Second verse, same as the first.
Alehouse
Types: Action
Cost: #3
When you trash a card this turn, +1 Action, discard a card, +1 Card, and you may gain a card costing less than the trashed card. Trash a card from your hand or from play.
Awkwardly worded. Otherwise, it trashes a card, and then adds a forced cellar effect and optionally gives you a card costing less than the card you trashed. Combos with other trashers. My first thought is: isn't a deck with heavy trashing precisely the sort that needs a cellar effect least? But I suppose you don't have to play it. It just seems uninspiring then (a handsize-decreasing, non-terminal trasher with a bit of filtering).
Ignoble Brigand
Types: Action Attack Looter
Cost: $4
+$1. You may trash a Treasure from your hand. Each other player may discard a Treasure. If he doesn't, he gains a Ruins.
Not really a fan of the name, especially since it's more like Taxman than Noble Brigand. Simultaneously junks decks while eliminating treasure seems like a dangerous combination; in a mirror match you could easily end up with decks not able to buy anything other than more Copper.
Junkyard (C)
Types: Action
Cost: $4
Trash a card from your hand. Gain a card costing exactly $1 more than it, putting it into your hand.
When you trash this, trash a card from your hand. Gain a card costing exactly $1 less than it.
Didn't we have a non-terminal version of this earlier? Anyway, this seems fine if a bit dull; putting cards in your hand is less exciting on a terminal, but turning Estates into Silvers in-hand is nice.
Heretic
Types: Action Reaction
Cost: $5
Trash a card from your hand. Choose one: +1 Card per $ it costs; or +$ equal to its cost.
When one of your cards is trashed, you may trash this from your hand. If you do, put the trashed card into your hand.
An Apprentice/Salvager mash-up, only less powerful than either card individually (but compensating with flexibility). The reaction seems somewhat tacked on, as you'll rarely want to trash a $5 card that way, but could be used to squeeze a little extra money out of a Province on the last turn (if you had actions left you'd probably save the second Heretic to use an action).
Iron Maiden
Types: Action Attack Looter
Cost: $4
+$2. Each other player with 5 or more cards in hand discards a card. If it is an
Action card, he gains a Copper; Treasure card, he gains a Ruins; Victory card, he gains a Curse. He puts the gained card into his hand.
When you trash this, you may trash up to 2 cards from your hand.
Like the name, it's a combination of Iron(works/monger) and Torturer (or at least a mythical torture device), which fits the card. As for the card itself, I've previously expressed my concern about multiple type junkers. This is a particularly brutal attack (compare with Followers; this also junks and discards, but makes the discard painful in inverse proportion to the pain of the junking). Either way, this seems too powerful.
Satan's Workshop
Types: Action Attack
Cost: $5
Gain a card costing up to the number of Fire tokens in your Satan Pit. Each other player may reveal a hand with 2 or fewer Treasures. If nobody does, put a Fire token in your Satan Pit. Each other player gains a Copper, putting it into his hand.
When you would trash this, set it aside. If you do, at the beginning of your next Buy phase, +1 Buy, +$1 per token in your Satan Pit, and put this into the trash.
Setup: Each player puts 2 Fire tokens in his Satan Pit.
Not a fan of the name (or the names of the tokens/mats). Doesn't really seem to fit with Dominion, especially with the Santa pun. But as I've said before, names are easily tweaked.
The attack itself is fairly weak, and scales oddly with player number(both because Copper runs out at different rates, and because in larger games you will have more players to have better odds of revealing low-treasure hands, and because previous players may have "primed" the pump by playing copies of this, filling up other people's hands). Actually, that's a concern right there; because you are more likely to be able to gain bigger cards if other people haven't played this card this turn, it becomes political.
Bargain
Types: Reaction
Cost: $1
When you would gain a card, you may discard this. If you do, instead, gain a card costing exactly $1 more than it.
A Copper that also works on gainers. Appropriately priced, but not particularly interesting.
Soldier
Types: Action Attack
Cost: $3
+1 Card. +1 Action. Each player trashes a Copper card from his hand (or reveals a hand without Copper). You may trash this. If you do, gain a Mercenary from the Mercenary pile if there are 4 or more Treasues in the trash; or gain a Madman from the Madman pile if there are 2 or more Soldiers in the trash.
Clarification: If there are 4 Treasures and 2 Soldiers in the trash, you choose whether to gain a Mercenary or a Madman.
As others have said, kudos for theme. Not sure I like alternate paths to Madman/Mercenary though, especially since those two cards are somewhat contradictory (Mercenary yields small handsizes for everyone, Madman likes big handsizes to kick off).
Archaeologist
Types: Action Looter
Cost: $5
+1 Card. +1 Action. You may trash the top card of the Ruins pile.
While this card is in play, when you play an Action card, play a copy of the top card of the Ruins pile.
As others have said, this is crazy strong and swingy. If Ruined Library is on top, each of my cantrips becomes a Lab, and each of my nonterminals becomes a cantrip. My villages become activated cities. If Ruined Village is on top, each of my terminals, is now a nonterminal. If Ruined Mine is on top, Pearl Diver is better than a Peddler. If Ruined Market is on top, I cry, knowing that my opponent will be laughing. If Survivors is on top, I look "forward" to an insanely long turn. That's way too swingy, especially since this card is nonterminal, so not only does it stack, but it already provides a cantrip to trigger most of these effects. Pretty sure the optimum strategy for a game with this is to buy as many as you can and pray that the Ruins pile favors you. It also has potential tracking issues (if you play several and trash some ruins).
Stronghold
Types: Victory
Cost: $6
Worth 1 VP for every 2 Spoils in your deck (rounded down).
When you gain this, gain 3 Spoils from the Spoils pile.
This costs too much, and adds a bunch of dead cards to your deck if you want to treat it as a VP source. If you just want to get a ton of Spoils? Would Gold (same price) really be that bad instead? It gives you less money at once, but stays around longer, and clogs your deck less.
Garrison
Types: Action Reaction
Cost: $3
Trash a card from your hand. For each $2 that it costs (rounded down), gain a Spoils from the Spoils pile.
When a player trashes a card, you may reveal this from your hand and gain the trashed card. If you do, discard this.
Clarification: If multiple players reveal a Garrison, the Garrison of the player who trashed the card gets resolved first, the other players follow in turn order. Later players can't gain the card due to losing track; Garrison can only gain the card if it is still in the trash.
I'm now having pictures of one card bouncing around from person to person, giving spoils to everyone without ever being played. But on to the card itself. I like that it tries to give a way to encourage you to trash more expensive cards, so that you are encouraged to actually use the reaction. I'm less certain this is the best way to do so, however. It's fine for trashing estates (although note that a delayed one-shot $3 is not that different from the $2 you'd get for Salvager; in fact this card as a whole is somewhat reminiscent of a delayed Salvager), but how many expensive cards are you really going to want to trash for Spoils? Especially if you know your opponent could steal them from you?
Raid
Types: Action Looter
Cost: $3
Choose one: Play and trash up to 2 Action cards from your hand; or gain any number of Action cards from the trash costing up to $3 and play them in any order.
When you trash this, each other player gains a Ruins.
I like the idea of a "cannibal village" as someone said earlier, but I'm not sure this is the best way to go about it. It clearly wants to interact with Ruins, but then has the issue that the only way to get Ruins (other than other Looters) is to trash this card, which is probably too slow for a marginal benefit.
Surveyor
Types: Action Reaction
Cost: $4
+1 Action. You may trash a Victory card from your hand. If you do, gain two Treasures each costing exactly $1 more than it, putting one on top of your deck.
When another player buys a Victory card, you may set this aside from your hand. If you do, at the start of your next turn, return this to your hand and gain an Estate, putting it into your hand.
Not a fan of the bottom half (gratuitous messing with the PPR, although I appreciate that it's worded so at least you can't have someone buy the last Province, thinking that they've won, only to reveal this card; so kudos for avoiding that problem). Most of the time, the top-half will be used as a Trader for Estates, but it's non-terminal, and puts one on top. Seems ok, but not stunning.
Smelter (B)
Types: Action Reaction
Cost: $3
You may trash a card from your hand. If you trash an
Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
When you trash a card you may discard this from your hand. If you go, gain a card costing less than the trashed card.
So, comparing with Moneylender, you get 1 less money for trashing Copper, but can also trash Estates for +2 Cards instead. That's probably better than Moneylender, and almost certainly on-par. The reaction seems extremely situational, but that's ok.
Condottiero
Types: Action Attack Looter
Cost: $4
+2 Buys. +$2. Each player (including you) may discard a Treasure. If he does, he puts his deck into his discard pile and immediately reshuffles. Each other player gains a Ruins.
When you trash this, look through your discard pile. You may trash up to 2 cards from your discard pile or hand.
Clarification: Each other player gaining a Ruins is not contingent on whether or not he discards; it just always happens after the discard and shuffling effects.
The on-trash seems somewhat gratuitous. The on-play effect itself is interesting (a fairly strong benefit on a junker, but they can delay the effects of the junk for a shuffle, at the cost of discarding a treasure), but I'd probably bump it up to $5, even without the on-trash.
Angry Mob
Types: Action Attack Looter
Cost: $4
+1 Action. +1 Buy. Each player gains a Ruins, putting it into his hand.
While this is in play, when you buy a Ruins, you may trash this. If you do, gain a Mob Boss from the Mob Boss pile.
Mob Boss
Types: Action
Cost: $0*
+1 Buy. Reveal your hand. For each Ruins revealed, +1 Card and +$1. You may return a Ruins from your hand to the Supply. If you do, +1 Action. (This is not in the Supply.)
So, gaining a ruins in hand for everyone is a fairly weak attack, but still an attack. The upgrade to Mob Boss seems to run into the Crossroads problem; if you have enough Ruins to get a decent bonus, you likely have so many Ruins that many of the drawn cards are also going to be Ruins. The last clause on Mob Boss runs into tracking problems; since you can't look at the Ruins Pile beyond the top card, you have no way of going back and saying "wait, how many actions do I have left" if you forgot. I believe a similar problem is discussed in the Secret Histories.
Charter (B)
Types: Treasure Attack Looter
Cost: $5
Worth $2. When you play this, each other player gains a Ruins, putting it into his hand.
Junking on a Treasure-Attack seems too strong. I buy this whenever I have $5, and don't have to worry about drawing it dead, ever. Meanwhile, I'm hitting you with a nasty attack.
Danse Macabre
Types: Action
Cost: $4
You may play an Action from your hand for none of its effects. If you do, +4 Cards and +1 Action.
When you buy this, trash it.
When you trash this, gain 2 cheaper cards of different costs.
Cool name. Don't like the fact that without a Workshop variant (and note that we didn't select any of the zillion Workshop variants submitted to the last contest, not even my card
) or some other gainer, this will be just "pay $4, get a $3 and a $2". Also don't like the fact that with a Workshop, this becomes a hideously broken super-Lab.
Garderobe
Types: Action Looter
Cost: $2
+1 Action. +$2. Gain a Ruins, putting it into your hand. You may play an Action card from your hand costing up to $3.
So, a Garderobe that gives you Ruins. Someone has too much fiber in their diet! (I'm always this classy). Now lets look at what each of the Ruins will do in this set-up: Library==> super Peddler, Market==>weaker Festival, Mine==>Gold, Village==>Village that drew a Silver, Survivors==>Spy that drew a Silver (roughly). Each of these effects come at the cost of junking your deck in the future. OK, I guess?
Drug
Types: Action Victory Looter
Cost: $5
+1 Card. +1 Action. +$1. You may gain a Ruins. If you do, +1 Card. You may gain a Ruins. If you do, +1 Action.
Worth 3 VP if every other player has fewer Ruins than you.
Don't like this card. It will probably never be more than a Peddler, if only because losing the Ruins split, even by one is so devastating (each Drug you have then becomes worth a Duchy...to your opponents, and they didn't even have to do anything to get, other than not do Drugs).
Street Sweeper
Types: Action Looter
Cost: $4
+2 Cards. +1 Action. Trash a card.
When you trash this, gain a Ruins.
The top is arguably stronger than Lab (it can't build up a bigger hand size like Lab can, but it will clean your deck insanely fast). The bottom seems meh (how often are you going to be in a situation where you will trash this card? even if you do decide to do so, you're presumably in good shape to trash the Ruins, or at least have a trim enough deck to ignore it).
Blood Feud
Types:
Action Attack Looter
Cost: $4
Choose one: +1 Action, +$1, and each player (including you) gains a Ruins, putting it in his hand; or reveal up to 3 cards from your hand, play the revealed Action cards in any order, then trash all the revealed cards.
Probably my favorite of the "helpful ruins" cards, if only for the "cannibal village" aspect. Note that this card will eventually run out of ammunition for Ruins, but still has the cannibal village functionality. And of course, it remains a strong trasher regardless.
Barrister
Types: Action Attack
Cost: $5
+2 Cards. Each player (including you) reveals the top 2 cards of his deck; you may choose a revealed Treasure for him to trash. He discards the rest. You may gain a Treasure from the trash.
Setup: Replace one of each player's starting Coppers with a Claim.
Claim
Types: Treasure
Cost: $0
Worth $1. When you play this, look through your discard pile. You may trash a Claim from your discard pile or hand. If you do, gain a Gold, putting it into your hand.
Clarification: In a 6-player game, the starting player does not replace a Copper with a Claim.
EDIT: Added "+2 Cards." to Barrister.
I like that my silly rules-lawyering helped change this card. Also like that the change helps counter 1st player advantage. But you can't fool me, this is a Thief in Barrister's clothing, and I don't think the crazy mucking around with Claims makes a Thief sufficiently interesting to put in this set. Still, kudos for the effort.
Mendicant
Types: Action Looter
Cost: $2
+1 Card. +1 Action. Gain a Ruins, putting it into your hand. You may play any number of Ruins from your hand. If you played two or more, +1 Card.
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Once again, this has the Crossroads problem. It's less severe in this case, because Mendicant gives you a ton of actions to play Ruins specifically; but that just means you'll want to get a ton of Mendicants, and they are cheap enough that both Abandoned Mines and Ruined Markets make that fairly doable. If Ruins become Cantrips (which these effectively do), they actually give you fairly nice bonuses, as I mentioned before (Peddlers, Market Squares, Labs, and pseudo-Spies). This card may make Ruins too nice.