I skipped the first Event contest, but I managed to come up with something for this one.
Bonanza
Types: Event
Cost: $30
Gain the remaining victory cards in the supply.
First to $30 probably wins the game. 2p with no alt VP, there are 80 points in the supply. To lock in 40, you need 7 Provinces, or 6 Provinces + Duchy + Estate, or 5 Provinces + 3 Duchies + Estate... If any alt VP is available, it's even more likely that $30 will buy the win with this event.
I'm not opposed to the general idea, but I'm not sure about this one at all.
Border Crossing
Types: Event
Cost: $4
Move your Gaining token to an Action Supply pile (when you buy a card from that pile, you may gain a cheaper card.)
Still sounds OK to me.
Campaign
Types: Event
Cost: $0
+1 Buy
Once per game, if you did not buy any victory cards this turn, take another turn after this one. You may not buy any victory cards for the rest of this turn.
Clarification: You may not buy any victory cards the turn you buy this event but any cards during the additional turn.
The clarification is poorly written... I'm guessing it's supposed to say, "but
you may buy any cards during the additional turn".
This sounds really interesting. It's free and even comes with +Buy so you can trigger it whenever you want, but you only get it once. Do you use it while you're building, or do you save it for a clutch mulligan when greening?
My only concern is that it might be optimal on most boards to use it immediately on your first or second turn to increase your overall tempo. Theoretically, this just shifts up all your future turns so it makes no difference whether you use it early or late...
Cobbler
Types: Event
Cost: $1
+1 Buy
Gain a silver to your hand. Each other player may gain a silver.
Gaining a Silver to your hand is practically worthless. If you're already buying stuff, you can no longer play more Treasure. If you
could play the Silver, then this Event has an entirely different problem -- with just $1, you would be able to empty the entire Silver pile. And as first player, this is probably in your best interest. You'd probably be hitting Province every single turn from turn 3 onward.
But yeah, Silver in hand does nothing for you outside of some edge cases.
Coronation
Types: Event
Cost: $8
Once per game: Move your Crown token to an action supply pile costing up to $4. (When you play a card from that pile from your hand, after you resolve it, play it again.)
Clarification: When you play it again, it's already in play, so the event's effect doesn't happen again. For the same reason, you only get one extra play if you use Throne Room, King's Court, Procession or Disciple to play the card; and none if you use Golem, Herald or Prince. (Procession and Disciple say to "Play an Action card from your hand twice", but for the purposes of this card that's "Play [an Action card from your hand] twice", not "[Play an Action card from your hand] twice", as the card does not return to your hand.)
The effect as intended could be cool, but I don't know if it's worth the complexity. I'm reminded of the playtesting story about how various tokens used to be able to go on kingdom cards in general, but were changed to only go on actions because people just didn't know what "kingdom cards" refers to. This seems like it would be even tougher to get right.
Crop Rotation
Types: Event
Cost: $2
+1 Buy
Once per turn: +1 Card, then each player passes a card from his hand to the left at once, then put a card from your hand on top of your deck.
The passing effect is usually neutral, but the trick is that you can choose the timing. So you can just save it for when you have a Curse in hand or something. You can also use it to save a card in hand for the next turn, but Save is both cheaper and better for that. Overall this seems fine, but I'd rather let Masquerade have its unique gimmick.
Disaster
Types: Event
Cost: $4
Once per turn: Trash the top 3 cards of any non-Victory Supply pile.
Flip your Pest token face up (It starts face down).
Pest token: When you would gain a Victory card, gain nothing instead. When you buy a non-Victory Action card, flip this face down
So the Victory card blocking is only when it's face up, right? This should be reworded to match the wording of the -$1 token.
I like it. Powerful pile control at a significant cost. Only concern: it should be reworded to move cards to the trash, rather than trashing them. It makes a huge difference for cards with on-trash effects. Just consider what this does with Fortress, Squire, Catacombs, Hunting Grounds...
Drinking Song
Types: Event
Cost: $2
+1 Buy
Choose one: Put a card from your hand onto your Tavern mat; or put any number of cards from your Tavern mat on top of your deck.
The simplest use of this card would be as an instant Island. You can hide away Estates early and other VP later. Not sure if that's too powerful, but it's available to everybody at basically all times so it sounds OK to me. It will change the pace of the game a little and add interesting decisions of when to do it or when to put it off. If it's too powerful an effect, it would be easy to add a "non-Victory card" restriction.
It also interacts with Reserve cards. The notable one is Wine Merchant -- the $2 cost to retrieve Wine Merchant is the same, but with this event you can topdeck them. If you have Champion or Lost Arts, it can become a sort of Golden Deck (probably still harder to pull off than most others). With other Reserves, you can get them onto your mat without having to play them first, which may matter sometimes. You can also put Copper onto the mat to buff Miser faster.
The most interesting use is as a controlled Native Village. You can decide what to save on your mat and when to retrieve key pieces. That should have many interesting use cases, but the one that stands out most is putting together combo pieces, whether that's Prince and a specific target or a 5 card game-ender like KC-Bridge. Others will be able to see it building up too, so it's not just a surprise game-end.
Might be better if it cost $1 but without +1 Buy? That would encourage slow but consistent use... but maybe then it's too easy to just island VP. Or maybe it should cost $3? I'm not sure. But a more controlled NV is always a concept I enjoy, and I can see this being used in many different ways.
Epic
Types: Event
Cost: $5
Move your Epic token to an Action Supply pile. When you play a card from that pile, instead of resolving its normal effects, you may instead receive +1 Card and +2 Actions.
The name doesn't work for me, but it
is very powerful. I'm pretty sure it's too powerful for just $5. But at any cost, it doesn't sound particularly fun to me. Turning key cards or cheap cards into optional villages seems like it would trivialize engine building.
Invent
Types: Event
Cost: $1
+1 Buy
Once per turn: Flip your Journey Token over. If it's face up, +$3
I'd suggest making it once per turn and giving it +1 Buy. As it is, if the board has no +Buy and no other Journey token card, this is entirely useless.Lo and behold, the correct version of this submission does what I suggested.
OK, like this, I think it's a nice, simple event.
The trick with this card is that it'll be a net positive even if you buy it every turn, but sometimes it'll be better for you not to give up the $1 when you could buy something better, and sometimes it'll be better to wait on getting the net +$2 until you really need it. Deciding when to wait is an interesting decision that will come up multiple times in a game. I highly approve.
Lodger
Types: Event
Cost: $4
Once per game: Move your -1 VP token and your +2 cards token to an Action Supply Pile (when you play a card from that pile, you first get +2 cards). At the end of the game cards in your deck from the Action Supply Pile with the -1 VP token are worth 1 VP less than they would be otherwise.
I think this is
far stronger than Pathfinding despite being half the cost. -1 VP is not a huge penalty. In most games, you are happy to give up multiple VP to make your deck stronger -- it's called Estate trashing! Curses are bad because they are junk, but Lodger-ified cards are very much not junk. This turns any non-terminal into a Lab, which is just ridiculous.
Reconstruction
Types: Event
Cost: $1
+1 Buy
You lose your remaining actions (actions, not action cards).
Discard a card from your hand with a cost higher than $0. If you do, turn your Journey token up (it starts face up). If it's face up: +1 Action.
Return to your action phase.
The effect is just not worth the rules confusion that comes with "return to the Action phase". Coin of the Realm already delivers a similar effect in a much better way.
Recruit
Types: Event
Cost: $4
The player to your left names two cards. Gain a card costing up to $6 that he did not name.
I like the general idea. My first concern is that this is going to be an automatic buy too often. There are usually at least two key $5s, and there's Gold. Even if there are only two worthwhile $5+ cards, you can still safely buy this event. Worst case, you just gain the $4 card you would have bought otherwise.
Maybe that's not so bad? If there are at least 3 cards you want, it's a constant mini-game for your opponent to guess which 2 are best for you and to block those. But my second concern is that this will drastically slow down the game as you always buy this and wait for another player to basically make a decision for you. Overall, I don't know.
Reserves
Types: Event
Cost: $5
Move your Attack token to an Action Supply pile (when you play a card from that pile first each other player reveals the top 3 cards of his deck, trashes one that costs between $2 and $5 and discards the rest. If a card worth $4 or more is trashed, move your attack token to a different Action Supply pile.)
This should be renamed so as not to cause confusion with the Reserve type.
I'm really not a fan. I really think that the tokens should be simple effects. The most complicated one in Adventures is the trashing token, and that's still straightforward. The others are the -$2 and the 4 vanilla bonuses. The effect of this Attack token is complicated enough to be an official card of its own... and in fact, it basically
does already exist with Rogue and the Knights.
Sabotage
Types: Event
Cost: $0
Pay the cost of an action card in the supply to place it under the Sabotage event. When any player plays a card from this card's supply pile they discard a card.
I think this needs more of a limit. As it is, it seems too easy to punish players who build engines. Again, I think this would remove options (and thus remove fun) rather than opening up new ones.
Salvage Yard
Types: Event
Cost: $1
Discard any number of cards from your hand. Gain a card from the trash costing up to $2 per card you discarded.
The effect is interesting and uncommon on official cards, but useless if there isn't TfB or a trashing attack in the kingdom. What are the chances of this Event being chosen along with TfB? I'm not sure it's worth the card slot...
Siege
Types: Event
Cost: $5
Once per game: Put your Contraband token to an Action Supply pile which contains ten cards. When another plays a card from that pile, the player to its left names a card which can not be bought this turn.
As with Reserves above, this effect is too complicated to be a token IMO... and also like Reserves, it already exists -- as Contraband. But I understand the desire to see that effect more often, and in a way that actually impacts the game, since Contraband is rarely bought. So, here's a way to force it onto other players!
I commented earlier on why I think it's restricted to full piles. If you can just use it on anything, it will scare people away from ever building, lest a single $5 buy cripple their entire deck.
But I don't think this tempered version works either. It's a significant opportunity cost to buy this, and then the other players are in a fine place to adjust their strategy and avoid buying the Contraband-ified card. It's only really interesting if you use it on a card that they clearly want but haven't bought yet (e.g. they open with a strong trasher, indicating engine, and then you hit Village before they buy any).
Maybe if it was something like, "8+ cards remaining in the pile"? But even that can be oppressive. Worse, it can get very political.
Here are my suggested changes:
- Make it cheaper and maybe add +1 Buy to lower opportunity cost.
- Have it actually give other players a copy of the card. Now it's either a dead card in their deck or they actually try to play around the Contraband effect.
- Clarify what happens if multiple other players have their token on the same card. As written, if two other players have hit the same card and I play it, the player to my left bans two cards. That doesn't sound like a good thing to me. (This is not necessary if it gives out copies while keeping the full pile requirement.)
I think the general idea could work, but it would need many changes.
Stronghold
Types: Event
Cost: $12
Set aside an action supply card putting your Province token on it. All copies you own are worth 6 Victory Points. When all copies of that card run out, the game ends at the end of the active players turn.
Clarification: You own the copy of the card you set aside.
I don't think this can be balanced at any cost. If it can be, it's going to to be a lot higher than $12.
Tollhouse
Types: Event
Cost: $1*
+1 Buy
Move your Pass token to Tollhouse.
In games containing Tollhouse, whenever you shuffle your deck: If your Pass token is on Tollhouse, remove it; otherwise, gain a Curse and a Copper and move your Pass token to Tollhouse.
This costs $1 more per empty Supply pile.
Setup: Add an extra Event costing $0 or $1 to the available Event cards.
The idea is neat. I like that it (potentially) adds an interesting decision to every shuffle. Can you find an extra $1 to spare each shuffle to avoid this penalty? In practice, it's probably pretty easy to do.
I don't think there is physically enough space on an Event to fit all this text. Events only have space for 3 lines. This will have +1 Buy on one line, and then there is more text than Pilgrimage (which already takes up all available space
without a line for +Buy). It's just not going to work.
I don't like the increasing cost per empty pile. I understand the reasoning -- later in the game, shuffles are longer and it's much easier to find $1 to spare, so the change would hopefully keep the pressure on. But it doesn't matter enough to be worth the text space... which isn't even available.
The setup clause is even less necessary. I guess the reason is to provide players with something else to do if paying the $1 breaks the bank... but why make an event that increases pressure and then include a clause that alleviates it? But it's moot because, again, there is literally not enough space on the card for this.
So, I like the idea, but it
really needs to be
heavily streamlined.
Decree
Types: Event
Cost: $3
+1 Buy.
Move your Decree token to an Action Supply pile. Directly after resolving a copy of that Action, you may remove your Decree token from its Supply pile and play it again.
Not compelling since Adventures already has Royal Carriage. This is less flexible and needs to be bought again to be reused.