Finally, works have been done.
Quiet Village
Action/Duration/Attack - $5
+1 Card, +2 Actions
At the start of your next turn, +1 Card and +1 Action. Until then, other players are capped at 2 Actions (Actions, not Action Cards)
Village this turn, Lost City next. Quite strong vanilla effect but restricted by other players' copy. A direct comparator is Longship, which has a big problem about sailing/starting up. Quiet Village has no such problem about consistency. Longship cannot be called strong in many situations, but it is still a
. So, in my opinion, Quiet Village is a bit too strong, since the restriction can be avoided or even not set by your opponents. Aside from the above, it's a quite simple and interesting card.
An interesting discard attack. I like it quite a lot about how it qualifies for this contest, as a discard attack but not handsize attack. Oppressor hurt much earlier and stronger than Villain. I think it will dominate many boards. Neat and impressive.
Port Embezzler - $5
Action - Duration
Either now or at the start of your next turn, +2 cards and +1 Buy.
Until your next turn, each other player must exchange the first card they gain on their turn for a cheaper card. If they can't, exchange it for a Curse.
Half a Wharf, or in other words, weaker Barge. The attack is similar to -
coin token attack, while many differences make it worth to create a new attack. Port Embezzler affects gainers while -
token not. Port Embezzler cannot be counter by extra coin, especially when you want to gain the most expensive card in the Supply. In which case, the Curse option gives an interesting choice.
The only submission that doesn't create a new method of attack. Duration draws are always sweet. But Robber is not such inspiring compared to Enchantress, which is also Duration-Attack that gives +2 Cards. And as mentioned, it is like a cheaper Highwayman.
Loan Shark
cost $5 - Action - Attack - Duration
At the start of your next turn, choose one: +3 Actions; +3 Cards; +$3; or +3 Buys.
Until then, when your opponent gets +2 or more Actions, they take <1>; this effect is not cumulative.
Another entry that worsens Villages. The attack part is interesting and novel. But I doubt if the vanilla part need so much free agency. I would suggest more centralization on the attack effect. Maybe simply a duration village.
Gossip
Action - Attack - Liaison
$5
+1Buy
$2
Discard up to 2 cards for +1 Favor each
Each other player spends a Favor
A Liaison-Attack. Will you keep your Favor for next best match or use it as fast as possible to avoid your opponents' Gossip? Simple and interactive, I like it. Nothing to complain.
Cage your opponents' Action. I like this idea and the flavor. It can change the game deeply and painfully. As you said, players unlikely want numerous Ransoms, so no more complaint.
Another Gold gainer. It's a much better version of Bandit in several ways.
- The Gold is gained to hand, which means +;
- Attack 5 cards other than 2 makes a bigger chance to hit;
- Attacker chooses which treasure to trash when hit more than 1;
- It directly worsens the very turn of your opponents.
Notice the fact that you usually don't want many Larcenists, but I still think it may be overpowered at
. Another fact is that the
-cost makes Potion an available option when being attacked. It's hard to say whether it's a good thing, but I think it’s fun.
Tollgate - $3
Treasure/Duration/Attack
Now and at the start of your next turn, gain a Horse.
Until then, during each other player's cleanup phase, they choose two cards they would discard from play that turn to remain in play.
It is hard to judge Tollgate. It grows stronger when opponents grow. And can be very harmful when stacked. The Horse gaining can be nearly to drawing when Horses fill your deck. So, I agree it need nerf or increase in price. I am sorry I can't tell more; I think it need playtesting to learn the depth of this card.
Crooked Jeweler
- Action Duration Attack
Until your next turn, the first time each other player plays a Silver or Gold, they set it aside and, at the start of Clean-up, exchange it for Copper or Silver, respectively.
At start of your next turn, +3 Cards and you may exchange a Treasure from your hand for a Treasure costing up to more than it.
One more Treasure-worsening attack. At first glance, I think it is too much like Corsair. But the mix of trashing and junking attack does sound interesting. And the next-turn part is soild, but maybe a little slow? If I make this card, I will give out Copper no matter whether Silver or Gold is attacked (a little more hurtful) and give +1 Card and Mine-effect (gain to hand) next turn. Anyway, I enjoy Crooked Jeweler's design and flavor.
Buttinski
$4 - Action - Duration - Attack
You may trash a card from your hand.
Now and at the start of next turn: +$1.
Until your next turn, the first time each other player trashes a card costing $2 or less on their turn, they discard the trashed card.
Decline opponent's trash. Brilliant. It has to cost
. I just wonder if the vanilla part is too weak. Could it be non-terminal since the attack doesn't stack?
Arquebusiers
Action - Attack - Duration - $5
+1 Action
+$3
At start of your next turn, take the -$1 token.
-
While this is in play, other players cannot play Attack cards from their hands.
I think Arquebusiers explore an untouched design space. It's true that this card has several problems mentioned by other commentator. Maybe the attack-part can be changed to 'Until then, the first time each other player plays an Attack card on their turn, it doesn't affect other players'? Well, the revison seems too weak. I just want to say Arquebusiers does give me some inspiration about attack, which is what I would like to see in this contest.
Maybe make decision for opponents' second action or last action in next turn? I have not got a good idea to amend this card.
Many of submissions are self-countered, Thug is the most direct one among them. If there is a good strategy to maximize the coffer-gaining power, you will expect your opponent will also buy this card. If so, the game turns into Thug-matching game. As a result, this design becomes less attractive.
We all like diversity, and we all like Horse Lord as the vote says. Gaining and playing Horses can be used to anti others' Horse Lord. But if you gain too many horses, there will be a Horses' traffic jam. It is one of my loved cards.
Lieutenant • $4 • Action - Command - Attack
Each other player takes their deck's top card and sets it aside face-up. You may play one face-up set aside card, if it is an...: Action, once; or Treasure, twice. Each player discards one card set aside.
The idea that uses opponents' cards is fine, some other boardgames have it. But discarding the top is not attack as discussed.
Ravager
Action - Attack - Duration ($5)
At the start of your next turn, + 3 Cards.
Until then, whenever any other player gains an Action or Treasure card, they set it aside and put it into their discard pile at the end of their next Cleanup.
Quite simple and create a lot of interaction. I like it. It could definitely be listed in runners-up if I had nominated more at the time.
I believed it can be an attack like Blockade, which is the replacement of Embargo. Interestingly, Trading Bureau is sort of attack-on-play version of Blockade (attack-on-gain). Trading Bureau hurts especially deeply when there is a key card in the kingdom, this is a big problem.