Results are in, here we go.
LibraryAdventurerGoblin City
$5 Action-Attack-Looter
+1 Card
+2 Actions
Each other player may discard an Action card from their hand. If they don't, they gain a Ruins into their hand.
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This costs $1 less if you have any Ruins in play.
I like the theme of this, and having a village that attacks seems fun and unique to me! Forcing others to discard their actions is tough, but if multiples are played then you can at least discard the Ruins you previously gained. I enjoy the variable cost of this too, making it cheaper for you if you’ve just been hit by it. A fun card.
NoMoreFunQuadrangle
$7 – Action
+3 Cards
Reveal a card from your hand.
If it’s an…
Action: +2 Actions
Treasure: +$2
Victory: +2 Cards
Then, put the revealed card onto your deck.
Definitely an improvement on the original idea. I like that the card you revealed is placed back on top of your deck – sure you didn’t get to play it this turn, but you can have it again next! It makes you question whether you really want to reveal a Victory card too which is a fun decision. And sure, you revealed an Action card for +2 Actions, but you can’t play it yet. I can’t tell if $7 is a bit much or not enough for this.
spinefluLarder
Action - $5
+1 Action
Reveal cards from your deck until you reveal a card with an already revealed type.
+$1 per unique type revealed.
Put one of the revealed cards in your hand and discard the rest.
This improved as before it was almost like a worse Monument when it duds. Even if you dud quickly it doesn’t seem to hurt too bad. If you’re lucky this could be worth up to $8 within 5 cards in very specific kingdoms, but I’d guess this’d be $2 or $3 fairly consistently. And getting to play that Swamp Hag you just revealed makes that trip to the fridge that little bit tastier.
X-traHoarder
Night - Attack - $5
Gain a card costing up to $1 per different card type (Action, Attack, etc.) you have in play. Each other player may discard a Copper, or gain a Copper to their hand if they don’t.
Definitely an improvement on what it was. I enjoyed the disappearing Junk effect a lot, but it wasn’t without its issues. Now though, it’s attack is much more consistent and stacks much more nicely. I really like that its own types help power up this card too.
scolapastaIron Bridge
Action - $5
Gain a card costing up to $4.
This turn, cards that do not share a type with the last card gained this turn cost $2 less.
This is a really neat gainer. For previous versions of this I wondered if setting the gained card aside purely for tracking purposes might make it easier to follow, but with the current wording this helps fix that to some extent. Ofc, playing multiple of these will likely end in some headaches over the maths, but this card does seem really fun to play with and brings some very interesting decisions over what to gain.
[TP] InfernoRepurpose
$4
Action-Duration
+1 Action
Trash a card from your hand. For each card type it had (Action, Attack etc.), +1 Card now and at the start of your next turn.
This is nice, but I think it should cost $5. Yes, it’s better than Caravan for the trashing ability, it gets rid of your opening hand nice and quickly, and then it really wants to trash itself which I like. I can imagine very late into the game this might become dead weight, but overall I think this is great!
AquilaTutor
Action - Duration - $3.
+1 Card
+1 Action
You may set aside a card from your hand. At the start of your next turn, if it is a...
Victory, discard it and +1 Card;
Action, play it;
Neither type, trash it.
Unlike a lot of cards that use “if it is a…”, I like that this allows for if the card type does not fit the mould. A nice way to trash Coppers and Curses, helps when a kingdom lacks villages and sifts unwanted Victory cards. I might even remove the Action from it.
majiponiPlumber
$5 - Action
+1 Card
+1 Action
Reveal the top of your deck. If it is not a Victory card, you may gain it.
Simple and effective, if a little weak. Sure, it will gain you a Gold but when it reveals a Victory card and does nothing I’d feel a little disappointed, especially when chaining them. I think even just adding a clause for discarding Victory cards would make this a solid $5. Also, I think it should read “you may gain a copy of it from the supply.”
faustCaravansary
Landmark
When you buy a card that does not share a type with the pile with the Caravansary token, +1% and put the Caravansary token onto its pile.
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Setup: The last player in player order puts the Caravansary token on any supply pile.
I like that this is a wandering victory point and the setup clause looks real nice. Simple, but provokes plenty extra levels of strategy – if I buy a Duchy and gain a VP, does my opponent then buy a Province or should they go for something else to second guess me? My one criticism is that if you have multiple +buys, does alternating treasure-action keep getting you +1VP or is it limited to gaining 1 per turn?
grrgrrgrrWeapon Storage
$4 – Action
+1 Action
Discard any number of cards, then draw that many. Then, if you discarded at least one...
... Action, +2 Actions
... Treasure, +$1
... Victory Card, gain a Horse
I’m a little confused by this one. Discarding action cards for +3 actions? The other two effects seem right to me but that one seems off somehow.
grepCrusader
$5 - Action - Attack
+2 Cards
You may trash a card from hand. If you did, +1VP, and each other player with 5 or more cards in hand discards a card sharing a type with it, or reveals a hand with no such cards.
I really like this. Trashing a Curse? Everyone else discards and has to wait for it to come round again to trash theirs. Trashing an Action? That definitely hurts an engine. Trashing a Treasure? Dang, now I’m on $7. This is great!
CarlineWishing Fountain
$5 – Action
+1 Card
+1 Action
Name a card type, then reveal the top card of your deck. If it has the named type, put it into your hand or trash it. Otherwise, you may discard it.
This is now a really solid card. There’s not much more to really say - versatile in just the right way at just the right time.
mandioca15Decree
$5 – Action
You may play an Action card from your hand twice. If it is still in play, you may play it a third time; if you do, trash it.
I like that this is a TR most of the time, but when you really need it it’s a KC. Having it trash for the extra benefit is great, and the wording really doesn’t let you mess around too much.
alion8meNovice / Adept
Novice
$4 – Action
You may trash a card from your hand. If you did, gain a card costing less than it. +1 Coffers per $1 less the gained card costs. If you trashed an Action card, you may exchange this for an Adept.
Adept
$0* - Action
Reveal an Action card from your hand. Gain a copy of it.
(This is not in the supply.)
A great pair of cards. The coffers are a nice consolidation if you do choose to gain a Copper (or a Curse, I’ll always remind you that option is available!) Having the Adept available to provide more things to trash definitely makes this though.
seguraFish Monger
$5 – Action
+1 Card
+1 Action
Reveal the top card of your deck. Discard it or put it back. If it is an…
Action card, +1 Villager
Treasure card, +1 Coffers
Victory card, gain a Horse
Nice and simple. Gives you a little bit of what you might be needing. I like this!
Something_SmartCabin
$3 – Action Reaction
+1 Card
+1 Action
-
Directly after you finish playing an Action card, if you have no Actions left, you may play this from your hand.
This is a huge engine enabler. I almost wonder what this would be like if it did not +1 Action and gave a different benefit instead? You’re almost always guaranteed to be able to play this (how does this work with snowy village?) This will almost always drive a pile out as well.
FragasnapRedistrict
$4 – Action Looter
Trash a card from your hand. If the trashed card has at least 2 types: +1 Action and gain a card with only one type costing up to $5, putting it on top of your deck. Otherwise, gain a Ruins and play the Ruins twice.
Nice. I like the “gain a card with only one type” effect, and I like that it balances itself out by providing you with cards of at least two types in case there are none other than itself in any given game.
D782802859Phantom
$2 – Night Reaction
Look through your discard pile. You may put a card from it onto your deck.
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When another player gains a Victory card, you may reveal this card from your hand to have them put the card onto their deck.
I like the idea that when you reveal this, it’s because the estate was haunted. Spooky. The played effect of this is nice, and its pricepoint is spot-on. I also like the reaction part, but shouldn’t it be an Attack as well? I thought about whether this should be discarded when it’s revealed as those turns when you gain multiple provinces/Victory cards are going to hurt, but I like it as it is – if you’ve top-decked 5 Victory cards in one turn then that’s on you.
spheremonkRebellion
$5 – Action Attack
Each other player discards the top card of their deck. If it is; an Action, you may play it (leaving it there); a Treasure, you may have them trash it; neither, they gain a Curse.
I’m going to start this one off by saying that I really like Tribute. That said, this card has a lot of effects going on and I can’t say it’s easy to follow. Playing with any more than 2 players it becomes a real slog with all the decisions and remembering what effects are beneficial to you. Also, if your opponent reveals an attack, does it affect you or your opponent? And this becomes so much worse when you stack this. How many cards should I have drawn? How many actions do I have remaining? This is one of those cards that is likely going to drive a game toward chaos. And yet, deep down, I know that I’ll enjoy having played this card.
Runners UpRepurpose - [TP] Inferno
Crusader - grep
Wishing Fountain - Carline
WinnerLarder by spineflu! I liked that this started as a Harvest variant but thought it needed a bit more to make it worth $5. Now it is and I'd say better than Hunting Grounds too. I haven't thought too much about TR this or WotChameleon but even still it's a really solid card. Well done!