EDIT 8/13/15: Mysterious Tankard, Drunken Master, and Drunk have been updated, and Roadhouse added to the OP.
Inclues the following cards:
Asper's
Barkeep. (Since I have another Bartender in the set, I'd rename this 'Wealthy Barfly' for this silly mini-expansion.)
Fragasnap's
Winery.
NoMoreFun's Tavern: (I can't find what thread this card is from, my list of fan card's just says it's by NoMoreFun.)
Tavern
Cost $3 - Action
+2 Actions, +2 Cards. Put a card from your hand on top of your deck. Put a card from your hand on the bottom of your deck.
(This and Illusionist are the only cards here that I've tested.)
Bartender
Cost $4 - Action
+1 Card. You may put any action card from your hand onto your tavern mat. If it isn't a reserve card, at the start of your turn, you may call that card for its usual on play action.
Happy Hour
Cost $3 - Action - Reserve
+1 Action.
Each other player may put a Reserve card from their hand onto their tavern mat. If they do, they draw a card. Put this on your tavern mat.
-
You may call this at the start of your turn to discard 2 cards, then draw 4.
Replaced by:
Roadhouse
Cost $5 - Action - Reserve
+1 Action, +$1, +1 Buy.
Put this on your tavern mat.
-
At the start of your turn, you may call this to discard 2 cards, then draw 3.
Illusionist
Cost $4 - Action - Reserve
+$2. Put this on your tavern mat.
-
Any time an action card considers the type of another card(s), you may call this to change the effective type of a card by adding a type or replacing the card's type. All of your copies of that card use the chosen type until the initial card is resolved.
(It isn't in Resergence and it's a reserve card, so why not include it here.)
Mysterious Tankard
Cost $2 - Action
The player to your left chooses an action card in the supply costing at least $2 that is not a Mysterious Tankard. Play this as the chosen card. This is that card until it leaves play.
-
When you gain this, trash a card from your hand.
Brewery
Cost $4 - Action
You may gain a card costing up to $4. If you didn't, or if you gained reserve card or a Mysterious Tankard, +$1.
House Spirit
Cost $6 - Treasure - Reserve
Worth $4.
When you play this, put it on your tavern mat.
-
At the start of your buy phase, you may call this for -half of your Buys (result rounded down).
Drunken Master
Cost $5 - Action - Attack - Reserve
+2 Cards.
Each other player gains a Drunk and discards a Drunk from their Tavern mat. Put this on your tavern mat.
-
Whenever you gain or draw a Drunk or Ruins, you may call this to play the Drunk or Ruins card at the start of your next turn.
Drunk
Cost $1* - Action - Reserve
Put this on your tavern mat.
-
At the start of your buy phase, if you have not alredy called a Drunk this turn, you may call this for +$1. (This is not in the supply)
(Use 6 Drunks per player in the game.)
That's 10 kingdom cards. Small expansions tend to have 13. Any suggestions?
Old versions:
Drunken Master
Cost $5 - Action - Attack
+2 Cards.
Each other player gains a Drunkard. You may gain a drunkard. Put this on your tavern mat.
-
When you have zero actions during your action phase, you may call this for +1 Action and -$1.
First, I took the -$1 off of the call effect, then it may as well be a lab with an attack for $5 which is bad, so I changed it up.
Drunk
Cost $1* - Action - Reserve
Put this on your tavern mat.
-
When you play or call any reserve card, you may call this for +$1. At the end of your turn, if you have more than 2 drunks on your tavern mat, discard one of them. (This is not in the supply)
Putting this many words on a junk card is silly.