is an example of this (like Courtyard, which softens in terminal draw by topdecking a card). Of course, this could easily be too powerful, so probably needs some limitations.
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Card Cost: $5 Type: Action Text: Name a card.+4 Cards. Then, you may Queue any copies of the named card from your hand. Discard down to 6 cards in hand.
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Antechamber Cost: $5 Type: Action Text: +4 Cards If you have 6 or more cards in hand, Queue cards from your hand until you have 5 cards in hand.
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The wording of Antechamber is a bit awkward, but I took it from Ghost Ship, and it seems to be the only way to do it. This soft terminal effect has some interesting synergy with some of the fan mechanics from Season 1.
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Ancestral Grounds Cost: $5 Type: Action - Kin Text: +5 Cards Queue any number of Kin cards from your hand. Discard down to 6 cards in hand.
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Vanguard Patrol Cost: $5 Type: Dawn - Action Text: +3 Cards Reveal your hand; Queue the Dawn cards, then you may Queue any number of Action cards.
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Dawn cards have a few interesting synergies with Queuing. First, by Queuing Dawn cards, you ensure that you get to use them (by putting them into your hand at the start of your turn). This design also avoids the problem of drawing Dawn cards, as it prevents players from chaining them on a single turn.
There are a lot of interesting ways that Queuing can be used to potentially "soften" terminal draw, but I think these would all have to be tested (I suspect they might be too strong). Ultimately, card pricing and design is about balance, and while a "softened" terminal draw will have to be more expensive than its hard-terminal equivalent, you could just as easily go in the opposite direction, and use Queuing to "harden" a terminal draw (for example, by Queuing the Treasures):
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Card Cost: $3 Type: Action Text: +7 Cards Queue all of the Treasure cards from your hand.
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(Yes, this should really say "Reveal your hand. Queue any Treasure cards." And yes, I have previously designed a card with this name and Art for my Level mechanic).
To round things out, I tried designing an Attack, a Treasure, and a Victory card using the mechanic.
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Sandstorm Cost: $5 Type: Action Text: Each other player draws 3 cards. Each player (including you) reveals their hand, Queuing any revealed Action cards. Each other player discards down to 3 cards in hand.
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Bronze Mirror Cost: $4 Type: Treasure Text: $2 Queue a Copper (from your hand, one of your mats, the Trash, or the Supply, or one you have in play).
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Secluded Estate Cost: $3 Type: Victory Text: 1VP
When you gain this, Queue it and all of the cards you have in play.
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Secluded Estate should not Queue Duration cards that are staying in play. I do like Bronze Mirror, as it is not strictly better than Silver, since it sometimes junk you with additional Copper. But if you can play enough of them, you can actually keep all of your Coppers in your Queue, turning them into a version of the Key.
As this huge pile of cards shows, there are a ton of different ways that this mechanic can be used. I really enjoyed designing these.