I have to say that I was overall disappointed by this round of submissions. Not a lot of exciting / well balanced cards here. Treasures are hard, and I think a lot of people made cards that would be better as Actions. Don't do on a Treasure what you could just as easily do better on an Action, that's what my mom used to tell me. Anyway, here are my reviews.
If I Fell
$4 - Treasure
Worth $2
--
Setup: Add an extra kingdom card pile costing at least as $5 to the supply. Cards from that pile may only be bought if [This Card] is in play.
This is unfortunately usually not ignorable, which makes it, as a $4 Silver, probably not a good card. I otherwise generally approve of the idea.
Ask My Why
$2 - Treasure
Worth $1
Reveal the top card of your deck. You may discard it. If the discarded card is a Treasure, gain a Silver, putting it on top of your deck.
Why? Isn't most of this card basically a cheaper Crystal Ball as a Copper? Plus, way too strong.
Tell Me Why
$2 - Treasure
Worth $1
When you play this, you may put a card from your hand on top of your deck. If you do, this is worth $2.
Am I going insane, or is this card similarly named and mechanicked as the one above it? Assuming I'm sane, I'm not a big fan of this. It is pretty weak, but reminds me a lot of Courtyard.
Michelle
$4 - Treasure
Worth $1
When you gain this, gain a Silver, putting it on top of your deck.
--
You cannot buy this if you have a Silver in play.
So, I guess this is like a Silver you can top-deck but get a penalty Copper? But, can't buy it with Silver in play? It's probably ok, but pretty weak in general. It might be strong in some openings.
Cry Baby Cry
$2 - Treasure
Worth $0
If you gain this during your turn, trash it. +2 Buys and gain three Coppers, putting them into play.
--
You may only buy one copy of this card per turn.
So many potential rules problems here. To start, if you gain it on someone else's turn, it is completely useless. Lame. Only buy one copy per turn clause? Lame. Putting Coppers directly into play? Weird and lame.
Wait
$5 - Treasure
Worth $4
When you play this, put your deck in your discard pile.
--
While this is in play, you may not discard Treasure cards other than Copper from play until you have finished drawing.
Definitely needs better wording / more rules clarification. I mean, I get what you're doing, but this is way to ambiguous. Plus, it almost definitely has FBI.
Nowhere Man
$2 - Treasure
Worth $1.5
No.
Something
$4 - Treasure
Reveal your hand. This is worth $1 per Victory card in your hand.
--
While this is in play, when you buy a Victory card, you may gain an [This Card].
Wait, does it mean when this is in the supply, or when you have played one of these? Either way, this is probably often too weak to be worth playing besides in alt-VP strats, in which case it may be too strong.
Good Night
$2 - Treasure
+1 Buy
When you play this, you may trash it. If you do, it is worth $2. Otherwise, it is worth $1.
--
During your Buy phase, if this is in the trash, it costs $1 and you may buy it.
So, one-shot Silver with Buy or Copper with Buy? Seems fine. The buying from trash clause is weird, but it's hard to tell if it is good weird or bad weird. I don't see any problems with it - it's basically a discount if you can buy it from the trash, where it will often be since it can self-trash.
Eight Days a Week
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.
This can be way too strong with draw-your-deck engines. Like, crazy-strong. Imagine an all-action deck with Scrying Pool and 2 of these? I'd buy this 9 days a week. Forgot that this was a treasure. In that case, it would only be crazy-strong with Black Market. Otherwise, is probably fine, but similar to Something.
I Feel Fine
$5 - Treasure
Worth $0
When you play this, gain a Silver, putting it into your hand.
--
When you trash this, each other player gains a Copper.
Too strong. Like, Explorer on steroids.
Lose That Girl
$4 - Treasure
Worth $2
--
At the start of Clean-up, if you have this and no more than two other Treasure cards in play, you may put this on top of your deck.
In some ways this seems better than Stash. So, I'm definitely skeptical having that strong of a Silver+ cost $4.
Follow the Sun
$3 - Treasure
Worth $1
--
When you shuffle, you may place any [This Card] cards horizontally at the bottom of your draw pile. During your turn, whenever you would draw a card, except for during your clean-up phase, you may draw a [This Card] instead from its horizontal position.
--
(Rules clarification: [This Card] has a unique yellow background, similar to Stash's red background. If you do not choose to draw this card at a unique time it will be drawn as a normal card.)
I don't want another different back card. Sorry. Otherwise, this is almost interesting, in that it allows you to hit your expensive Coppers with terminal draw.
Can't Buy Me Love
$4 - Treasure
Worth $0
When you play this, +2 Cards.
The name of this card is hilarious with this mechanic - Can You Draw Love? When you think about it, I'm pretty sure this card is OP in BM - it is basically a Labratory that can't play Actions after it but doesn't need an Action. That's probably too strong for a $4 card, and boring for anything besides BM.
Girl
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.
So, a Quarry for Victory cards? With the +1 Buy, this is way too easy to stack for a mega turn. So, no.
Bulldog
$3 - Treasure
+1 Buy
Worth $3
-
When you discard this from play, if you have at least one unused buy, trash this and gain a Copper on top of your deck.
This is very strong, even with the "penalty". A +Buy Gold for $3? You're insane in the brain.
Let It Be
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.
Probably crazy strong. This is essentially a $2 Explorer that loses you $1, but instead of stacking with Provinces has to stack with itself. Might be correctly priced at $4 or $5, but even then it would have FBI.
Hold Your Hand
$4 - Treasure
+$1
--
While this is in play, when you gain a card, you may set that card aside. Return it to your deck at the end of the game.
--
(Rules clarifications: It is recommended to use the Island mat for cards set aside this way.)
I'm not a fan of this mechanic. It is pretty darn strong. Many small-deck engines are amazing, but quickly slow when they green. With this, such a deck would fire every turn. Plus, it has lots of power in alt-VP type games. I might be cool with this at $5, where it wouldn't overshadow Island as much.
Day Tripper
$5 - Treasure
Worth $1
When you play this, discard your hand. If you discarded any cards this way, +$2.
If you buy only one of these, it is essentially a Gold most of the time. At the same time, it is a risky proposition to get more than one. This card would definitely do best without trashing, which means it may be too strong in straight BM. Still, might be ok.
Jude
$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.
This feels more like an Action than a Treasure. Maybe that's ok, but it does mean that you have to sacrifice not playing the card to get the copy. Might actually be a bit weak.
Love Me Do
$3 - Treasure
When you play this, it is worth $1 for each token on your [This Card] mat.
If your [This Card] mat has no tokens on it, put 4 tokens on it. Otherwise, remove a token.
Worth cycle of 0-4-3-2-1-0-4-3-2-1-0. So, this averages $2. That's sort of cute, but might overshadow Silver too much. I mean, one good hand and one bad hand is better than two mediocre hands, right? Also, this is at least as good as Silver 3 out of 5 plays. I might actually like this at $4. Or at $3.
Martha
$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action
Sorry, I've seen this type of thing before, never been a fan.
Mean Mr. Mustard
$5 - Treasure
-$3
Trash this card, gain any two treasures from the supply.
--
(Rules clarification: Yes, that's a negative coin value there.)
Sure is Mean to take away your coins like that! But, to tell the truth, I'd always spend $5 on a card that trashes for 2 Golds (without even taking an Action mind you) and effectively makes it impossible to buy anything else. 2 Golds is almost always better than anything else I wanted to buy that turn. Plus, this + Chapel would almost surely be the best opening in the game. This Mustard is too strong for my tastes.
Norwegian Wood
$2 - Treasure
Put a card from your hand on top of your deck.
Worth $2 per card returned to the top of your deck this turn so far.
I feel like we've seen this card before. Maybe a previous contest? Maybe I'm having deja vu? Anyway, sort of annoying to keep track of.
Come Together
$4 - Treasure
Worth $1
You may trash a card from your hand. If you do, +$1.
--
When you trash this, gain two cards whose total cost in coins equals up to $6.
The on-trash is a lot like Thanksgiving / Quin from the one-shot contest. I liked that card, and I like this one too. Though, it may be a bit strong, since you often want to trash cards, which makes this an even better Silver+. I think it would be better at $5, where it would probably be pretty balanced. Still, I like the idea.
Sergeant Pepper
$4 - Treasure
Trash a Treasure card from your hand. If you do, gain a [This Card] token.
Worth $1 for every [This Card] token you have.
I think this is definitely broken strong. Like, you can easily boost these up to $5 or more just trashing your starting Coppers. Definitely OP as an opener.
Eleanor Rigby
$3 - Treasure
+1 Buy
Worth $1
--
When you gain this, set it aside; play it during the buy phase of your future turns.
I don't get the wording. Pass.
Ticket To Ride
$3 - Treasure
Worth $0
When you play this, trash a card in play that you own. +$ equal to half the cost in coins of the trashed card, rounded down.
--
(Rules clarification: If you trash a Duration card that you played this turn, you still get the next turn effect.)
I thought we were playing Dominion?
This is sort of a much worse Counterfeit. In fact, I think it's so much worse that it is way weak. The cards you want to trash you either can't (Estates) or don't give you help (Copper and Curse). So, you have to trash good cards, and it's only half as good as Salvager at those? Very weak.
Yesterday
$5 - Treasure
If you've played three or more actions this turn, this is worth $3, otherwise it's worth $1.
Obviously better in an engine than BM. Needs a pretty decent engine at that. It may be a bit weak, but it's probably fine.
Walrus
$3 - Treasure
Worth $1
Place a Copper from your hand or the Copper supply on any non-empty supply pile.
--
When a player gains a card other than Copper from a supply pile, he gains all Coppers on that supply pile, as well.
--
(Rules clarification: You may place Coppers on the Copper supply pile. When a Copper is placed on a supply pile other than the Copper pile, place it horizontally so that the card names and costs below show.)
This card gives me funny feelings in my stomach. Or maybe that was just the swiss chard I ate for dinner. Either way, I sort of like it and sort of don't. I find it very intriguing that the Coppers can be either bad or good (alt-VP). I played with Begger yesterday, and it started to change the way I feel about Copper. Anyway, this is fun and questionably strong/weak/FBI, but maybe fun wins the day?
It's Only Love
$5 - Treasure
Worth $0
Choose a Treasure card. Gain it. If it's a Silver or Copper, place it in hand.
Um what? This is surely too strong. Surely. Platinums?
She Loves You
$4 - Treasure
+1 Buy
Worth $1
Trash this. If you do, play a Treasure card from the supply other than [This Card]. Trash it.
So, usually this is a one shot $4 (or $6 with Platinum). That's A LOT for $4. Essentially, it allows you to keep around the money you used to buy this card for later. It may be about balanced if it wasn't worth $1 itself.
All My Loving
$7 - Treasure
+1 Buy
Worth $4
--
While this is in play, you may not buy Victory cards.
--
When this is in the Supply, the game ends after four piles are emptied, not three.
Ugg, I hate that last "When this is in the Supply..." thing. I also hate the "no Victory Cards buying" thing. So, no dice All My Loving.
Please Please Me
$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.
So, like a weird Trade Route for Estates? To tell the truth, I never really liked how you could do lots of work to power up Trade Route and then have someone else use it. It also feels like it could get crazy strong in some games, making it must-buy.
Help
$4 - Treasure
When you play this, you may place a Treasure from your hand on your [This Card] mat. If you do, this is worth $3; otherwise, return all Copper from your [This Card] mat to the top of your deck, and this is worth $0.
(Return any cards on your [This Card] mat to your deck at the end of the game.)
I feel like you can make this worth $3 while setting asside Copper way too long to make this balanced. In fact, I'm sure this is too strong. Probably even at $5. It needs Help.
Drive My Car
$4 - Treasure
+1 Buy
Worth $1
--
While this is in play, when you buy a card, either gain it, or every other player gains a copy, your choice.
This has got to be an Attack. It begs you to give away Curses, and then Coppers. Oh, and also gives you a coin. So, on an equivalent Action-Attack card it could read: "+1 Action, +$1, choose either Curse or Copper; each other player gains the chosen card." If you can't tell by now, this is crazyheadsauce strong OP at $4. Not to mention that this contest says no Attack cards.
Cry Instead
$4 - Treasure
Worth $1
--
Choose one: +1 Card; or +1 Buy; or +$1.
Now this is a card I think I can get behind! It's a little weird to +1 Card during your Buy phase, but I guess I can get over it. I hope Donald X. will forgive me, but I like this as a Silver+ at $4.
Hard Day's Night
$3 - Treasure
Worth $1
When you play this, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
So, it's exactly like Spy except +$1 instead of +1 Card. I mean, essentially so. Oh, and this is an Attack card. How could it not be if Spy is? That breaks the rules, man.
Julia
$4 - Treasure
Worth $1
--
When you play this you may buy a Treasure card. If you do: put it in play and +1 Buy.
I'm a little confuseled by this. Let's say you spend $4 including this and buy a Silver. You then get to put it in play and get another buy, at which point you have $3 to spend. It seems like most of the time, the second buy won't allow you to buy much more than a $3 card. Which probably makes a Copper+ at $4 not strong enough.
Lucy
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per Victory card revealed.
This is like a Treasure version of Crossroads (and like Something and EDaW). I can't think of any reason this would be OP, besides that it combos with Scout. It does, however, guarentee a $5 hand if you open Lucy/Silver (or any +Card instead of Silver). That's a bit strong, a problem it shares with EDaW.
Honey Don't
$3 - Treasure
Worth $2
When you play this, trash a Treasure you have in play, then gain a Treasure costing at most 3 less than the trashed Treasure and play it immediately.
--
(Rules clarification: [This Card] may trash itself, and must if no other Treasures are in play.)
This is way to strong. Note that if you're trashing a card in play, it has already been played, so you get that money plus the money from the card you gain. So, if you trash a Silver that you played and play a Copper, that is $3 plus the $2 from this card. This+Gold = $7 + Silver. Plus, it is a better Copper trasher than Moneylender. I'd definitely call this a Silver+, and I can't vote for that at $3. This card might be balanced at $5, but even that is a hard call.
Paperback Writer
$6 - Treasure
When you play this, you may immediately play an Action card from your hand. This cannot cause you to play more than one Action card.
--
If you played an Action card with this, this is worth $1; otherwise, it is worth $2.
--
(Rules clarifications: [This Card] allows you to play exactly one Action card in your Buy phase for each [This Card] played. You receive no benefit from +Actions on the card played. Throne Room, King's Court, Golem, and Procession all normally cause you to play another Action card; you receive no benefit from these cards because you may not play another Action card.)
Too much rules clarification and possible problems. Pass.
Yellow Submarine
$3 - Treasure
+1 Buy
When you play this, reveal up to 3 cards from the top of your deck, one at a time. This is worth $1 for each Copper and Curse revealed. The player to your left may choose one revealed card for you to discard. Put the rest back on top in any order.
--
(Rules clarification: You reveal each card before deciding if you want to reveal another.)
Not a fan of cards that make you discard your good cards to get bad cards. Which this card does in a sneaky way.
Strawberry Fields
$3 - Treasure
Set aside a Victory card from your hand. This card is worth half the cost of that card (rounded up) in $, otherwise this is worth $0.
--
During your buy phase, you may buy any set aside Victory card at half its cost (rounded up) in $, you do not need to play this card to buy it.
--
When the game ends, any Victory cards that are still set aside by this card are not returned to your deck.
--
(Rules clarification: Getting back the Victory card works like buying it from supply, it uses a buy and you put it into the discard pile. You can just buy any Victory card you choose, provided that you can afford it and have enough buys. You can use multiple buys to gain as many Victory cards. You can put Vineyard aside, but it'll give you $0, and you can buy it back at $0.)
Too weird.
Penny Lane
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.
Penny Lane should have definitely been on a Copper equivalent. Sad face.
Sigh. Is this a ploy to get Blood Money without being Blood Money? More sad face.