Alright, I just feel like jumping into this. All those ideas that would have been broken as supply cards, work as prizes. It's awesome
Favour
Types: Action Prize
Cost: $0*
You may return this to the Prize pile. If you do, +5 Cards and trash any number of cards from your hand.
Actually, this one is interesting because it lets you thin your deck in order to get more prizes. It's probably not the main reason you'd want to go for tournament though.
Wizard
Types: Action Prize
Cost: $0*
If this is the first Action card you played this turn, +3 Cards and +1 Action. Otherwise, +1 Card and +3 Actions.
Hey, sometimes you want double-Village. This also has the chance of being a double-Lab. It's like Trusty Steed in that it's a nice, safe choice.
Shield of Virtue
Types: Action Reaction Prize
Cost: $0*
+1 Card. +1 Action. Look through your discard pile. You may trash a card from your hand or your discard pile.
When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.
It seems to me that this card's original reason for existence was probably to counter Followers. However, I do think the on-play effect is good enough on its own, based on my experience with Mortuary. Also, the moat reaction is nice to have on a card that's, you know, strong anyway.
Rusty the Donkey
Types: Action Prize
Cost: $0*
+4 Actions. Trash a card from your hand. Choose one: Gain a card with cost up to the number of unused Actions you have (Actions, not Action cards); or gain a card costing up to $4 more than the trashed card; or gain two cards each costing up to $2 more than the trashed card.
Sorry Diadem, but I'd prefer this if it gave just 2 actions or something and didn't have the first option. Otherwise yeah, super remodel is okay for a prize.
Servicemen
Types: Action Prize
Cost: $0*
+1 Action. Trash a card from your hand. Gain a card costing up to $3 more than the trashed card, putting it into your hand.
Here we see the advantages of being a prize card. You get a super Renovate, but only once a turn which means it doesn't have broken interactions with Fortress. If this wins, I can only hope that it ended up being Robz888's submission.
Wishing Ring
Types: Action Reaction Prize
Cost: $0*
+1 Action. Choose an Action card from the Supply and play it.
When another player plays an Attack card, you may reveal this. If you do, choose one: Gain a copy of the Attack card, putting it into your hand and this card onto your deck; or you are not affected by the Attack.
So this becomes a non-terminal version of the any attack on the board. Depends on the board, of course. Maybe it can borrow Band of Misfits' wording?
Jousting Rod
Types: Action Prize
Cost: $0*
+1 Action. Gain an Action card costing up to $5, putting it into your hand.
When another player plays a Tournament, you may discard this. If you do, gain 2 Action cards each costing up to $5, putting them into your hand.
That reaction is so brutal. Two people race to get the prizes, and then the player who doesn't get this ends with having every Tournament in their deck become a liability. I think this was trying to give the player who was late for the prizes a second chance, but it can easily end up doing the opposite.
Grace of the King
Types: Action Prize
Cost: $0*
+1 Action. While this is in play, when you play an Action card the first time this turn, play it again.
Clarification: This affects each individual card, not just each differently named card. So if you played this and played a Village (twice), then played another Village, you would also play that second Village twice.
Only working once for each differently named card would probably balance this better. It can work though, since there is only one of them. I don't know, it's really hard to judge prize card strength.
Parade (A)
Types: Action Reaction Prize
Cost: $0*
Discard any number of cards. +2 Cards per card discarded.
When you have no Actions left during your Action phase, you may reveal this from your hand. If you do, +3 Actions.
Wow, this is a really nifty engine card when you take into account that reaction ability. The reaction isn't too crazy, but it is insanely powerful when you're running a terminal draw deck.
Advertiser
Types: Aciton Prize
Cost: $0*
+1 Action. +$2. Reveal up to 2 Action cards from your hand. For each card revealed this way, gain a copy of it.
Well, at least there can only be one of these in the game at a time, so the card gaining won't get too much out of hand. And hey, it's non-terminal, so you can still play those action cards. I doesn't help you find your action cards though. Hard to really gauge its strength
Remote Holding
Types: Action Victory Prize
Cost: $0*
+3 Cards. +1 Buy. You may trash a card from your hand.
Worth 30 VP if you have no other Victory or Prize cards in your deck.
This one jumped at me. I like it for some reason. Must it really have the no prize card restriction though? Anyway, this really opens up a 3-pile ending rush strategy. It may be heavy-handed in doing so, but I don't mind.
Heroic Epic
Types: Action Prize
Cost: $12*
+1 Card. +1 Action. +$1.
When you reveal this card, you may name any number of types and card names. This card has all of those types and card names until the end of the turn (and none of its former types and names).
Uhh...? So much complication for such a situational effect. What, do you get 200+ coins if Harvest hits this? Probably not, eh? I'm trying to think of when the reveal effect is really good, but I can't think of those situations right now.
Parade (B)
Types: Victory Reaction Prize
Cost: $0*
Worth 1 VP plus 1 VP for every Prize in your deck.
When another player plays a Prize, you may discard this. If you do, gain that Prize when it is discarded from play, putting it on top of your deck.
Prize stealing just seems so wrong, and makes the whole prize thing even more wonky than it already is. The VP effect really just lets you win while you're ahead.
Signet Ring
Types: Treasure Prize
Cost: $0*
Worth $0. +1 Buy. When you play this, you may discard a card that is not a Victory card; +$ equal to its cost. You may discard a Victory card; +$ equal to half its cost (rounded down).
Not bad. I was hoping there would be a prize that gives you a way to get cash by making some sort of current turn sacrifice. This one does it in a way I approve of. So many neat cards here.
ECF Council
Types: Victory Prize
Cost: $0*
Worth 1 VP per Tournament in your deck.
I don't like the idea of rewarding Tournament spam. When a player has tons of Tourneys, they either soar and crash hand, depending on whether another player has Province. I don't want a card that encourages that kind of swinginess.
Magic Lamp
Types: Action Prize
Cost: $0*
Gain an Action card costing up to $4. Play it.
Hehe, Donald tried something like this on a supply card, I think. That was crazy, but this is a prize card and suddenly that makes this idea viable again. I like it. It lets you play Tournament when it's best to do so, but so does Band o' Misfits.
Jubilee
Types: Action Prize
Cost: $0*
You may return this to the Prize pile. If you do, choose an Action card in your hand and play it five times.
Well, we have Madman. My first thought is that this isn't broken. What, KC is only really crazy when you use it to play other KCs
Faithful Hound
Types: Action Prize
Cost: $0*
+1 Action. Name two cards. Reveal cards from your deck until you reveal a copy of the first named card; put it into your hand. Put all revealed copies of the second named card on your deck. Discard the rest.
Demonic tutor on a prize. I'm not sure what to think just yet, but I do know I like the top-decking effect on the second named card. But perhaps it encourages single card strategies too much?
Blessing
Types: Action Prize
Cost: $0*
Look through your discard pile. Trash any number of cards from it.
I really don't like this one. The 1-copy-of-each-prize nerf is not a nerf at all here. You only need one play of this to create a super deck instantly.
Liege
Types: Action Prize
Cost: $0*
+2 Buys. While this is in play, when you buy a Copper, you may trash a card from your hand and gain a card costing up to $2 more than it.
This turns Copper into Farmland. I kinda like it. However, Copper as Farmland means you can remodel a 6-cost card for every buy you have. It might be a bit too explosive.
King's Favor
Types: Action Prize
Cost: $0*
+1 Action. +1 Card per Tournament you have in play.
While this is in play, when you play a Tournament, +1 Card and +$1.
It takes a bit of finesse to match Tournament with Province with only a couple of Tourneys. It's bound to happen if you get a bunch of them, but at a cost of having dead cards in your hand later. But then this card makes it so that all those thoughtless Tourney buys are rewarded anyway. No fair.
Ringmaster
Types: Action Attack Prize
Cost: $0*
+$2. Each other player reveals the top 3 cards of his deck, trashes a revealed Treasure card, discards the revealed Action cards, and puts the rest back in any order.
"Take that Diadem!" Seriously though, it's a much more bearable attack than Followers, and that's probably a good thing.
Fortune
Types: Action Prize
Cost: $0*
Gain up to 4 Coppers, putting them into your hand. Reveal your hand. Reveal one card from your deck per Copper in your hand; put one of them that you choose into your hand and discard the rest.
While this is in play, you may not play Action cards from your hand.
It's already been pointed out that the bottom effect can't handle the Golem-hits-Throne-Room case. Does it even need that restriction? I mean, Beggar costs $2, and this is still a terminal prize.
Shield
Types: Action Reaction Prize
Cost: $0*
+3 Cards.
When another player plays an Attack card, you may reveal this from your hand. If you do, draw until you have 6 cards in hand and you are unaffected by that Attack.
A shield seems like a natural fit for a prize. This is basically a super-Moat. Hey, there is still room for a Smithy variant prize
Golden Hammer
Types: Action Prize
Cost: $0*
Trash a card from your hand. Gain a card costing up to $4 more than it.
Well, it's nice to know that we can at least vote for super-remodel if we want. Watch out, though, because this can turn a Tournament into a Province.