Chancellor
Original: +$2. You may immediately put your deck into your discard pile.
New: +$1 . You may put your deck into your discard pile. Look through your discard pile to put one Treasure from it into your hand, your choice.
Awaclus's comment made me rethink this. I decreased the original $ bonus and lowered it since you now get to reset your deck but first take your best Treasure.
Woodcutter
Original: +1 Buy. +$2.
New: +1 Buy. +$2. Reveal your hand. If you have any Victory cards in your hand, +1 Card.
Spineflu and Awaclus' input helped on this. Current iteration is Woodcutter with a weaker Shanty Town-esque bonus to help mitigate having drawn a Green.
Feast
Original: Trash this card. Gain a card costing up to $5.
New: Night Card. Trash an Action card you have in play. Gain a card costing up to $5.
Night means no Action used to pull this one shot trash an already played Action for another card. Misunderstood spineflu's commentary, Awaclus's comment made me notice I did such. Edit: New direction, made it a communal remodler. Players can decide how they wish to hurt or help the average cost.
Spy
Original: +1 Card. +1 Action. Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
New: +1 Action. All players draw up to 6 cards. Each other player then reveals their hand, discards one card and puts another on top of their deck, your choice. You may discard any cards from your hand. If you do, +1 Card.
Might need to push the price to $5, as it is a multi-attack hitting the hand size and the top of the deck. Kept a sifting element to the card. Card changes after spineflu's input.
Thief
Original: Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards. (Cost was $4)
New: Night Card. Each other player reveals the top card of their deck. If they reveal an Action, they discard it; a Treasure, they trash it; a Victory card, they put it back. If all cards revealed are...
Treasures, gain a Gold...Victory cards, trash this. Otherwise you may gain one of the trashed Treasures, your choice.
Night, so no Action use. Card is mildly push your luck, as player count will drastically change the effectiveness of the card. Thematically, the Thief is caught by a full Victory card reveal by all the other players. Each thief played increases the chance of that occuring...as if an alarm has been set off. This card hurts streamlined decks, be they engines or BM, but it quickly loses its bite once everyone starts greening. May need to drop the cost to $4 even though it is a multiple attack due to the trash trigger. Reset price back to $4 as the Trashing of the card is enough to offset.
Adventurer
Original: Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards into your hand and discard the other revealed cards. (Cost was $6)
New: Reveal cards from your deck until you reveal 2 Treasure cards, then draw one more card. If the last card is also a Treasure, trash one of them to gain a Treasure card worth $3 more than it. Otherwise, add the Treasure cards to your hand and discard the rest.
Donald X.: "For casual players, it costs $6, Gold costs $6, if you want Adventurer you often want Gold first, maybe you never get around to Adventurer. Expert players will instead cite, it draws two cards and only gets Treasures, Smithy is cheaper, draws three, and can get Actions too."
So I dropped the price to $5, and changed it from a sorter to a digger. Added a remodel quality to it at spineflu's suggestion.
Secret Chamber
Original: Discard any number of cards. +$1 per card discarded. When another player plays an Attack card, you may reveal this from your hand. If you do, +2 Cards, then put 2 cards from your hand on top of your deck. (Cost was $2)
New: Duration-Reaction. +2 Cards. Set aside up to 2 cards from your hand face down (under this). At the start of your next turn, put them into your hand. When another player plays an Attack card, you may reveal this from your hand to play it first.
Donald X. said "The reaction is confusing and rarely useful; the top part is a fine ability but very weak, it wants to come with more stuff."
As spineflu noted, this is Gear combined with Caravan Guard. Altered the wording after reviewing CG's phrasing.
Great Hall
Original: +1 Card. +1 Action. 1VP (Cost was $3)
New: You may play an Action card currently in play a second time if it costs less than this. 1% (cost now $4)
Donald X.: "A card that did something would be more interesting."
Mill replaced this, so I wanted to try something similar to the theme of Throne Room. After thinking on what segura said, I decided the play again feature acts as a substitute for the original +1 Action, so I took that out. Also agree with segura that the ability makes it a $4 not a $3 anymore, and dropped the +1 Card so that the card is a limited TR with 1VP. Added "less than this" to further restrict.
Coppersmith
Original: Copper produces an extra $1 this turn.
New: Duration card. +1 Card. Discard a card from your hand. Now and at the start of your next turn: Copper produces an extra $1.
Making it a Duration, the copper magnifying ability can now be amplified to something useful. First hand it may do little, but if on the second hand you play another Coppersmith, you could easily have 2-3 gold equivalents now in hand. Agreed with spineflu to increase the cost to $4.
Scout
Original: +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.
New: Duration card. +1 Action. Reveal the top 4 cards of your deck. You may put any revealed Victory cards face up underneath this card. Put the rest on top of your deck in any order.
On your next shuffle, discard this and the Victory cards underneath it after you draw your hand.
I originally went with a Reserve card, but after spineflu's comment and thinking on Hireling, Crypt, Champion, Teacher, etc exist, Duration has more flexibility in it's rule system. So this is odd, as the trigger is the player's shuffle, otherwise the card sits there with the Victory cards, but this is probably the better type for such a card. Anyway, it temporarily removes the Victory cards in your deck. Think temporary Island.
Saboteur
Original: Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.
New: Trash any card in the Supply and gain +$1 per $3 of the card's cost, rounding up. If the card trashed cost $5 or less, each other player gains a Curse.
Donald X. " It's got three huge problems: some people hate that it's an attack that doesn't otherwise help you; it's weak; and it's crazy wordy."
I don't mind the wordy, but I agree with the other two. Spineflu made me go back to drawing board on this one. Now, the card attacks the Supply and tempts the player in two ways: go for a high cost card for a big one time payout but also possibly hurt the total VP on the game board...or go lower for a lower payout but give every one else a Curse. Rubble was cut.
Tribute
Original: The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an
Action Card, +2 Actions. Treasure Card, +$2. Victory Card, +2 Cards.
New: The player to your left reveals the top 2 cards of their deck and either discards them or puts them back in any order, their choice. For each card type revealed, if it is an
Action Card, +2 Actions...Treasure Card, +$2...Victory Card, +2 Cards.
Donald X. "Some people feel like it's attacking them, since it can flip over good cards; I think it tends to help as much as hurt, but so what, I don't need people to feel bad over a non-attack."
I went with spineflu's idea over mine. Just allow the player to decide to keep or discard the cards and you get the bonuses. However, I did change the conditional for the reward, basing it on card type revealed over differently named cards. So the card now gives +4 Cards/Actions/$ or it gives 2/2 of two of those options. I priced it down to $5, as it is a quasi-village with some swingyness.