Cultivate
Types: Action Victory
Cost: $5
+1 Action. Choose one: Trash a Victory card from your hand and gain a Treasure card costing up to $1 more; or trash a Treasure card from your hand and gain a Victory card costing up to $2 more.
This is worth 3 VP if there are at least 4 differently named Victory cards in the trash; otherwise it's worth 1 VP.
So the restrictive combination of Upgrade and Remodel. I mean, it's neat, but it's basically a combination of exisiting things, and it's a bit wordy.
Cemetery
Types: Victory
Cost: $5
Worth 2 VP plus 1 VP for every 2 differently named Action cards in the trash.
When you gain this, trash a card from your hand other than a Cemetery.
I don't understand the reason for the "other that Cemetary", but well, this is probably quite weak. You have to buy two of them to get it equal to a Duchy, and after that you really have to commit for it. Buy actions, just to trash it, possibly only with Cemetary buys... a niche card at best.
Patrol
Types: Action Reaction
Cost: $3
Discard any number of cards. Draw until you have 5 cards in hand.
When you discard a card from your hand other than during a Clean-up phase, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
So the action is ok. A bit on the weak side, but ok. The reaction is interesting however, so you can actually use it as a trasher or to draw the cards back right away. I guess I like it.
Model Village
Types: Action
Cost: $4
+1 Card. +2 Actions.
When you trash this, you may trash a card from your hand. If you do, gain a card costing up to $2 more than it.
The remodelling village... it's quite good with T4B, especially in the endgame, and just a normal village otherwise... I feel it functions quite similar to Fortress, but I'm not sure.
Tribal Man
Types: Action
Cost: $5
Gain a Spoils from the Spoils pile. Reveal cards from your deck until you reveal an Action card. Choose one: Put the card into your hand; or play the Action, trash it, and gain a card costing less than it.
When you trash this, gain an Action card costing at most $5 that is not a Tribal Man.
It's probably fine, but what I don't like is that it's basically a combination of known ideas. Simple Spoils gainer, digging reverse Procession, and better Catacombs bottom part.
Disciple
Types: Action
Cost: $4
Look through your discard pile. You may reveal a Treasure from it and put it into your hand. You may trash this and another copy of Disciple from your hand. If you do trash two Disciples, gain a Savior from the Savior pile.
Savior
Types: Action
Cost: 0*
+1 Action. You may put your deck into your discard pile. Look through your discard pile and put a card from it into your hand. You may return this to the Savior pile. If you do, play an Action card from your hand three times. (This is not in the Supply.)
All around very interesting, but either I don't understand it or it's damn confused regarding thematics.
Renovate
Type: Action
Cost: $4
Trash a card from your hand. You may gain a card costing up to $1 more than the trashed card, putting it into your hand. If it is an Action card, play it.
This feels a bit strong, but can lead to some nice plays. Intriguing.
Brick
Types: Treasure
Cost: $5
Worth $1. When you play this, trash a card you have in play. Gain a card costing exactly $1 more than it.
When you trash this, gain a Copper, putting it into your hand.
Clarification: Under normal circumstances, you will be able to trash the Brick you just played.
A bit like the trashing part of Counterfeit, but without being limited to Treasures. I guess it's fine, though it might be a bit too simliar to Junk Dealer - basiaclly it's a combination of Junk Dealer and Upgrade. I think I like it.
Bricklayer
Types: Action
Cost: $4
Trash any number of differently named cards from your hand. +1 Card per card trashed.
Intersting. So most times it's either "Trash two card, +2 Cards" or "Trash one card, +1 Card"... It's probably fine, though it might even work with a lower cost.
Deathmonger
Types: Action Reaction
Cost: $3
Trash the top card of your deck. You may trash the top card of your deck.
When any player (including you) trashes cards, you may reveal this from your hand. If you do, that player puts the trashed cards into his hand.
The reaction thing I like a lot. What I don't really understand is why the action part is mandatory for the first time and optimal for the second time... Maybe I just don't see the point.
Carpenter
Types: Action
Cost: $5
Trash a card from your hand and gain a cheaper card, putting it into your hand. +$ equal to the cost in coins of the gained card.
When you trash this during your Action phase, +1 Action.
Quite board dependend, but interesting. The big thing is probably to trash Gold during endgame to possibly gain Duchy + Province/another Duchy.
Necromancy
Types: Action Attack
Cost: $5
Choose one: Gain an Action or Treasure card from the trash, putting it into your hand. Play it immediately. At the end of the turn, trash that card; or each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest.
When you gain this, you may trash a card costing up to $6 from the Supply if there is not a copy of it in the trash.
Quite wordy and too similar to Rogue for my taste.
Ravage
Types: Action Attack Looter
Cost: $5
You may discard a card. If you do, +1 Action. Each other player with 3 or more cards in hand reveals his hand and discards the card with the highest cost in coins (you choose in a tie). If he discarded a Victory card, he gains a Ruins, putting it into his hand.
I guess I like it.
Junkyard (A)
Types: Action Looter
Cost: $5
+1 Action. You may gain a Ruins, putting it into your hand. Discard any number of cards. +1 Card per card discarded. +1 Card per Action card discarded. You may trash this.
When you trash this, +2 Cards.
Well, I don't really think it's worth it to spam yourself with tons of Ruins. But I could be wrong...
Mortuary
Types: Action
Cost: $5
+1 Action. Look through your discard pile. You may trash a card from your discard pile or hand.
While this is in play, when you trash a card costing $2 or more, +1 Card.
Hm... I'm not so sure if a simple non-terminal one-card trasher is a bit weak for $5. Probably it's fine...? Either way, it's not terribly exciting.
Pact
Type: Treasure
Cost: $2
Worth $0. When you play this, trash it. For each Pact in the trash, gain a Spoils from the Spoils pile, putting it into your hand.
When you buy a Pact, each player gains a copy of it (you get 2 copies total).
One big problem of the card (apart from balancing, which is hard to judge) is multiplayer games. With 4 players the pile is empty by just buying 2 of those.
Ferret
Types: Action
Cost: $4
You may trash this. If you do, +$ equal to the cost in coins of an Action card in the trash that you choose.
While this is in play, when you buy a card, gain a Ferret from the Supply or trash.
I suppose it's ok. I might even like it.
Incendiarist
Types: Action Attack Looter
Cost: $5
You may trash a card from your hand. If it is an
Action card, each other player gains a Ruins; Treasure card, gain a Spoils from the Spoils pile; Victory card, each other player gains a Curse.
Neat idea... I guess it's fine.
Priestcraft
Types: Action Attack
Cost: $5
+$2. Choose one: Trash a card from your hand; or choose a card in the trash and each other player gains a copy of that card, putting it on top of his deck.
Another nice one.
Miser
Types: Action
Cost: $4
Choose two: +$2; gain a Spoils from the Spoils pile; gain a Silver. (The choices must be different.)
Not too exciting, but in terms of balance it's fine I guess.
Charter (A)
Types: Action
Cost: $4
+1 Card. +1 Action. Trash the top card of your deck. You may gain a card from the trash.
When you trash this, +2 Cards.
I like the idea, but this looks too strong. Cantrip trasher for $4 with no downside, but instead a bonus if you have spammend them... yeah, too strong.
Robber Baron
Types: Action Attack Looter
Cost: $4
You may discard a Ruins. If you do, +$3 and each other player discards down to 3 cards in hand. Otherwise, gain a Ruins.
When you gain this, gain 2 Ruins.
What I don't like here is that it's again a combination of other cards (Baron, Death Cart). It could probably work, but I just don't like its 'free riding' feel.
Sacrifice
Types: Action
Cost: $5
Trash a card from your hand. If you do, +$2 and gain a Spoils from the Spoils pile.
I don't think the "if you do" clause is necessary. Otherwise just not terribly exciting. I mean, not all cards have to be fancy, but Treasure Chest cards should have at least something special to them IMO.
King of the Slums
Types: Action Looter
Cost: $5
Look at the top 3 cards of the Ruins pile. Gain any number of them, putting them into your hand. Put the rest back in any order. Choose up to 3 Ruins from your hand. Play the first one three times, the second one twice, and the third one once.
I have the feeling that mostly it's not worth it. This is basically a 3-5 shot superstar+self-spammer... And it can be quite random. But yeah, I like the idea.
Astral Conqueror
Types: Action Attack Looter
Cost: $5
+$2. Each other player gains a Curse and a Ruins Each other player gains a Spoils from the Spoils pile. This cannot cause a player to gain the last Curse or Ruins in the Supply.
Probably fine.
Smelter (A)
Types: Action Reaction
Cost: $3
+1 Action. Trash a card from your hand. Gain a card of equal cost, putting it on top of your deck.
When you would gain a Silver, you may reveal this from your hand. If you do, instead, gain a Spoils from the Spoils pile.
Terribly weak I suppose.
Junkyard (B)
Types: Action Victory
Cost: $5
Choose one: Trash a card from your hand; gain up to 2 cards from the trash with a total cost of up to $5 and trash this.
Worth 1 VP for every 3 Victory cards in the trash.
The top part is quite weak, so you probably get this for the bottom part? But that's also quite weak and it might scale badly in multiplayer.
Alehouse
Types: Action
Cost: $3
When you trash a card this turn, +1 Action, discard a card, +1 Card, and you may gain a card costing less than the trashed card. Trash a card from your hand or from play.
Uh, this one is confusing. So the when trash only works for future trashings, not for the one the card does? Similar to the Urchin trigger? I guess I don't understand the card very well...
Ignoble Brigand
Types: Action Attack Looter
Cost: $4
+$1. You may trash a Treasure from your hand. Each other player may discard a Treasure. If he doesn't, he gains a Ruins.
Probably ok?
Junkyard (C)
Types: Action
Cost: $4
Trash a card from your hand. Gain a card costing exactly $1 more than it, putting it into your hand.
When you trash this, trash a card from your hand. Gain a card costing exactly $1 less than it.
The on trash effect is interesting in terms of self-synergy... and the card itself is fine probably... not that we need another terminal trasher for $3-$4, but it probably works.
Heretic
Types: Action Reaction
Cost: $5
Trash a card from your hand. Choose one: +1 Card per $ it costs; or +$ equal to its cost.
When one of your cards is trashed, you may trash this from your hand. If you do, put the trashed card into your hand.
Looks balanced to me.
Iron Maiden
Types: Action Attack Looter
Cost: $4
+$2. Each other player with 5 or more cards in hand discards a card. If it is an
Action card, he gains a Copper; Treasure card, he gains a Ruins; Victory card, he gains a Curse. He puts the gained card into his hand.
When you trash this, you may trash up to 2 cards from your hand.
This looks quite strong. Discard plus Junker plus terminal Silver for $4...? yeah, probably overpowered.
Satan's Workshop
Types: Action Attack
Cost: $5
Gain a card costing up to the number of Fire tokens in your Satan Pit. Each other player may reveal a hand with 2 or fewer Treasures. If nobody does, put a Fire token in your Satan Pit. Each other player gains a Copper, putting it into his hand.
When you would trash this, set it aside. If you do, at the beginning of your next Buy phase, +1 Buy, +$1 per token in your Satan Pit, and put this into the trash.
Setup: Each player puts 2 Fire tokens in his Satan Pit.
I honestly don't like those ideas with new elements and tokens and stuff. Also quite wordy.
Bargain
Types: Reaction
Cost: $1
When you would gain a card, you may discard this. If you do, instead, gain a card costing exactly $1 more than it.
Looks neat.
Soldier
Types: Action Attack
Cost: $3
+1 Card. +1 Action. Each player trashes a Copper card from his hand (or reveals a hand without Copper). You may trash this. If you do, gain a Mercenary from the Mercenary pile if there are 4 or more Treasues in the trash; or gain a Madman from the Madman pile if there are 2 or more Soldiers in the trash.
Clarification: If there are 4 Treasures and 2 Soldiers in the trash, you choose whether to gain a Mercenary or a Madman.
Very interesting thematically. I kinda like it and how it uses existing non-supply piles.
Archaeologist
Types: Action Looter
Cost: $5
+1 Card. +1 Action. You may trash the top card of the Ruins pile.
While this card is in play, when you play an Action card, play a copy of the top card of the Ruins pile.
I like the idea, but what happens with the Ruins after it's being played? Have you acutally gained it or just played it 'virtually'?
Stronghold
Types: Victory
Cost: $6
Worth 1 VP for every 2 Spoils in your deck (rounded down).
When you gain this, gain 3 Spoils from the Spoils pile.
3 Spoils ain't bad, but i really doubt you want to buy this for its VP benefit. $6 is just quite expensive.
Garrison
Types: Action Reaction
Cost: $3
Trash a card from your hand. For each $2 that it costs (rounded down), gain a Spoils from the Spoils pile.
When a player trashes a card, you may reveal this from your hand and gain the trashed card. If you do, discard this.
Clarification: If multiple players reveal a Garrison, the Garrison of the player who trashed the card gets resolved first, the other players follow in turn order. Later players can't gain the card due to losing track; Garrison can only gain the card if it is still in the trash.
Looks quite weak, and I feel it might even work for $2. Fine otherweise.
Raid
Types: Action Looter
Cost: $3
Choose one: Play and trash up to 2 Action cards from your hand; or gain any number of Action cards from the trash costing up to $3 and play them in any order.
When you trash this, each other player gains a Ruins.
On first glance this looks overpowered. But I guess that 1. you need to have 2 actions to play in hand to use its entire effect, 2. those actions are trashed, and 3. you can only get the weak actions back. I acutally don't think that Ruins is its main use. Just playing good $2 and $3 costs is probably the stronger effect of it. Now, it's hard to judge whether it's balanced due to the opponent interaction and some insane Highway edge cases, but I like the idea.
Surveyor
Types: Action Reaction
Cost: $4
+1 Action. You may trash a Victory card from your hand. If you do, gain two Treasures each costing exactly $1 more than it, putting one on top of your deck.
When another player buys a Victory card, you may set this aside from your hand. If you do, at the start of your next turn, return this to your hand and gain an Estate, putting it into your hand.
The big question is: Is it ever worth it to buy Duchies (or Provinces in Colony games) just to transform them into Golds? Maybe against Duke strategies? I guess it's a very good opener, which gets extremely weak during midgame and gets a slight boost once greening has startet. I actually kinda like it.
Smelter (B)
Types: Action Reaction
Cost: $3
You may trash a card from your hand. If you trash an
Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
When you trash a card you may discard this from your hand. If you go, gain a card costing less than the trashed card.
Looks fine.
Condottiero
Types: Action Attack Looter
Cost: $4
+2 Buys. +$2. Each player (including you) may discard a Treasure. If he does, he puts his deck into his discard pile and immediately reshuffles. Each other player gains a Ruins.
When you trash this, look through your discard pile. You may trash up to 2 cards from your discard pile or hand.
Clarification: Each other player gaining a Ruins is not contingent on whether or not he discards; it just always happens after the discard and shuffling effects.
Probably fine as well. Quite strong for $4, but not overly so.
Angry Mob
Types: Action Attack Looter
Cost: $4
+1 Action. +1 Buy. Each player gains a Ruins, putting it into his hand.
While this is in play, when you buy a Ruins, you may trash this. If you do, gain a Mob Boss from the Mob Boss pile.
Mob Boss
Types: Action
Cost: $0*
+1 Buy. Reveal your hand. For each Ruins revealed, +1 Card and +$1. You may return a Ruins from your hand to the Supply. If you do, +1 Action. (This is not in the Supply.)
This can lead to crazy games I suppose. I'm not sure yet what to think of it...
Charter (B)
Types: Treasure Attack Looter
Cost: $5
Worth $2. When you play this, each other player gains a Ruins, putting it into his hand.
Silver Plus for $5 ist common, but here the Plus is really quite strong. On the other hand, the junking is delayed by one shuffle, so it's probably still fine? I guess?
Danse Macabre
Types: Action
Cost: $4
You may play an Action from your hand for none of its effects. If you do, +4 Cards and +1 Action.
When you buy this, trash it.
When you trash this, gain 2 cheaper cards of different costs.
Uhm... so you can only gain this card without buying it. Otherwise it's like a Silvers and some $2 cost? This is probably ok-ish on its own (board dependend though), but the main action is really really strong. Maybe I'm wrong, but this feels overpowered if it's usable.
Garderobe
Types: Action Looter
Cost: $2
+1 Action. +$2. Gain a Ruins, putting it into your hand. You may play an Action card from your hand costing up to $3.
This is probably decent once the Ruins pile is empty, but otherwise the self-junking is just too bad to justify a sorta-Silver for $2...
Drug
Types: Action Victory Looter
Cost: $5
+1 Card. +1 Action. +$1. You may gain a Ruins. If you do, +1 Card. You may gain a Ruins. If you do, +1 Action.
Worth 3 VP if every other player has fewer Ruins than you.
Thematically it's neat: Doing drugs can make you feel great, but it 'Ruins' you in the long run. Probably fine as a Peddler variant.
Street Sweeper
Types: Action Looter
Cost: $4
+2 Cards. +1 Action. Trash a card.
When you trash this, gain a Ruins.
Much too strong, and the bottom part probably very seldom happens.
Blood Feud
Types:
Action Attack Looter
Cost: $4
Choose one: +1 Action, +$1, and each player (including you) gains a Ruins, putting it in his hand; or reveal up to 3 cards from your hand, play the revealed Action cards in any order, then trash all the revealed cards.
Interesting... so you want a bunch of those I guess. Gain the Ruins and trash it right away. Looks quite good, and I think I like it.
Barrister
Types: Action Attack
Cost: $5
+2 Cards. Each player (including you) reveals the top 2 cards of his deck; you may choose a revealed Treasure for him to trash. He discards the rest. You may gain a Treasure from the trash.
Setup: Replace one of each player's starting Coppers with a Claim.
Claim
Types: Treasure
Cost: $0
Worth $1. When you play this, look through your discard pile. You may trash a Claim from your discard pile or hand. If you do, gain a Gold, putting it into your hand.
Clarification: In a 6-player game, the starting player does not replace a Copper with a Claim.
I honestly don't think Dark Ages needs another replace for starting cards... I mean this thing could probably work, but I just don't like the idea.
Mendicant
Types: Action Looter
Cost: $2
+1 Card. +1 Action. Gain a Ruins, putting it into your hand. You may play any number of Ruins from your hand. If you played two or more, +1 Card.
Again, I don't think you want to flood yourself with junk, just in order to play the junk... I'm not sure, but this probably doesn't work.