this is very true. and oddly enough, i was in the middle of typing this post when yours popped up
they've now been toned down a bit. i'm not a fan of the removing tokens idea though. i was trying to go for cards that players wanted to fight over but it got to a point where that was all they were doing. and i didn't want a card where if you had it, you'd win most of the time. despite this, out of 6 games, only the Chamberlain helped win a single game, albeit by over 10 points. it's tricky to grade these cards for balance since the cost is down to each player's judgment (is the card worth more than it is currently, and if you get it, can you use it to the best effect?) at first, the cards will all seem too powerful. but the effect only lasts while you have it. a large amount spent on a non-permanent card becomes a debatable benefit.
they are simple to use in a game though, since you only need one of each. below are the ones i currently have, possibly making up to a maximum selection of 6. (
comments included)
CHAMBERLAIN, Auction-Victory (v2)
While you own this, at the start of your turn, +$1.
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Worth Victory Points equal to the number of players.
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the original +$2 effect was too good to pass throughout the game. whoever had it, had a massive advantage, so we were all fighting to get it. even more so during endgame when it became 4 points plus the money we needed for Provinces. the new version doesn't look all that, but if you manage to get, you'll not want to part with it.)
HANDMAIDEN, Auction (v2)
While you own this, at the start of your turn, choose one: +1 Card; or trash a card from your hand.
(
the original draw until you have 6 cards made Attack cards that make you discard, largely redundant or even help your hand. the new effect should be more versatile without being too beneficial.)
SELLSWORD, Auction (v2)
When you buy Sellsword, place its token on a Kingdom card pile.
While you own this: if you buy a card from a pile with Sellsword, gain 1 Victory Token; if another player buys a card from a pile with Sellsword, he draws only 3 cards for his next hand.
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When a card is bought from a pile with Sellsword, you place its token on a different Kingdom card pile immediately.
(
altered the Curse gain to draw only 3 cards, which makes for a more blocking effect. other players could still get around this by 'gaining' but not 'buying' from that card pile. the VT gain is also toned down but can still get really powerful if you are able to build an engine that let's you buy more than one card on your turn, and there are cheap Kingdom cards available. however, too many of these can hurt your later hands.)
AUCTION HOUSE, AuctionWhen you buy Auction House, place its token on a Supply pile.
While you own this, cards from a pile with Auction House cost $1 less to you (but not less than $0), and $1 more to other players.
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When a card is gained from a pile with Auction House, you place its token on a different Supply pile immediately.
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much like Sellsword but the effect applies to ALL cards, not just Kingdom cards, and repositions the token on 'gain'. not playtested yet.)
CITY GUARD, Auction-ReactionWhile you own this, if you do not have 4 cards at the start of your turn, draw or discard until you have a hand of 4 cards. At any time on your turn, choose one: +1 Card; or +1 Action.
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When another player plays an Attack card, you may discard a card. If you do, you are unaffected by that Attack.
(
not sure if this needs to be listed as Reaction since it does not need to be revealed or played or trashed. not playtested yet.)