Looking at everything! One of them is mine.
Apple
$5 - Action
+$1
Trash a card from your hand.
Draw up to 5 cards in hand.
Each other player may put a card from their hand on top of their deck.
Agree with WW and Powerman that this is too weak.
Orange
$4 - Action
+2 Cards
Name a card. Each other player reveals the bottom card of his deck. If the named card is revealed, +1 Action, +$1.
--
(Rules clarification: After the reveal, the card is returned to the bottom of his deck.)
Too stackable! My suggested change would be that each player can choose to leave the card on the bottom or move it to the top.
Strawberry
$5 - Action
+3 Cards
Reveal your hand and trash two Copper cards. If you do, gain a Silver, putting it into your hand. Each other player may trash a Copper from their hand or gain a Copper, putting it into their hand.
This is kind of like Trading Post, but with +cards and a restriction to only trashing Copper. Seems decent. I like that this card is on theme, focusing on Copper.
Others read this as allowing opponents to choose neither, but I don't think that's clear.
Pear
$5 - Action
The player to your left chooses one for you to receive:
+$4, +1 Buy
+2 Cards, +1 Action
+2 VPs
Unlike WW, I don't think this is strictly worse than Lab. It is definitely far less reliable. But all the choices are pretty strong for you, making it a tough choice for the other player.
Banana
$3 - Action
Trash this card.
Gain a card costing up to $6, placing it on top of your deck.
Each other player may gain a copy of the card you gained.
I have no idea how this card would play. In games with more than 2 players, you could easily pile out Banana by gaining and topdecking itself 2-3 turns in a row. Even easier if you can KC or draw the newly topdecked Banana.
Plum
$5 - Action
+2 VP
Discard down to 2 cards in hand. Gain a Silver, putting it in hand.
Each other player may trash up to two cards in hand.
The unbounded +2VP makes combos like KC-KC-Plumx3 a very possible degenerate state. It's made even more likely in that it lets other players trash down very quickly.
Apricot
$4 - Action
+1 Action
Discard any number of cards from your hand. Draw until you have 5 cards in hand.
Each other player with at least 5 cards may discard his hand and then draw 5 cards.
This is Cellar with the benefit that your hand won't be reduced by 1 when you play it. But the trade off is that if your hand was bigger more than 5 cards, Apricot is strictly WORSE than Cellar. The benefit to opponents makes this even weaker.
Grapefruit
$3 - Action
+$2
You may trash all the cards in the [This Card] mat.
Each player (including you) chooses one: put a card from his hand into the [This Card] mat; or gain a card from the [This Card] mat and put it into his hand
--
(Rules clarification: All cards on the [This Card] mat are visible to all players at all times.)
It doesn't specify what happens at the end of the game. Do the cards return to the deck, or are they permanently gone? The only real benefit you get over your opponents when playing the card is the option to trash everything on the mat. However, that's not really a big deal. The only time this is helpful is when you can drop a lot of Curses on the mat. Otherwise, this is far more useful to Island away Victory cards and to Haven cards for another time. Without the benefit to opponents, I think this is too strong for $3. With the benefit, it is far too weak.
Honeydew
$6 - Action
+2 Cards
You may trash 3 random cards from your hand. If you do, gain a Province, putting it on top of your deck.
Every other player may trash two random cards from their hand. If they do, they gain a [This Card], Duchy, or Gold of their choice.
Too random!
Blueberry
$5 - Action
+$4
While this is in play, Victory cards cost +$1 and each other player gains a copy of the first non-Victory card you buy during your Buy step.
Issue 1: I feel that this is verging on Attack territory in that you can buy a Curse to make everyone else gain one. Sure, you hurt yourself that way, but it can be worth it. Maybe you have a Trader in hand!
Issue 2: If you can get multiples of these in play, it is absolutely an attack. Say you have two in play. You buy one Curse, everyone else gains two.
Issue 3: If you are buying a VP card, this is a terminal Gold. +$4, VP cost $1 more. Terminal Gole for $5 is not so balanced.
Fig
$2 - Action
+1 Action
Each player puts a Victory token on a non-empty Supply pile.
You may trash a card from your hand. If you do, +1 VP per Victory token on that card's pile and remove those tokens from that pile.
What order do the players put down tokens?
If you plan to trash a card at all, there is no real choice for you -- the only correct move is to put your token on the card you plan to trash. There is no benefit to waiting until later. I guess if there is nothing you want to trash in your hand, you'll try to set it on something you'll trash later. So there's that.
I think it may be interesting for introducing some mind games, but in the end I think it would be easy for non-mirroring opponents to beat this mini-game. First easy thing is to put a few tokens on something you wouldn't want to trash. Province, maybe Duchy. Key cards. Then, they can put tokens on cards you don't have and probably won't buy. Unwanted Kingdom cards. Curse, if there are no Cursers. Maybe eventually there will be enough tokens on that pile that you'll want to buy the card to try to trash it... but that takes up a buy, and then you have to wait for the reshuffle, and then you have to collide that card with your Fig.
I think this is a neat idea, but it needs tweaking to make it work.
Grape
$3 - Action
Each player may trash up to 2 cards from his hand. +$1 per 2 cards trashed in total, rounded down.
Pretty strong early-game card with more than 2 players. With only 2p, I think this is still decent. It would probably be fine at $2 though. Maybe if it let you trash up to 4 cards?
As is, I think you can usually still buy Silver after trashing.
Raspberry
$2 - Action
+1 Card
+$1
Each other player may trash a Treasure from his hand. You gain all of these trashed cards; put them into your hand. If no player trashes a treasure this way, +$1.
More Copper shenanigans!
Cantaloupe
$3 - Action
Choose one: +2 Cards; or +$2; or the player to your left chooses +3 Cards or +$3.
Each player (including you) may trash a card from their hand. If no one does, each player gains a Silver, placing it on top of their deck.
The first part is too strong. It's unlikely that the other player will be able to determine whether it is worse for you to get cards or coin, and it's probably not a huge difference either way. The second part is superfluous and doesn't tie into the first part at all.
Peach
$3 - Action
Trash a card. Gain a card costing up to twice the cost of the trashed card.
Each opponent may gain a card costing up to the cost of the trashed card.
I like this, though I wonder if the benefit to opponents benefits the potentially huge benefit to you. $4->$8 is amazing, and your opponents only get a $4 card. $3->$6 is pretty great too.
Clementine
$5 - Action
+5 Cards
+1 Action
Reveal your hand. The player to your left chooses a card to discard from your hand, then the player to your right does the same.
I think this card is fine. It's an Envoy-Embassy-Stables hybrid. It needs high quality cards with good deck density to shine. Non-terminal is not a huge deal if your best actions are discarded. I think it matters a lot that your opponents choose from your entire hand.
Boysenberry
$5 - Action
Draw one fewer card than last turn during Cleanup this turn. Take an extra turn after this one. During that: Players see all you see. If you may play a card, do so. If you may buy or gain a card, do so, selecting one with the highest cost in coins. The player to your left makes all decisions for you.
I am a little confused. This card gives instructions on what to play and buy, but then it says the player to your left makes decisions. I assume that these decisions are only for things not specified by the card. So you must play actions in hand; if there are multiple, the player to your left picks which one. If the card you play involves a choice, player to your left decides. During the buy phase you buy the costliest card you can afford; if there are multiple at the same cost, player to your left decides.
If my reading of the card makes sense, I really like this card. It is super dangerous to play, more so if your Boysen-possessor is skilled. The funniest thing is if multiples of these get played (probably on those subsequent turns). You could take 5 turns in a row, with the last few turns resulting in you buying Curses.
It might need to say "but not less than 0 cards". If your opponent makes you play KC-Boysenberry...
Tamarind
$3 - Action
+1 Buy
+$1
You may discard 2 cards from your hand. If you do, gain a Treasure costing up to $3, putting it into your hand.
Each other player may discard a card. Each player who does gains a Silver.
I can't envision the intended strategy to this card. As worded, your opponents always have the opportunity to gain the Silver, no matter what your choice is. That's a huge benefit to opponents. Without this, I could maybe see this as a flexible way to leverage extra Silver out of a poor hand, and otherwise get some +buy if you are desperate. But the benefit to opponents is too much.
Lemon
$3 - Action
Name an Action card. The player to your left either reveals the named card, or reveals a hand with no such card. If he revealed the named card, you play it. At the start of Clean-up, return the card to the player's hand. If he did not reveal the card you named, you get +1 Card, +1 Action, and gain a Curse.
I'm not a fan of this one. I'm not sure how easy it would be to guess correctly, but it's still unreliable. If you guess wrong, this card is a cantrip self-curser, eep. Even if you guess right, it's really only worth it if the card you pulled cost $5 or more. $3 or less, you could have just bought that card yourself. $4, you probably still could have bought it yourself.
Lime
$5 - Action
Choose 1: +2 Cards; +2 Actions; +2 Coins; +1 Buy and +1 VP.
The player to your left chooses 1 for you to receive: +2 Cards; +2 Actions; +2 Coins; +1 Buy and +1 VP.
I would have thought this strong, but WW makes a good point about it.
Pomegranate
$2 - Action
+1 Action
+$1
Each other player may discard his hand and draw four cards. If any do, you do too.
This actually sounds OK for a $2 card, especially if your deck is mostly cantrips. The worry is that an opponent will Minion you when you don't want to lose your hand, but you can build your deck to take advantage of it. And you can always make it a mind-game. I like it.
Guava
$4 - Action
+1 Card
+1 Action
Each player (including you) may trash a card from his hand, then draw a card if he does.
If any other player trashes a card this way, +1 Card.
This seems a little too strong to me. It is like Upgrade, except you draw an extra card instead of gaining something. In the case of Copper/Curse trashing, this is stronger. Yes, the card gives a benefit to opponents, but that comes with another bonus for you. Not sure if it's too strong for $4 or if it would be good at $5.
Other than that, I like it.
Cherry
$4 - Action
+1 Card
+1 Action
Each other player may reveal a copy of [This Card] from his hand. If no one does, +$2.
I agree with WW on this.
Tangerine
$3 - Action
Choose to draw between 2 and 5 cards. Discard from your hand 2 less cards than you drew. Your opponents draw and discard a number of cards equal to what you discarded.
Grammar nitpick: it should be "2
fewer cards". (ninja'd on this while still writing up this post.)
WW points out a simpler wording that is equivalent though. Make this "+2 cards, draw up to 3 cards and discard the same number; every other player does the same".
This can be an Embassy that gives your opponents huge sifting. Not sure if the benefit to others offsets how strong this card is for you. Games with this will probably be super fast. I think this should cost $4.
Blackberry
$4 - Action
The player to your left names two cards (the two cards are allowed to be the same). Reveal the top 5 cards in your deck, and pick one: put all instances of cards the player to your left named into your hand, or put all cards that the player to your left did not name into your hand. Discard the rest.
Hmm... at first read, I liked this mini-game. I am not sure now. I think I'd like it better if the cards were revealed before the player named the cards, because you should be able to get what you want anyway.
Watermelon
$5 - Action
+2 Cards
+$3
+1 Buy
When you play this card, each other player may exchange a card costing more than $2 from their hand for a copy of a card that you have played this turn, including this one. You may either gain the exchanged cards or trash them.
So, they can't get any Treasure from you unless you played Black Market. What order do the players make the exchange? If it's a 4p game and you only play this card, only one player can exchange? Do the other players put their new card into their hands? Does it count as a gain for them? Can you decide whether to gain or trash each exchanged card one by one, or is it all or nothing?
I think this would create a lot of rules confusion, and could also be a tracking nightmare. It's one thing to remember how many MVs you've trashed this turn. Its another to have all of your played cards disappear.
Date
$2P - Action
The opponent to your left chooses two: +2 Cards; +2 Actions; +$2 and +P.
Always +2P. Well, maybe +4 actions sometimes.
(Powerman points out that it looks like the +$2 and +P are together. That makes this card better, but still not great... It'll probably be +4 Actions always.)
Currant
$4 - Action
Trash any number of cards from your hand. +$1 for each card trashed this way.
Each other player may trash up to two cards from his hand.
Gain the trashed cards.
This seems really bad to me. Assuming that you don't gain the cards you trashed yourself (because if you do, that's horrid), sure, you can trash 4 cards and get +$4. With three players, you could gain just as many cards as you trash. With four, your trashing just ends up junking your deck more.
Kiwi
$5 - Action
+$2
Each other player may reveal an Estate. If no Estates are revealed, +1 Card, +1 Action, +$1.
I think this card is interesting, but it swings a lot depending on the board. If there is trashing available and your opponents trash Estates, this card is AMAZING. It is GM with an extra +$1 instead of +buy, for $5 without Copper-restriction. If your opponents don't trash, then it's just swingy. I think the bonuses need to be moved around to make the differences less drastic.
Gooseberry
$5 - Action
You may discard up to two cards. If you discard a Treasure, +4 Cards, +1 Action. If you discard two cards, +1 Buy.
Each other player may discard a Treasure. If he does, he draws 2 cards.
In this case, I think the bonus to opponents balances out the balance you get, as powerful as it is. The only thing is that Militia, Ghost Ship, Goons, etc. would erase a large part of the benefit to opponents, wow.
Mango
$5 - Action
Each opponent may choose one: gain a Copper in hand, or gain an Estate in hand.
Choose three of the following: +1 Card, +1 Action, +$1, +1 Buy. (The choices don't have to be different.)
--
(Rules clarification: Like with Pawn, you have to choose all three before drawing any cards.)
I assume the opponent can choose neither, since it says "may choose one". Otherwise, it is an attack.
The AP potential here is hair-raising.
Nectarine
$3 - Action
The player to your left reveals two cards costing more than $0 from his hand. Name one.
Gain a card of the same price as the named card.
--
(Rule clarification: If he have less than two cards costing more than $0, he reveal his hand, and you gain no benefit.)
Weaker than Smugglers, I think. Probably still OK, but I personally don't like Smugglers.
Pineapple
$5 - Action
+1 Action
Each other player may trash a card from his hand. If anyone does, +$3. If no one does, you may trash a card from your hand, +$2 if you do.
Interesting card. I have no idea how this would play.
Elderberry
$3* - Action
+1 Action
+1 Card
Each other player may trash a card from hand. If a [This Card] is in play, +1 VP for each card trashed.
--
If another card that allows trashing on play is in the kingdom, this card costs $6.
(Nitpick: +Card comes before +Action.)
This seems really weak to me. You have to play 2 to get any benefit. Probably what happens is that your opponents will trash something on the first play and then nothing on the second play. Net result is that you let everyone else trash a card for no benefit to yourself.
Or maybe they have 2 Curses in hand, so they do trash the second time. You get +1VP, they also get +1VP and one less junk card in their deck.
Maybe the intention was that it would be +1VP for each card trashed this turn, including on the first play of the card and other trashers. That might be the reason for the alternate cost? If so, it needs to be reworded:
"While any [This Card]s are in play, +1VP for each card trashed."
This preserves what appears to be an intention to disallow stacking multiples of these. Otherwise, just "while this is in play" will suffice. I'd prefer it if a single cost was made, because the alternate cost is weird. Maybe put it at $5 or $6 and let the one who played it trash cards too.
Dragonfruit
$5 - Treasure
Worth $3
Each other player may trash a card from his hand.
Seems OK to me.
Papaya
$5 - Action
Gain a Gold in hand. Discard 2 cards. Every other player may gain a Silver in hand.
Like HT, but with Gold gain, no +buy and a big benefit to opponents. Seems not that bad to me, though the benefit to others is iffy. It shouldn't gain to their hands. I still think this is decent because gaining the Gold is often better than simple +$3.
Kumquat
$5 - Action
+$3
Each other player may gain 2 coppers, putting one into their hand.
Seems OK, and is on the Copper theme.
Huckleberry
$6 - Action
+$2
+1 Buy
+$1 per differently named action card you have in play (including this).
When you play this card, each other player may place a card on top of his deck, or gain a Copper, putting it into his hand.
This gives too much coin, doesn't it? I'm not sure. I don't like the benefit to opponents -- should pick one thing and stick to it, rather than giving the choice.
Apparently people are interpreting this such that the player can choose neither, but I don't read this one that way.
Carambola
$4 - Action
+$3
Clockwise starting from the player on your left, each player chooses one: +1 VP; +1 Card; gain a Silver; trash a card from hand. No player may choose the same option as any previous player.
Terminal gold at $4 is too good. And yeah, weird in games with more than 4p... also, with less than 4, do you continue around the circle until all options are taken?