Love the names this round.
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.
I really like the concept at work here. It's a neat spin on the idea introduced by Young Witch. I feel the approach is a bit limiting, though. Rather than restrict access to that kingdom pile, perhaps just reducing its cost could be effective. I'm not sure that would even be worthwhile, though. The problem is that in most cases, it would have been better to just add that extra kingdom pile and exclude If I Fell altogether. I still think the concept can be workable, just not in this exact format.
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.
Seems like a decent enough way to flood Silver. I wonder how good this is compared to just buying Silver?
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.
This has some fun variability to it and has that interesting feature of being flat-out better than Silver at times, the same way Courtyard trumps Smithy much of the time. The difference between $2 and $3 seems almost inconsequential at times, but I think its a nice design, simple, and interesting overall.
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.
I just don't think the restriction matters much. Its an okay buy when you can get it and no big deal when you can't, which makes the "drawback" take up space it doesn't need to. You could remove the bottom half and the card wouldn't even seem that good since it junks up your deck while gaining those Silvers.
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.
Very different than your standard Dominion card conceptually, but its method of self-trashing and restricted buying seem like stretches made to get a problematic concept to work. I feel the idea could have looked for a better, cleaner solution and come out as a better product rather than a jumble of parts the way it feels now.
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.
There's an interesting idea in here. I think going with the standard "$5 cost for $3 production with drawback" suits the overall idea better than the one coin bump. This gave me an idea for a spin-off of the concept: "Worth $3; While this is in play, when you discard Copper from play, put them on top of your deck." Could work as a drawback in a similar vein to what this was trying to accomplish.
Nowhere Man
$2 - Treasure
Worth $1.5
Fun with fractions! (Or decimals... no love for alliteration?) As was pointed out, this is inferior to Fool's Gold in every way, save elegance. I'm a huge fan of elegance, but it just can't work as the saving grace here. That said, a $4 that produces $2.5 starts to raise eyebrows.
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].
I like the theme working in this card. The whole idea drips with cohesion in a very pleasant way. The power level probably has some comparisons to the way Crossroads works, but with the extra gain ability and the function as a treasure instead of an action, which makes me think $4 is a good cost. I like the card, but wonder how the top half would play out on its own.
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.
This card gets too cute with its own interactions. They just don't seem to have a definite end goal. The card hops back and forth refusing to net you much of anything, and all that extra text becomes a waste when you realize this is a sometimes-Silver, sometimes-Copper merry-go-round.
Eight Days a Week
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per revealed card that is not a Treasure.
I wish this didn't have the "Worth $1" part to it. This is the type of card I think becomes more enjoyable if its power level swings a bit more. I like the card a lot overall, and the encouragement to hold on to action cards (or even overload on terminals) is a nice feature, a bit reminiscent of Secret Chamber and Vault, but, you know, in treasure form.
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.
I feel like you can cut the middle man out and just make this worth $2 instead of flooding your deck with Silver. I do get the theme of you gain/they gain, but Ill-Gotten Gains did it more interestingly. It's sort of neat how it effects your deck while still being able to be trashed for a pseudo-attack, but I don't think it was worth it to roll that way.
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.
The effort here seems so much less than with Stash (sans Chancellor shenanigans), and that just makes it way less interesting.
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.)
That's a lot of hoopla for a $3 Copper.
Can't Buy Me Love
$4 - Treasure
Worth $0
When you play this, +2 Cards.
Bold to be so in-your-face about your treasure not looking like a treasure at all. I actually think it makes for a great thought exercise and is something I'd like to play with just to feel how the game would be with it. I think it really doesn't deserve a place in this set, though.
Girl
$6 - Treasure
+1 Buy
Worth $1
--
While this is in play, Victory cards cost $2 less.
I've thought a lot about cost reduction strictly for Victory cards, and until I see a good example of a way to make it work well, I think its a trap of an idea. $6 cards are already supposed to help take the game toward its end, but this has no benefits outside of that, making it uninteresting save in those fierce moments of mad-greening. I just don't find the scenarios where this card is playable to be that interesting to the game-play.
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.
I'm a fan of utilizing extra buys in this manner, but I don't think this card works the drawback particularly well. That extra buy is gonna get used, and you'll end up with a Cache that didn't cost you nearly enough. As a side-thought, I'd be interested in the idea of upping this card's cost and replacing the trash mechanism with a "must use all buys if able" clause.
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.
The silver gain makes it tough to triple these up into a gold. That's an unfortunate feature to have. These types of designs can easily be compared to Fool's Gold. It's difficult enough to line up three of those, and that nets you $9!
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.)
The Islands mechanic is one that should be used sparingly, but I think this implementation is rather simple and straight-forward and well placed. Part of me wishes it were a Reaction instead so it could work against junking attacks, but that's a tangent if anything at all. Nice card!
Day Tripper
$5 - Treasure
Worth $1
When you play this, discard your hand. If you discarded any cards this way, +$2.
I really wanted this to be "$2 + $1" instead, but after some thought, that variance is probably necessary. The Gold part turns on A LOT, but I imagine it'll do so discarding a Copper from time to time, which should help to temper it. I'm curious to know how it would play at "$0 + $3" instead of "$1 + $2".
Jude
$6 - Treasure
Worth $2
You may discard a non-Victory card from your hand. If you do, gain a copy of it.
Nifty restriction to make that gain work. The power level on something like this doesn't concern me at all; the concept is cool enough to be examined on its own. The implications of putting this on a treasure instead of an action don't really seem like much, and the more I look at this, the more I feel it would rather be an action card. I think the concept is acceptable enough on a treasure that this is still getting a vote.
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.
I wish using time in such an upfront way didn't require so many words. That aside, cycling through 4 seems a bit much. This card already has a ton of variance without having that stage to get through. I think eliminating 4 and 0 as possibilities helps to temper its already wild nature. I could be wrong on this one. I think it lives better without the awfulness of playing it for $0 and the insanity of racking up $4 early on, but that might what some find fun in the card. I just think that same fun can be found with a lower range.
Martha
$3 - Treasure
Worth $1
Return to your Action phase.
+1 Action
I'm not sure what to make of this. I like that interesting approach to helping with terminals. I dislike how much it steps on the shoes of other villages. Engines are more interesting because of their need to setup. This safety-net function is amusing and possibly even a good idea, but as I look at it, it's just less interesting than the standard village dynamic. Nice outside the box thinking, though, and is easily a catalyst for other potentially good ideas.
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.)
The sacrifice isn't enough.
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.
Cards that make people build strategies around things they don't want to do just tend to upset them, unless those things feel natural (like loading up for Coppersmith). It's one of the reasons players take so long to find the worth of Chapel. I don't see your card having that same discovered appeal.
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.
I sorta like this card. I'd much rather it be an action card. The two cards gained is interesting in how it can be sort of a drawback for gaining Gold, forcing a Copper to tag along. I was brainstorming an idea like that based on $8, but this is much more balanced. It's interesting.
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 hate this having no cap.
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'm gonna assume that this gets set aside and can only be played from there once. If that's the case, it's an interesting mechanic, prompting players to think about when to play it in much the same fashion as Native Village. I think it misses out on some of the potential tension that would make it more interesting. Also, the effect when you use it feels too minimal for this exotic of a mechanic.
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.)
This trasher fluctuates quite a bit. Late game it just eats away at your cards without a care in the world. Early game, it awkwardly moves through your deck like a bad Loan. Those situations seem too standard to be that opposite from one another. I wish it were closer to the middle of playability rather than existing on both far ends.
Yesterday
$5 - Treasure
If you've played three or more actions this turn, this is worth $3, otherwise it's worth $1.
This just has a hard time fitting into decks. The Conspirator trigger is a workable idea, but this doesn't feel like the right variable to work with (and the "off" version could probably be a Silver without fuss). Maybe a Silver that returns to the top of your deck if you've played 3 or more actions?
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.)
There are better ways to implement this idea. And this really wants to be an Action card. It deserves that sort of attention!
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.
I'd add a cost limit. Gaining Platinum like this feels bad for the card's balance. Other than that, I think this is a nifty way to go about making a Workshop for Treasures only. There are some other balance issues that might crop up, but the general idea has me hooked.
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.
If this card had a parameter for what cost of treasure it could gain, the idea would resonate a lot more.
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.
Feels very ticky-tacky, like the card doesn't know what it wants to be.
Please Please Me
$5 - Treasure
Worth $1
When you play this, it's worth an additional $1 per Estate missing from its Supply pile.
I like the idea behind this, but it has some unwelcome flaws. It gets too big; I'd look for a better object to use as a modifier. Also, adding Estates to your deck just so everyone can gain the benefit is harsh. Compare it to Trade Route and Baron: they both give you ways of dealing with the excess green, and can function well enough without necessarily flooding your deck.
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.)
Initially, this mechanic seemed to have promise. It still might, but not in this capacity; it does all that work and only functions as a Moneylender most of the time.
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.
The good intentions of this card get wasted on its ability to just go into curse mode. But I like the idea of a gifter treasure. Perhaps making it a drawback of the card would be more workable. Something like:
$5 - Treasure
Worth $3
-----
While this is in play, whenever you buy a card, each other player may gain a card of his choice costing exactly $1 less than that card.
Cry Instead
$4 - Treasure
Worth $1
--
Choose one: +1 Card; or +1 Buy; or +$1.
It's just way more compelling on an action card.
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.
The Spy mechanic is tedious. I only want to see it where the strategic depth makes the card its on much more tactical.
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.
This card throws a lot of twists into the buy phase, and a lot of them add strategic value. It's a fascinating mental exercise, especially in games with alt-Treasures. It's bizarre but nice.
Lucy
$4 - Treasure
Worth $1
When you play this, reveal your hand. +$1 per Victory card revealed.
Simple and clean. Though what's with all the unnecessary "when you play" clauses going on this round?
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.)
Downgrades for short boosts are awkward. This trashes already played Copper which simultaneously alleviates some of that awkwardness and adds all new types of awkward. This card doesn't feel smooth at all.
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.)
I'm all for outlandish approaches, but I don't like what this is trying to accomplish.
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.)
There's a lot going on, and while the design actually does a good job of tying it all together, it causes more grief than its worth. Compare it to Envoy; that card gets you through a lot of stuff, and though it hurts to see a useful card go, it moves things along and benefits the crafty deck-builder. This card loses you a good card in a sea of crap too often to leave a smile on your face. It just doesn't seem fun to play with.
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.)
All those moving parts, all for a carousel effect. Or a slow Estate trasher, I suppose, but still, that's a ton of text for what this does at the heart of it all.
Penny Lane
$3 - Treasure
+$3
--
While this is in play, when you buy a card, gain a Curse.
I think its fair, but I'm past the idea of this being interesting until I see a novel approach to it.