Hello. Here are some cards idea and I'd appreciate some feedback:
- Townstreet - Action
Choose one: +2 Cards;
or +2 Actions; or +
I mainly worry about the terminal silver part of the card potentially being too strong.
-
Melee Island - Action - Attack
Every other player discards a
Treasure card or reveals a hand with no Treasure cards and takes his -
Token.
Use the effects of one of the discarded Treasure cards at the beginning of your
Buy phase or take a Coin token.Obviously a Cutpurse variant. I considered giving the defending player the option to take a Curse even if he has Treasure cards in his hand but decided against it because the wording would have become more complex.
The Coin token part mainly exists to make the card more decent as during most of the middlegame players will only discard Coppers so the bonus is weaker than that of Cutpurse ... and I doubt that the card hitting Gold during the endgame is strong enough (if there are Kingdom cards with virtual coins players will not opt for Gold anyway) to compensate for that, hence the Coin token.
On a sidenote, thematically I wanted to bring the cursed treasure idea into the card but mechanically it is fairly disarranged.

-
Shylock - Action
+1 Card
+1 Action
While this is in play, no more than once during your turn: At the end of your Buy phase, put one Coin token for every unspent
on your Tavern mat OR add 1/3 (rounded down) of the Coin tokens on your Tavern mat to them and take them.
———————————————
When you buy this, you may overpay for it.
For each
you overpaid, put one Coin token on your Tavern mat.The most complex and most tricky-to-evaluate card. As the wording might be bad I wanna clarify that you can use the effect of the card only once during your turn in order to prevent that you dissave and gain interest & later reinvest. You can either save unspent money or take the invested Coins with interest.
I think that this card provides the inverse of what Coin tokens usually do. Instead of gaining Coin tokens and then using them to gain e.g. a Province if you have 7 you now gain a Coin token when you e.g. spent 4 for a Silver and are able to use the gained Coin tokens only when you play the card again.
This obviously requires heavy playtesting but my main question before I do so is whether I should drop the cantrip part of the card, make it terminal but also drop the rule that you can only use its effect once during your turn. I find it hard to tell whether this is too powerful or whether the card in its current state (not being able to harvets the Coins and reinvest later) is too slow.

-
Granary - Action
+1 Action
Set aside a card from your hand.
OR
Discard all set aside cards.
+
for each differently named set aside card.The main question is whether setting aside a card is weaker or stronger than trashing. In my opinion it is on average slightly stronger as setting aside Victory cards and greening earlier in the game compensates for not getting rid of the negative VPs of Curses.
The second question is how strong the Horn of Plenty / Native Village -like return of the cards idea is and whether it warrants a price increase to

.