Let's comment on these Cornucopia cards while I'm in the mood for it.
Bounty
Types: Action
Cost: $5
Reveal then discard the top 2 cards of your deck. For each differently named card revealed, if it is an
Action card, +2 Actions; Treasure card, +$2; Victory card, +1 Card; Curse, +1 Buy.
I think Ironmonger already covers this design space. The differently named card thing isn't so much a variety mechanic as it is a balancing mechanic.
Field
Types: Action
Cost: $4
Reveal the top 4 cards of your deck. Put one of each differently named card revealed into your hand. Discard the rest.
Simple. It let's you possibly draw the 4th top card of your deck, so it's not necessarily worse than Smithy when it only draws 3. This blows Harvest out of the water unless the card that weren't drawn are placed back onto the deck instead of discarded. That would help balance the sheer cycling power of this card.
Storyteller
Types: Action
Cost: $4
+1 Card. If this is the first time you played a Storyteller this turn, +1 Action.
While this is in play, when you play an Action card that you don't already have a copy of in play, +1 Action.
Clarification: The first Storyteller you play only gives you +1 Action, not +2 Actions, because it wasn't in play when you played it.
If this simply turned terminal actions into non-terminal ones the first time they were played, this would probably work. My issue with it is that it also gives cantrips the village effect. The result is that one of these turns your first Smithy-variant into a Double Lab and then your cantrips give you more actions to play your other copies of the Smithy-variant. It's too easy, and I feel this card is too strong even with the top part being the way it is. You only need to play one of these every turn anyway.
Scarecrow
Types: Action
Cost: $3
+2 Cards. +2 Actions. Reveal your hand. Discard duplicate cards one at a time until you have no duplicate cards in hand.
This could potentially work. The only way to be sure is to playtest this. Like many Cornucopia cards, this will probably get better as the game goes on.
Player King
Types: Action
Cost: $10
Trash a card from your hand. For each $ in its cost, gain a card costing up to $5 that is not a Victory card, putting it on top of your deck. If you gained 5 or more cards this way, trash this card.
In games using this, at the start of your Buy phase, you may reveal your hand. If there are no duplicate cards in it, Player King costs $5 less this turn (but not less than $0).
I don't like that bottom effect. The only thing worse about a super card that is prohibitively expensive is one that you can still get if you have a starting hand of 5 Coppers. How can one possibly balance this. And watch out in games with this, Border Village, and cost reduction. Mega pileout potential.
Ingot
Types: Treasure
Cost: $5
Worth $2. +1 Buy. If you have at least 4 differently-named Treasures in play (including this), +$2.
This is sort of like a mini Horn of Plenty that combines with your other treasures. There's nothing wrong with it, really.
Flea Market
Types: Action
Cost: $5
+1 Card. +1 Action. +$1. This turn, you may buy any number of cards, but you may not buy more than one copy of any card.
I would imagine the super-buy effect working better on a card that does something cool without needing to be spammed, like peddler, but whatever. It's kinda game changing, but in the end I wouldn't consider it broken, at least not very often. Personally, I like it.
Grocer
Types: Action
Cost: $3
+1 Action. Put one of your Grocer tokens on a Supply pile; this pile must not cost more than any pile without one of your tokens. You may gain a card from any pile with one of your tokens on it.
Clarification: Each player has a set of identical tokens that are distinguishable from other players' tokens. Tokens are not artificially limited.
This will be really strong in the presence of KC/TR/Procession. It kinda supports a monolithic strategy of sorts. One fix would be to make you lose all your tokens once every pile has a token on it, like Carnival below. If that upsets people because they can't get more than one province with this, than the variety-gain use of this card is lost on you. Either that or this excludes Victory Cards.
Kaleidoscope
Types: Action
Cost: $4
+1 Card. +1 Action. Reveal your hand and note the number of differently-named cards revealed. If you revealed at least: Two, +1 Buy; Three, +$1; Four, +1 Action; Five, +1 Card.
I like that there is a cap on the variety-based bonus. Anything like "+1 X for every Y differently named card" would be annoying and possibly nuts with Dark Ages. It's another take on the Menagerie idea.
Raffle
Types: Action
Cost: $5
+1 Action. Set aside any number of differently-named Treasure cards from your hand, then play them in any order. Draw until you have 5 cards in hand.
You can change the numbers of this, and just have the set aside cards go into hand at the start of the Buy phase if playing them immediately is not something you want more of. This is like a stronger Menagerie. That's not a deal breaker though for me. Hmm...
Vanguard
Types: Action
Cost: $5
+2 Cards. +2 Actions. +1 Buy.
While this is in play, when you buy a card, trash each copy of that card you have in play.
This lets you trash copper really easily. Afterwards, whether or not you get more of these depends on what else is on the board. The copper trashing makes this almost a must-buy. I have issues with that.
Pariah
Types: Action
Cost: $5
Gain a card costing up to $6. Each other player may gain a Curse. If he does, he gains a copy of the card you gained.
So I want to like this one. You probably don't want it in games with other cursers. It just worry that this forces your opponent in a really bad situation when you use this to get a spammable action like Minion or Highway whose effectiveness is very sensitive to junk.
Theater
Types: Action
Cost: $4
+2 Actions. You may reveal a Patron card from your hand. If you do, +2 Cards.
[hr[
Setup: Add an extra Kingdom card pile costing $5 or $6 to the Supply. Cards from that pile are Patron cards.
This is kind of messed up if the patron card is awesome. There are some pretty good cards from $5 to $6
Carnival
Types: Action Attack
Cost: $3
+1 Card. +1 Action. The player to your left chooses a card in the Supply without a Carnival token on it. Either gain a copy of it or each other player gains a copy of it, your choice. Put a Carnival token on that pile. If each Supply pile has a token, remove all the tokens.
As I said, this is a mash-up of Jester and Indulgence. It's so accessible though. Why wouldn't you get one of these every game.
Side Show
Types: Action
Cost: $5
+2 Actions. Reveal your hand. +$1 for each differently named Action card you revealed.
Where have I-
I want to like this one. Having lots of actions in your hand at any one time is something you generally have to work for most of the time. The exception is Scrying Pool, but it is what it is. Even in that case though, this just gives you lots of money. I prefer when here is a cap on the bonus, for the sake of the person who has to count all the differently named actions in a large hand (and possibly with some knights in there too). Maybe if you can reveal up to 5 cards or something for the effect?
Wine Cellar
Types: Action
Cost: $4
Reveal up to 2 differently named cards from your hand and put them on top of your deck. +$2 per card revealed this way.
When you buy this, reveal your hand. If you don't reveal at least 2 differently named cards, trash this.
I'm glad this card was submitted, as I thought of submitting a card that was just like this, but as a prize. Instead, this card has the bottom clause to limit its power. However, the similarity to Mandarin (and part of Count) takes away from the novelty of the idea.
Traveling Circus
Types: Action Victory
Cost: $5
Look through your deck and set aside any number of differently named Victory cards from it. Put them into your hand. Shuffle your deck.
Worth 1 VP for every 2 differently typed cards in your deck.
Clarification: Each unique combination of types counts as a unique type. For example, an Action card and an Action Attack card count as differently-typed cards.
With one more hybrid type, this can be worth 3VP. But it's so close to both Duchy and Fairgrounds, and the on-play effect is not exactly super stackable.
Nomad
Types: Action
Cost: $4
+1 Card. +1 Action. Trash a card from your hand. You may gain a card with cost exactly equal to the cost of the trashed card, putting it into your hand.
I'm not averse to the card-swapping idea. I feel like this is missing something. Compare to the Dark Ages submission that could exchange cards of equal price.
Harvest Queen
Types: Action
Cost: $5
Set aside any number of differently named Action cards from your hand. Play them in any order.
This is basically a necropolis that scales with the number of action cards in your hand. I like it for the most part, except it's pretty scary with Scrying Pool.
Showman
Types: Action
Cost: $3
+1 Action. Reveal a card from your hand, then reveal the top card of your deck. If they don't match, +1 Card and +$1.
This one is neat. It rewards deck tracking and variety. I imagine that it will activate pretty frequently though. Just selecting a card you have one copy of turns these into $3 peddlers.
Old Gaffer
Types: Action Attack
Cost: $4
+$2. Each other player may reveal a hand without duplicate cards. If he doesn't, he gains a Curse.
This card will hit very often the way it is now. Maybe the other player can reveal 4 differently named cards instead. Even with that, Young Witch already has this kind of thing covered.
Wheat Field
Types: Victory
Cost: $4
Worth 1 VP for every each differently named non-Victory card of which you have at least 4 copies.
Getting 1 copy of something is reasonable, but 4 copies is difficult, especially in games with 3 or more players. This just leads to 3-pile endings when you try to power these up. It just don't think it will work out so well in the end.
Potluck
Types: Action
Cost: $4
+2 Actions. +1 Buy. If you have at least 4 differently named cards in play (counting this): +2 Cards, +$1, discard 2 cards.
This reminds me of Conspirator, except this goes a bit further to help you power them up. It at least gives you extra actions, so this isn't totally useless if every other action on the board is terminal. The +Buy can help pick up extra actions too. The activated form of this is an Inn that gives +$1 and +Buy. Kinda good, but it looks pretty difficult to activate it, and it still needs a deck with good draw capabilities in order to be truly useful even when activated.
Hydra
Types: Action Reaction
Cost: $999
+1 Action. +1 Card per Hydra you have in play (including this).
When another player plays an Attack card, you may discard this. If you do, gain a Hydra.
I can actually understand why this card was made to cost $999. It's just so good when stacked that I don't think it works at any price point. This is the kind of card that should not even be in the supply and should just have every player start with one copy of it. You get more through whatever way the bottom effect lets you and that's it.
I don't get how this fits into Cornucopia. Maybe this could have been an Alchemy card submission.
Outcast
Types: Action Attack
Cost: $4
+1 Buy. +$1. Each other player discards any number of cards, then reveals his hand. Each player who reveals duplicate cards gains a Copper.
As it's been said, this is like a Noble Brigand that almost always gives out Copper. When it doesn't, then gosh won't you feel silly. Not sure what to think about this, actually.
Dairy
Types: Action
Cost: $5
+3 Cards. Reveal then discard any number of cards. If you discarded any cards, gain a card with cost up to $1 plus the number of differently named cards discarded. If you discarded at least 3 differently named cards, +1 Action.
I would be okay with this card if it didn't give the possibility of giving +1 Action. This is already a Smithy/Workshop hybrid. That's good enough for me.
Barter Shop
Types: Action
Cost: $5
+1 Card. +1 Action. Reveal your hand. You may discard a card from your hand that is not a duplicate. If you do, gain a card costing up to $6 that is not a copy of a card in your hand.
Really pushing the variety theme here. It seems a bit too good though. Play this, discard your Hovel (or even a lone Estate), then gain whatever you want because the rest of your hand is 4 Coppers. By the time the not-a-copy clause takes effect, you're probably doing great already.
Sharpening Stone
Types: Treasure
Cost: $4
Worth $1. If you had at least 4 differently named cards in play (not including this), +1 Buy and +$2.
Even simpler than Potluck above, except this can count treasures in play as well. I expect that it will be pretty easy to activate this once you get your deck rolling. You set up your engine-y deck, then just save money getting these instead Golds.
Scythe
Types: Action
Cost: $4
Trash any number of differently named cards from your hand. Gain a card with cost less than twice the number of cards trashed.
So this is like a super nerfed Forge. How many cards besides Copper, Estate, Curse, and Shelters do I want to trash anyway? I mean, I'd trash a gold with Salvager if it means I get a province out of it, but what are the odds that I can trash a Gold and 4 other differently named cards at the same time to get a Province. Remake blows this away, I'm afraid.