Okay, so this is my first time properly reviewing cards for one of these contests, so bear with me. I think I being a little bit too frank! Disclaimer, one of these is mine. I actually noticed that a lot of the cards seem overpowered for $2 - so I think it was a good contest, to see just how well people could price such a weak card. (Let's completely ignore Fool's Gold here guys.)
Sail On
$2 - Action-Duration
+$2
--
When you buy this you may pay more than $2. For every additional $1 paid, choose one (you may choose each one more than once).
- Trash a card in hand.
- Next turn: +1 [This Card].
- Next turn: +1 Action.
- Next turn: +1 Buy.
I don't know if I like this. How are we supposed to keep track of the duration effects? There's nothing stopping me from saying (in a game with otherwise megaturns) that I paid $4 for it last turn, and I notice I have clashing terminals in my hand so I say I went for Actions... (Of course I'd never do this personally
) What does "+1 [This Card]" mean, anyway? Gain a [This Card]? Hm.
Marcella
$2 - Action
+2 Actions
+1 Buy
Discard any number of Curse cards. +1 Card per Curse card discarded.
--
When you gain this, gain a Curse.
So, it's like a much more terrible Cellar with an extra Action and a Buy? In games with cursers, it might be nice if you're way behind, but I don't think I'd ever want to buy this.
Shut Down
$2 - Action
Reveal your hand. +$1 per Victory card revealed. If this is the first time you have played a [This Card] this turn, +1 Action.
Hm, a card to go with Crossroads. I guess it's kind of useful in the mid-late game.
The Trader
$2 - Treasure
+$2
When you gain this, gain a Copper.
So it's like a Cache, but Silver. I guess it's an okay idea.
Darlin'
$2 - Action-Reaction
Trash two cards from your hand.
--
When you would gain a card, you may discard this. If you do, instead gain a card costing exactly $1 more.
This card is a little bit too powerful for $2. You'd definitely always open with it (it's a half Chapel) which ends up as a Copper in the hand (as you can use it to get to those elusive $6 or $7 cost cards). It'd probably be balanced at $3, or $4 even (I personally think the reaction is better than that of Trader).
California Girls
$2 - Action-Reaction
+$2
You may place your [This Card] token onto any supply pile.
--
When another player plays the card your [This Card] token is on, you may reveal and discard this card. If you do, gain a Silver, putting it into your hand.
Open with this, then put your token on the Copper pile. Makes this card strictly-better-than-Silver, if you ask me.
Together Again
$2 - Action
+2 Cards
+2 Actions
+2 Buys
Return this card to the supply.
This card isn't broken per se, being a one shot; but if I've got a spare $2 lying around, I'm going to be buying this, for sure.
Warmth of the Sun
$2 - Action
+1 Action
+$1
Trash 2 Curses or Ruins from the supply. If you do, +1 Card.
Can I trash 1 Curse and 1 Ruins? Does this even add Ruins to the supply? (/pedantry) Having said that, it's not a terrible card. It becomes a Copper in the late game, which you've paid $2 for. Still, when there's a curser or a looter on the board, this card is broken as all get-out.
Wild Honey
$2 - Action-Reaction
+2 Actions
When you discard this from your deck, you may reveal it. If you do, put it in your hand.
This card is probably balanced at $2. It's a good defense against cards like Rabble and Fortune Teller, and it combos well with a few cards like Cartographer, Lookout and others. It'd even be okay giving $1 too. I could see myself voting for this, maybe.
Do It Again
$2 - Action-Looter
Reveal cards from your deck until you reveal a card costing 2 or less. Trash it. You may put one revealed card in your hand; discard the rest.
--
When you trash this, each other player gains a Ruins.
So it can trash itself, it can trash Coppers and Estates for you. I think it's probably okay. Combos well with trashers, but nothing terribly broken. I think I could vote for this, too.
Caroline
$2 - Action
If you have no other cards in play you may discard your hand. If you do, gain a card costing up to 6.
So, this card has to be the first card you play, I suppose. But this card is definitely the one I'd want to buy. Slightly underpriced I think; if you open Caroline/Caroline, then even if you somehow clash them into one of your hand, you've still got Gold/Caroline in your next few turns. I think this card's a little bit too powerful in a Province game - she's a guaranteed Gold. Not sure about Colony games, but I think it'd be okay.
Cotton Fields
$2 - Action
Choose one: Gain an Estate; or Gain a Spoils.
Seems legit. Definitely good in the early and late game. There's probably better actions that you could play. I'd definitely open with this, even better if I've got 5/2; but I wouldn't open two, and that's what makes this card really nice I think.
Pet Sounds
$2 - Action
+$2
Trash this card. Put a [This Card] token on top of a supply pile costing $3 or more.
--
Cards cost $1 more per [This Card] token on that pile.
Almost as good as Embargo, but pretty boring.
Barbara Ann
$2 - Action-Attack
+1 Action
Every other player gains a Curse, putting it in their hand, or discards a Curse, gaining a Silver, putting it in their hand.
This card is the definition of "swingy". But non-terminal Cursers are always nice. Especially at $2. Nombos exceedingly well with Mountebank. I think it's a little powerful though, if you only play one a turn.
Mona
$2 - Action
+1 Buy
+$1
The first time you buy a card this turn, +$2.
Alright... I guess? Terminal "gold"? At worst, I can just buy a copper, and make this card a $2 gold that gives me a copper. Usually I want to buy something else with that extra buy. Like Hamlet. Or this.
Wind Chimes
$2 - Action
+1 Action
+1 Buy
--
When you discard this from play, if you bought fewer than two cards this turn, you may put this on top of your deck.
This seems fine.
Wouldn't It Be Nice
$2 - Action
+1 Buy
Choose one: Take a [This Card] token; or return any number of [This Card] tokens, +$2 per [This Card] token returned.
Much better than Pirate Ship, that's for sure. Okay, so you have to return the tokens, but still, it always hits when you want it to. And Throne Rooming this twice gives you a province. Sure.
Wake the World
$2 - Action-Duration
At the start of your next turn, trash this. If you do, gain an Action card and put it into your hand.
Gain AN Action card? Costing, perhaps... up to 7? I think this card is a LITTLE bit too powerful for $2. Strictly better than Feast for action cards, strictly better than University, in terms of gaining power mind you. This card would be balanced at $4, I think.
Kokomo
$2 - Action
Choose one: +1 Buy, +$1; or discard your hand. If you discarded any cards this way, draw 1 fewer cards than the number you discarded, +1 Action, and return this card to your hand.
Well, hey. It's a more interesting Cellar. I think I could get used to this. You can filter out those early Estates, and whatnot.
Sunshine
$2 - Action
+1 Card
--
While this is in play, keep the top 2 cards of your deck revealed. You may put them in any order at any time.
--
(Rules clarification: While any number of [This Card] cards are in play, the top 2 cards of your deck are revealed at all times. For all intents and purposes (including its own card draw), you may treat either as the top card of your deck by reordering them at any time. If a card draws more than one card (such as Smithy), you draw one of the two revealed cards and reveal a replacement before drawing any more cards. If a card reveals a series of cards from the top of the deck (such as Scout), you select which of the two is revealed first, but the card is still technically the top card of the deck until the other card resolves, meaning you do not reveal any more cards for [This Card]'s effect until the other card is resolved. When there are no longer any [This Card]s in play, you must return the revealed cards to the top of your deck in any order.)
Whooooaaaaaa. Why so rules clarification, buddy? Still, I think in a deck which wants to draw itself, it's a pretty nice tool in the box. I guess it's okay, once you get your head around the rulings.
Fun Fun Fun
$2 - Action-Attack
Each player (including you) reveals the top and bottom cards of his deck and either switches their placement or returns them to where they were before, your choice.
This card would great... as a Ruins. Seriously, I don't think I'd ever buy this, or ever care when it was used on me. Great Ambassador fuel.
409
$2 - Action-Attack-Looter
Reveal a Ruins cards from the Ruins pile each player in the game. Place one Ruins card aside, of your choice, and shuffle the remaining revealed Ruins cards putting on the top of the Ruins pile. Each other player gains a Ruins card. Gain the set aside Ruins card and play it immediately.
This card is pretty weak. With Trader, it's too strong.
Good Vibrations
$2 - Action
+1 Action
Gain an Action or Treasure card costing up to $5.
Each other player may gain an Action or Treasure card costing up to $3.
Put this card on top of the discard pile of the player to your left.
--
(Rules clarification: This card uses a passing mechanism similar to that of Masquerade, but the card passes itself instead of another card. The card is placed in the opponent's discard pile instead of his hand and he doesn't gain it, so he can't react to it.)
Seems fun. I'd probably test this out myself. But who's going to buy it? Seems overpriced.
Honda
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand. If you do, gain a card costing up to $6, putting it on top of your deck.
A more versatile Treasure Map. A bit swingy, cause you can open with two of them. With the +Buy, it almost cries out "Buy me!" I think I like this card. Definitely worth a second consideration.
So Good To Me
$2 - Action-Victory
Draw up to 5 cards in hand.
--
Worth 0.5 VP
*click* Pfft. Good joke.
In My Room
$2 - Action-Treasure
When you play this, +1 Card, +1 Action.
--
(Rules clarifications: You can play this card during your action phase, which requires an action, or during your buy phase, which doesn't. Either way, you get +1 Card and +1 Action. You can't play actions during your buy phase, though.)
So I'm guessing this is a Treasure worth $0? Cause that's what I'd pay for it. Why would anyone want to buy this card? Conspirators, Peddlers and Banks be damned; this card isn't worth buying in any kingdom.
Deuce Coupe
$2 Action
+2 Actions
+1 Buy
--
When you trash this, +3 Cards and +1 Buy.
The wording's a little off, but I think it's an okay card.
Little Bird
$2 - Action
+2 Actions
+$2
Discard a card from your hand.
Early game, the discard's not really a problem. I think it's a little sharp to be opening two of these. It's kind of like a Festival, probably.
Don't Worry Baby
$2 - Action-Reaction
+1 Action
Reveal the top 5 cards from your deck. Discard any actions or treasures revealed this way. Put the rest in your hand.
--
When you gain a Curse, you may reveal this from your hand. If you do, put it in your hand.
Well hey, I guess you can put a hat on me and call me Atticus, cause this card reminds me of something... but it's way worse. What's with the reaction? Seriously! Who wants a Curse in hand? It doesn't even defend against Sea Hag - you still have to discard the top card of your deck!
... That being said, I think this is a shoe-in. 3 points from me.
Surfin' Safari
$2 - Treasure
Worth $1
--
If you have one of these cards in play, gain a Silver during your buy phase; or if you have two or more of these cards in play gain a Gold during your buy phase.
Well, I know what I'm opening with.
Be True
$2 - Action
+2 Actions
+$2
Discard a card.
This card is exactly the same as "Little Bird". Gets exactly the same response.
Hawaii
$2 - Action-Victory
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
--
Worth 0 VP
Half the price of Scout and strictly better than it. Seems balanced to me.
Heroes
$2 - Action-Looter
Gain a Ruins, putting it into your hand.
Choose one: play a Ruins from your hand three times; or reveal and return any number of Ruinses from your hand to the bottom of the Ruins pile in any order.
I think this card could be pretty interesting. You can see what you're getting, so you know not to play it when you see a Survivors unless you like epic sifting.
Villians
$2 - Action-Victory
Worth 0 VP
--
Choose one: Discard one card, draw one card. Gain a Silver. Trash this, gain an Estate.
The real villain here is the wording. Why not "Discard a card, +1 Card"? Why not use the convention for choosing, the semicolon? I'm sure what the card is supposed to do is worse than Squire, though.
Friends
$2 - Action
+1 Card
+2 Actions
Discard a card.
--
When a player buys a card from a kingdom card pile with the [This Card] token on it, he gains a [This Card] and moves the [This Card] token to a different kingdom card pile.
--
Setup: Add an extra Action card pile to the Supply and put the [This Card] token on it.
Ironically, I think the name suits the card. I think it's good at $2. Definitely interesting. I may vote for this.
Surfer Girl
$2 - Action
+1 Card
+1 Action
You may discard a Treasure Card; if you do, +$1, +1 Buy.
Nnnnnnope.
Wonderful
$2 - Action
+1 Action
Gain a Curse in hand.
Reveal your hand.
+2 Cards per Curse revealed.
I think if you're going to be getting Curses anyway, you may as well get them with this. Not a "Wonderful" early buy, buy anyone's standards, but it's interesting - at least on boards with cursers.
Sloop John B
$2 - Action-Duration
+1 Action
Now and at the start of your next turn: +$1.
--
While this is in play, all other players play with their hands revealed.
Strictly more pointless than Lighthouse. Sure, you can decide if you want to play a Militia over some other terminal card. But, yeah, there's nothing else.
Then I Kissed Her
$2 - Action
+1 Card
+1 Action
Gain a card that costs exactly $1 + $1 for each [This Card] in play.
A good engine would get all of these cards. Cantrip gaining? Sure, why not. I think it's too powerful at $2.
Dance Dance Dance
$2 - Action
+$2
You may gain a [This Card], putting it in your hand.
Hm, terminal Silver that lets you get another terminal Silver. Good when there's lots of Villages, I guess. But you can clog your deck up. I think it's about right at $2.
Wendy
$2 - Action
+$1
You may reveal and discard a Victory Card costing 5 or more from your hand. If you do, +$2.
You may reveal and discard a Treasure or Action card from your hand. If you do, +$2.
Well, it's great in the late game. It's not great to open with, but once you've started greening a little bit, Wendy becomes a nice terminal Platinum pick for $2. Probably a little bit powerful, in that respect.
When I Grow Up
$2 - Action-Reaction
+1 Card
+1 Action
If you returned any copy of [This Card] to your hand at the start of your turn, +$1.
--
When another player buys a card, you may reveal your hand. If you do and if the bought card costs at least $2 more than any card in your hand, set this card aside and return it to your hand at the start of your next turn.
This is a nice Peddler variant when you react with it. You could build a nice engine around these. I guess $2 is fine, in that case.
Break Away
$2 - Action
+2 Actions
You may return a card from your hand to the supply. If you do, gain a card with the same cost, putting it in your hand.
I think this card is undercosted. You could turn Estates into this easily, and play them. Probably, again, a little bit too powerful for $2. Cause, you know. Everyone loves Actions.
I Get Around
$2 - Action
+2 Actions
+1 Buy
Trash the top card of a non-victory supply pile.
Stupidly overpowered in Dark Ages boards (especially with cards like Squire). May be used to help you end on piles... I dunno. Looks a bit underpriced.