One of these is mine.
Ambush
Types: Event
Cost: $2
+1 Action
+1 Buy
Return to your Action phase.
I think Villa already covers this sufficiently.
Appraise
Types: Event
Cost: $0
You may discard a card costing at least $3. If you do, +1 Buy, and cards cost $1 less this turn, but not less than $0.
Sounds decent to me, but I'm worried that it may make greening too easy, since it turns Duchies and Provinces into almost-Highways. A neat thing is that it keeps itself in check and doesn't really allow you to bring Provinces to $0 (unless there are Colonies, in which case you can't bring Colonies to $0) because eventually there won't be a card costing at least $3 to discard.
Blackmail
Types: Event
Cost: $5
Gain a card costing up to $4. Each other player reveals the bottom card of their deck and gains a Curse if it isn't a Curse. All players put any cards gained from this Event on the bottom of their deck.
I dunno, it doesn't inspire me.
Coin Collection
Types: Event
Cost: $0
You may discard a Copper, a Silver and a Gold. If you do, gain a Province.
Kinda sounds too easy.
Credit
Types: Event
Cost: $0
Take up to <9> and gain a card costing exactly $3 less than the amount of debt you took.
Wording could use some cleaning up, but the intention is clear enough. It sounds fine to me. Should be interesting for players to decide when the debt is worth getting the card early.
Depository
Types: Event
Cost: $0
+1 Buy
+$8
You may not buy any victory cards this turn. At the end of your turn, if you bought at most 1 card, gain its $ cost in VP and debt +<2>. Otherwise, take <9>.
Wording could use a lot of cleaning up. If I'm parsing it correctly, you can gain pretty much any non-Victory card with a coin cost of $X along with a bonus of X VP, but at a cost of <X+2>. The VP value here is kind of ridiculous and, at first glance, it sounds like a no-brainer. The debt (which can't be paid off this turn) may be a little tricky to handle, but it doesn't sound too bad to me. The "otherwise" seems like unnecessary power, especially on a final turn -- it's just an extra $8 to help you 3-pile.
I think this would be far too powerful. The VP return is just too much.
Exploit
Types: Event
Cost: $7
Turn your Journey Token over (it starts face up) and reveal the top three cards of your deck.
If it's face up, gain a copy of each of the three cards.
If it's face down, trash all three cards.
Weird, but might be interesting. Buy it early to trash junk, buy it again late to boost. Could be pretty swingy though. It's tough to get $7 early; the first time you can afford it, you're probably risking trashing some important early buys. And a late buy for the gain is really risky without some topdeck control unless you have other trashing available (in which case, you wouldn't buy this in the first place). I think this would be better at a lower cost, but it could be fun.
Forgery
Types: Event
Cost: $4
+1 Buy
You may reveal an Action card from your hand. If you do, gain a copy of that card.
Hmm. A key drawback is that you can't play the action card you want to copy, which you usually want to do. If it was a terminal you were unable to play, then gaining more copies of it may be a bad idea anyway. But I can imagine use cases where this is handy, saving you a buy and possibly giving you a cost reduction. Could be interesting.
Goldrush
Types: Event
Cost: <4>
Gain the top card of the Goldrush pile.
Setup: Take the top card from each kingdom supply pile. Arrange them by $ cost first and name second to form the Goldrush pile.
Clarification: The Goldrush pile is not in the supply. Cards in the Goldrush are "from" their original piles, not the Goldrush pile, so e.g. Ambassador will return a card which was gained using Goldrush to its original pile. Debt and potion costs are ignored when arranging the Goldrush pile.
I assume it should be ordered cheapest to most expensive? Using Debt is nice here because it means it can be OK even when you're gaining a $2... that said, it's still gonna be rare where that's better than just buying the $2 outright, so I wonder how often Goldrush will be ignored simply because nobody wants to take that hit.
Hired Help
Types: Event
Cost: $2
+1 Action
+1 Buy
Return to your Action phase.
I think Villa is enough.
Insider's Deal
Types: Event
Cost: $0
Once per turn: Take up to <6>. Gain a card costing exactly $1 per <> taken and a Copper, putting each on top of your deck.
Defer payment in exchange for gaining a Copper. Sounds OK.
Invent
Types: Event
Cost: $1
+1 Buy
Once per turn: Flip your Journey Token over. If it's face up, +$3
I like it. It's like a coin token, but more nuanced.
Moon Bridge
Types: Event
Cost: $1 <2>
Once per turn: +2 Buys, and all cards (including cards in players' hands) cost $1 less this turn, but not less than $0.
The debt cost is usually going to be meaningless because you need to pay it off before buying anything else. So, you pay $3 and get a $1 discount. That means you need to buy 3 things to break even. You might do it anyway just for the +Buy, and you might be able to buy even more stuff for a real deal. I think this is OK, better without the debt.
Offering
Types: Event
Cost: $0
You may trash a Gold, a Silver and a Copper from your hand. If you did, gain a Province, a Duchy and an Estate.
Very similar to Coin Collection. This is a bit more extreme, trashing the Treasure and gaining more VP cards. I think that makes it more interesting because you can't keep doing it without refilling on Treasure, and using this clogs your deck a lot more. Actually seems pretty interesting.
Prophecy
Types: Event
Cost: $4
At the start of the Clean-up phase:
+5 Cards
Discard 5 cards.
At the
start of the clean-up phase? Isn't that pretty much meaningless?
Assuming it's at the end, so you're setting up your next hand... it's pretty similar to Scouting Party, but with a lot more AP. I'm not really a fan.
Rally
Types: Event
Cost: <3>
+1 Buy
Put a card from your discard pile on top of your deck.
I'm a fan of top-decking what you want on-demand, though I wonder if <3> is too much. Might be worthwhile for reliability though!
Renovate
Types: Event
Cost: $3
Trash a card you have in play. Gain a card costing exactly $2 more, putting it on top of your deck.
Sounds good to me. The exact increase is important, and top-deck and the need to re-buy it sufficiently differentiates it from Remodel, IMO.
Report
Types: Event
Cost: <8>
Gain a card costing up to $5. Put your deck in your discard pile.
I think I like Credit more, which is more flexible but lacks the Chancellor effect.
Sustain Endeavor
Types: Event
Cost: $4
Once per turn: Set aside a card you have in play and play it at the start of next turn.
I don't like how messy this is with Durations, especially the ones that can last more than one turn.
Tavern
Types: Event
Cost: $2
+1 Buy
Put a non-Reserve Treasure or Action card from your hand on your Tavern mat.
If it is a Treasure you may call it at the beginning of your Buy phase.
If it is an Action you may call it at the beginning of your turn to play it.
I'm OK with this (I think I submitted an Event like this before) but the wording could probably be simplified.
Toll Bridge
Types: Event
Cost: $1
+1 Buy
All cards cost $2 less this turn but not less than $0. Each other player chooses one: draw a card, or +1 VP.
I think this can be abused too easily on a board with +Buy. All you need is $4 to buy this 4 times and Provinces are free. Other players are getting a benefit too, but that's meaningless if you have enough +Buy to piledrive the Provinces. It's not
trivial to get all that +Buy, but it's often not difficult either. It just usually doesn't come into play because amassing +Buy usually means diminishing returns.
Tollhouse
Types: Event
Cost: $2
Each player with <> gains a Curse. If they do, they lose all <>.
In games containing this, when you shuffle, take <1>.
I think this could get political. Player A finishes their turn, reshuffles, takes a debt. Now player B can choose to buy Tollhouse to curse Player A specifically. It's rare for this to hit each other player (in games with 3+ players) because a lot of cards will desync the players' reshuffles after the first few turns, and it's almost guaranteed that a player will pay off their debt on their next turn anyway. This is more interesting with debt cards.
To the designer, if you don't mind the minor politics inherent in this design, I'd suggest a slight tweak -- make it cost $0 but add "Take <2>" to the end.