Fun! This is probably going to be a difficult one to judge, but it could also result in some of the most interesting results of the whole competition. One of these ideas is mine, but I'll still be harsh on it.
Sieve - Action-Duration - $6*
+1 Action
Discard 3 Cards
For the rest of the game, at the start of your turn, do this 5 times:
Discard any number of cards and draw that many.
(This stays in play. This is not in the Supply.)
General concept: "Make your hand the best at the start of your turn"
The on-play effect is kind of a weird drawback, and the Duration effect will be a bit boring to sit through. Maybe if it had been something simpler like letting you pick out cards to go into your hand during Clean-up, like a super-strong version of Save?
Also, does the general concept mean that all the Travellers in the line will somehow relate to having good starting hands? That might be tricky to design a lot of cards around, although it's a nice space to work in (and I notice it's not the only submission to try to fill that general space).
Legend - Victory type - $6*
Worth 3VP for every 3 Attacks you have.
General Concept:Attacks
Stage 1: Weak discarding attack
Stage 2: Weak trashing attack
Stage 3: Silver gainer
Stage 4: Strong Attack
Stage 5: Legend (Victory Type)
Hmm. Tricky. As others have pointed out, it probably isn't fantastic in the absence of other attacks, although I guess it provides an interesting counterpoint to the Champion line. I'm torn as to whether it's good or bad that to get full value from the final stage you essentially have to win the split at both ends - you want lots of Legends, but you also have to have as many of the first two stages as you can get too.
Lord - Action, Duration - $6*
+1 action.
For the rest of the game, during your turns, Treasure cards cost $0.
This is not in the supply.
General Concept: I imagine this accompanied with action gaining and +buy travellers, treasure cards being free means different things on different boards, and this maybe needs a (weak) push towards engine rather than gold flooding
So from the looks of it, the line is a kind of engine-in-progress? The earlier stages give you the things that typically run an engine, and the final stage is the payload-provider (or at least something that makes it easier to get the payload). I think it works in a sense, since you don't need more than 1 of them, and it'll really only help you get a couple of Golds unless there's a really cool alt-Treasure (including Platinum) on the board. Also, as a kind of weird side-effect, it means that you can't remodel (or equivalent) Golds into Provinces any more, so it actually hoses one category of engine. I understand people not liking the fact that it could be a monolithic strategy, but I still think it's an interesting idea.
Anarchist Ringleader - Action - $6*
Play this twice as if it were an action card in the supply or a traveller in this game costing up to #4. This is that card until it leaves play.
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If you play this card more than three times in one turn, trash it.
General Concept:The $3 and $4 cost travellers in this line should be actions that are good for throning.
This is pretty neat, although can you use it on the $4-cost traveller if there are none left to exchange for? The "play as an action card in the supply" thing meant that you had to be able to see the card to play it. The throning aspect is quite cool, and I'm interested in how it would play out.
Augur - Action-Duration - $6*
For the rest of the game, you may buy Auspice.
Auspice - Event - $1
+1 Buy. Reveal and set aside up to two cards from your hand. At the beginning of your next turn: Play any Action cards set aside this way, and put the other cards into your hand.
You may not buy this unless you have played an Augur this game.
General Concept: Auspice is added to the kingdom when Augur is selected. I leave the earlier travellers open-ended. Thematically, augurs are from ancient Rome, but I was also thinking of the story of Joseph, whose prophesy persuaded the pharaoh to store surplus food for a future famine.
Another plan on the idea of having the final stage help improve the start of your turns (or to some extent, keep rubbish out of your deck). I like the general idea of letting the card give you access to the Event, but I'm not 100% sold on the idea that you need to do it that way in this instance.
Mendicant - Action-Reaction - $2*
+2$
Discard a Card
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When you reveal this card, gain a Curse. If you didn't, gain a Copper.
(This is not in the supply)(This is not in the supply)
General Concept:A Traveller line that works in reverse. You pay for a $6 card and 'travel down' the line until you get to the last card. It's essentially a chain of 1-shot cards that get successively less powerful over time until you reach the bottom card. The successive traveller-gaining is therefore mandatory. The reaction portion of the final card is intended to interact with upper cards in the chain in a way that harms the holder. If this traveler concept is chosen, I'm hoping to see some of this subtle interaction between the other cards. The current theming is a powerful figure in the kingdom who's continual power moves make him less and less favorable.
A downward spiral? Kind of cool. I assume the idea is that the earlier stages are something like "You may exchange this for a <next stage>. If you do, <neat effect>.". As others have said, the main problem is likely to be the accessibility of the line, especially if it becomes necessary to spike $6 to get access to the cards early enough.
Taskmaster - Action - Duration - $6*
At the start of each of your turns for the rest of the game, set aside any number of cards from your hand then draw until you have 5 cards in hand. At the start of Clean-up, you may put any cards set aside in this fashion in your discard pile or on top of your deck in any order.
(This stays in play. This is not in the Supply.)
General Concept: Travelers that care about or affect timing, including Reserve Travellers that you have to call in order to exchange.
A third card that's centred around "fixing" your hands and/or start-of-turn. As written, it also gives you the ability to Island any cards you like - just set them aside and don't put them back. Which is ... probably good? I'd say it's an effect approximately as strong as Sieve, but with less fiddliness.
Entrepreneur - Action-Attack $6*
+1 Card
+1 Action
+$1
Each other player takes their -$1 token
-
While this is in play, cards in the supple cost $1 less.
General Concept: /
So, it's a Highway with an extra coin and a weak attack? Seems fine, I guess, although not fantastic, and I think it's let down a bit by a lack of concept for the rest of the line (maybe some cards that care about cost). Actually, I realise that by having it only affect cards in the supply (or supple, as it may be) it interacts with remodellers in a way normal cost-reducers don't, which is actually kind of cool, and I would ideally like to see at least one of the Travellers in this line do something with that.
Grand Master Mason- Action - $6*
Turn your Journey token over. If it is face up, while this is in play Victory cards cost 3 less on your turn, but not less than 0. If it is face down, while this is in play Actions cards cost 3 less on your turn, but not less then 0.
General Concept: This Traveller lines uses the Journey token that is flipped each time a Traveller, or the end card of this Traveller line, is played.
A Journey token Traveller line? Sign me up. I'd happily see the first stage be cantrip Journey flip with no effect (or even a small negative effect on one side). This is also one case where you really do want to win all the copies of the final stage, since multiple plays will have massive effects.
Conqeror - Action/Victory - $6*
Trash the remaining Provinces
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Worth a total of 10 VP for every (Stage 4) in your deck, 6VP for every (Stage 3) in your deck, 3VP for every (Stage 2) in your deck and 1 VP for every (Stage 1) in your deck
(This card isn't in the supply)
General Concept:Each progressive step requires passing some sort of difficult condition in order to make the exchange. Successfully being the first to reach the final stage will generally end the game and give a huge reward. Multiple attempts
Yeah, I don't like the way the VP is handled, but I do kind of like the idea of "Play this and end the game". Maybe if it just read "Gain all Provinces from the Province pile" it would work. I also like the general concept, although I'm curious about that hanging fragment at the end.
Magnate - Treasure/Duration - $6*
+$2
When you play this, now and at the start of your next turn:
+1 Buy
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While this is in play, when you gain a card and it's your turn, +$2.
(This is not in the Supply.)
General Concept:The concept of this traveller line is, that it starts out as a deck thinning engine and ends with a very simple card which likes thin and fast deck with a high money density. Unlike other deck thinners like Raze and Lookout this is a whole engine, which "grows" to end up with a powerful deck in the end game.
The line consists of five cards. First, card 1 is a weak non-terminal deck inspector or sifter. Then, card 2 is a terminal deck accelerator (preferably with drawing and trashing and/or Treasure gaining capabilities). Next, card 3 is a moderate terminal or non-terminal, which provides more buying power and has a strong synergy with card 1 (like Tunnel + Oasis, Rats + Upgrade or Catapult + Rocks). Card 4 is a terminal card again, which may be an improved version of card 2 or the final blow to pave the way for card 5. One or two cards of the line should also have +1 Buy or a gain effect to increase the effectiveness of the last card.
Wow, this is quite the thought-out line. Again, there's the issue of this being a monolithic strategy (and hence difficult to compete with if you're locked out of the line at the wrong stage), but otherwise I don't think there's anything particularly wrong with it.
Cardinal - Action-Duration - $6*
At the start of each of your turns:
You may play an Action or Treasure card from your hand twice.
(This stays in play. This is not in the Supply)
General Concept: Cards that allow playing the same card multiple times.
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I like the Cardinal. Again, a final stage that you might want to try to get more of, but otherwise a strong concept. I would rather the general concept include a few cards that would be *nice* to play multiple times, or that otherwise help make the Cardinal better rather than giving you more ways to do the same thing. Also, and this is a bit nit-picky, but I don't like the name. Cards named after religious stuff, in my mind, tend more towards deck thinning (e.g. Chapel, Bishop) whereas letting you play cards multiple times is more the remit of royalty (Throne Room, Crown). So if this wins, I'd like to petition it to be renamed something like Emperor.