I created these over the course of several years with the main goal to bring original but relatively easy to understand concepts to life. The cards can be split up into several groups:
- Dominion Legacy: Cards and Events using existing game mechanics, but in new ways. This is the biggest bulk. (Cog icon)
- Fame cards: A minor mechanic about cards that get better if the player fulfilled certain "Feats" tracked on a board (Also cog icon).
- Spellcasters: Cards that allow you to "cast" Spells that you previously bought. (Wand icon)
- Seasons (created by Co0kieL0rd and me): Cards that change over the course of the game. (Hourglass icon)
- Team Dominion: Cards created for a Dominion variant that has players team up against each other. (Shaking hands icon)
- Edicts: Sideways cards that introduce straight-up rules changes. These predate Projects, by the way.
Format:
Card Name
Cost
Types
Text
-
Under-the-line texts
Legacy These are cards that use existing mechanics. No real new rules.
(predates Allies)
(predates Nocturne, was called Necromancer, and now I'm bored of changing its name)
(my Necromancer also came with Zombies starting in the trash, howaboutthat, I renamed those, too)
(you have three guesses how this card was called before Nocturne)
EventsThese are just some new Events.
Blessing
0
Event
Once per turn: +1 Buy; Trash a card from your hand.
Tithe
0
Event
Once per turn: You may trash an Action card from your hand, for +1 Buy, +$2
Synthesis
P
Event
Once per turn: +1 Buy; Name a card. When you discard copies of that card from play this turn, you may put them onto your deck.
Plundering
2
Event
Gain a Spoils from the Spoils pile.
Exodus
3
Event
If at least one Supply pile is empty, gain a non-Victory card costing up to $5.
Parting
3
Event
Flip your Journey Token over. If it is face-up, gain a card costing up to $5.
Buerocracy
5
Event
Move your Bureaucracy Token to another Supply pile. (When you gain a card from a pile with your Bureaucracy Token on it, put it onto your deck).
Setup: Each player puts their Bureaucracy Token on the Province pile.
Improve
5
Event
Trash a card from your hand. Gain a card costing up to $3 more than it.
Sale
6
Event
+1 Coffers; Gain a card costing up to $5.
Contest
6
Event
Gain a card of your choice from the Contest pile.
-
Setup: Make a Contestdeck out of 10 different unused Kingdom cards costing $5.
EdictsEdicts are straight-up rules changes. They can never be bought or added to anyone's deck, and are basically a broader variant of Landmarks.
Expansion
Edict
At the start of your turn, you may take your -$1 Token, to get +1 Action.
Appeasement
Edict
When another player plays an Attack card, you may discard an Estate from your hand, to be unaffected by it.
Diplomacy
Edict
At the start of your turn, you may discard 2 cards, for +1 Card.
Isolation
Edict
When you gain a card, you may exile it and gain a Copper.
Gigantism
Edict
Setup: Use 3 additional Kingdom card piles.
Trade Agreement
Edict
When you shuffle your deck during the game, you may gain a Silver and shuffle it in.
Imperialism
Edict
Setup: If it isn't already there, add the Platinum pile to the Supply.
Inflation
Edict
Cards can never cost less than $2.
Monarchy
Edict
Once per turn, when you play an Action card, you may set it aside here to play it again. Trash it at the start of your cleanup phase.
Reformation
Edict
Setup: Add a Province to the Supply per player.
Simplicity
Edict
Setup: Each player gets +5 Villagers
Tyranny
Edict
When you gain a Treasure card, take your -$1 Token.
Supervision
Edict
Setup: Before drawing starting cards, all players may look through their deck and put its cards in any order.
Banishment
Edict
When you buy a Victory card, trash a cheaper Victory card from the Supply.
Urbanisation
Edict
Setup: Each player replaces one of their starting Estates (or a Shelter of their choice) with a Copper.
Spellcasters & SpellsWhen a card with the Spellcaster type is in the supply, 3 Spells are chosen at random and put next to the Supply. Spells are effects similar to Events, which never go into your deck, but which you can buy in your buy phase. Each player gets 5 Spell Tokens in their color. When you buy a Spell, you put one of your tokens on the Spell you bought. That Spell is now "prepared". The only way to actually perform what a Spell does is when a Spellcaster card tells you to cast a Spell. By casting a Spell, you do what it says, then remove your token from the Spell. Naturally, you can have up to five Spells prepared.
Trickster
2
Action Spellcaster
+2 Actions; You may cast a Spell.
Magician
3
Action Spellcaster
+1 Buy; You may cast a Spell.
-
While this is in play, Spells cost $1 less, but not less than $0.
Shaman
3
Action Spellcaster
+2 Cards; You may cast a Spell. If you do: +1 Card.
Stone Circle
3
Victory Spellcaster
Worth 2 VP.
-
When you gain this, you may cast a Spell.
Shaman
3
Action Spellcaster
+2 Cards; You may cast a Spell. If you do: +1 Card.
Ivory Tower
4
Action Spellcaster
+1 Card, +1 Action; Discard up to 2 cards. Cast a Spell per card discarded.
Grimoire
4
Treasure Spellcaster
+$1, +1 Buy; When you play this, you may cast a Spell. You may discard a card, for +$1.
Sorcerer
5
Action Spellcaster
+3 Cards, +1 Buy; You may cast a Spell.
Warlock
5
Action Spellcaster
+2 Cards, +1 Action, +1 Buy; You may cast a Spell.
-
When you gain this, gain a Curse.
Wizard
5
Action Spellcaster
+1 Card, +1 Action, +$1; You may cast a Spell.
Esprit
1
Spell
+3 Buys
Purity
2
Spell
Trash any number of cards from your hand.
Wisdom
2
Spell
+2 Cards
Dexterity
4
Spell
Gain a card costing up to $5.
Harm
3
Spell
Gain a Silver. Each other player gains a Curse.
Wealth
4
Spell
+$3
Glory
7
Spell
Gain a Province.
SeasonsSeason cards were created as a project together with the user C0okyL0rd. They change as the game progresses. When one or more Season cards are in the Supply, use the Season mat. The Season Mat has 20 spaces on it that go in a circle, and shows the 4 Seasons. A token is used to track the current time of year, starting the game on space 1, the first of Spring. After each full round (that is, after the last player in turn order took their turn) the token is moved forward one space. After each 5 turns a new Season begins. Summer starts with turn 6, Fall with turn 11, and Winter with 16. After turn 20 it is Spring again, and so on. Season cards check the current Season and do different things depending on it.
(should probably be renamed to Pupil now...)