LFE=
Last Footnote's Enterprise. CRR=
Cookielord's Roots & Renewal. ASP=
Asper's cards. RSG=
my Resurgence expansion. ofm=other fanmade.
Each game had three players which is how I usually play IRL.
Game 1 kingdom: Bandit Camp, Wharf, Hermit, Mountebank, Gardens, Dignitary (LFE), Reparations (CRR), Masquerade, Traveller's Village (ofm), Hunting Grounds
(Traveller's village is kindof a mix between andwilk's Nomadic Village from the Hinterland's contest and the "Forest Village" card someone else posted a couple months ago...)
Traveller's Village
$4 cost - Action
+2 Actions.
You may look through your discard pile and put an action card from it into your hand that is not a Traveller's Village. If you don't, discard a card and +1 card.
(I added the "that is not a Traveller's Village" part after the 1st game we played with this card because the obvious thing to do was play all your traveller's villages from your discard pile first and then get something else.)
Great gardens board, but Reparations became maybe a little too powerful when the Curses and Traveller's Villages ran out. The version of Dignitary I used was similar to
the one here, but had my suggestion of "When another player plays an attack card, you may discard this. If you do, +1 card and trash a card." as the reaction. Probably, LF's current version is better, but this one worked pretty well.
Game 2 kingdom: Money Launderer (CRR), Excavation (ofm), Shanty Town, Market Square, Hermit, Ironmonger, Bazaar, Ancestral Crypt (RSG), Harem, Hireling
(Excavation is a slightly modded version of jamespotter's Garderobe from the Dark Ages contest)
Excavation
$2 cost - Action
+1 Action. If the ruins pile is empty: +$1. Otherwise: +$2. Gain a Ruins, putting it into your hand. You may play an Action card from your hand costing less than $3.
I had hoped to get a good match up with Money Launderer (making copper cost $1 more) and Ancestral Crypt (trashes and gains a coin token for each trashed card costing more than $0), but we never got those cards to line up before the game ended. However, Money Launderer did come in handy for me to get rid of coppers at the beginning and get the $2 from the coppers near the game's end. It's a cool card. I got one hireling in play pretty early, and another player got two in play early. The person with two hirelings in play won.
Game 3: Courtyard, Watchtower, Haven, Traveller's Village (ofm), Procession, Magpie,
Illusionist (LA), Barrister (LFE), Festival, Necromancer (ASP).
The versions of Barrister and Domain we used were the ones in
this post. The version of Necromancer is the one in
this post, but I modded Zombie a little. This was the version I used:
Zombie
Cost $4*. Action - Attack
+1 Action. +$1.
Each other player reveals the top 2 cards of his deck, trashes one costing from $3 to $6, and discards the rest. If any cards costing more then $4 are trashed, trash this.
(This is not in the supply.)
Illusionist comes in handy on this board to make Magpie into a Lab even when it didn't reveal a treasure sometimes, or call Gold an action card when revealed by another player's Barrister, or to take Gold from your discard pile with Traveller's Village, or double-play and trash a treasure with Procession. It's a fun card (but I'm biased). Necromancer and Barrister are both fun cards, and Necromancer/Zombie has a possiblity of stealing other players' Domains as well as Barrister. Dispite adding +1 Action to Zombie, we only once had more than one played in the same turn, and my Zombie mod didn't seem too powerful. About half the time, it seemed like a good idea to take something besides Zombie from the trash with Necromancer, and it works well that way. Also, I won this game because I had acquired all three domains. I like Domain as a victory card.