Default
Treasure
Cost: $4
$2. When you play this, if you have <>, you can +$3. If you do, advance to your Clean-Up phase.
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When you discard this, you may pay off <>.
The main problem is this has no potential unless there are other cards. Also:
-I believe that strictly better than Silver for is frowned upon.
-The bottom part makes little sense unless I understand the rules wrong. Can't you pay off in the Clean-up phase? Or is that at the end of the buy phase. Anywho, it seems funky.
Capital uses the same rule to allow paying off of Debt in Clean-up (since it's normally not possible). Added a reaction effect to it and upped the cost to 5.
Debtor's Prison
Action - Attack - Duration
Cost: 6
Each other player with <> discards down to 3 cards, and +$2 for each player that discarded.
At the start of your next turn, each other player gains <1> for each card they gained, while this is in play.
-I don't like the idea of the + scaling with the number of players in the game. Making it a permanent vanilla bonus would probably be better.
-Tracking issues, because each player has to remember how many cards they gained. At the end of their turn would probably be better.
Made it a fixed +$2, and the Debt is given on the end of the player's turn. Priced it at 4, since the first part is a more situational Militia with the duration effect to balance it out.
Clashing Forces
Action - Reaction
Cost: 4
The player to your left discards the top card of their Deck. Reveal the top card of your Deck, if it costs more than the revealed card, discard it and gain a Silver card putting it to your hand, otherwise trash it.
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When an opponent plays an Attack, you can discard this, then play an Attack from your hand. If you do, trash that Attack.
Hmmm. I think this sounds too swingy with trashing the top card of your deck, but since it will always be cheaper than your opponent's top card it might not be that bad. I would suggest keeping the same card on their deck for the reasons Chariot race does. The reaction is interesting, maybe okay, but most likely niche.
Thanks. I edited it to not discard the top card.
Banker
Action
Cost: <6>
+1 Action
Set aside up to 3 Treasures costing $2 or more from your hand. Draw a card per Treasure set aside, then put those cards onto your Deck.
(Fixed the wording for you) I like it. Possibly overpriced, but hey.
Thanks for the fix, it will probably take me awhile to figure out proper card grammar, so I always appreciate help in that respect. Dropped the cost by 1.
Fraudulent Transaction
Action - Attack
Cost: 5
You may trash this card. If you do, +$2 and each other player without <> takes <2>.
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While this card is in play, all cards costs $1 less. When you buy a card, each other player takes <1> (to a max of <5>) if you have not bought a card with the same name this turn.
Seems okay, but I have no experience with cards handing out as attacks.
Thanks, I guess only time will tell. The main thing I'm worried about is that the hard limits on the Debt it can give might be too high. (Note that they exist so you can't just loop it and give everyone unlimited Debt).
Collateral
Action - Duration
Cost: $3
+1 Card
+1 Action
Set aside a card costing between $4 and $7 from your hand (under this). If you do, +$ up to its cost in coins, but during your Clean-Up phase, take an equal amount of <>. During the end of your next turn, if you have <>, lose <> equal to the cost in coins of the card you set aside and trash that card, otherwise discard it.
This is really funky. The name makes sense, but it seems really risky. Dropping the duration part in whole might help simplify this card and make it stonger.
Dropping the duration might help, but then it wouldn't really feel right for the card. Perhaps I could make it so if you had unspent $ after your buy the card is trashed?
Clock Tower
Action - Reaction
Cost: $12*
Trash a Clock Tower from the Supply.
If you do, and there are no Clock Towers left in the Supply, return all trashed Clock Towers to the Supply, then gain an Action card, costing less than this, from the Supply, putting it in your hand, then play it twice, but return it to the Supply when it leaves play. Otherwise, if there were Clock Towers left in the Supply, return this card to your hand.
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When an opponent plays an attack, you can reveal this card from your hand, trash a Clock Tower from the Supply, then put this card on the top or bottom of your Deck. This costs $1 less for each Clock Tower in its Supply pile, but not less than $0.
Try it out I guess. I really have no idea, but it could possibly lead to some infinite comboes.
Yah, just tested it out. Lost Arts was in that game, and I immediately decided to ignore that interaction to see if the card was a problem in other ways. That game also had Settlers/Bustling Village, so I managed to loop my Deck every turn with that. Needless to say, edit were necessary. Now the card gives +1 Action, and lets you use Actions to trash Clock Towers. The effect when you trash all of them can also only be done once per turn now. I also added the ability to return the card to the Supply when you discard it (to keep the card actually usable if someone buys the last copy, or trashes it by an effect).
Capricious Village
Action
Cost: $4
+1 Card
+2 Actions
If you play this between...
0:01 and 7:00 +$1, take your -1 Card token.
7:01 and 12:00, +1 Buy
12:01 and 17:00, +1 Card, discard 1 card.
17:00 and 00:00, trash 1 card from your hand.
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Set Up: Each player tells each other player their Time Zone, or lies about their Time Zone. If a player can be shown to be lying about their Time Zone, they cannot play Capricious Village, and all Capricious Villages in their Deck are worth -1 Victory.
I think the setup is unnecessary. IRL you'd all be in the same time zone, and I hope you're not playing with anyone who would want to cheat.
That's actually not entirely true. I don't know if it's still the case, but I do remember hearing that at the West Bank, two of it's populations actually follow two different Time Zones. I also hope that I don't play with anyone that wants to cheat, but it's there just to deal with any theoretically accountability issues.
Shoddy Bridge
Action
Cost: $3
+0 Buy
+$0
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All cards (including cards in players' hands) cost $1 less this turn, but not less than 0. This turn, when a card costing $0 (and nothing else) is discarded from play, trash it
So it justs nukes all your s and s at the end of your turn? Possibly too good. Also, the vanilla boni have no point.
The useless +0 Buy and +$0 were there as a joke, because it's supposed to be a poorly built Bridge. Changed it to something hopefully more reasonable (and that I think I like better).
Shady Dealer
Action - Duration
Cost: $2
+1 Card
+1 Action
Select 1 Action or Treasure Supply pile, the next time you buy a card from that pile, it costs $4 less (but not less than 0), but the next time you play a card with the same name as that card, trash it, and this card, and gain a number of Coppers equal to its cost in coins.
This doesn't work how you want it to because you don't get the discount on the card you've already bought. If you just make it cost less it seems like it could be a good card. The copper gaining seems superfluous. Trashing 2 of your good cards is enough punishment.
Change implemented. As for the wording, I probably didn't word it right, but it's supposed to mean you only get the discount once.
Auction House
Action
Cost: 1+
If Auction House costs...
$1 or more, +1 Card.
$2 or more, +1 Action
$3 or more: Gain a card costing less than this.
$5 or more: and if you do, put it in your hand
$6 or more: +$2
1 Potion: Choose 1: +1 Card, +1 Action, +1 Buy.
2 or more Potions: +1 Card, +1 Action, +1 Buy.
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When you buy this, you may overpay for it. If you do, this card now costs that much.
Setup: If no other cards use Potion cards, do not include them in the game.
Well, here's my thoughts. The potion thing is unnecessary, I would drop it for simplicity. I might also scale the costs , , , , /. Then it seems cool. You'd need some kind of token to track how much it costs though.
Wasn't certain on the ranges to use, I think I like your set better. I went with 7 for the last one, so it didn't have to compete with Provinces. Not sure how to word the tracking (though I don't think it would be that much of a problem). I do want to keep the Potion part, if only to make use of the fact that you can overpay in Potions.
Gerrymandering
Event
Cost: 3<2>
Take the Gerrymandering token.
Gerrymandering Token
In games with Gerrymandering, there is a single Gerrymandering token. When any player, except the player with the token, gains a Victory Card, the player with the Gerrymandering token gains +1 VP token for each Victory Supply pile that costs less than the gained card.
Seems like it could stall games, but since you'll almost always get less it seems fine.
Thanks, I guess it's something I'll have to keep an eye on when I have people to play test with (as opposed to just playing games with myself).