Great entries and a lot to think about and admire. I haven't been able to playtest any, so apologies if my estimations are off - I've done my best.
Telescope + Astronomer by Builder_Roberts |   | A Laboratory where you get to pick 2 cards from 4 sounds strong already, then the possibility of a free Warehouse effect at the end of your turn. But then $6 is a lot, so maybe ok. An interesting twist might be if the Telescope made you topdeck instead of discard, then you could use it to help set up for regaining it with an Astronomer next turn (though that might increase the game-slowing decisions). Either way, looks like a good Navigator replacement. |
Cursed Stone + Road by Joxeft |   | Silver with a bonus if you're happy to restrict your buying choices. DXV has said he doesn't like $4 Silver+ cards, because people just buy them when they would have bought Silver anyway. I'm not sure I agree with him, so I'm not going to count that against this card. Cursed Stone is an interesting penalty that will always be relevant - at the very least it prevents you buying more Roads, Silvers or Golds, and there are nearly always Action cards with $ in them. |
Seal of Loyalty + Pawn Shop by Augie279 |   | This does a lot! Double Broker, with the option to get the Artifact. Seal of Loyalty is very useful, especially with future Pawn Shops (if you still have it when you play them). Very good thematically too. |
Doorbell + Door by J410 |   | This seems very weak to me, because discarding a card hurts a lot. At $3 this would be fine. Having Doorbell is an advantage, but using it just gives me a Village with a little bit of sifting, which is hard to get excited about. |
Magic Brew + Scientist Association by fika monster |   | I like the Magic Brew effect; permanent Transmogrify seems very strong (though I think the wording needs improving - see other exchange cards). And I like the Ally's pick your own Artifact idea, great flexibility. "Usable" would need defining in an FAQ. I think it still has the Importer problem that faust pointed out. |
Quill + Scribe by 4est |   | Scribe/Quill seems really interesting. At first I thought it was so overpowered, like if you start your turn with Quill then your first Scribe is a Village and all subsequent Scribes are Lost Cities. But then I realised that, if it is that powerful, then you're very unlikely to start your turn with the Quill (but you still have the penalty of 1 fewer card end of last turn). So, a high risk strategy which kind of forces your opponent to mirror you. How does Quill work if you've played Outpost? Finalist |
Broom + Witch in Training by faust |   | Another step down the Witch ladder, and I like the theme of the Witch school having only one broom to go round everyone. The only way to give out more curses than your opponents is to get extra copies, which is a different dynamic than standard Witch. And very interesting I think. In multiplayer it would be annoying if the player on your left decides not to get any Witches in Training, but that does increase the interdependence of different players' strategies. Finalist |
Building Permit + Reconstruct by AJL828 |   | Remodel variant that gains to your hand. The Building Permit looks like a powerful Artifact that will be fought over, which is good, but getting it is probably hard enough that there is some chance you will still have it at the start of your next turn. There is also the possibility of using Building Permit on the same turn that you get it, if you try hard. |
Mystery Box + Night Porter by xyz123 | Mystery Box Artifact
At the start of your turn receive the next Boon.
Night Porter Night $3
Choose two: Gain a Horse; +1 Villager; +1 Coffer (The choices must be different).
You may discard a non-Victory card costing $2 or more to take the Mystery Box. | Another strong Artifact that you can get by handicapping yourself. Seems like a great use of Boons and I like the Night Porter options, though I think it should probably cost $4. The choice of whether to take the Mystery Box is probably well balanced in some kingdoms (eg is it worth holding back a Silver to take it?); in others I think you'll hardly ever get to keep the Mystery Box till the start of your next turn, but at least it will be always influencing play. Finalist |
Smuggler's Map + Junk by emtzalex |   | Laboratories that stay out an extra turn, so long as you play at least one per turn. And if everyone does that then everyone has the Smuggler's Map whenever they need it, all very harmonious. Seems solid, similar to Caravan but with a bit more to think about. |
Toolbox + Charitable Village by Galaxi |   | A cheap double-Village, with the drawback of giving someone else an extra Action at the start of their turn, which is handy for them for engine reliability. I'd be inclined to make it so all other players start with an extra Action, and increase the cost to $3, but might be fine as is. |
Hammer + Builder by Commodore Chuckles | Builder Action - $4 Gain a card costing up to $4. Choose one: +$1, or take the Hammer.
Hammer Artifact The first time you shuffle on your turn, first gain a card costing up to $4. | The Hammer ability seems really good, and the Builder choice makes you estimate when you next expect to shuffle. I like "when-shuffle" triggers. I was going to say that a workshop with +$1 already seems too strong for $4, but there is Inventor, so I must be wrong there! Finalist |
Secret Ingredient + Greengrocer by spineflu |   | A Market with a Potion cost. It's all about getting the Secret Ingredient, for which you will need an ordinary Potion and $3. Then once you've got it you can get Greengrocers really fast, and much easier to get any other Potion-costing cards, until someone takes the Secret Ingredient off you. Fun but very swingy. |
... and I'm going for: