Doesn't seem to me it should have to be a Treasure.
I'm keeping the rule, for these reasons:
1. All official Heirlooms are Treasures
2. It's replacing a Copper
3. Treasures usually have less (immediately) dramatic effects than other types of cards. It's more interesting if you have to gain cards with dramatic effects instead of having them in your deck right away.
3 is hardly true.
Cursed Gold and
Goat are immediately dramatic and each have huge implications on the whole strategy space of the game. If you mean Treasures don't matter as much generally, I think you are underestimating
Ill-Gotten Gains rushes and the sheer power of
Spices and I see more than my fair share of players undersell the Gold flood of
Hoard and
Treasure Trove in the heat of a game. It just seems odd to inherently limit the Heirloom to a Treasure simply because the others are Treasures. I'm not so bothered either way.
First Born
Types: Action
Cost: $4
+1 Action. Reveal your hand. If the revealed cards all have different names, +1 Action, +1 Buy and +$2. Otherwise, +2 Cards and discard a card from your hand.
Heirloom: Father's SwordFather's Sword
Types: Treasure, Heirloom
Cost: $5
$1*. Worth an additional $1 per differently named Action you have in play.
For clarity, I'd recommend combining the benefits as much as possible: Reading +1 Action and +1 Action separately looks weird.
I agree with segura that both cards (
Festival or
Fugitive) this can be make this too good for $4. If you put "discard a card" at the top, making it into
Fugitive or
Festival+Discard, and otherwise left everything the same it would look okay.
Thematically it is a little weird because your deck is going to have a bunch of First Borns in it for the +Actions: It needs the +Actions, but the theme remains odd.
Tinker
Types: Night
Cost: $5
Exchange a card from your hand for a card from the Supply costing up to $2 more than it.
Heirloom: Tin SnipsTin Snips
Types: Treasure, Reaction, Heirloom
Cost: $3
$1
When you return a card to the Supply, you may discard this from your hand for +3 Coffers.
I do agree that Tinker needs to cost $5 (which you changed in the image but not the text):
Remodel is very nearly too strong for $4, let alone
Remodel-with-a-benefit (and being non-terminal is a huge benefit, even if it has to trigger during the Night phase).
Tin Snips is this huge source of +Coffers, but has so little to play with it except Tinker. +3 Coffers is way too big for how frustrating it will be to align in the early game. I'd much rather Tin Snips trigger off trashing for it to play nicer with more Kingdom cards. Then it can give a more reasonable number of Coffers, and Tinker could trash instead of Exchange.
Strategist
Types: Action, Victory
Cost $3
Choose one : +1 Action or +$1. Choose one : trash a card, gain a Strategic Map; or trash a Treasure and a Victory, gain a Strategic Conquest, or a card costing up to $4, If theese two card are double type or more, gain a card costing up to $7.
Worth 1VP per 2 Strategist in your deck (rounded up!)
Heirloom: Strategic MoneyStrategic Money
Types: Treasure, Heirloom
+1 Buy. When you play this, if you have only different cards in play, + $ equal to half of the number of theese cards, rounded down. (You are not allowed to play other treasures after this)
Strategic Map
Types: Treasure, Victory
Cost: $1*
$1, +1 Buy.
1VP
(This is not in the Supply.)
Strategic Conquest
Types: Treasure, Victory
Cost: $4*
Count the cards in play that contain « Strategi/c/st » in their name. This is worth: $1 if this number is 1; $2 if this number is 2 or 3; $3 if this number is 4+.
Worth 1VP per 4 cards « Strategi/c/st » in your deck (rounded down)
(This is not in the Supply.)
This is a lot of cards with a lot of words that is ultimately very self-centered. They mostly care about themselves and each other. It is difficult to evaluate it for that reason. Strategic Money could give you +$3 pretty easily, using Strategist to trash your duplicate Coppers and gain Strategic Maps and Strategic Conquests, but 1 Gold at the cost of the ability to play any duplicates is not good. If you buy the entire Strategist pile, you get 32VP (which is not a lot), but then you're never getting any value from Strategic Money, so you should trash that for $7-gains if you can. Strategic Conquests are then worth ~2VP, so they remain very weak as far as VP is concerned, but gives lots of $.
Really, the biggest problem is that none of these cards play nice with anything else. They dominate 100% of your strategic focus if you want to use each of their elements and look pretty slow, unreliable, and weak. Ultimately, if I bought these at all, I'd probably buy 2 Strategists to turn Copper\Estate into weak Strategic Conquests which I can then trash for $7 gains, which means there is a lot of design chaff hanging off of these cards.
The idea of Strategic Money is okay (it does reduce your opening by $1 because Strategic Money is worth $0 at that time), but Strategist\Strategic Map\Strategic Conquest are overly complicated. Pare this down a lot.
Senator
Types: Action, Duration
Cost: $3
+1 Card, +1 Action. At the start of your next turn, if you have 4 or less cards in hand, +2 Cards.
Heirloom: BondsBonds
Types: Treasure, Heirloom
$2. When you play this, put your -1 Card token onto your deck.
I'm not sure how much I like Bonds, considering I don't like messing with the opening so much. However, Senator I really like conceptually. A pseudo-defense Duration with a way to leverage it yourself in Bonds is super clever. I would probably like Senator better if it gave some sort of benefit on its up-turn instead of being a cantrip: Maybe a $4 Peddler? The Duration effect is quite nearly a draw-back, as there is not currently a way to reduce your hand-size at the start of your turn.
Novelist
Types: Action
Cost: $5
+3 Cards. If you have a treasure in play, +$1 and +1 Buy.
Heirloom: BookBook
Types: Treasure, Heirloom
Cost: $4
$1. You may choose one: Play an action card from your hand; or gain a Manuscript.
Manuscript: 16
Types: Treasure
Cost: $2*
$1. You may play an Action card from your hand.
(This is not in the Supply.)
I'd recommend Novelist state "if you have any Treasures in play" or "at least 1 Treasure in play" for clarity. +$1 and +1 Buy should be swapped for standard bonus order. Card types should be capitalized (Treasure on Novelist, Action on Book and Manuscript). Book needs to specify that Manuscript comes "from its pile" or else you can't gain it unless Manuscript appears in the Supply.
I like this set. Offering a way to increase the effect of the Heirloom by gaining Manuscripts is nice, though card intensive.
I think Novelist should cost $6, though. Its benefit is a bit sideways, but +3 Cards and +1 Buy and +$1 is very strong--especially when the card necessitates a way to activate it is present in the Kingdom.
Galley
Types: Action
Cost: $4+
+2 Villagers. You may spend any number of Villagers for +1 Card each.
When you buy this, you may overpay for it. For each $1 you have overpaid, +1 Villager.
Heirloom: Coffee
Coffee
Types: Treasure, Heirloom
Cost: $2
$1, +1 Villager
Coffee is fun, but I don't like Galley very much. Another way to spend Villagers makes enough sense, but the benefit is so unpredictable that I suspect it will be frustrating. More pressingly, it offers a way to easily accumulate large numbers of Villagers. I think the fact that there isn't a very easy way to accumulate Villagers is an important design aspect in Renaissance (
Recruiter requires you to trash valuable cards,
Patron is a terminal Silver if you don't spend its single Villager immediately, and the rest are all on-gain and on-trash abilities. Coffee plays nicely into the concept because it's a Copper and you can only have one of them.).
Wizard
Types: Action, Attack
Cost: $4
+2 Cards. You may spend two Spell tokens. If you do, each other player gains a Curse.
Heirloom: GrimoireGrimoire
Types: Treasure, Heirloom
Cost: $4
$1. When you play this, take a Spell token.
Having played with a Treasure that provides a limited resource, the fact that Grimoire is the only 1-card source of Spell tokens feels frustrating. If your Grimoire ends up on the bottom of your shuffle, you will fall wildly behind in Spell tokens and you have no recourse to improve your status.
I also agree with DEGwer that it is pretty slow. Having another way to accelerate your Spell tokens is probably desirable, either through some additional ability on Wizard or Grimoire, or via making Wizard into a split pile--though putting together three cards might be a little much.