Also, there is a practical issue -- the cards simply don't have enough space to support all that text. Take a look at Ironmonger:
It's already full. It only addresses three card types and it only gives each of them one line. Adding in the Curse type is a stretch already. Making them give anything more than vanilla bonuses is pretty much impossible because then each card type will need two lines. Giving each card type a choice between two bonuses... it's just not going to happen.
Are any of these cards going to happen? I wasn't really trying to make something that fits onto a card. But you're right, it woudln't fit.
How about this one:
Confusion - 3$
+1 Action
Return this and any number of copies from your hand to the supply, then put a card from your hand on top of your deck.
When you buy this, you may return it to the supply. If you don't, gain a Coin Token and you may put it on top of your deck. Either way, each other player gains one, putting it into his hand.
When you trash this, discard a Card.
Whenever you have to shuffle and this is in your discard pile, after you finished shuffling, gain a ruins.
I know that Confusion was originally the name of a dead card without any effect that didn't make it into the game. It should also fit onto a standard sized card.
So a nonterminal attack which is brutal when played three times in a turn, which gives a lot of options, and has VERY strong "vanilla" bonuses... for $5... This might need a nerf.
maybe... terminal?
It's weird because it seemed completely fine when I made it, but you're right it's too strong. If you hit copper, which you'll probably do in most cases, it's already +2$ -1$, so in a way as good as a gold. Too strong for a card that excels when you have lots of it.
It depends on what you mean by "happen". If you mean "officially printed as a future Dominion card", then probably not. But fan cards are presumably made with the intent that they could potentially be played IRL by interested parties. People will do this by printing card art and then slipping them into card sleeves. So the practical matter of whether the card text could fit on an actual card really does matter.
FWIW, that criticism wasn't aimed at your Traitor specifically. It also applies to Davio's card (which might just fit, but it would be tight) as well as many Ironworks-style choice cards that have been submitted to the on-going Treasure Chest design contest.
As for Confusion, I'm not sure that will fit on a card either. But ignoring that...
At first glance, it's a different version of IGG. You buy it in order to junk your opponents' decks. In this case, Confusion itself is the junk card. You have the option of keeping the copy you buy to get a benefit (coin token).
Wording issue: "when you buy this, you may return it to the supply" is technically impossible. When you buy it, you have not actually gained it and it is still in the supply. A fix would be, "When you buy this, you may choose not to gain it. If you do gain it, take a coin token..." Still a bit awkward, but it works as you intended.
Is this card worth buying? That will depend on how badly it hurts opponents. So let's say that another player buys a Confusion. Now I have to put one in my hand. On my turn, I can play it (and since it's non-terminal that's no big deal) but then I have to put a card on top of my deck. Note that multiple Confusions go away in one fell swoop, as well they should -- stacking would be really annoying.
So in most cases, this is just a mini-Ghost Ship. That is actually an extremely mild attack. Extremely weak, certainly not worth a $3 buy.
Players also have an option to
not play it. The penalty is that it will cause you to gain Ruins when you reshuffle, if it is in your discard. Practically speaking, this is not so good either. It means that every time I shuffle, I have to reveal my entire discard to other players and find every copy of it there. I can't just look through it myself either; I have to reveal my discard for accountability. That slows the game down a lot. I can't think of a good way to fix this.
If you ever try to trash the card, you have to discard a card. This seems unnecessary. I'm already using an action to trash this Confusion, when I could have been trashing something else. In some cases, maybe it doesn't matter much or maybe it's even a bonus (e.g. Remodel into a $5), but that's fine. You could probably leave out the entire on-trash effect, saving space and design complexity.
Going back to the choice of keeping the card... you get a Coin token and you may put it on your deck. Is the coin token worth junking your own deck? Note that the Confusion you would gain yourself does not go into your hand. That actually makes it more damaging to you than anyone else. If you put it on top of your deck, then your next hand is automatically cut to 4 cards (not counting Confusion) and possibly down to 3 cards (if you choose to play Confusion and have to discard something). That's a bigger hit than the others face, since they would only be dropped down to 4 cards. And if you choose not to top-deck it, then you've effectively given yourself a Confusion
and a Ruins. Not good. That's probably never worth the coin token. You could streamline the card even more by omitting the option and simply having the buyer leave it in the supply every time.
One final issue is how this pile scales with number of players. It is a junk card, but it is not like other junk cards. If you look at Curses and Ruins, these piles will scale. In a 2p game, there are 10. In a 4p game, there are 30. So does the Confusion pile scale as well? Is it still a kingdom card? If it doesn't scale then the pile runs out far more quickly than other such junk cards. Granted, the scaling might matter less since these cards will (usually) keep returning to the supply instead of staying in decks or getting trashed. So there's that.
Hmm... this card concept could probably be written in a much simpler manner and achieve nearly the same effect. The effect of gaining a Confusion into your hand is basically a choice between a discard attack or gaining a Ruins. A difference is that the Confusion would be a persistent threat of gaining Ruins until you accept the discard attack. But even so, there is something to be said for removing excess complexity. So you could rephrase a lot of it as:
When you gain this, return it to the Supply. Each other player chooses one: he discards down to 4 cards in hand; or he gains a Ruins.
Again, it's not exactly the same, but it's close and it's much simpler and more concise. It could be reworded slightly different to have the player put cards on top of his deck instead of discarding, but that's a small change.
Phrased this way, I recognize another potential issue -- this is an on-buy discard attack that is always on the board. I recall that Donald X. mentioned in a Secret History (one of the last ones, for all the outtakes, I think) that he tried a Militia variant that attacked when you bought it, like Noble Brigands. Apparently it didn't pan out because the ever-present threat was just too oppressive. That doesn't mean that a concept like this wouldn't work, but it's something to keep in mind. If you want to refine this concept, it would be worth finding that particular discussion from Donald X. to mull over.