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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 22, 2018, 09:35:00 am »Are Events allowed, or just cards?
Events are allowed. Landmarks are allowed. Projects are allowed. Cards with Artifacts are allowed.
Are Events allowed, or just cards?
Ok, I think I'm ready. I have to reiterate - there were some really interesting cards that came out of this challenge. I am not a good judge of balance, so I made my pick on a few criteria: (1) did the alternative cost make sense, and add something interesting to the game, (2) did the card as a whole make sense to me, and (3) did the card sit in my "sweet spot" of complexity?
On that basis, I will first name a couple of runners up:
Sunken Village, by Kudasai
Outskirts, by Asper
Royal Retreat, by Aquila
But my final winner is a card that I would love to play with, despite some slight tracking issues, because it seems to create a cool interactive minigame:
Rare Earth, by Tejayes
Congratulations!
https://i.imgur.com/KMtpb08.jpg
Dragon’s hoard
I finally figured out how to post to imgur, however the link is the only way I am able to show you the card. I hope this is good enough for you guys.
I did not add the "During your turn" bit, though, because I want the cost to be the same for all players at all times.
You need that clause there to determine the timing, and with that clause, it would affect all the copies of Rare Earth, even those owned by other players. See Peddler.
Rare Earth
Treasure - $6*
--
When you play this, choose one: +$1 and gain a Rare Earth; or return this to the Supply for +$1 equal to its cost in $.
-
During your turn, this costs $1 less for every two copies of Rare Earth in the Supply (round down).
[\quote]
Rare Earth
Treasure - $6*
--
When you play this, choose one: +$1 and gain a Rare Earth; or return this to the supply for +$1 equal to its cost in $.
-
This costs $1 less for every two copies of Rare Earth in the Supply (round down).
The new challenge is:
Design a card with variable cost.
Rare Earth
Treasure - $5
--
When you play this, choose one: +$1 and gain a Rare Earth; or return this for +$ equal to its cost.
-
This costs $1 less for every two Rare Earth in the Supply (round down).
And much like with Smokehouse, you can save these up and use them on a single card gain, provided you have no gaps in card costs. In games with $7-cost cards, Poor House, and/or Bridge-variants, you could get Cursed, but then call series of Ateliers to eventually take you up to a good card. In most games, you should easily be able to buy a $2 card, then call four Ateliers to get a Gold.AtelierI like this. If you use it "normally" during your Buy phase it is to Baker as Coin of the Realm is to a Villagers. You cannot always use it like a Peddler though, e.g. when you hit 6 in a Kingdom without 7s you cannot use this to a gain a Province. So not all that great
+1 Card
+1 Action
Put this on your tavern mat.
-
When you would gain a card, you may call this, to instead gain a card costing up to $1 more than it.
$5
Action - Reserve
But it can shine in combination with Workshop variants or as defense against junkers.
Vanishing City
Action - Reserve - $3
+2 Cards
Put this on your Tavern mat.
-----
When you play a Vanishing City, you may call this, for +1 Action.
Researcher
Action-Reserve - $5
+1 Action
Put this on your Tavern mat.
-
When you play a Researcher, you may call this for +3 Cards.
Gain a cheaper card to your hand.
Cheaper than what?
Cheaper than the Scepter.
I had the same question; as worded it sounds more like it needs to be cheaper than the attack card; but it could go either way.
If the card needs to be cheaper than Scepter, then no reason to also say a non-Scepter card. If you are going to say a non-Scepter card, then probably fine to just say "costing up to ", and allow it to combo with cost-reducers like most gainers do.
So, after Tejayes' reply, I thought the intention was that the on-play is cheaper than the Scepter, but the reaction is cheaper than the Attack. The on-play was the bit that was confusing me. Now I'm even more confused.
Gain a cheaper card to your hand.
Cheaper than what?
I feel like cache and death cart (and contraband) already cover the big $ with penalty space, so heres some other ideas, centered around trashing/restitution.
Blood Money
$5 - Treasure
Worth $3
--
You cannot buy this unless you reveal an action card from your hand. When you buy this, trash an action card from your hand.
Blood Money
$4 - Treasure-Reaction
Worth $1
You may trash a card from your hand.
--
When a player trashes a card costing $3 or more, you may reveal this from your hand. If you do, place this on top of your deck and gain a silver, putting it into your hand.
Blood Money
$5 - Action-Attack
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If any player trashes a card this way, gain a spoils, putting it into your hand.
Because I have yet to see any legitimate reason against it. Your "tons of other threads" excuse is a classic ploy by people who claim something, yet resort to a vague existence of evidence without actually providing any.
Hee hee! My laziness is a "classic ploy". I like that!
Really it's just that this conversation has already been done to death in this very forum and I'm sick of having it.
Rinkworks's post on why you need to be very careful when using "can't".
This needs to be "you may not buy Victory cards". Otherwise it has rules clashes with a number of cards.
Here's an idea that hurts VP acquisition without Cursing...
BLOOD MONEY
$5 - Treasure
Worth $3
-
While this is in play, you may not gain Victory cards.
You mean like Horn of Plenty, Border Village, etc.? That was the entire point of the wording change -- to prevent players who play this version of Blood Money to acquire Victory cards in ANY manner.
I really like this idea, even though it's pretty similar to Quarry. That being said, it should definitely be 'buy' instead of 'gain'. It's a Treasure card anyway, and the number of situations in which you'd be gaining a Victory card without buying it during your Buy phase is small. In fact, it's so small that it's not worth the terrible rules interactions that 'you may not gain' would cause. Why in the world would you want to insert terrible rules interactions just to eliminate cool combos with Horn of Plenty and Border Village? Makes no sense.
What terrible rules interactions? Other than HoP, BV, and the aforementioned Swindler interaction that isn't a Swindler interaction?
The problem with 'you may not gain' is that there are cards effects that tell you to gain things. The rules do not cover what would happen when these two effects conflict. 'You may not buy' is fine, because no card forces you to buy things. There are tons of other threads in this forum where people list examples of why 'you may not gain' is bad, and I'm not going to waste time dredging them up for you.
Here's my question for you: why are you so stuck on using 'you may not gain'?
This needs to be "you may not buy Victory cards". Otherwise it has rules clashes with a number of cards.
Here's an idea that hurts VP acquisition without Cursing...
BLOOD MONEY
$5 - Treasure
Worth $3
-
While this is in play, you may not gain Victory cards.
You mean like Horn of Plenty, Border Village, etc.? That was the entire point of the wording change -- to prevent players who play this version of Blood Money to acquire Victory cards in ANY manner.
I really like this idea, even though it's pretty similar to Quarry. That being said, it should definitely be 'buy' instead of 'gain'. It's a Treasure card anyway, and the number of situations in which you'd be gaining a Victory card without buying it during your Buy phase is small. In fact, it's so small that it's not worth the terrible rules interactions that 'you may not gain' would cause. Why in the world would you want to insert terrible rules interactions just to eliminate cool combos with Horn of Plenty and Border Village? Makes no sense.
I was actually thinking Swindler. I play Village, Black Market (playing a Blood Money), Swindler. I hit your Colony. What happens?This needs to be "you may not buy Victory cards". Otherwise it has rules clashes with a number of cards.
Here's an idea that hurts VP acquisition without Cursing...
BLOOD MONEY
$5 - Treasure
Worth $3
-
While this is in play, you may not gain Victory cards.
You mean like Horn of Plenty, Border Village, etc.? That was the entire point of the wording change -- to prevent players who play this version of Blood Money to acquire Victory cards in ANY manner.
This needs to be "you may not buy Victory cards". Otherwise it has rules clashes with a number of cards.
Here's an idea that hurts VP acquisition without Cursing...
BLOOD MONEY
$5 - Treasure
Worth $3
-
While this is in play, you may not gain Victory cards.
Blood Money
$5 - action
+$3
---
When you buy a card with this in play, gain a card costing $0.
A slight twist on my submission to the treasure card design contest. That one was interesting, but was far too strong when cursers are around and meh otherwise. Now, this is stronger in general. A gold that generates coppers, that's pretty bad, but it has some obvious (and some less obvious) combos: Bridge or Highway can obviously take advantage, but many decks that like coppers, or like gaining, could also benefit. Still, better be careful, in BM games it's probably worse than Cache.
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.
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.
Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.
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.
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.
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.
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.)
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.
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.)
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.
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.
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.
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.)
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.
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.
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.)
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.
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.
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.
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.)
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.
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.
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.
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.
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.
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.)
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.
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.
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.)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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.
Sky Diver
$4 - Action
+$2
+1 Buy
Discard a Copper, or reveal a hand with no Copper. If you did discard a Copper, +1 Card, +1 Action.
Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand. Discard the other revealed cards.
Centipede
$6 - Action
+$3
--
While this is in play, when you gain an Action, Treasure, or Victory card that you have not gained this turn: +1 Buy, +$1.
Asteroids
$5 - Action-Attack
Choose one: +$3 or +3 Cards.
Each other player chooses one: they trash a card from their hand, or draw a card and discard a card from their hand.
Choose one: +1 buy and each other player gains a Copper; OR trash a card from your hand and each other player with four or more cards in hand discards a card.
Egg Catch
$3 - Action-Duration
+2 Cards
Set aside any number of Treasure cards from your hand face up on top of this card.
During the buy phase of your next turn: +1 Buy and play the set aside cards in any order.
Millipede
$4 - Action
+1 Action
+1 Buy
+$1
Trash one or three cards from your hand.
Pole Position
$5 - Treasure
Choose one:
If this is the only Treasure you play this turn, choose 2. Otherwise, choose 1: +$1P; OR +$2; OR +$1, +1 Buy.
Dig Dug
$4 - Action-Duration
Now and at the start of your next turn:
+1 Buy
+$1
--
While this is in play, when you gain a card, you may trash a card from your hand.
Pengo
$3 - Action
+1 Buy
Reveal and discard the top three cards of your deck. If all three are identical, +$4. If exactly two are identical, +$2. If there are no duplicates, +$1.
Mario Bros
$2 - Action-Duration
+$3
+1 Buy
At the start of your turn: +$1.
--
During your Clean Up phase, place [This Card] in play for the player to your right.
Combat
$5 - Action
+1 Buy
--
While this is in play, whenever you play an Action, +$1.
Space War
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand. If you do, gain two differently named cards costing up to $6, placing the card with the lowest cost on top of your deck.
Outlaw
$3 - Action
+1 Card
+1 Action
+1 Buy
--
When you buy a Treasure you have not yet bought this turn, +$1.
Pac-Man
$4 - Action
+1 Action
+3 Buys
+$3
--
If you have unused buys at the end of the turn you play this card, trash this card.
Jungle Hunt
$3 - Action
+2 Cards
+1 Action
+1 Buy
Reveal and discard 2 cards. If both cards discarded were Actions or Treasures, +1 Card.
Krull
$5 - Action-Duration
+1 Buy
+$1
On your next turn: +1 Buy.
Choose two non-empty piles from the supply. Place a Plus token on one and a Minus token on the other.
--
While this is in play, cards from supply piles with Plus tokens on them cost $1 more and cards from supply piles with Minus tokens on them cost $1 less (to a minimum of $0). When this leaves play, remove one Plus token and one Minus token from supply piles.
--
(Rules clarification: The maximum change in price is $1, even if there are multiple Plus or Minus tokens on a pile. If there are both Plus and Minus tokens on a pile, there is no change. If you play this card with a multiplier such as Throne Room or King's Court, there will be tokens left on piles once [This Card] leaves play, but if nobody has one in play, the tokens will do nothing.)
Battlezone
$4 - Action-Duration
Set aside a card from your hand. At the start of your next turn, return it to your hand and gain +1 Card, +1 Action, +1 Buy.
--
When a player plays an Attack card, they may discard a Treasure card. If they do not, players who have a [This Card] in play are unaffected by the attack.
Breakout
$6 - Action-Duration
Now and at the start of your next turn:
+$3
+1 Buy
--
While this is in play, cards cost $1 more.
Casino
$3 - Action
+1 Card
+1 Action
+1 Buy
Reveal the top card of your deck. If it is a Ruins, Curse, or a Copper, put it into your hand.
Phoenix
$5 - Action
+1 Buy
--
While this is in play, Action cards you buy are immediately played.
--
(Rules clarification: This would allow you to play action cards during the buy phase, but only those you are purchasing. This is not optional and does not require leftover actions.)
Secret Quest
$3 - Action
+1 Buy
When you play this, +$1 per Buy you have.
Adventure
$4 - Action
Look at the bottom card of your draw pile; you may discard it. If you do, +$2 and +1 Buy. If you don't; put it back on bottom, +2 Actions, and +1 Card.
Night Driver
$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.
Obelix
$4 - Action
+$2
+1 Buy
--
When you discard this from play, if you gained at least 1 Treasure card, 1 Action card, and 1 Victory card this turn, draw an additional card during this turn's Clean-up phase.
Crossbow
$4 - Action
+1 Card
+1 Action
+1 Buy
+$1
Discard a card.
--
When you gain this, if at least one supply pile is empty, you may put this on your deck.
Defender
$3 - Action-Victory
+1 Action
+1 Buy
--
Worth 1 VP
--
When you buy this, if this is the first card bought this turn, +1 Buy.
Surround
$4 - Action-Duration
+1 Buy
+$1
--
At the end of your Buy phase, set aside one card from your deck for every unused buy face down. At the start of your next turn, put them into your hand.
Xenophobe
$6 - Action
+1 Buy
+$5
Discard 3 cards or 1 [This Card].
Street Racer
$2 - Action
+1 Buy
All players (including you) reveal a card from their hand. All cards revealed this way cost $1 less this turn, but not less than $0.
--
If you did not buy any copies of the revealed cards, you may put this card on top of your deck.
Road Runner
$5 - Action
+2 Actions
+3 Buys
--
In games using this, when you trash a Fool's Gold, you may gain an [This Card].
--
Setup: Add Fool's Gold as an extra Kingdom card pile.
Star Raiders
$2 - Action
+1 Action
+1 Buy
--
While this is in play, when you buy a card, gain a card costing exactly $2 more.
--
When you discard this from play, trash it if you have any unused Buys.
Quadrun
$6 - Action
+1 Buy
Trash any number of differently named cards from your hand. +$2 for each card trashed.
Space Invaders
$6 - Action
Reveal an Action card from your hand, play it up to three times.
If you play it once: +1 Buy, +$3.
If you play it twice: +1 Action, +1 Card, +$1.
If you play it thrice: trash the Action card.
E.T.
$5 - Action-Reaction
+1 Card
+1 Action
+1 Buy
--
When you buy a card you may discard this. If you do, +$3.
Missile Command
$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.
Galaxian
$4 - Action
+2 Cards
+1 Buy
Discard 2 cards. Reveal your hand. If you have 2 or less treasures in it, +$3 and gain a silver.
Moon Patrol
$3 - Action
+1 Buy
Discard any number of cards. For each card discarded this way, +1 Card, +1 Action.
Human Cannonball
$4 - Action
+1 Card
+1 Action
+1 Buy
Choose one: Put a Coin token on your [This Card] mat; or remove any number of Coin tokens and get +$1 per removed token.
Gravitar
$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.
Ikari Warriors
$5 - Action-Attack
+1 Buy
+$3
Discard one card; if you do, each other player gains a Curse card.
--
While this is in play, if you buy an Attack card; play it immediately.
Joust
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.
Vanguard
$4 - Action
+1 Buy
--
While this is in play, when you buy a card, gain a Gold if you have no Treasures in play. Otherwise, gain a Silver if you have no Golds in play.
Assassin
$5 - Action-Attack
+2 Cards
Each other player reveals the top four cards of their deck, one at a time. They discard one of your choice, and put the other revealed cards back on top in their original order.
[Edit: attempt to fix clunky wording]
I posted an Assassin card yesterday in my "Coronation" thread. I don't know if I want to split the conversation about it into two threads. Mine is a targeted discard attack that gets stronger the more +actions you have. The opponent can hide their better cards so it doesn't get unfun.
This thread of mine never took off, but it's semi-related:
http://forum.dominionstrategy.com/index.php?topic=2773.msg45266#msg45266