I wrote up comments Monday but didn't post them (I was on a plane).
Bonanza
Types: Event
Cost: $30
Gain the remaining victory cards in the supply.
I don't think it's necessarily the worst idea ever, though I think similar ideas have been suggested and it could be implemented better. One thing I don't like about this implementation is I think it's too cheap, and also it's way too automatic in Colony games, to the point it just shuts down most interesting Colony games.
Border Crossing
Types: Event
Cost: $4
Move your Gaining token to an Action Supply pile (when you buy a card from that pile, you may gain a cheaper card.)
Same opinion as last time, this is a nice card that I'll probably vote for.
Campaign
Types: Event
Cost: $0
+1 Buy
Once per game, if you did not buy any victory cards this turn, take another turn after this one. You may not buy any victory cards for the rest of this turn.
Clarification: You may not buy any victory cards the turn you buy this event but any cards during the additional turn.
This might work, though I feel like the territory is already covered by Mission. Actually, I might have liked this better than Mission, but we already have Mission. I'm not sure, I don't like the once per game restriction so much. Don't you pretty much always want to do it as early as possible (like turn 1)?
Cobbler
Types: Event
Cost: $1
+1 Buy
Gain a silver to your hand. Each other player may gain a silver.
Could be okay.
Coronation
Types: Event
Cost: $8
Once per game: Move your Crown token to an action supply pile costing up to $4. (When you play a card from that pile from your hand, after you resolve it, play it again.)
Clarification: When you play it again, it's already in play, so the event's effect doesn't happen again. For the same reason, you only get one extra play if you use Throne Room, King's Court, Procession or Disciple to play the card; and none if you use Golem, Herald or Prince. (Procession and Disciple say to "Play an Action card from your hand twice", but for the purposes of this card that's "Play [an Action card from your hand] twice", not "[Play an Action card from your hand] twice", as the card does not return to your hand.)
I think I posted this or something similar in the RBCI thread when Adventures came out. It sounds really fun on the surface...but $8 is just not nearly enough. Like, Pathfinding is $8 and just gives you +1 card, and every card is better than +1 card (well, it's sort of different for playing a card twice, but still). For example, Throne Room just becomes a super King's Court, for cheaper. Even a cantrip becomes a Lost City. Throne Room works as a card because it takes up a card and an action, which makes playing the card twice less efficient. An auto-throne on play is just insanity.
That being said, I actually thought about submitting an event like this for the contest, that trashed the card after playing it twice. I can't decide whether that would be something you actually want. But as it is, I think Coronation needs to cost like an absurd amount, which I'm not sure makes the game fun anymore.
Crop Rotation
Types: Event
Cost: $2
+1 Buy
Once per turn: +1 Card, then each player passes a card from his hand to the left at once, then put a card from your hand on top of your deck.
I like the idea of a Masquerade event, and I think this is a good implementation. $2 might be too expensive.
Disaster
Types: Event
Cost: $4
Once per turn: Trash the top 3 cards of any non-Victory Supply pile.
Flip your Pest token face up (It starts face down).
Pest token: When you would gain a Victory card, gain nothing instead. When you buy a non-Victory Action card, flip this face down
Sorry, I don't like it. I'm not a fan of explicit pile control cards in general. I assume the Pest token only does that thing when it's face-up? I don't really see how the two effects are related anyway...I guess the idea is that you have to buy something else so you don't get to run piles and buy victory cards all at once. But you can still do that in one turn, you just have to buy an action first. Also, $4 is like insanely expensive for this effect. I think you only do it if it wins you the game.
Drinking Song
Types: Event
Cost: $2
+1 Buy
Choose one: Put a card from your hand onto your Tavern mat; or put any number of cards from your Tavern mat on top of your deck.
Hmm it’s sort of like a Native Village event. You can be more intentional about the pseudo-trashing than Native Village. The cards go on top of your deck instead of into your hand, but you can choose any number of them. My gut says it should cost $1, but then it looks a lot better than Bonfire. Either way, I think I like it.
Epic
Types: Event
Cost: $5
Move your Epic token to an Action Supply pile. When you play a card from that pile, instead of resolving its normal effects, you may instead receive +1 Card and +2 Actions.
Probably fine balance-wise, doesn’t seem exciting to me.
Invent
Types: Event
Cost: $1
+1 Buy
Once per turn: Flip your Journey Token over. If it's face up, +$3
That’s actually a pretty cool and very simple idea. I think you buy it every turn, except when you really have the exact amount you want already. It’s kind of like Borrow, or coin tokens, or something, but also different enough to be interesting.
Lodger
Types: Event
Cost: $4
Once per game: Move your -1 VP token and your +2 cards token to an Action Supply Pile (when you play a card from that pile, you first get +2 cards). At the end of the game cards in your deck from the Action Supply Pile with the -1 VP token are worth 1 VP less than they would be otherwise.
I don’t think this is worth it for the extra complexity. It’s like an ultra Pathfinding with extra drawback. It just seems like it will be too crazy for something that’s not really new.
Reconstruction
Types: Event
Cost: $1
+1 Buy
You lose your remaining actions (actions, not action cards).
Discard a card from your hand with a cost higher than $0. If you do, turn your Journey token up (it starts face up). If it's face up: +1 Action.
Return to your action phase.
That’s so many conditions it’s hard to keep track of. I don’t think it needs to suck up all your actions; most of the time I would think you’re in the buy phase because either you ran out of actions (in which case sucking up actions doesn’t do anything), or because you have no action cards in hand, in which case you won’t be buying it anyway. So it could use some cleaning up (I don’t think there’s even that much room for text on an event), but I think this is the best implementation of this kind of idea we’ve seen yet. I also think it’s too cheap, even with all the other penalties.
Recruit
Types: Event
Cost: $4
The player to your left names two cards. Gain a card costing up to $6 that he did not name.
I like the idea of this one. I think maybe the cost of the event and the cost of the gained card and the number of cards named should maybe be changed. There’s also an issue that it might slow down play. On the other hand, it just means the player to your left makes some of your decisions for you, and you can think simultaneously. It might be automatic, though I guess they can name cards costing $4 or less if they think those are better so it’s not strictly better than buying other $4’s.
Reserves
Types: Event
Cost: $5
Move your Attack token to an Action Supply pile (when you play a card from that pile first each other player reveals the top 3 cards of his deck, trashes one that costs between $2 and $5 and discards the rest. If a card worth $4 or more is trashed, move your attack token to a different Action Supply pile.)
I don’t understand the $2 to $5 range; $3 to $6 is much more natural and consistent with official cards, and makes a lot more sense, is less swingy, and makes it more of an attack. The forcing you to move your token when you hit a more expensive card is clever. I don’t think I like the idea enough to be worth how much text it takes.
Sabotage
Types: Event
Cost: $0
Pay the cost of an action card in the supply to place it under the Sabotage event. When any player plays a card from this card's supply pile they discard a card.
Huh, it’s like a weird Embargo variant I guess. Seems okay. If there’s multiple copies, do you discard twice? I guess nothing in there indicates that you wouldn’t.
Salvage Yard
Types: Event
Cost: $1
Discard any number of cards from your hand. Gain a card from the trash costing up to $2 per card you discarded.
Same as last time, I don’t think I like it enough to vote for it.
Siege
Types: Event
Cost: $5
Once per game: Put your Contraband token to an Action Supply pile which contains ten cards. When another plays a card from that pile, the player to its left names a card which can not be bought this turn.
Cool idea…I think there’s too many issues with it to make it work though. Retroactively applying it would have been one concern, but it looks like the designer was aware of that and that’s why it’s restricted to full supply piles. Well not quite because of Port and Rats and victory cards. Rats would get hilariously awful if you sieged them. If you want to see if you can place it on a particular pile, you’d have to count how many cards are in it, so that’s annoying. And then I feel like it just becomes an Embargo more than anything…you have to really want a card to be willing to play it even with the contraband effect. But I do like that it discourages buying lots of powerful cards, like Cultist. Either it makes the optimal play to skip Cultist, or else the optimal play requires lots of other cards getting banned, which makes things interesting. The other issue is you don’t want to open with it. It’s only good once you and/or your opponent have committed to a particular strategy. But by then, they’ve likely bought at least one copy of the card you want to ban.
Stronghold
Types: Event
Cost: $12
Set aside an action supply card putting your Province token on it. All copies you own are worth 6 Victory Points. When all copies of that card run out, the game ends at the end of the active players turn.
Clarification: You own the copy of the card you set aside.
Uh...this is insane. If it were like 1 or 2 VP it would be cool. But 6 VP is like, you don’t care about Provinces any more. Especially because you can pile out whatever card you put the token on to end the game. Sorry, this is just way too game-warping, like in a way that makes games a lot less fun I think. I also think it’s not nearly expensive enough. You’ll still go for it in basically every game.
Tollhouse
Types: Event
Cost: $1*
+1 Buy
Move your Pass token to Tollhouse.
In games containing Tollhouse, whenever you shuffle your deck: If your Pass token is on Tollhouse, remove it; otherwise, gain a Curse and a Copper and move your Pass token to Tollhouse.
This costs $1 more per empty Supply pile.
Setup: Add an extra Event costing $0 or $1 to the available Event cards.
This is a pretty cool idea. I don’t like the set-up clause because I don’t really understand why it’s there, and it’s already a pretty crowded event; it can’t really afford an extra line of text. I do like that it costs $1 more per empty supply pile, that makes things get increasingly more interesting as the game goes. My main concern is that players will forget about it when shuffling.
Decree
Types: Event
Cost: $3
+1 Buy.
Move your Decree token to an Action Supply pile. Directly after resolving a copy of that Action, you may remove your Decree token from its Supply pile and play it again.
This works better than Coronation. I think it should say “While your Decree token is on an that pile…” because if followed literally as written, the Decree token doesn’t actually do anything, and when you remove it, it doesn’t unthrone that pile for you. But of course we all know what it means. I think it costs too much but it’s hard to say. It’s very roughly on par with giving you a one-shot cantrip version of a card you want. Maybe that’s reasonable for $3 and no buy.