One of these is mine! After I wrote this, I read the comments made so far and adjusted my own comments here.
Bronze Worker
Types: Action
Cost: $4
+2 Actions
Discard any number of copper. +1 Card and +$1 per Copper discarded.
I like this a lot. The concept is really simple but also very novel; we've got Cellar and Secret Chamber for cards and coin respectively, and Storehouse which does both one after the other. This one does both at the same time, but only for Copper. It feels classic.
I don't think it needs to be a village, which adds some unneeded power. I'm also worried that it could potentially be overpowering by immediately redrawing discarded Copper. scott_pilgrim makes a good comparison to Coppersmith, and I agree with his suggested changes (at least $5 and/or just +1 action), maybe even make it terminal. But I like it enough that I will probably vote for it. I disagree with trivialknot's comparison to Bank (Bank is a lot better than "non-terminal Coppersmith" since it affects more than just Copper).
Collector
Types: Action
Cost: $4
+1 Action
You may play a Treasure card from your hand.
Draw until you have 4 cards in hand.
Each other player may discard a card.
The name is uninspiring but I like the effect. Being able to put Treasures into play in the action phase is still cool, and the option for opponents is fun in that it's usually bad but can be good if they have a Collector of their own. If this wins, I hope the designer takes rename suggestions.
trivialknot's comparison to Lab is nice. I'll add that it can get better with other ways to lower your hand size (like opponents' Collectors) and gets worse with cards that increase it. I like cheaper versions of existing cards that are overall more difficult to use. Still, I think putting Treasures into play is an important part of the concept, especially for the Prosperity theme. The obvious combo here is Quarry, though Royal Seal is alright as well.
Consortium
Types: Action
Cost: $7
+2 Actions
Choose a number up to 8. Each player may draw until they have that many cards in hand. Choose a number down to 3. Each player who drew discards down to that many cards in hand.
I like it. At first, this seems too expensive for what it does, since everything but the +2 actions is also shared with every other player. After thinking it over though, I think $7 may actually be an appropriate cost because you can really get some big advantages as the one who chooses when to play it and what numbers to use. My biggest concern is the potentially high AP, but I think it may not be so bad since a lot of it is probably covered by just discarding junk. I suppose the $7 cost helps to mitigate how often that comes up though.
It looks like a lot of other people are really concerned about the price and not looking much past that. You can improve the benefit to yourself relative to others by reducing your hand size before playing it, and Consortium itself helps with that by being a disappearing village (which lets you play non-drawing terminals). You could maybe draw up to 5 and give others no advantage at all, or you could combo with discard attacks to effectively apply the full discard penalty only to other players. Even without that, you can discard only what you don't need anyway, while other players have no choice there. If it
is overpriced, that could simply be reduced later, so the high cost doesn't bother me much for the contest.
Desert City
Types: Action
Cost: $5
You may discard an Action card. If you do, +3 Cards, +2 Actions; if you don't, discard a card.
You may discard a Treasure card. If you do, +$3; if you don't, -$2.
You may discard a Victory card. If you do, +2 VP; if you don't, discard a card.
After 3 that I like, this is a bit of a dud for me. I like the basic concept: for each basic card type, discard one for a bonus or suffer a penalty. But inconsistent bonuses of both actions
and coins makes tracking more difficult than other individual cards. I find the penalties unappealing asymmetric, with two simply making you discard and the Treasure one giving -$2 instead (which comes with rules questions that should be answered on the card as with Poor House, though this card's text will be crowded enough as it is). I wonder if the bonuses here were chosen with reference to Sacrifice, though 3 sequential discards should play out a lot differently than a single trash.
I'm also wondering if the penalties are even necessary here. If you don't have an action to discard, it already hurts that you're not getting the huge vanilla bonuses from that. Being forced to discard an additional card just makes the other two checks harder to pass. Likewise for the Victory card penalty, which is harsher than it looks because if it hits, it means you're much less likely to have junk in hand and you're discarding something good.
It seems like several others think this card is too powerful, but I agree more with tristan that it's rather narrow. I also agree with scott_pilgrim about how it seems like a "wild card with a bunch of random effects", though I'm still against the -$2 penalty.
Divdends
Types: Treasure
Cost: $7
Worth $1
When you play this, gain a Treasure costing less than it, putting it into your hand.
The name is misspelled.
So this is usually just "+$4, gain a Gold", right? Occasionally more exciting with some alt Treasures. I think this is OK, but it doesn't really grab me.
Entourage
Types: Treasure – Victory
Cost: $7
Worth $2
When you play this, choose one: +1 VP; or reveal any number of Victory cards from your hand and +$1 per card revealed.
Worth 1VP
This sounds OK. I think I would like it more if it wasn't a Victory card itself. Self-synergy is cool and all, but it sounds strong enough to me without counting itself. The +VP option is just icing on the cake.
Non-terminal +VP is a bit of a concern, and the similarity to Plunder lowers my interest in it.
Exchequer
Types: Action
Cost: $5
Gain a treasure costing up to $6 to your hand. You may put your deck in your discard pile.
Each other player may gain a Silver on their deck.
Gold-gaining still isn't that interesting to me, and it's far less interesting since Explorer already exists.
Grand Canal
Types: Action
Cost: $7
+2 Buys
+$2
All cards cost $2 less this turn, but not less than $0.
You may trash a Treasure other than a Copper from your hand. If you don't, trash this.
Bigger Bridge. The treasure requirement makes it a lot tougher to use this repeatedly, not because you have to buy more Treasure but because you have to draw it. That said, I think the big issue is that you don't
need to use it repeatedly. KC+Grand Canal gives you +$6, +6 Buys and reduces all card costs by $6. Provinces only cost $2, so you can buy 3 Provinces and then at least 3 other cards. That's a
lot for just two cards in hand. It doesn't even matter if you have to trash Grand Canal because you can pretty easily buy replacements at that point -- they only cost $1! And if you managed to play just one more after KC-GC, that's a 3-card Province pile drive. That's just too dominant IMO.
Heirloom
Types: Treasure
Cost: $3
+1 Buy
If this is the first time you've played Heirloom this turn, each time you spend $4 or more with one buy, cards cost $2 less (but not less than $0) for the rest of the turn.
The wording is a little wonky, but I understand the point is to prevent it from stacking. I like how tricky it should be to use this effectively. It doesn't provide coins itself, so it's tougher to hit the $4 Buy threshold. It also gets tougher to trigger it repeatedly because there will be fewer cards that meet that threshold each time! I actually wonder if this is too weak; it would probably be fine with +2 Buys or even +3 Buys.
Investor
Types: Action
Cost: $5
+1 Action
Discard any number of Treasure cards. For each card discarded, +1 Card and +$1.
Oh, hey. This is Bronze Worker that costs more and isn't a village, but isn't restricted to Copper. I like the first two differences, but I think the Copper restriction is more interesting.
The Bank comparison is a lot more valid here than with Bronze Worker. For that reason, I think I'll be more likely to vote for Bronze Worker than this. I also think the changes I'd like to see with Bronze Worker (higher cost and/or vanilla bonus changes) would be minor compared to the changes I'd like to see here (the Copper restriction).
Metropolis
Types: Action
Cost: $7
+1 Card
+2 Actions
Treasure cards other than Copper produce an extra $1 this turn.
Another card that wants to be compared to Bank... it gains a significant bonus in that it draws a card, but a significant detriment in that it doesn't count Copper. The village aspect probably doesn't matter much since that conflicts with the Treasure focus, but it does make it easy to fit this card into any deck.
I'd forgotten that this was from the previous contest. Looking at my first impressions back then, I was a lot more worried about the power, but then I was focused more on the Coppersmith comparison than the Bank comparison, which I see is more apt now. So I think the card is balanced more than I did before, but also less interesting.
Minister
Types: Action
Cost: $6
All cards cost $1 less this turn, but not less than $0.
You may gain a card costing up to $4. If you do, each other player gets +1 VP.
A cost-reducer and gainer in one. At $6, the VP penalty seems unnecessary. Otherwise, I think this is solid.
Party Time
Types: Action
Cost: $5
+1 Buy
Gain two coppers.
Trash any number of cards from your hand. +1 VP and +$1 per card you trashed; if you trashed more than 2 cards, trash this.
Seems kind of terrible, actually. The Copper-gaining penalty and the self-trashing penalty are both harsh on their own, and the bonus for trashing is really minor. I don't think there are any minor changes that can fix this.
Interesting that most others think this is good or even OP... uh, I guess the idea is to accept it as a one-shot and use it on big hands? Hmm, OK, I can see that being OK. I'll have to think about this one some more.
Piggy Bank
Types: Treasure
Cost: $5
+1 Buy
When you play this, it's worth $1 per treasure card you have in play (counting this) divided by 2 (rounded up).
Half-Bank just isn't interesting, especially as a representative of the set that contains actual Bank.
Proliferate
Types: Action
Cost: $7
Gain a card costing $3, a card costing $4, a card costing $5 and a card costing $6.
Clarification: Cards are gained one at a time in the order given. If there are no $4 cards, you still gain the other three cards.
I think the pile depletion is too intense with this card. The dream is that you'd use this to build funky engines where you have to adapt to cards you didn't want but was forced to gain anyway, but I think most games with this are just going to end up as 3-pile endings. I think it'll be anti-fun in a similar way to Rebuild.
Prospector
Types: Action
Cost: $5
Trash a card from your hand.
Choose one: +$2, +1 Buy; or draw up to 5 cards in hand.
I don't see any Prosperity themes in this one.
Share
Types: Treasure
Cost: $8*
+1 VP
When you play this, reveal cards from your deck until your reveal a Copper or a Share. Discard the other cards. Play that card.
During your buy phase, this card costs $4.
Too strong if there's any decent Copper trashing, probably even if the Copper trashing is poor so long as it's available. You can mass these and play them all every turn with extreme consistency in the same way as a Venture stack can play itself, except this one doesn't mind any Treasure except for Copper and it just gains you VP instead of giving you money and pushing you towards a game end condition. +VP cards should always consider the possibility of making unending games, and it seems like this card isn't just ignoring that problem but actively trying to make it happen.
Stampede
Types: Action
Cost: $7
+3 Cards
+3 Buys
Gain a Victory card. If you do, each other player may gain any Victory or Action card from the supply.
The gain isn't even optional, so this is just... empty the Colonies/Provinces immediately? Just... why?
Trinket
Types: Treasure
Cost: $6
Worth $1
You may reveal a card from your hand. If you do, +$ equal to half it's cost in coins (rounded down); otherwise, +$1.
Would be better without the "otherwise, +$1". You'll rarely want to use that option anyway so it's just unnecessary extra complexity. Hm, I'm not really a fan. It seems like an automatic purchase over Gold and I don't see it having much of an impact on the decisions I'd make in the game.
Trout Stream
Types: Victory
Cost: $6
Worth 4 VP
When you gain this, each player starting with the player to your left, including you, may gain a card of their choice costing less than this.
I like the on-gain effect on a high cost card. I don't like that it's a VP card. The on-gain is most interesting for the early game, in that it accelerates all strategies. It's symmetric and each player gets their own choice so it's a wash overall, but still interesting to me. However, by putting the effect on a Victory card, it's much more likely that everybody will just choose Duchy, which is much less fun.
Voucher
Types: Treasure
Cost: $3
Worth $1
When you play this, you may discard a non-Victory card from your hand. If you do, +1 VP.
I think this is OK, but not super interesting. I don't think I'd actually buy this unless there were junkers in the kingdom though, as the opportunity cost to buy it and also throw away useful cards is high, especially since Voucher itself is barely anything more than a VP generator. I think this would be better as a $5 Silver+ or making a more expensive Gold+.
To be clear, I'm not saying I want Voucher to be bigger because it's Prosperity, but because I think it's just too weak as it is.
Wealthy Village
Types: Action
Cost: $4
+1 Card
+2 Actions
If this is the first time you've played Wealthy Village this turn, +$1 and +1 VP.
Seems fine, but kind of boring? tristan makes a good point that you can just buy one and have it be a cheaper super-Bazaar.