Not sure if this was a tough contest or if we're just at a slow time of the year for the board, but looks like we're down a couple entries from the last couple contests. Sorry if it was too tough or too weird, doing a collab on someone else's idea of a junk card,
Also nearly everyone tried to get The Most Use out of Trinket - would yall have tried the same with Ruins? It's interesting because with it being a Not-So-Painful junk card, you could give them out like wildfire and it'd probably be fine. If you ever wanted to make a 1-to-$1 overpay junker, this was your opportunity.
I suppose there are circumstances where that'd help more than hurt but it was just a very strange difference in how i perceived the card vs how you did, collectively.
I think the only revision I'd want to make with Trinket is make it cost $1*; that way it's extra annoying with Remake/Upgrade style remodelers.
On to the judging - i've kind of grouped similar cards but the groups are in no real order; i think i found everyone's stuff, and i tried to be a little more succinct than some of those essays i wrote last time. Feel free to disagree with my analysis; i'm sure given our differing perspectives on the viability of building decks around trinkets, there'll be disagreements over the viability of cards that give trinkets. Without further ado:
Way of the Blue Jay Way auth: alion8me
Follow this card's instructions. Gain and play a Trinket.
This might be too strong. Like, timing-wise, it'll still matter because you're flooding your deck with not-great cards, but add "cards cost $1 less this turn" to, say, Margrave. Or Wharf. maybe too beefy.
Way of the Magpie Way auth: Marpharos
Discard the top card of your deck. If it is a Treasure, gain a Trinket.
this seems bad. you don't generally want trinkets. like, they slow your deck down. I'm unsure when I'd use this unless i'm already set in like a Squire/City Quarter deck that has more buys than I know what to do with. You could probably also tack a +1 Action on there and it'd still be fine.
Item $5 Treasure auth: [TP] Inferno
$3
+1 Buy
Gain a Trinket.
This doesn't really seem worth it at $5 imo; Even with the potential setup, if you're after a Gold, I'd probably just ... buy Gold. But spineflu, gold is $6! yeah and it's kind of a bad deal at $6. I feel like the only time this'd get a lot of use is when it's the only +buys on the board?
Kind of uninspired, even down to the name :/
I'd be curious how a Haggler variant of this would play, where you gain a Trinket each time you buy a card, That seems more worth $5.
Gewgaw $5 Treasure auth: mandioca15
$3
+1 Buy
-
When you gain this, gain 2 Trinkets
this is an interesting take but I think it'll be passed on in games where there's no deck-draw potential and just be a dead pile (like Cache is in so many of the games its in). I think this will probably be a noob trap in a bunch of games and unskippable in others. I wish there was a bit more middle ground. You unlocked an achievement though, which was "make me google a title to make sure it isn't a cuss".
auth: Something_Smart
Collector $4 Action
+$2
Choose one: Reveal your deck, put the Trinkets into your hand, and shuffle the rest back in; or gain a Trinket; or take the Collection.
Collection Artifact
When you play a Trinket, +1 Buy
A Counting House / Treasurer variant.
Collection is interesting. It could make for some awfully degenerate artifact chasing games, if nothing else provides +Buy. I think i'd try to narrow down the scope of Collection to something like, "at the start of your turn, +2 Buys" or "when you play a Trinket, if you have an odd number of Trinkets in play, +1 Buy" (which is still cheeseable to hit on every play via returning, but takes more doing and you don't get full cost reduction).
Collector, though, could use some work. Patron loves "Reveal your deck" and it seems way overpowered to do it in a way that benefits a "draw your deck" deck (compare/contrast with counting house, or settlers/bustling village, where you want to have your deck in the discard, a tougher thing to do). Maybe my read on that is wrong though. I just think it could use some tweaks.
Tribble $2 Action auth: grep 16/pile
+1 Action
+1 Buy
You may gain a Tribble. Look through your discard pile, reveal any number of Trinkets, and put them in to your hand
-
When you gain this, gain a Trinket.
The Trouble with Trinkets, eh? This is neat - a little bit counting house, a little bit rats. I think i'd like it better with the Tribble gaining being mandatory and an option to trash a (copper? non-Treasure?) for another trinket.
Iron Rod $5 Action - Attack - Looter auth: mail-mi
Each player (including you) reveals the top card of their deck and discards it (you may choose not to). For each player, if it was a(n)... (you get the version in the parentheses)
Action card, gain a Ruins (2 Horses)
Treasure card, gain a Trinket (2 Spoils)
Victory card, gain a Curse ( +2% )
text size issues aside, this is a neat fusion of the past two contests. It definitely throws a lot out there - VP tokens, spoils, trinkets, ruins, horses, and then cursing - but set up aside, i don't think it'd slow down the game too much. A very efficient junker in games with mixed "big 3 type" cards like Harem and Crown and what have you. Probably needs an FAQ but this isn't the Weekly FAQ Design Contest so i'll let that slide.
Discount Market $2 Action auth: majiponi
+3 Buys
Gain a Trinket to your hand.
This would surely be a go-to card for rushed 3-piles. kind of reminds me of a reverse-beggar
Reclaimer $4 Action auth: anordinaryman
+1 Buy
Trash a card from your hand. For every $2 it costs, rounded down, gain a Trinket to your hand.
I think, on the one hand, the scenario you outlined with the province milling makes a compelling case for this card, but this card will otherwise be a noob trap, Just, in general, you want trashers to get cards out of your deck, not flood it with more junk. I think it's going to be higher skill and/or more niche than you're presenting it (though it does have a fun synergy with Triumph).
I think maybe a direction to look into to fix this would be giving a choice of, per $2 rounded down, +$1 or a Trinket? like you could take the money or take the trinkets, but not a little of each. That keeps it worse than Salvager but not totally useless.
Scientist @4 Action auth: Fragasnap
+2 Cards, +1 Action. Gain a Trinket from the Trinket pile.
This is an unexpectedly neat laboratory variant. Good analysis on Trinkets too, i hadn't thought of them in terms of adventure tokens. This is really great.
Trinket Box $5 Action auth: Carline
+1 Card
+1 Action
+1 Buy
You may gain a Trinket to your hand.
this is fine, i guess? neither explosively good like some of the other entries, nor especially bad; it is going to pollute your deck and i feel like i'd expect better from a $5 card.
Gold Tree $5 Project auth: grrgrrgrr
At the start of your turn, Exile a Trinket from its pile, or put all Trinkets you have in Exile into your hand.
I was super excited for this until I thought through how OP opening this w like, Hamlet or Squire or Ducat would be. There's probably a way to orchestrate a 9-turn game out of that.
I think it needs to be $6 or $7 but also with those being Exiled, it's kinda low-risk, so it turns into how fast can you buy it, and can you grab them from exile before game over?
Antique Fair $4 Project auth: Aquila
At the start of your turn, gain a Trinket to your hand.
This is an interesting contrast to both Cathedral and Gold Tree. I think it requires a lot more strategy consideration - maybe there's some games where it acts as a sort of ongoing Canal (games with enough +Buys, maybe some Competent Trashing to keep your deck from getting overwhelmed). I think you did an excellent job demonstrating a project that's an "if to buy it" rather than a "when to buy it"
Charlatan $4 Action - Attack auth: D782802859
Gain a card costing up to $4. Each other player gains a copy of it and a Trinket.
Ah, the fun part of messenger - junking yourself to junk your opponents. I like this card. Nice and succinct, good candidate for an under-the-line effect, but good as-is too.
Mad Inventor $4 Night - Attack auth: NoMoreFun
Gain a card costing up to $4
You may gain a Trinket. If you did, each other player gains a Trinket.
man this is
Quality. a gainer that can piggyback off the cost reduction, a junker for everyone else, well made. Gonna empty piles fast being non-terminal but the fix for that is inelegant and Devil's Workshop is already nonterminal so I'm not too worried.
Honorable Mentions:
Antique Fair (Aquila),
Charlatan (D782802859),
Discount Market (majiponi)
Runner Up:
Scientist by Fragasnap
Winner:
Mad Inventor by NoMoreFun