Contest 55: For You and Your KinThis was another fun one to design for.
Prepare $4 Action - Victory
+1 Action.
Look at the top 3 cards of your deck. You may discard any number of them. All players reveal cards from their deck until they reveal a Victory card. Put one of your revealed cards into your hand and discard the rest. Each other player may discard a card revealed this way then put the rest back in the same order.
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2%
This was withdrawn for being too fiddly - it's inspirations, Spy & Scrying Pool, are also way fiddly.
White Elephant $4 Action
+1 Card
+1 Action
Each player reveals a card from their hand, then passes it the player on their left. All players who received a Victory or Curse this way may gain a Treasure to their hand costing up to $5.
Maybe too mean for something that's supposed to benefit everyone? Or too boring with everyone passing copper. Could probably revise to "All players who received a card costing less than $3" for the bonus gaining.
Winter Break $4 Action - Duration
+2 Cards
Now and at the start of your next turn, each player chooses one: +1 Card; or discard a card from your hand for +1 Coffers.
Boring? Probably good, but kinda boring. Also maybe too good for everyone else.
Greeting Card $4 Action - Duration
Gain a Silver to your hand. At the start of your next turn, +$1 and each player (including you) gains a Silver.
Sort of a worse Amulet, for more money. Also silver flooding isn't that good.
Goose $3 Treasure
$1
Each player (including you) may discard a card from their hand. Each player that does reveals cards from their deck until they reveal a Treasure, which they put in their hand (they discard the rest of the revealed cards).
A Venture for Everyone. Honk.
Krampus $4 Action - Attack
+1 Card
+1 Action
You may trash this. If you do, +2 Cards and gain a Coal to your hand and each other player gains a Coal to the top of their deck.
Coal $2* Treasure
$1
Return this to the Coal pile.
(This card is not in the supply)
How do you make a junking attack not hurt so much? Make it junk with lesser spoils. Of note here:
Krampus is a double lab and non-terminal attack (that only attacks if you proc it)
Coal has remodel potential, not being a $0 card.
Haunt $5 Project
Gain a Christmas Ghost to your hand and place three Haunt tokens here.
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-3% per Haunt token you have here
Christmas Ghost $3* Night - Duration
Remove one of your Haunt tokens. If you have:
2 Haunt tokens remaining: choose an Action or Treasure card from your discard pile and set it aside with this.
1 Haunt token remaining: reveal cards from your deck until you reveal an Action card and set it aside with this.
0 Haunt tokens remaining: choose an Action costing up to $5 from the supply and set it aside with this.
At the start of your next turn, play the set aside card twice. If you have no Haunt tokens remaining, return this to the Christmas Ghost pile and each player (including you) gets +2 Coffers.
(This is not in the supply)
This was withdrawn because woof, that wall of text that necessitated full art. I liked it though, thought it told the story decently through mechanics (although I liked
somekindoftony's entry too, where you keep Christmas Present when you know Christmas Future.)