I'd lie if i said i have the energy to do more than just some quick remarks, so please don't take it badly if i say something stupid.
Ambush
Single - $2
When you would gain this, instead put it anywhere inside a supply pile, and take the Ambush token.
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When this card appears on top of a Supply pile, the current player trashes a card costing at least $3 that he has in play. The player with the ambush token pays it to gain a card from the trash, putting it on top of his deck. Return this to the Supply
Um... "Return this to the supply" means that it will still be on top of a supply pile, doesn't it? Apart from that i don't really get what this is about, and it feels as if putting it anywhere in a supply makes it more complicated than necessary. Probably i want this to block a pile from being bought, but why wouldn't i just put a token on the pile, then? It's not like putting it somewhere in the pile would surprise anyone (you can look through it) - if anything, it makes the card more political ("I put it third so Barbara can buy a Lighthouse, but Steven can't, Harr Harr!"). Not the one i like most.
Fool
Action/Single - $2
+2 Cards
+2 Actions
Put this card on top of any non-empty supply pile of cards costing $6 or less.
Hm, Fool still has the blocking mechanism but has become a usefool card itself. I like how you can use it to force opponents into buying a card they don't want without making it seem unfair (as the card is not that bad itself). As a second card with a pile-blocking mechanic, i find this much simpler and clean than Ambush.
Bargain
Reaction - $2
When you would gain a card, you may trash this from your hand. If you do, instead, gain a card costing up to $2 more than it from the supply or the trash, putting it into your hand.
Hmm... It took me some time to get that the gain from the trash means you can gain itself after trashing it, so it basically moats junking attacks. The other use is to make it a one-shot Silver, which i think is not that much better than +2 cards from Moat itself. My feeling is this is worse than or about as "strong" as Moat (defending not every kind of attack). I see that you can chain them on reaction and gain a Province instead of a Curse with four of them in hand (or a Gold/Duchy with three), but as they really are one-shots if you did that and dead Moats until that i'm pretty sure such a strategy wouldn't really work...
Edit: It's funny how LastFootnote seems to have the opposite opinion about this card's power, but i'm too tired to think about it now... Good night...
Prospector
Action - $2
Gain a Treasure costing up to $6, putting it in your hand. Each other player gains a copy of that Treasure, putting it on top of his deck.
Why are your 2$s so weak? Compare this to Beggar: It also costs 2$ and gives +3$, but Beggar not only has a downside you can use to your advantage (greening, Gardens) but also is a reaction. Comparing the bonus you get to the bonus for your opponents, this card takes up a spot in your hand and gives +3$ (max) - while, during their second-next turn, your opponents will have exactly the same situation, just without spending a buy or an action on it. In the endgame this might make the difference, but almost certainly not enough to make a strategy of it.
Conflict
Reaction/Single - $3
When another player plays an Attack card, you may reveal this. If you do, that player gains this card.
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When you reveal or buy this, gain an Attack card costing up to $5.
Well, of course this is irrelevant if there are no attacks. Given this is a single that doesn't really matter though, i guess. I'm not sure i like the "reveal" part here - it might be intended to be a defense aganst Saboteur, Knights (which can trash the only Conflict for good) and some others, but it still works nicely to be spammed with Hunting Party or Managerie. Hmm... All those Minions... I think if there are cards supporting the spamming, the fact that there's only one of them will make the game really frustrating and unfair.
Fete
Single - $3
When you would gain this, instead, look at the top 2 cards of the Fete deck, put one on the bottom of your deck, and put the other back on the bottom of the Fete deck. Put a card costing $6 or less from any supply pile on top of the Fete deck.
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Setup: Make a Fete deck out of one copy of every Kingdom supply pile in the current game.
You must get the impression i hate all your singles
Here i don't like the first player advantage. The first player to buy one can hope to gain a nice card (whatever nice kingdom cards there are) and put a Curse on top, effectively halving the chances of a good bargain for every player following.
Amigos
Action/Duration - $3
+$1
At the start of your next turn, +1 Action
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When you discard this from play, draw an extra card at the end of your clean up phase.
I still like this idea, and i still think that giving the +1 action on the turn it is played not only boosts it by a tiny bit (as you can chain them) but also fits the fact that usually durations are useless the turn they are played. Also i'd try to cost this at 2$.
Opportunist
Reaction - $3
When any player gains a Treasure card, you may reveal and discard this. If you do, resolve an Event from the Event deck.
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When you reveal this, gain a card costing up to $3.
The second reaction isn't as easy to spam as Conflict, and not worse than Tunnel. I see it can work as a defense, and interestingly to discard attacks as well as to attacks that steal from you. It's weird that the Opportunist revealed by another players Spy can trigger another Oppurtunist if it gains a Silver, with your Opportunist in hand reacting to that other Oppurtunist gaining a Silver, too... In general, i think "gain a Treasure" isn't a big enough pause in the game to have a reaction for, especially as it can grow pretty complicated with the events involved.
Sorry i'm so negative all the time here
Scribe
Action - $3
+$2
Place the top card of the event deck face down on your Scribe Mat
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At the start of your turn, you may reveal and resolve an Event from your Scribe Mat.
I must admit i'm not a huge fan of the events when reading them on the screen, but i don't know how they'd play. Thinking about it, it's probably crazy, but fun. I wouldn't mind having such a mechanic on that new Promo...
Anyhow, i'm not sure the benefit of the card is good enough, especially as you don't know what event you'll cause, yourself. If you did add that (or it was intended that way all along), i think the card would work nicely. Otherwise, i'd rather have Chancellor.
Tavern
Action - $3
+2 Actions
+2 Cards
Put a card from your hand on top of your deck. Put a card from your hand on the bottom of your deck.
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When you gain a Province, discard all Taverns from play. If you discarded any, resolve the top Event of the Event deck.
It's +Cards first, isn't it? I still don't get why you would want to trigger events - they can harm you and help you both. I'm not even sure whether the last part is a penalty or a benefit. As this is probably a bit strong as a Village variant, i assume it was intended as a penalty. At least i know i'd hate to let every player draw a card at the end of my buy phase (where i can't use it)...
Tower
Single - $4
When you would gain this, instead, move a tower token to any supply pile.
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Setup: Place a tower token on each of the Estate, Duchy and Province supply piles. Cards are worth an extra 1VP for every tower token on its supply pile.
Hmm... I can imagine situations where the game (especially a 2-player game) would reach a stalemate where nobody wants to end the game, as that would make the other player's card of choice worth points, and instead the Tower token gets shoved back and forth... Also it's a bit swingy if you are lucky enough to put it on "your" card the last turn. It somehow makes the game less strategical and more luck depandant for that reason, i think.
Barge
Action - $4
Now and at the start of your next turn; +2 buys, draw until you have 5 cards in hand
Put your deck in your discard pile
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While this is in play, when you gain a card, you may trash a card from your hand.
More simple, that's nice. I like how the "in play" and the on play synergize. I'm not sure about the (forced) Chancellor and whether it keeps the card from being too weak, though. Like the idea, though.
Beauty
Action/Attack - $4
+2 Actions
Each player (including you) discards any number of cards from his hand until he can reveal a hand of only Actions, Reactions and Treasures.
Draw until you have 4 cards in hand.
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When you reveal this, +1 card.
I don't know about the "reaction". It only matters for Tunnel and some of your own, doesn't it? Truth be told, it feels a bit specific. Also it very obviously defends against itself, and while i'm not sure i like that in general, it's nice that there's no first-player advantage here. Like Conflict, this is crazy with Hunting Party or Menagerie...
Labyrinth
Action - $4
Do all three of the following in any order:
Draw until you have 5 cards in hand
Discard a card
Trash down to 3 cards in hand
Interesting. I thought about a card where you can order choices too, but it didn't work. I like yours better. Also like the name. Nice.
Oppressor
Action/Attack - $4
+1 Action
Look at the top 5 cards of your deck. Put any number on the bottom and discard the rest.
Each other player reveals the bottom card of his deck and gains a Cell from the Cell pile if it’s any other card, putting it on the bottom of his deck.
It's a bit like a fixed Scout, isn't it? A bit complex with the Cells, the bottom-decking, the ordering of cards down there... Not that bad.
Philanthropist
Action - $4
+1 Card
+1 Action
Choose one of the following for everyone to Gain. You put the gained card in the location in brackets;
A Copper (in hand), A Silver (on top of your deck), A Gold (on the bottom of your deck)
Of course the Copper gain qualifies as an attack, and yes, i know, the others don't. If i'm not mistaken i allready proposed a way to solve this (without attack type): "Choose one: Gain a Copper in hand; Gain a Silver, putting it on top of your deck; Gain a Gold, putting it on the bottom of your deck; Each other player may reveal a Reaction card from his hand. If he doesn't, he gains a copy of the card you gained."
Obviously that's not a beautiful wording, but still i'd prefer it to a junker that's not an attack. Apart from that the card is fine, though not overly strong.
Plantation
Action/Victory - $4
Worth 1VP if you have the fewest Plantations of any player.
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+1 Card
+1 Action
Reveal cards from the top of your deck until you reveal a victory card. Put it in your hand and discard the rest.
This is... interesting. I'm not sure how it plays, but it's definitely something new. I do remember playtesting a Victory card that wanted you to not gain too many of them, but this is different.
Also combos with Scout
Rear Admiral
Action/Attack - $4
+3 Cards
Each player with 5 or more cards in hand puts a card from his hand anywhere in his deck.
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When you gain this, resolve the top event from the event deck.
I see. The event is used as a way to keep this from being "strictly better" than Smithy (which isn't that far stretched thinking about how many of them are worse when resolved at the end of your buy phase). The attack might be beneficial to other players sometimes, but a single card doesn't really help setting up something enough to make giving a good one out of hand worthwile, usually. Then again this can only hit each player once a turn, and there
is a restriction... I'm not really sure, but it
might be okay for 4$.
Repair
Action/Reaction - $4
Trash a card from your hand. Gain a card that shares a type costing up to $3 more, putting it on top of your deck.
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When you would gain a card, you may reveal this from your hand. If you do, instead, gain a cheaper card that isn’t a Single.
Yay, a terminal Rebuild. On second look, i like how it is worse when used for victory cards and how it is worse than Mine or Taxman for Treasures. But then again, it is more flexible and also defends against junkers. Two of these can even work as a Remodel. I feel the reaction is a bit too much, the card is pretty good for 4$ even without that.
Revolutionary
Action/Attack - $4
+1 Action
+$1
Reveal your hand. Each player may choose any number of cards from it. Discard the chosen cards.
Draw until you have 6 cards in hand.
Interesting. Reminds me a bit of Advisor, only that this is either worse or better, or probably both. Don't know if i'd like playing with it, but i'd definitely try it out.
Enchanter
Single - $5
When you would gain this, instead, move the hex token to any Action supply pile.
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When a player discards a copy of the card with the hex token from play, if that player has no actions remaining, each other player gains a Curse. Place the Hex token on the Enchanter supply pile at the start of the game and when it’s on an empty pile.
"Starting my third turn, i play Smithy. Now i play six Coppers, buying Enchanter and placing the hex token on Copper. Six Curses for each of you guys."
Even if you forbid Treasures, this is still mostly a swingier, stranger, stronger Ill-Gotten Gains. Swingy because you might have a terminal in hand to play after all those Hamlets you had (so you can give out a Curse per Hamlet). Strange because the player buying it may put the token on a card that the player after him will play, too - just without spending 5$. Stronger because you don't have to gain that awful "half-Silver" IGG is.
Patrol
Single - $5
When you would gain this, instead, gain a cheaper card, and each other player reveals the top card of his deck, gaining a Cell from the Cell pile if it’s any other card. Each player puts any cards gained this way on top of his deck.
Fine. Like Border Village is overpaying to 6$ to gain an additional Village, this is overpaying to 5$ to have an attack. Why not, it's simple and i like it.
Package
Single - $5
When you would gain this, instead, gain 3 differently named cards that are neither Singles nor Victory Cards with a total cost of up to $7.
Like the name. Not sure whether it's good enough most of the time - probably if you want to load up on cheap cards like Lighthouse, Fishing Village, Menagerie etc... Still feel that "differently named" is very restrictive, especially as you can't gain more than two 3$s, anyhow. Unless of course you have cost reduction, in which case this is absolutely able to go crazy...
Pioneer
Single - $5
Gain 2 cheaper Action cards, placing them on the Pioneer mat.
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During your turn you may play a card from the Pioneer mat instead of from your hand. If you do, trash it.
Not the worst single. I'm not really a fan, but i see it has some appeal. Heck, it's easy in a way, so i guess i like it after all.
Rival Markets
Action/Duration/Single - $5*
+$2
+2 Actions
+2 Cards
+2 Buys
At the start of your next turn, return this to its own pile.
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While this card is in play, it is also in the Supply, and costs $4.
He he, i see what you did there. I like the idea of a card players can buy from other players, but i'm afraid this will likely just be passed around in turn order. Hmm... Is there any way to avoid me gaining my own Rival Market with Workshop? It would be nasty if a player could make sure it's his forever.
Cargo
Treasure - $5
Worth $1
When you play this, trash a card you have in play. Gain a card costing exactly $1 more than it.
Fine. Maybe the trashing could be optional.
Conqueror
Action - $5
Gain 2 Cards with a total cost of up to $7.
Each player (including you) looks through his discard pile and either trashes a card from it or puts a card from it on top of his deck.
I get it. This can be "gain a Gold, each other player may [...]". A bit more flexible, but i think it's okay. what i don't like is that it allows gaining Provinces with cost reduction, of course, and the name fits much more for an attack, i think. That aside i guess it's okay.
Escape Artist
Action - $5
+2 Cards
Each player may reveal a Cell from his hand. If he doesn’t, he gains a Cell from the Cell pile, putting it in his hand.
You may play a Cell from your hand.
Not strictly better than Lab, but very close. Unless you have absolutely no junk in hand (or don't have another action you want to play, which isn't that unlikely), it is. Guess i'd have to playtest it to know for sure, though.
Pariah
Action - $5
Gain a card costing up to $6, putting it anywhere in your deck. Each other player may gain a Curse, putting it anywhere in his deck. If he did, he also gains a copy of the card you gained.
I don't know. Putting a Gold on top of my deck is great, and even if an opponent may gain the same card (for gaining a Curse and putting it in his deck, too), that doesn't really seem like a relevant penalty most of the time (Watchtower aside). Then again it's probably fine from the power level. Funny how this is worse when you gain a Duchy - your opponent may be able to trash the Curse he draws later, while still gaining a Duchy and putting the same number of bad cards in his deck as you. Probably fine as far as i can see.
Retreat
Action - $5
+1 Buy
Trash a card form your hand. Place a number of cards equal to its cost in coins from the top to your deck face down on the Retreat mat.
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While this is in play, when you gain a card, set it aside on the Retreat mat. You may look at the cards on the retreat mat at any time. Put all cards on the Retreat mat in your hand at the start of your turn.
Not sure it needs the "while in play". That aside it's fine, though a bit similar to Pioneer.
Town Crier
Action - $5
+$3
+1 Buy
Resolve the top Event from the Event deck
Fine.
Whittler:
Action - $5
You may do this up to three times:
Reveal an action card from your hand. Play it, then trash it. Gain a card costing less than the trashed card, putting it in your hand.
Not sure about the power level. At first glance, the cost decreases, and so this should be worse than King's Court. But then again you might be able to combine cards that synergize (Smithy/Village from the top of my head) and can play good cards you draw for the first two. Then again you have to trash the cards you play, so i assume it's okay at 5$.
Archer
Action/Attack - $6
Each player reveals cards from his deck until revealing one costing $3 or more. He either discards it or puts it back (you choose), then discards the other revealed cards.
+3 Cards
Fine. Not sure about the power, but probably it's stronger than it seems.
Baroness
Victory/Single - $0*
Worth 2VP for each Estate left in the supply.
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This card costs $1 for each Estate left in the supply.
Like the name. It's interesting, i like it.