So normally I just come up with cards (using existing mechanics) rather than my own new mechanics. But today I finally had some ideas, lol.
I don't think these are great or anything. But maybe I can get some feedback, and hopefully it can inspire other people's ideas if nothing else. I get inspired by all of your great ideas, hehe
Disclaimer: the cards are silly; and in addition, none of these mechanics are tested at all. The hope is to get an idea of what's
worth testing, if that makes sense. But feel free to borrow any ideas and change whatever, I don't mind.
I'll start with what I think are the "safer", smaller mechanics.
Free type - Actions with this type ("Action - Free") simply do not cost an Action to play. Everything else about them is the same as other Action cards. It's a narrow design space. You can draw it terminally and still play it in the Action phase, that's its niche.
So Campfire is just Village, but you can play it even if you're out of Actions. I think Free Actions can just be a slightly darker gray than regular Actions.
Spell tokens - You can spend a Spell token at any time to gain a Coffers, Villager, or Favor. Or one of another major token (e.g. NOT on a card-specific mat like Sinister Plot), if they add Trade tokens or whatever else in the future. I think not VP tokens though, so Spells feel kind of "active". Pretty boring idea though, it's just a do-anything token.
On another note, most goals with tokens can be accomplished by making a new Ally, rather than a new token. Like Spell tokens could just be an Ally that says "Spend a Favor to gain a Coffers or Villager". So I think we need lots more Liaisons and Allies.
Curse type - OK so here's my take on Curse vs. Curse type: "Curse" always refers to the card name. Curse type and color is to help with counting VP at the end, so it goes on any cards that have negative VP on it. "Curse card" refers to all cards with the Curse type. With that out of the way, now we can make Curse type cards that would go in the kingdom. Here's some silly Night - Curse cards
Myths - This is the one I think has the most potential. So this is like a cross between a Way and a Project: you buy it once and put your cube on it, benefitting the rest of the game.
Once per turn, when you play a card, you can trigger it. It's supposed to enhance or interact with the played card in some way. It shouldn't enhance in a totally flat way, like just "+2 Cards", it should have a different effect depending on what card you played. Myths work on any playable card, including Treasures and Night cards.
Barter type - Alright so I like Catan, sue me. The core idea is willing players can take Barter type cards they have in play, and trade them with each other.
Beyond that, I'm not so fixed on the mechanics of it. Originally I wanted them to never go in your hand; they're just always out there in front of you, and usually give some small turn start bonus. It's kinda weird to have a pile of cards that you buy but never gain, though.
So now when you trade them, the traded cards go to the new players' discard piles.
Bartering benefits from having a variety of bonuses, so people will want to trade more and get what they're looking for at the moment. So I think it should just be a pile of different Barter cards, maybe even totally random and shuffled. "Rotate" means move cards from the top to the bottom of the pile, until a differently named card is revealed -- that way it fits the Allies' "rotate", but could fit another pile setup as well.