Hello, I'm currently trying to create a set based on a mixture of the age of exploration and steampunk. So fare, everything I've done is in my notebook. I was just wondering if my mechanics made any sense and seemed fun. I used a lot, but things like charge counters and coin flipping are very simple.
Mechanic One: Discover
In the story, a new land has been discovered. The residents of the old world are locked in a battle of wits to create a skyship that can survive the jouney (continents are floating islands above the abyss). I made this mechanic to represent the discoveries of new technology that the factions are taking as they try to build there ships.
Discover X (Look at the top X cards of your library. Choose one. If it is a land, put it into your hand. Otherwise, put it on top of your library. Put the rest on the bottom of your library).
Mechanic Two: Vechiles
This is necessary for obvious reasons.
Mechanic Three: Fabricate
One of the major factions is the assembly line and toy makers. They build all sorts of servos and junk, so the servo part makes sense. The people of the scrapyard use all sorts of parts, hence the +1/+1 counters. If you have a better idea for a mechanic, please tell me.
Mechanic Four: Level Up
I'm taking a new approach on this mechanic. It is used to create mutants, as they change and mutate. Used by the scientific faction. Level up will also appear on artifacts. This way you can assemble them as the game goes.
Mechanic Five: Charge Counters
I thought is made sense in a steampunk world.
Mechanic Six: Coin Flipping
Made inventors are building their ships by smashing parts together, and sending them on their maiden voyage without any testing. Their goal is the accidentally make something amazing. Hence, coin flipping.