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Mini-Set Design Contest / Re: Mini-Set Design Contest, Challenge #7: Village!
« on: July 30, 2012, 03:52:22 pm »
I decided not to submit this round, I can't design Villages at all. So instead I'm going to comment on each card really fast.
Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.
Seems a bit too strong in the endgame, especially in multiplayer. If you plan to end the game on your turn, it's a Mining Village. If you don't, then it's a Mining Village that gives you Silvers later. It does weaken an engine, but I'm not sure if it would weaken it by much. Trigger reaction on your own turn to ensure you have Villages for next turn?
Basil
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a [This Card].
HoP on a Village. Doesn't count treasures, but gives money to compensate. $4 for +2 Actions +$2 is strong (there's a discussion way back from the Card Contest that Archivist won.) So it feels too good to me, because that's not too hard to get in an engine, and it's an easy Village to pick up.
Anise
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.
Hard to judge. Worried about scaling from 6 actions+.
Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP
Successive plays are $1.5 cost -> $3 cost -> $5.5 cost -> $7 (?) cost. I don't like the potential issues that could happen if you get, say, 7 or 8 of these. Then you start gaining 3-4 VP a turn if you can draw your deck. Assuming it counts per turn, which it doesn't say.
Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand. If you do, +$ equal to one third its cost in coins, rounded up.
As long as you have a Victory card, this is at least as good as Bazaar. Ehhhhh, I've had a little experience with cards like this, they tend to be far too useful later on and far too useless early.
Fennel
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.
Like this one. Cellar effect + Secret Chamber effect on a Village. If you put bad cards on top, your next hand is awful, unless you've got some sifting effects. If you put bad cards on the bottom, you might have a bad hand, but if you plan it right you could make them miss the reshuffle.
Dill
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.
Odds are that this is always giving you at least 1 VP. If you have multiples, it gets worse. If you have +buy, it gets worse than that. Goons is terminal, which helps limit the VP madness. Even with the restriction, putting +VP on a Village is too good.
Cilantro
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.
Reaction to Attacks seems kinda weird. Protects against Minion, but a lot of the time I'd want to keep Village + Terminal draw + Junk. Losing out on one turn hurts way too much.
Ginger
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.
Huh. $1 cost. Don't like it, but not sure why. Maybe because it's a $1 cost, has a restriction that can't always be met, and has a clean-up effect which seems really good. Free Wharf next turn effect?
Paprika
$5 - Action
+2 Actions
Put a card in play other than a [This Card] into your hand.
Memory problems strike again! Oh, and Paprika + terminal draw is way too nutty.
Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.
Worried about the +3 Actions. Somewhere there's a Donald X. post that says that +3 Actions is either useless or way too useful. Crossroads is at least one shot, which makes it somewhat more reasonable. Odds are that you have extra actions in your engine with this card. So draw your deck, play Nutmeg at the end, gain free Action.
Turmeric
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.
This feels more like a terminal draw card than anything else. I think it's too good.
Rosemary
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a [This Card] token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)
It's a perpetual card! Hard to judge the token choices. The fact that it does nothing this turn really puts me off though.
Thyme
$3 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.
The Tunnel effect puts it over the top. Makes your engine way too consistent with the right enablers.
Mace
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.
I've played this exact card! Yay! It's balanced, but I never liked playing with it. One of the nice things about Pawn is that it's not very limiting. If you aren't sure what to do, just do 1 card 1 action. With this, you're committed. More often than not, you just choose +$2 or +2 Cards, and you're just playing a Moat/Duchess. If you draw multiples, then it's about equivalent to multiple pawns, except with less freedom. Sometimes, you really want that non-terminal +$ or +Buy. This doesn't give it.
Clove
$2 - Action
+2 Actions
You may gain a Copper in hand.
Think it's alright, but I'm personally a little tired of this mechanic.
Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.
So you want to play this in a Disappearing Village deck, except you gets lots of actions along the way. So it's really more of a Disappearing Terminal deck? Feels odd, but not bad.
Saffron
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action. You may trash a card; if you do, +2 Actions.
Trash benefit feels somewhat slow/weak when compared to stuff like Moneylender/Spice Merchant. I know it's a $2 cost and those are $4 costs, but much of the point of those cards is to pick them up early, which you don't feel like doing with Saffron.
Coriander
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards. Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc. Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1. Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)
Early on, similar to non-terminal Secret Chamber. Later on, massive boost. Once again, somewhat worried.
Garlic
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for [This Card] has 30 copies of it.
Hm. Okay? Really don't know what to think of this. I'm sure Vineyard/Gardens loves this though.
Caraway
$3 - Action-Attack
+1 Card
Discard any number of cards. +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.
Donald X. said that Crossroads used to give +Actions based on the number of Actions in your hand, but it was removed because keeping track of how many actions you had was difficult. This could have a similar problem.
Tarragon
$5 - Action
+2 Actions
Trash up to 2 cards from your hand. +1 Card for every card trashed this way.
Stronger than Upgrade or about the same? Not sure. But trashing cards without ruining your current hand has historically been very good. (JoaT, Masq)
Lemongrass
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.
Once again, I don't know. Topdecking is useful? Trashing and +Buy makes it very nice, buy a Copper and trash it later.
Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.
Don't like it, but not sure why. Probably because it feels like it's trying to be two completely different classes of cards.
Cumin
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP
Seems alright. It's not a consolation prize late game but it's a lot more important early game.
Sage
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.
I really don't like that you can't choose to discard Sage, which really hurts you. I think it's too weak if anything.
Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.
Bonus seems way too good. Even by itself, +$2 for 1 card is pretty strong.
Sesame
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.
Either strong or weak, hard to judge. If it's good enough, it feels like it would warp the board too much. You'd just buy Sesame whenever you could. Then again, Hunting Party and Minion and Wharf do the same thing. But they all cost $5 instead of $4, and $5 is a lot harder to get.
Allspice
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand. If you do, +1 VP. Restore this to your hand at the start of your turn.
VP bonus makes it so that people might not want to play their attacks. That tiebreaker.
Borage
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.
...Okay? So it's massive digging for a Terminal draw, or setup for a big turn. Don't know what to think of it, but it's okay power wise.
Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.
I think it's too good. First time effect is a $7 card or something. And there are plenty of situations where you'd still want to buy lots of Chervils, just because you need the actions. If there's other action sources, you pick those up instead. So Chervil is either a $7 card you buy for $5, or a card you buy because you need it. The point being, I'm not sure when you wouldn't buy this card.
Lavender
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.
Reaction feels very swingy, especially because you probably have a decent amount of Lavenders anyway.
Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.
Alt-VP for the win? Yeah, I don't really like this, the downside is way too good for your opponents.
Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.
Once again, pretty good with trashing. It's like the Curse-gain-for-super-effect card, but with Copper and some failsafes installed.
Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)
If you trash your Estates...this is massively strong. Free Lab really doesn't offset the Action tutoring.
Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.
Lab, Village, $4 cost, $3 cost. Not bad, but for $3P it feels kinda weak.
Juniper
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a [This Card].
It's a Swindler counter! Well, that's a side effect. I like it.
Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.
$3 -> $4 -> $6 -> $8? -> $9?
Not super interested in this to be honest. Has the infinite VP problem, and it doesn't feel like you build to this on purpose. It just...happens by itself.
Arrowroot
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a [This Card] token.
--
At the start of any turn, you may return one [This Card] token before you play your first action. If you do, +1 Action.
Some neat consistency.
Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand. If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.
I like it, but that's probably because it does opponent benefits pretty well.
Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card. If he doesn't, he gains a Copper.
Play multiples, ruin everyone's day. Especially if they don't have Treasure cards...
Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.
Not as self-sufficient as Minion. Needs support, but fun with support.
Cinnamon
$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.
Seems a bit too strong in the endgame, especially in multiplayer. If you plan to end the game on your turn, it's a Mining Village. If you don't, then it's a Mining Village that gives you Silvers later. It does weaken an engine, but I'm not sure if it would weaken it by much. Trigger reaction on your own turn to ensure you have Villages for next turn?
Basil
$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a [This Card].
HoP on a Village. Doesn't count treasures, but gives money to compensate. $4 for +2 Actions +$2 is strong (there's a discussion way back from the Card Contest that Archivist won.) So it feels too good to me, because that's not too hard to get in an engine, and it's an easy Village to pick up.
Anise
$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.
Hard to judge. Worried about scaling from 6 actions+.
Parsley
$3 - Action
+2 Actions
If you have played [This Card] at least...
2 times: +1 Card
3 times: +$1
4 times: +1 Buy
5 times: +1 VP
Successive plays are $1.5 cost -> $3 cost -> $5.5 cost -> $7 (?) cost. I don't like the potential issues that could happen if you get, say, 7 or 8 of these. Then you start gaining 3-4 VP a turn if you can draw your deck. Assuming it counts per turn, which it doesn't say.
Cardamom
$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand. If you do, +$ equal to one third its cost in coins, rounded up.
As long as you have a Victory card, this is at least as good as Bazaar. Ehhhhh, I've had a little experience with cards like this, they tend to be far too useful later on and far too useless early.
Fennel
$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.
Like this one. Cellar effect + Secret Chamber effect on a Village. If you put bad cards on top, your next hand is awful, unless you've got some sifting effects. If you put bad cards on the bottom, you might have a bad hand, but if you plan it right you could make them miss the reshuffle.
Dill
$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.
Odds are that this is always giving you at least 1 VP. If you have multiples, it gets worse. If you have +buy, it gets worse than that. Goons is terminal, which helps limit the VP madness. Even with the restriction, putting +VP on a Village is too good.
Cilantro
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.
Reaction to Attacks seems kinda weird. Protects against Minion, but a lot of the time I'd want to keep Village + Terminal draw + Junk. Losing out on one turn hurts way too much.
Ginger
$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.
Huh. $1 cost. Don't like it, but not sure why. Maybe because it's a $1 cost, has a restriction that can't always be met, and has a clean-up effect which seems really good. Free Wharf next turn effect?
Paprika
$5 - Action
+2 Actions
Put a card in play other than a [This Card] into your hand.
Memory problems strike again! Oh, and Paprika + terminal draw is way too nutty.
Nutmeg
$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.
Worried about the +3 Actions. Somewhere there's a Donald X. post that says that +3 Actions is either useless or way too useful. Crossroads is at least one shot, which makes it somewhat more reasonable. Odds are that you have extra actions in your engine with this card. So draw your deck, play Nutmeg at the end, gain free Action.
Turmeric
$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.
This feels more like a terminal draw card than anything else. I think it's too good.
Rosemary
$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a [This Card] token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)
It's a perpetual card! Hard to judge the token choices. The fact that it does nothing this turn really puts me off though.
Thyme
$3 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.
The Tunnel effect puts it over the top. Makes your engine way too consistent with the right enablers.
Mace
$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.
I've played this exact card! Yay! It's balanced, but I never liked playing with it. One of the nice things about Pawn is that it's not very limiting. If you aren't sure what to do, just do 1 card 1 action. With this, you're committed. More often than not, you just choose +$2 or +2 Cards, and you're just playing a Moat/Duchess. If you draw multiples, then it's about equivalent to multiple pawns, except with less freedom. Sometimes, you really want that non-terminal +$ or +Buy. This doesn't give it.
Clove
$2 - Action
+2 Actions
You may gain a Copper in hand.
Think it's alright, but I'm personally a little tired of this mechanic.
Oregano
$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.
So you want to play this in a Disappearing Village deck, except you gets lots of actions along the way. So it's really more of a Disappearing Terminal deck? Feels odd, but not bad.
Saffron
$2 - Action
+1 Card
You may discard a card; if you do, +1 Action. You may trash a card; if you do, +2 Actions.
Trash benefit feels somewhat slow/weak when compared to stuff like Moneylender/Spice Merchant. I know it's a $2 cost and those are $4 costs, but much of the point of those cards is to pick them up early, which you don't feel like doing with Saffron.
Coriander
$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards. Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc. Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1. Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)
Early on, similar to non-terminal Secret Chamber. Later on, massive boost. Once again, somewhat worried.
Garlic
$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for [This Card] has 30 copies of it.
Hm. Okay? Really don't know what to think of this. I'm sure Vineyard/Gardens loves this though.
Caraway
$3 - Action-Attack
+1 Card
Discard any number of cards. +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.
Donald X. said that Crossroads used to give +Actions based on the number of Actions in your hand, but it was removed because keeping track of how many actions you had was difficult. This could have a similar problem.
Tarragon
$5 - Action
+2 Actions
Trash up to 2 cards from your hand. +1 Card for every card trashed this way.
Stronger than Upgrade or about the same? Not sure. But trashing cards without ruining your current hand has historically been very good. (JoaT, Masq)
Lemongrass
$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.
Once again, I don't know. Topdecking is useful? Trashing and +Buy makes it very nice, buy a Copper and trash it later.
Marjoram
$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.
Don't like it, but not sure why. Probably because it feels like it's trying to be two completely different classes of cards.
Cumin
$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP
Seems alright. It's not a consolation prize late game but it's a lot more important early game.
Sage
$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.
I really don't like that you can't choose to discard Sage, which really hurts you. I think it's too weak if anything.
Mustard
$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.
Bonus seems way too good. Even by itself, +$2 for 1 card is pretty strong.
Sesame
$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.
Either strong or weak, hard to judge. If it's good enough, it feels like it would warp the board too much. You'd just buy Sesame whenever you could. Then again, Hunting Party and Minion and Wharf do the same thing. But they all cost $5 instead of $4, and $5 is a lot harder to get.
Allspice
$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand. If you do, +1 VP. Restore this to your hand at the start of your turn.
VP bonus makes it so that people might not want to play their attacks. That tiebreaker.
Borage
$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.
...Okay? So it's massive digging for a Terminal draw, or setup for a big turn. Don't know what to think of it, but it's okay power wise.
Chervil
$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.
I think it's too good. First time effect is a $7 card or something. And there are plenty of situations where you'd still want to buy lots of Chervils, just because you need the actions. If there's other action sources, you pick those up instead. So Chervil is either a $7 card you buy for $5, or a card you buy because you need it. The point being, I'm not sure when you wouldn't buy this card.
Lavender
$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.
Reaction feels very swingy, especially because you probably have a decent amount of Lavenders anyway.
Mint
$5 - Action
+2 Cards
+2 Actions
--
When at least one [This Card] is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.
Alt-VP for the win? Yeah, I don't really like this, the downside is way too good for your opponents.
Patchouli
$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.
Once again, pretty good with trashing. It's like the Curse-gain-for-super-effect card, but with Copper and some failsafes installed.
Stevia
$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)
If you trash your Estates...this is massively strong. Free Lab really doesn't offset the Action tutoring.
Cayenne
$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.
Lab, Village, $4 cost, $3 cost. Not bad, but for $3P it feels kinda weak.
Juniper
$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a [This Card].
It's a Swindler counter! Well, that's a side effect. I like it.
Fenugreek
$5 - Action
+1 Card
+2 Actions
If you have played [This Card] two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.
$3 -> $4 -> $6 -> $8? -> $9?
Not super interested in this to be honest. Has the infinite VP problem, and it doesn't feel like you build to this on purpose. It just...happens by itself.
Arrowroot
$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a [This Card] token.
--
At the start of any turn, you may return one [This Card] token before you play your first action. If you do, +1 Action.
Some neat consistency.
Poppy
$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand. If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.
I like it, but that's probably because it does opponent benefits pretty well.
Savory
$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card. If he doesn't, he gains a Copper.
Play multiples, ruin everyone's day. Especially if they don't have Treasure cards...
Vanilla
$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.
Not as self-sufficient as Minion. Needs support, but fun with support.