Judgment
Lots of solid entries this week. Yall took my "keep it simple" recommendation to heart - lots of these are really tight and concise, and as a result, I didn't have much feedback - they're probably good to go as-is. Take a bow, all of you, you did good work here.
Now for some bad work, by which I mean my judgment of your cards. I'm writing this on way too little sleep after an exhausting weekend; as such, I'm sure there are typos galore. Please bear with me.
Lunar Witch • Action - Attack - Duration • $6
Each other player gains a curse.
Now and at the start of your next turn: +2 Cards
Does Witch need a buff? Like I'm sure this is fine, but it being the amalgam of witch and wharf does not enthuse me to play with it - those are both power $5s.
Galleon • Action - Duration • $5
You may set aside an Action or Treasure card from your hand. Either now or at the start of your next turn, play that card twice
Hey, an inverse galley. This is good. It might compare a little favorably to Crown, but that's probably ok since this can't play in the Buy Phase, right? Finalist.
Transporter • Action - Duration • $3
Choose one: Draw until you have 6 cards in your hand, or at the start of your next turn, +2 Cards.
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While this is in play, when you gain a card, you may spend $1 to Exile it or put it onto your deck.
I like the while this is in play effect. I think this is probably underpriced if you always just pick the "next turn" option - compare/contrast with Expedition, Den of Sin.
Dock • Project • $7
At the start of your Buy phase choose one: +$1; or put a token here and at the start of your turn remove it then +$1 and +1 Buy.
I did not expect to be judging any projects for this. I think this would be done better as like... a sinister plot type deal, rather than tacking new functionality/modality on. I also think this is overpriced for what it gives you - I'd price it closer to $5.
Expeditionist • Action - Duration • $5
+2 Cards
Discard any number of cards. Either now or at the start of your next turn: +1 Card per card you discarded.
I like this. A fun riff on Dungeon. Might have issues tracking number of cards discarded across turns, but maybe that's fine.
Postal Cart • Treasure - Duration • $5
Now and at the start of your next turn: +1 Buy and +$1 per Postal Cart any player has in play.
This is a really fun inter-player interaction. There may be a political/kingmaking aspect in who buys these and when you play them in 3+player, but that is for someone who is more of a stickler for that aspect of dominion to kvetch about, i think that stuff is fun. Finalist.
Traveling Inventor • Action - Duration • $5
Either now or at the start of your next turn, gain a card to your hand costing up to $4.
Frankly I'm shocked this isn't a real card. Seems like it'd fit in no problem.
Recast • Action - Duration • $4
Now and at the start of your next turn:
Trash a card from your hand and gain a card to your hand costing exactly $1 more than it.
Is splitting a remodel over two turns enough of a nerf to justify the gaining to hand while keeping the price the same? I'm not convinced. This is probably too good. I like the art you hunted down for it though.
Errand Boy • Action - Duration • $2
Now and at the start of your next turn: +1 Action and +1 Buy
Like Traveling Inventor, this also should probably exist as a real card; really love the simplicity of it. Also, welcome to the forum.
Wayfinder • Action - Duration • $4
Now and at the start of your next turn:
Look at the top 4 cards of your deck. Discard any number of them and put the rest back in any order.
I think this can get away with costing $3 honestly. It just does the setup, there's no attached payout. I wouldn't be surprised if something like this that is also an on-play silver shows up as a costing-$5 navigator replacement in seaside v2 (although maybe those replacement cards have been announced and I just didn't see them).
Desperado • Action - Duration • $3
Either now or at the start of your next turn:
+4 Cards
Reveal your hand. Discard 1 card per Treasure card revealed
I'm not sure this would play the way you describe - it might be advantageous to do an early greening mostly treasure deck with this. +4 cards is a lot, and if you've got the chaff to toss, it's no penalty.
Buttinski • Action - Duration - Attack • $4
Now and at the start of next turn: +$1 and you may trash a card from your hand.
Until the start of your next turn, when any player trashes a card, they gain a Silver.
I'd rephrase the card with the "until the start of your next turn" part first to reinforce the "you'll gain a silver from the trashing" part. I would hate to see this in a game with four players and feodum, as it stacks between players - if everyone has one out, trash a feodum for .... seven? silvers. I think sevens right. It's a ridiculous number, in any event.
It's an interesting effect, and you should workshop it some more. I'm not sure silverflooding is an attack, per se, but it probably is something an opponent would want the opportunity to opt out of, so calling it an attack fits.
Lamb • Action - Duration - Reaction • $5
Now, or at the start of your next turn, +2 Cards and +1 Buy.
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When you gain a card, you may play this from your hand.
This is interesting but I feel like it's too good to always go for the duration draw played off buying+gaining a card. Like it's Den of Sin but swapping the on-buy for plus-buy.
Churn • Action - Duration • $3
Now, at the start of your next turn, or both (decide now): +2 Actions, +$2, discard 2 cards.
This is a really cool idea. Finalist.
Way of the Cicada • Way
Now and at the start of your next turn, Choose one: +1 Card; or +1 Action; or +$1
I really didn't expect to be judging any ways. I think this would be better if it just gave +1 card, like NoMoreFun said - it's less flexible and fun, but that's probably fine. I also think it'd be tough to track.
Tall Ship • Action - Duration - Liaison • $4
Now and at the start of your next turn:
+2 Cards and each other player gets +1 Favor.
Another in the list of cards that feel like they should exist. Lots of them this contest. I like the giving favors as a penalty but given the variability in Allies, it might be sort of a freebie, yknow?
Pirate Cove • Action - Duration • $3
+1 Card
+3 Actions
Either now or at the start of your next turn:
You may discard an Estate from your hand; if you didn't, trash this.
I think the baron hubris thing is super cool, actually, but it probably shouldn't be on a village. Way too easy for someone to collect too many terminals and then break their own deck on shuffle luck putting all the estates at the bottom, yeah? Put that on draw or payload and it'll be much better.
Royal Decorator • Action - Duration • $5
Now and at the start of your next turn: Exile a card from your hand that you don't have a copy of in Exile (or reveal you can't). Gain a card into your hand costing up to $4
An interesting take on Bounty Hunter. You might want to tweak the wording on the 'gain a card to your hand...' part to connect it to the exile sentence, so that both are implied as the now-and-later part.
Winner: Postal Cart by emtzalex
Runners Up: Churn by NoMoreFun; Galleon by Gubump
Congrats, emtzalex!