Navy
Types: Action, Duration
Cost: $3
While this is in play, each other player draws only 4 cards during their cleanup phase (instead of 5) for their next hand. At the start of your next turn: +1 Card, +1 Action, +$1
When you gain this, you may play it.
How does this interact with
Outpost? The "while this is in play" wording is awkward in its position, and I think prevents it from being an Attack for timing issues maybe. This should probably just use the -1 Card token and be an Attack.
As a technicality, the card should be set aside and then played to avoid tracking issues with top-decking effects like
Watchtower and
Tracker (per
Innovation).
Fish
Types: Treasure
Cost: $2
$1, +2 Cards.
When you gain this, put it onto your deck.
If you have no Actions in your deck, this is
Laboratory+
Peddler in one card which will turn some heads at its printed cost of $2.
Distribute
Types: Event
Cost: <4>
Gain a card costing up to $4. Set it aside. If you did, put it in your hand at the start of your next turn. Each other player gains a copy of that card.
Pile sizes are a big problem in multiplayer games. An important part of
Messenger's on-gain ability is that to use it you have to gain
Messenger, which is actually a pretty garbage card so you don't usually want to buy lots of them. I'm not sure if delaying the effect by one turn really fixes how fast 4-player games can be 3-piled.
Mausoleum
Types: Victory
Cost: $3+
Worth 3VP if you have at least ten Action cards.
When you buy this, you may overpay for it. Gain a Spirit costing less than the amount you overpaid, onto your deck.
Your expectation here is
- $3 + $0 = $3 => Mausoleum (can't overpay by $0)
- $3 + $1 = $4 => Mausoleum + Will-o'-Wisp
- $3 + $3 = $6 => Mausoleum + Imp
- $3 + $5 = $8 => Mausoleum + Ghost
Yes? I think $2+ might be a better cost for Mausoleum to allow
Will-o'-Wisp to draw it, and it brings
Ghost down to a more reasonable $7-cost price point. I concur with Gubump that its VP condition is trivial for a huge number of points. The condition should probably be harder or else you may as well write the number it is worth on it. I'd consider making the condition "3 differently named Spirits."
Lease
Types: Event
Cost: $1
Set aside an Action card from the supply and take <debt> equal to half its cost (rounded up). At the start of your next turn, play the set-aside action. When it leaves play, return it to the supply.
This is cute, but I think it will have boring play patterns where it's most commonly used on a fast trasher or strong curser and almost never otherwise.
Haunted Cruise
Types: Event
Cost: $0
Once per turn: +1 Buy, and Exile and Curse and a Copper from the supply. At the start of your next turn, put a card you have in Exile into your hand.
Think of how often you buy beggar just for the +3$ even though the junking effect is three times as strong and you have to invest in a card to do it.
I virtually never buy
Beggar outside of its most explicit combos. You should really be comparing Haunted Cruise to
Banquet (which is also bad). If it is so good to use Haunted Cruise to get a $3/$5 opening, what about the ~42% of games were you're stuck with a $4/$3 opening? Is it okay to be hosed that regularly?