Ambush
Types: Event
Cost: $2
+1 Action
+1 Buy
Return to your Action phase.
Hired Help
Types: Event
Cost: $2
+1 Action
+1 Buy
Return to your Action phase.
As mentioned previously, I have tested a card similar to this and liked it. You might think the limitations of Villa are essential (you gain a Villa, and only 10 Villas per game), but I assert that they are not. If you're willing to turn silvers into necropolises, Villas are probably a thing you wanted in your deck.
Appraise
Types: Event
Cost: $0
You may discard a card costing at least $3. If you do, +1 Buy, and cards cost $1 less this turn, but not less than $0.
I like that this event limits itself, because you need to discard increasingly expensive cards to make it stack. Of course, non-drawing highways are often just bad.
Blackmail
Types: Event
Cost: $5
Gain a card costing up to $4. Each other player reveals the bottom card of their deck and gains a Curse if it isn't a Curse. All players put any cards gained from this Event on the bottom of their deck.
This is obviously stronger than IGG, which without on-gain isn't even worth $2. Although the fact that you bottom-deck the $4 puts up a giant "blackmail me!" sign. That's cute. A bit political.
Coin Collection
Types: Event
Cost: $0
You may discard a Copper, a Silver and a Gold. If you do, gain a Province.
This is going along with the "eat your vegetables" theme of Empires, but I feel it's missing something. Empires makes basic cards exciting, but this just makes them more powerful without making them more exciting.
Credit
Types: Event
Cost: $0
Take up to <9> and gain a card costing exactly $3 less than the amount of debt you took.
Report
Types: Event
Cost: <8>
Gain a card costing up to $5. Put your deck in your discard pile.
Not that either of these are bad, but Overlord is
amazing, and I have trouble seeing past the fact that these are not as awesome as Overlord.
Depository
Types: Event
Cost: $0
+1 Buy
+$8
You may not buy any victory cards this turn. At the end of your turn, if you bought at most 1 card, gain its $ cost in VP and debt +<2>. Otherwise, take <9>.
This lets you get an arbitrary amount of VP on your first turn. I'm sure this was meant to have a "once per turn" clause, but it's still abusive to earn 5 VP every turn.
Exploit
Types: Event
Cost: $7
Turn your Journey Token over (it starts face up) and reveal the top three cards of your deck.
If it's face up, gain a copy of each of the three cards.
If it's face down, trash all three cards.
I don't like that this is so transparently swingy.
Forgery
Types: Event
Cost: $4
+1 Buy
You may reveal an Action card from your hand. If you do, gain a copy of that card.
Play an action, or keep it in hand to make copies? Neat choice. Makes me want to have big turns where I hit $8 and have a nice action remaining in hand. Could copy dead terminals but if you're over-terminaled maybe you don't want more of them.
Goldrush
Types: Event
Cost: <4>
Gain the top card of the Goldrush pile.
Setup: Take the top card from each kingdom supply pile. Arrange them by $ cost first and name second to form the Goldrush pile.
Clarification: The Goldrush pile is not in the supply. Cards in the Goldrush are "from" their original piles, not the Goldrush pile, so e.g. Ambassador will return a card which was gained using Goldrush to its original pile. Debt and potion costs are ignored when arranging the Goldrush pile.
It's a neat concept, but I wouldn't want to pay extra for $2s just to get access to the $3s and $4s, especially when opponents also get access. I thought maybe you'd buy a few in a row, to get to important cards without letting your opponent reach them, but then you could just buy those cards from the supply directly.
Hmm, with this around, I might actually get Transmute.
Insider's Deal
Types: Event
Cost: $0
Once per turn: Take up to <6>. Gain a card costing exactly $1 per <> taken and a Copper, putting each on top of your deck.
This is pretty awesome. At first, I thought it was too strong, but it's comparable to Borrow. I'd probably buy this a lot, and it would be terrible but feel so good.
Invent
Types: Event
Cost: $1
+1 Buy
Once per turn: Flip your Journey Token over. If it's face up, +$3
This would have wide-reaching and interesting effects on games. Sometimes you use this to make your deck spikier, sometimes to make it smoother. $5- and $6-cost cards won't have as much opportunity cost. I'm not sure I like the effect on the opening, as $3/$5 is usually a lot better than $2/$6.
Moon Bridge
Types: Event
Cost: $1 <2>
Once per turn: +2 Buys, and all cards (including cards in players' hands) cost $1 less this turn, but not less than $0.
Cost reduction is not that exciting when it doesn't stack. Often this is a cheaper once-per-turn Traveling Fair.
Offering
Types: Event
Cost: $0
You may trash a Gold, a Silver and a Copper from your hand. If you did, gain a Province, a Duchy and an Estate.
Now this has some of the zing that Coin Collection was missing. It's not very strong, but you'd definitely still buy it in the late game. You might even adjust some of the earlier strategy, to make sure you have the treasure to trash later on.
Prophecy
Types: Event
Cost: $4
At the start of the Clean-up phase:
+5 Cards
Discard 5 cards.
(Surely this was meant to say at the end of cleanup.) This is a much stronger Scouting Party that costs $2 more and a buy. I think that makes it different enough to be worth trying.
Rally
Types: Event
Cost: <3>
+1 Buy
Put a card from your discard pile on top of your deck.
I like this. Herald's overpay effect gets its chance to shine, without being overshadowed by the rest of Herald.
Renovate
Types: Event
Cost: $3
Trash a card you have in play. Gain a card costing exactly $2 more, putting it on top of your deck.
I think the comparison to Remodel is slightly off--you can't renovate Estates. You might use this an alternative to Bonfire, turning coppers into hamlets/duchesses/whatever. Better use: turn $3s into $5s. Develop Estate, Renovate Develop, sounds great!
Sustain Endeavor
Types: Event
Cost: $4
Once per turn: Set aside a card you have in play and play it at the start of next turn.
I have no idea how this would turn out. Playing a Wharf every turn, definitely worth it. Playing a Merchant Ship every turn, lol. Well, you probably don't buy this every turn.
Tavern
Types: Event
Cost: $2
+1 Buy
Put a non-Reserve Treasure or Action card from your hand on your Tavern mat.
If it is a Treasure you may call it at the beginning of your Buy phase.
If it is an Action you may call it at the beginning of your turn to play it.
You can use this as a Save that also grants extra actions, or as a variant of Bonfire. It's definitely underpriced, might be good at $3.
Toll Bridge
Types: Event
Cost: $1
+1 Buy
All cards cost $2 less this turn but not less than $0. Each other player chooses one: draw a card, or +1 VP.
That isn't a good drawback for making Provinces cost $0.
Tollhouse
Types: Event
Cost: $2
Each player with <> gains a Curse. If they do, they lose all <>.
In games containing this, when you shuffle, take <1>.
Similar to Blackmail, this hands out a curse once per shuffle. I am not sure I like this debt mechanic. If I shuffle during cleanup, I'm vulnerable, but if I shuffle while playing a Smithy, I'm safe. That's weird to wrap my head around. Also, if I hit $5 right on the turn that my opponent is vulnerable, that feels sad.