I didn't submit anything! I just didn't have any ideas that I liked this time around.
Artisan
Types: Event
Cost: $2
+1 Buy
Gain a copy of the least expensive card you have in play.
Clarification: if several cards are tied for least expensive, you choose which one of them to gain a copy of.
This is a neat cost reduction card. It reduces a target card exactly to $2, which can be huge, but it (usually?) takes effort to make it work. Only working on a card in play prevents abuse with big VP cards.
The strongest interaction is with coin-producing cards, especially non-terminal ones. With this event available, every copy of Grand Market will buy another GM, so as long as you don't play something cheaper. Since GM produces +$2 on its own, you don't need to play anything else.
Also, a single Platinum will allow you to buy two more.
I'm not sure if that should be considered a bug or a feature. I still like this event a lot though.
Bootstraps
Types: Event
Cost: $6
Once per turn: Look through your discard pile. You may put a card from your discard pile into your hand. Play an Action card from your hand.
I don't really like the idea of playing an action card during the buy phase. $6 is also really expensive for this. I can't really imagine a scenario (apart from weird edge cases) where I would want to pay $6 just to play another action. In most cases, I don't think a single additional Action is going to make up for the cost of $6 and 1 buy. If it will, that Action is probably a King's Court that leads into a big chain... but then we're talking about an engine that probably should be able to run without needing Bootstraps. Maybe I'm missing something here.
Border Crossing
Types: Event
Cost: $4
Move your Gaining token to an Action Supply pile (when you buy a card from that pile, you may gain a cheaper card.)
Sounds reasonable. I don't have a lot to say about this one.
Call to Arms
Types: Event
Cost: $5
Flip your Journey Token over (it starts face up)
If it's face up, each other player discards down to three cards. Gain a Gold for each card discarded in this way.
I think this starts strong and scales poorly. In 2p, I'm usually gaining 2 Gold from this. That's already really good! You're essentially buying two Gold for $5 each and getting an unblockable discard attack for free. But in 4p, you're gaining up to 6 Gold. That's ridiculous. It also adds to first player advantage with 3+ players, since the first person to trigger this will weaken the effect if a following player also goes for it.
I like the idea of a powerful event that changes up play style, but making the game into a discard-heavy Gold flood doesn't sound all that fun to me.
Discovery
Types: Event
Cost: $5
Gain an Action card costing up to $4.
Look through your discard pile and put a card from it on top of your deck.
It's Armory+ as an Event. Sounds reasonable, but it doesn't interest me.
Dragon's Offerings
Types: Event
Cost: $6
Trash a card costing less than this from the Supply. Put this in front of yourself. At the start of each of your turns, if this is in front of you, you may gain a non-Victory card costing less than a card another player gained on his previous turn.
This feels overly complicated for what it does. It works for cards gained by any other player, something that Smugglers is deliberately worded to avoid (probably due to increased tracking difficulties). The king-of-the-hill nature of it also feels un-Dominion-ly to me.
I think there's a real danger of it having Fancy Balance Issues. The ideal case would be that it has value in picking up some extra engine components ($5s especially would be cool), enough to make the $6 investment an efficient one. If the potential value is low, people will just buy Gold or $5 kingdom cards directly instead. But if the potential value is high, I imagine people will just fight over it, and then everybody loses. I can't afford to let you gain so many free engine components so I need to buy this away from you. If I do it soon enough, your investment is wasted. And if you buy it back from me (because you also can't afford to let
me get a bunch of free components) then
my investment is wasted. And so on until somebody whiffs or the game ends from piles being trashed out.
Event
Types: Event
Cost: $1
Each other player gains a copper putting it into their hand.
Unrestricted Copper attacks already scale poorly due to the size of the Copper pile. Making it available as a cheap Event probably makes it much worse, if the scrapped on-gain discard attack (mentioned in the Secret Histories of Hinterland) is any indication.
Odyssey
Types: Event
Cost: $4
The player to your left moves your +1 Card and +1 Action tokens to an Action Supply pile (when you play a card from that pile, you first get +1 Card, +1 Action).
Hard to say, but I feel like this would be a very binary card. Either it's totally worthless (when there is a bad target on the board, like Chapel) or it's amazing (and it would be amazing on most cards). Pathfinding is $8 and Lost Arts is $6. Even with an opponent choosing, I think this would have to cost at least $6, probably $8+.
Plague
Types: Event
Cost: $0
Pay the cost of an action card in the supply to set it aside as a plague card. At the end of the game plague cards score an additional -1VP.
Clarification: Set aside cards never become part of any players deck.
I'm going to assume that the wording is inaccurate and that all copies of the set aside card should be affected. I'd recommend specifying that the card gets set aside under the Plague Event.
I think the idea is interesting, but this version ends up being political. I can't think of a good way to fix it.
Prediction
Types: Event
Cost: $1
+1 Buy
Look at the top card of your deck. You may put it on the bottom.
I have a soft spot for effects that let you selectively put cards together for a future turn. I like it, but I think this could be buffed to be more impactful. Maybe something like, "+2 Cards, put a card from your hand on the bottom of your deck".
Refuge
Types: Event
Cost: $1
+2 Cards; +1 Buy
Once per turn: Each player (including you) may discard an Action card. If they do, they gain an Action card costing up to $5.
Clarification: You can only buy this once per turn.
I think this could be cool. Make good use of a dead action in hand, or gamble on drawing one with the Event if you don't have one already. Other players get to discard to gain as well, but the cost is (hopefully) higher for them than for you.
Salvage Yard
Types: Event
Cost: $1
Discard any number of cards from your hand. Gain a card from the trash costing up to $2 per card discarded.
This card is ambiguously worded. I discard 2 cards. Now, do I:
A) gain 1 card from the trash costing up to $4; or
B) gain 2 cards costing up to $2 each?
I assume A is intended because B would be terrible.
The problem with this event is that the trash usually doesn't have good stuff in it. That's why Rogue is also a trashing attack and Graverobber makes it more likely that good cards get trashed.
Time Walk
Types: Event
Cost: $5
Put your Duration token on a non-duration Action-supply pile. At the end of the turn, instead of discarding the action from play, set it aside and play the action again at the start of your turn, discarding it from play at the end of that turn.
I think this is comparable to Lost Arts in a lot of ways, so it should cost at least $6. Other than that, I think it sounds alright. I don't understand the name.