Fool's Silver, Treasure/Reaction, $1
If this is the first time you played a Fool's Silver this turn, this is worth $0. Otherwise, this is worth $3.
---
When another player gains a Duchy, you may trash this from your hand. If you do, gain a Silver, putting it on your deck.
Fool's Copper, Treasure/Reaction, $0
If this is the first time you played a Fool's Copper this turn, this is worth $0. Otherwise, this is worth $1.5.
---
When another player gains a Estate, you may trash this from your hand. If you do, gain a Copper, putting it on your deck.
Fool's Contraband, Treasure/Reaction, $1
The player to your left names a card. You may not buy that card this turn.
If this is the first time you played a Fool's Contraband this turn, this is worth $1. Otherwise, this is worth $4.
---
When another player gains a Fairgrounds, you may trash this from your hand. If you do, gain a Contraband, putting it on your deck.
Fool's Militia, Action/Reaction, $2
If this is the first time you played a Fool's Militia this turn, +$0. Otherwise, +$2, each other player with four or more cards in hand discards a card from their hand.
---
When another player gains a Moat, you may trash this from your hand. If you do, gain a Militia, putting it on your deck.
Fool's Minion, Action/Reaction, $2
Choose one: If this is the first time you played a Fool's Minion this turn, +$1, otherwise, +$3; or, discard your hand, and if this is the first time you played a Fool's Minion this turn, draw four cards and each other player draws four cards, otherwise, draw five cards and each other player discards their hand and draws four cards.
---
When another player plays a Fool's Torturer, you may discard two cards from your hand. If you don't, gain a Curse, putting it in your hand.
Fool's Village, Action/Reaction, $2
+1 Card, +2 Actions
If this is the first time you played Dominion, gain a Fool's Village, putting it on your deck.
---
When another player gains an Action card that is not a Fool's Village, you may trash this from your hand. If you do, ask them how they will have enough actions to play it, without all of these villages.
Fool's Scout, Action, $4
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
When another player gains a Colony, you may concede. If you do, buy a Silver next time instead.