What do you think about putting a limit of "costing $7 or less" on
Bank Note? I would still want it to combo with Bank, simply because of its name, but I agree that doubling Platinums with it could get shaky.
I'm still thinking about what to do with the wording on
Cathedral. I'm leaning towards just keeping it the way it is and explaining how to deal with it in the rule book.
I've been pondering
Feudal Village more than any other card. It is by far the strangest of these cards in my mind. How about an effect more like this: "+1 Card, +2 Actions, Each other player draws up to 6 cards in hand, reveals his hand, and discards a Reaction or Attack card of your choice (except Feudal Village)."
I also like
Hideaway.
I will change
Investigator as suggested, thanks.
Yes,
Investment is permanent. The original version let you trash it to gain a Gold, but that was found to never really be used (and was used a bit too much when it gained into hand), so that was taken off.
I tried to design
King in such a way that you couldn't win with just BM and King. I've thought about this a good bit, though, and I think there is a bit too much of a change in value from King to King. Maybe 2 VP for every 6+X Treasures would work better? That's a bit chunky though, and requires you to keep close track of your Kings and Treasures to be used effectively.
Knight CAN be used in any game if you buy your Curses, but in that case it would be even less popular. It's true that for the most part you probably only want one per game, but its demand varies highly depending on the set. Also, when has the Outpost pile ever run out?
Since
Lost Fortune uses a wording that has never really been used before, I think I will get to make my own rules for it. I will try to clearly explain how to play this when I write the rule book. However, maybe it would be clearer if the $ punishment were reworded as a "while this in in play" clause (and the next turn reward were $4).
The biggest downside to
Magistrate is that it doesn't really stack at all. Most of the time, you can only use the Attack part of it once in a turn. Also, you are required to discard a Treasure card from your hand in order to use it, which can make it dead in a lot of hands depending on your deck (and what you choose to trash with it). One use it can always have is to discard your Treasure card to get the money back from it, basically playing the Treasure during your turn, which can be fun, but is probably not worth $5.
Yeah,
Merchant definitely goes well with Horn of Plenty and Lost Fortune and things, but that's part of the point: It isn't supposed to work well with just BM, but it goes nicely in a more interesting deck.
Pub may get bogged down when greening, but why are you greening when you have Pub? You should just be getting VP tokens by trashing your Silvers, then buying those Silvers back to do it again next turn. However, a more important issue (also an issue with Alms, especially with Lost Fortune) is how to treat the trashed Treasure: After a bit of thinking and reviewing of the current rules, I say that the effect of a Treasure card trashed from play should remain, since the benefit of a Treasure card is gained when you play it, not by having it in play. Lost Fortune's next turn effect would cease to take place in this case. The way I would suggest keeping track of this is the same way I keep track of Mining Village: Turn the trashed card sideways now and don't put it in the trash pile until after your turn.
Debt was meant to purchasable. I thought that was made clear enough by the "When you buy this" clause on it, as well as the "Add Debt to the Supply" clause on Spendthrift. And yes, you are obligated to gain Debt when you are being forced to gain a Curse card and there are no more Curses, although I expect this will rarely happen, since Debt can be a pretty attractive purchase/Spendthrift gain, and Curses seldom run out anyway.
Spendthrift originally did give $4, but I felt like that was too much, not only because that's immediately almost as good as Platinum (and Curse cards are often easy to get rid of anyway), but also because I didn't want Debts to be emptied too quickly. That's one of the reasons I'm seriously considering increasing the number of Debts available in each game.
I don't know if Spendthrift and Debt should be unlinked, but I'll think about that...
And yes,
Town is a lot like Pawn, but it has obvious and significant differences, most importantly stackability and the +2 Actions option, my original intent for this card being to act as a Village that didn't bunch up. I used to have it just give +2 Actions and +1 Buy, and no choices. Do you like that better?
Thanks for your input! I hope it improves the output. I should start making the images for these cards pretty soon. I guess I'll start with the boring ones that nobody is talking about.