So recently I've been working on a fan expansion (as all Dominion fans are.) So far I have a lot of cards, but I'd like to improve these 12 first. Critiquing would be appreciated!
Tavern-Action-$5
+$2, or at the start of your next turn, +2 cards. Gain a Prize from the Prize pile.
So Cornocupia's 'thing' was Prizes, but they could only be bought with Tournament. Tavern now introduces another way.
Eldermen-Action-$4
+2 cards +$2
I know Donald has says that all the obvious ideas for cards were either taken or unbalanced, but this one is obvious but yet never official. I imagine Eldermen-BigMoney would be a very powerful combo.
Town Council-Action-$6
+1 buy. Each Treasure in your hand produces +$1 this turn.
Or, a Coppersmith that doesn't suck!
Chainmail-Action-Attack-Reaction-$5
Each other player must discard a card costing $4 or more. If they don't or can't, they gain a Curse. When another player plays an Attack against you, you may reveal this from your hand. If you do, +2 cards.
Sort of a cross between Secret Chamber and Militia.
Wiseman-Action-$4
Reveal your hand. If you have no Actions it, +2 cards +$2. Otherwise, for each Action in it, +1 card.
Relic-Treasure-$7
$3. +1 buy.
Homeless Shelter-Action-$1
+1 card +2 Actions. Each other player draws a card.
Why not another $1 card, except one that doesn't hurt your deck?
Residence-Victory-Action-$5
1VP. +2VP.
Coat of Arms-Treasure-$4
You may trash up to 3 Treasure cards from your hand. For each one you do, +1VP.
Hobo-Action-Duration-$4
You may or may not discard this card for 5 turns (you may have tokens to represent them.) For each turn it stays in your hand, +1 card +1 action.
An interesting Duration card, don't know if it could work.
Economist-Action-$3
Gain a Copper, set it aside. You may put it into your hand at any time.
A nice card for when you gets stuck with $7, and could work for a nice, inexpensive Economist-BigMoney combo.
Jailer-Action-Attack-$3
+1 Action. Each other player gains a Curse.
An inexpensive Curser.