Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.
Unlike some, I think there's room for reactions that hurt attackers. But it has to be subtle, and this is anything but.
Pitch
$3 - Action-Reaction
Trash a card from your hand. Gain a Silver.
--
When you gain a card, you may reveal this from your hand. If you do, put that card into your hand.
Simple interactions that work well together. Like, REALLY well. It doesn't do much against attacks on the surface, but the synergy brings it all together. This is sick against Mountebank, netting you an extra $1 for your turn and giving you something easy to trash. I love this card all around. It's just so damn elegant. It's the type of card I'm jealous for not coming up with. All that said, it really should set itself aside. You can get endless gain cycles with this and certain comboes in the game otherwise.
Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.
This fella is odd. I think the reaction condition is a nifty one, and though it doesn't play too much with opposing cards, there's enough things other players can do to force you into shuffling, so it deserves to be a reaction. I'd write it "When your discard pile becomes empty..." Reactions look for events to trigger off, not conditions. I like enough for what it is.
Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.
Doesn't influence you enough to move the game along.
Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.
It's messy and not a trigger condition I find to be all that interesting.
Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.
Intriguing. Although I'm not strict on the following rule, I like reactions a whole lot better when they interact with the opponent. It's the whole reason for them being reactions, really. This only interacts with Governor, Saboteur, and Swindler that I can tell. Which might be enough. Still, I wish there was a way for this card to be more interesting in actual game-play. It's a nice idea on paper, but I fear it might end there.
Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification: You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)
It's okay. The card doesn't really meld together for me.
Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this. If you do, trash that card and gain a card costing up to $2 more.
This is easily fair at $4. It's either a bad workshop or a one-shot remodel. The combination makes it a nice card, though.
Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand. If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification: Your choice of gained card and your opponents choice are independent of each other.)
Not a fan of that reaction. Making it one sided seems a bit more fair. You are nuking their card, after all.
Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand. If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.
"When another player gains a Victory card: +1 Action."
I know it can't be worded that way, but that's basically what the card does. I suppose its an okay idea, but the interaction is so minimal that all the extra text feels like a waste.
Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.
It fights attacks by flooding your deck with itself? That could be cool if the card were better at interacting with attacks.
Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.
I like self-interaction, but it feels so heavy handed here.
Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand. If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example. If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)
Bleh. Too much reading for the end result. Wordy cards need to wow!
Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.
Ooooo... intriguing. I'd assume that you can't reveal this during the Clean-up discard since they're all getting discarded at the same time. It'd probably be more sensible to write "When you discard a card from your deck or hand other than during Clean-up,..." I like that card. The attack part of Spy was never that great anyway.
Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand. If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.
Meh. I don't want my trashed card's back 98% of the time.
Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)
Such a narrow reason to have a reaction.
Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.
That's silly. Specific and silly. I like looking for novel things to react to, but this doesn't feel like a production one.
Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.
In general, if the bottom half of your reaction has nothing to do with the top half, making the top half elegant is the way to go. As is, this card is crowded.
Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.
Whoa. That's sort of cool. Changes the whole dynamic of play in a lot of cases. If you have this out, you almost never want to be the one that ends the game. I'm not sure if that's a good facet to have. I'm not gonna vote for this, but I find the concept extremely interesting and worthy of some play-testing.
Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside. If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand). Then, continue drawing up to X cards in hand.)
I think "When you reshuffle" can work as a trigger, but I don't like the extraneousness of the full reaction. Just trashing a card seems good enough.
Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.
Doesn't encourage the game to move on. In fact, it encourages you to just spam these and go into endless VP gaining.
Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.
That's not a very pretty trigger. And it triggers way too often.
Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.
It's an okay thing to trigger off of, as it happens with just the right amount of frequency, but its basically better than Tunnel in most ways.
Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.
Quite the spammer! It seems like some strong interactions can come up when you Jass into Jass into Jass, but then, that takes a long time to set up and gives you a ton of terminals. I think this is balanced and well designed.
Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.
The regular play half feels like a punishment when you don't discard this. That's one of the reasons they made Border Village a cantrip: it's never useless! A similar route would make this less of a groaner when you had to hold onto it.
Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card. If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)
I like that "Remodel for Gold" is a thing in this game. I like that its difficult enough to achieve and that it has a fairly even power-level. I don't like that your card rewards a player for watching someone else do that.
Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.
The base-action is sooooooooo weak, even with the self-synergy. The trigger condition could be an interesting one, though. I like that it works for Militia and Cellar and Vault. But it could easily just read "When you discard this from your hand other than during Clean-up..."
Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside. At the start of your next turn, play this immediately, without using an Action.
+2 Buys is such an awkward thing to see that it really wants an apparent reason for being on a card.
Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)
I like the idea, I just wish there was a more managable way to do it.
Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.
Sorta interesting. I don't know what to think of a junker at $2. Probably makes you want to go big money unless there are good junkers available. The reaction is a fun idea, though. Recycle your hand! I think I'd still rather this be reworked into a higher cost.
Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.
That's a really weak and obstuse reaction. It's such an odd way to hate on someone greening when you could just make it part of the actual playing of the card in some way and get an actively interesting card.
Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand. If you do, gain a Victory card costing up to $3 less than that card.
Fringe usefulness. I suppose it helps you catch up when they're running out Provinces. It's okay.
Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it. If you do, gain a copy of the gained card.
Not pointing out you, I swear, but this idea seems popular. I just think Smugglers doesn't it cleaner.
Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it. If you do, +2 Cards.
Could probably be worth 2VP without batting an eyelash. I don't like the draw trigger. I've experienced what it's like playing with similar mechanics via Magic and it's just not fun.
Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.
Fairly straight-forward. A lot of complicated stuff tossed about this round, but I think this is sensible just the way it is. I'm not even sure it would be over-powered letting you gain Duchies yourself (but it probably is). This could get +1 Buy without harm.
Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck. Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.
A commonly done idea that I've seen done cleaner. =/
Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.
This is a general complaint: why, when Moat exists, do people insist on costing +2 Cards at $3? Especially when the reactions have been arguably weaker than Moat.
Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.
I'm not a fan of this type of +Action spamming, even on a $5 card. The reaction itself is sorta weak, though I suppose it could be interesting in certain +Buy spams and is okay against Junkers.
Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.
I dig the Native Village feel, but 1 card at a time feels fine. The reaction has the stats as the above card, really, but it is interesting that you can save it for later.
Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.
Now that Dark Ages has given us cards with 3 types, it doesn't look at ugly as I thought it might. Still, Reactions and Durations exist on opposite ends of the spectrum and should rarely be mixed... except that I find this case to be a neat exception. I think it ultimately runs the risk of being too much better than Caravan, but I still think you found an example of something I didn't think I'd ever like, so that's cool in itself.
All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside. If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)
So, discard, set this aside, and discard again? Man that's steep.
Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.
I like the Native Village reaction idea, I just like it in a simpler fashion. It's already a wordy concept and a bit more conplex than your standard card.
-------------------------------
I'm not usually one to harp on about power-level, but a lot of these submissions dwarfed the top-half of the card needlessly. 9/10 times, the top-half of your card doesn't need to be much weaker than its non-reaction equivalent. Maybe if your reaction is
very powerful you'd have a case, but that's usually another problem altogether. The reaction on Moat is
really good at what it does, and yet its still a +2 Cards for $2.