Sorry for a
very long post, but I think discussing is a lot easier with the card description right there. Is there a collate-option?
Here's my reaction to the Peddlers. One of them is mine, but I just commented on that one too to not raise attention.
Sirius
$2 Action
+1 Card
+1 Action
If this is in your hand during your Buy phase, +$1, +1 Buy.
> It looks like an interesting take on Pawn, albeit a tad stronger (since not playing it effectively nets you an action, $1 and a buy). However, I would consistently not play it and use it for the second effect. In that case, it's just a copper with a buy. As card design goes, I'd rather have it that simple: a copper with a buy.
Canopus
$4 - Action
+1 Card
+1 Action
+$1
You may trash a card from your hand.
>Very powerful card, maybe a tad boring. I think it should be $5. I would pick one up pretty much whenever I'd see it. I'm afraid it take some of the thunder from other trashers, which are usually more interesting.
Arcturus
$0 - Action-Reaction
+1 Card
+1 Action
+$1
At the end of your turn, return this card to the supply.
--
When another player plays [This Card], you may set this aside from your hand. If you do, gain a copy of [This Card], and return this to your hand at the start of your next turn.
>Interesting. Hard to say how this would play out. I think it combines well with remaking curses and coppers and such; also with Goons, of course. I don't know - I wouldn't deliberately go for them since playing them can help your opponents out a lot. But I would still pock them up if I had buys to spare. Not sure if that is a good thing.
Vega
$4 - Action
+1 Action
+$1
You may trash a card. If you do, +1 Card.
> I think this is the more interesting and better priced little brother of Canopus. It's still a little boring and effective though. Almost as if it was designed by a player, who just really wished he always had this power at his disposal
Pretty nice still.
Rigel
$5 - Action
+1 Card
+1 Action
+$1
Gain a copper in hand.
>I like this. It's not the strongest $5, and it's difficult to play well. I'd keep trying to make it work, even though it usually won't be the best choice.
Procyonc
$5 - Action
+1 Card
+1 Action
+$1
You may discard a Treasure card. If you do +Buy for each $ the card generates.
>Fantastic in any Goons engine. Again, I think this card indulges the needy player a bit too much. Buys are a pretty rare commodity. If there ever comes a card that gives more than one, I don't think it should be a cantrip. As is, I would pick one up every time. Maybe the discard should be mandatory?
Betelgeuse
$2 - Action
Look at the top 4 cards of your deck. Reveal and discard up to 3 of them. Put the rest back in any order.
If you revealed an Action card, +1 Card.
If you revealed a Treasure card, +1 Action.
If you revealed a Victory card, +$1.
>Very nice in greening decks (alternate VP) and a bit of trap in engines and BM-likes (as said before: discarding your action cards for 1 card is not always a good deal). Kind of like crossroads, actually. I like it, and I think the price is fine.
Achernar
$3 - Action
Reveal your hand.
If you reveal a Victory card, +1 Action.
If you reveal an Action card, +$1.
If you reveal a Curse, +1 VP.
If you reveal a Treasure card, +1 Card.
>Fun. The VP-clause is interesting: do you want do curse someone, if it will net him some positive VP over time? I think you still do. Early game, curses cripple, and late game, they won't net as much VP. Nice. I think it should be $4 though. Getting a full peddler out of it shouldn't be hard, and it's a non-terminal VP-gainer!
Hadar
$5 - Action
+1 Card
+1 Action
+$1
You may gain a card costing up to $4 that is not a [This Card] or a Victory card.
>Could be worded simpler by leaving out the [this card]-rule. I think it's fine, but it feels a bit too familiar.
Capella
$3 - Action
+1 Action
+1 Buy
If there are 1 or fewer empty piles in the supply, +1 Card. If there are no empty piles in the
supply, +$1.
> The variance hides it a little, but this card is weak. It's a copper with a buy first half of the game, then a cantrip with a buy after that. Again: I'd rather see a copper with a buy if that's what it effectively is. If it's the only source of +buy, I would probably pick one up.
Altair
$3 - Action
+1 Card
+$1
--
If you have no actions left during your action phase, you may reveal and discard this. If you do, +1 Action.
>As said before: not a peddler-variant. But Rinkworks said not to judge by that, so I won't
Makes for a much smoother, easier Village/Smithy-type deck. I'd want some in my engine, yes. I think it's a little too easy and it removes some of the challenge of building an engine. A little.
Aldebaran
$5 - Action-Reaction
+1 Card
+1 Action
+$1
You may set aside an action card from your hand face down on your [This Card] mat; or take a card from your [This Card] mat and place it in your hand. You may look at the cards on your mat at any time; return them to your deck at the end of the game.
When another player plays an attack card, you may reveal this card. If you do, set aside an action card from your hand face down on your [This Card] mat.
>I don't think the Reaction part is necessary. That is only useful if you have this and at least two cards in your hand you'd like to set on your mat. Besides that, it might be too strong. It's a Haven/Island-Juggernaut. But I love Haven and Island and would buy the shit out of this. Make it $6, to prevent lucky first-round buys, and I'm in.
Spica
$4 - Action
+1 Card
+1 Action
Each other player may discard a Treasure card from his or her hand. If nobody does, +1 Buy and +$1.
>Nice. Simple. It'll be a cheap market up until players start having $7 and $9 in hand. Do the players discard in clockwise order? Not the strongest $4, but still the right price.
Antares
$3 - Action
+1 Buy
Reveal your hand. If you reveal
any victory cards, +1 Card
any action cards, +1 Action
any treasure cards, +$1
>The price fits better here than with Achernar, and it's a fine card. However, I'd like Achernar at $4 better than this. But Achernar isn't $4, so there's that...
Pollux
$6 - Action-Attack
Upon playing this card, you may reveal and discard a Province from your hand. If you do, each other player must discard a Treasure or reveal a hand with no Treasure.
+1 Card
+1 Action
+$1
>As said before: the attack is almost exactly Cutpurse, but you can't trigger it often. Your opponents will probably have a copper on hand. It's non-terminal, but the attack isn't, since you discard the Province. I'd say a very weak $5, and the effect isn't really interesting enough considering the buildup.
Fomalhaut
$4 - Action
+1 Card
+1 Action
Each other player may trash a treasure card from their hand. If no player trashes a card, +$1.
You may trash a card from your hand.
>I like it, but I like Vega better. The opponents' boon is huge early game, gimping this card for you while you're trying to build up your deck. Trash-not-for-benefit-cards are early game cards. I'd always pass this one up.
Deneb
Action - $4
When there is at least one [This Card] card in the supply:
+1 Card
+1 Action
+$1
When there are no more [This Card] cards in the supply:
+1 Action
+1 VP
>I like it. Hard to judge. I don't think it's too strong, because the two effects will never collide. If the second part also had +card, then it would be overpowered. I would want many, but a hand full of these (end game) is close to worthless, save the 5VP. You won't be able to influence the end game, just get tie-breaker points.
Mimosa
$5 - Action
Take a card from your discard pile and place it on the bottom of your deck.
+1 Card
+1 Action
+$1
>Nice and simple. It slows the game down, rummaging through your discard, but no more than Inn and Philosopher's Stone. I don't think it's too powerful, but would still love to have some.
Regulus
$5 - Action
+1 Card
+1 Action
+$1
Gain a card costing $4 or less.
--
While this is in play, Treasure cards cost $1 more.
>Very similar to Hadar, but I like its drawback better (don't gain green cards). I don't understand what the extra rule here accompishes. Now, if it were a Duration card and also effected your opponents, that I would get. And hate (in a cantrip)
Acrux
$4 - Action
+1 Card
+1 Action
+$1
The player to your right draws 1 card.
--
When you buy this card, the player to your left gains it in his hand.
>So, a Peddler for him and a Caravan for you. Probably a fine deal, but you're both helping each other too much. It just wouldn't feel right and I would loath buying it and playing it. It's fun, but I don't think you can strike a balance that makes buying this worth your while. After all, your opponent can choose not to play it. In which case, it's kind of a 0VP curse you can deal out by buying it... Oh. That's actually pretty cool!
Adara
$2 - Action
+1 Action
+1 Card
+$1
--
When you buy this, gain another [This Card].
While this is in play, you may not buy cards costing more than $6.
>Yes, this card is great for me. I love Alternate VP ánd Bridge/Highway/Princess. I also like the on-gain effect, though I'm not sure it's necessary.
Shaula
$5 - Action
+1 Action
Reveal the top three cards of your deck. You may put one into your hand. You may trash one; if you do, +$1. Discard the remainder.
>Ok, so it's a super-Outlook. I like Outlook, but to be honest, I like it better than this. It's obviously weaker, but that makes it an interesting opener. Shaula just negates all its drawbacks. Kind of boring (and like Canopus, Vega, Procyonc, Altair and Aldebaran: it's a card every player would want to have. It's strong and easy (not the same as simple). Since when do people know what's good for them?)
Gacrux
$4 - Action
+1 Card
+1 Action
+$1
Trash a card from your hand.
>Very similar to Canopus(btw, that's a nasty name, Rinkworks!), but the trash being mandatory makes this definitely my favorite of the two. Not sure if this would beat Vega, which is also very similar.
Bellatrix
$1 - Action
+1 Action
+1 Card
+$1
--
When you buy this card, +1 Buy.
If you played this card on your turn, during clean up, return it to the supply.
>As said before: too strong for the leader, end game. Also incredible with Goons. I definitely prefer Arcturus.
Miaplacidus
$5 - Action
+1 Card
+1 Action
+$1
When you play this, if you have gained no cards this turn, you may gain a card costing up to 1 coin for each action card you have in play, counting this. If its a victory card, trash this.
>I love to play with cards like these, but I think it is overpowered. You can just rake up de Miaplacides, Markets, Stables etc. and in time the Platinums. Horn of Plenty is weaker and much more interesting.
Alioth
$2 - Action
+1 Card
+1 Action
You may gain a Copper, putting it into your hand.
>It's a weaker Rigel, and I like both. If I have to choose, I'd go for Rigel because that card isn't worthless* when you choose not to gain.
Mirfak
$6 Action-Attack
+1 Card
+1 Action
+$1
Each other player may reveal a Gold from their hand. If no one does, gain a Gold, placing it on your deck, and each other player gains a copper, placing it on their deck.
>What I like about this card, is that while it $6 and therefore competes with Gold, its presence also stimulates buying Golds. I think I would like this better if it was +2 cards or something, instead of a cantrip. This shouldn't be an engine card.
Wezen
$3 - Action
Reveal your hand. If you revealed any...
Action cards, +1 Action
Treasure cards, +$1
Victory cards, +1 Card
>wow, Tribute-inspired cards are hot this season! This is exactly Entares without the +buy. I don't believe the buy adds much. Both cards are fine, but I really like Achernar's VP-clause.
Sargas
$5 - Action
+1 Card
+1 Action
+$1
Gain a card costing no more than $1 for every action you have played this turn (counting this). If that card costs more than this, then trash this.
>This adresses my problem with Miaplacidus, making it much better. You can still pile up the Miaplacides, though. I'd like this to be $6 and say 'If that card costs at least the same as this...'. This way it still works for Dukes. Oh, I'd love that
Alhena
$5 - Action
+1 Action
+$1
Discard 2 cards, if you do look through your discard pile and draw a card from it.
>With this punctuation, the if/then is reversed, but I'll look past that. It's a nice card, but would be better at $4, I think. Lovely in decks that start greening at an early stage.
Peacock
$6 - Treasure
Worth $1
+1 Buy
--
Immediately begin a new action phase.
+1 Card
+1 Action
--
(Rules clarifications: This card interrupts your buy phase; you begin a new action phase before purchasing anything. This new action phase does not have an inherent action, nor do any remaining actions from the previous action phase carry over to the new action phase. After completing this action phase, the player re-enters their buy phase.)
>Don't know what to think of this. We already have a crazy card that allows you to play treasure cards 'during' the action phase, which is pretty much what this does. Since it doesn't cost an action to play but the new action phase starts without extra actions, Peacock nets a Market, as long as there are no crazy situations like Tactician or Quarry. I need to test this. I already think it needs a wordy 'no more than one extra action phase' rule.
Castor
$5 - Action
+1 Card
+1 Action
+$1
At the start of your clean-up phase, you may trash any number of action cards you have in play, including this. Then you may gain a card costing up to $1 per the number of trashed cards other than this, plus $2 if you trashed this.
>I like that this happens in your Clean-up phase, because of the 'keeping track' problem Mining Village has. Almost exclusively relevant in the very last turns; it adds a little excitement to the PPR.
Polaris
$4 - Action
+1 card
+1 action
+$1
You may trash a treasure card from your hand.
If you don't, trash this card.
>Nice. A little more difficult than Vega, I like that.
Murzim
$4* - Action
+1 Card
+1 Action
+$1
--
This costs $1 more per Action card you have in play.
>Too expensive. If this started out at $2, it would probably work (because playing Murzims would make buying Murzims more difficult). I think I already saw that card around here recently. Nice with trash for benefit, because it happens immediately (as opposed to Peddler).
Alphard
$4 - Action
Look at the top card of your deck and discard it or put it back.
+1 Card
+1 Action
+$1
>Self-Spy is weak enough to add to Peddler and still be a $4, I think. Strong card at its price. A tad boring.
Hamal
$5 - Action
Look at the top 2 cards of your deck. Put one into your hand, discard the other card.
+1 Action
+$1
>Marginally stronger than Alphard, this is correctly priced as a weak $5. Nothing earth-shattering, but I like both cards (though not both/together).