I tried to correct the cards once again. Some of them were still not up to part with Dominion's standards of quality. Maybe they are more acceptable with these changes?
Bar(This card’s cost is 1$ more for each Bar on any Tavern mat.)
Put this on your Tavern mat.
At the start of your turn, you may call this to choose: +1$ and put this on your Tavern mat during your Clean-up phase; or +2$ and trash this.
Simply reworded the first option of the choice once called.Bushfire+1 Action
Trash this. Each other player reveals their hand, trash the non-Victory card that costs the most $ and may gain to their hand a non-Victory card costing up to 1$ less than what they’ve trashed. You may gain to your hand a card costing up to 1$ less than the trashed card that costed the most $.
Yet another attempt at fixing the unpleasant Bushfire. In this version, Bushfire self-trahes, just like the Attack card Pillage does. It isn’t a hand reducer anymore. Granted, other players must take a card to keep the status quo of their hand size, but the option is there. Bushfire also mentions that the highest trashed card’s currency must be in $.Cardinal+1 Action
+1$
Put this on your Tavern mat.
1 VP
This Cardinal gives you 1$. Once in a game. This isn’t too strong of a bonus, but it does increases its strength to try to catch-up with the similar Great Hall.Chalicel+2$
When you gain a Treasure, you may reveal this from your hand to put this on your Tavern mat.
When you gain a card, you may call this to trash it instead. You may gain a Silver in your hand if you do.
It now give a vanilla +2$ instead of +1$ and +1 Card. Folks here have suggested that a simple +Card with no extra Actions is a bittersweet bonus. I agree. +2$ for the Chalice seems more on-par with its theme anyway. Also, when you trash a gained card, you may now add a Silver in your hand if you want to. This new bonus also helps to active other Chalices in your hand if you take that Silver, so the wheel turns.
Thinking about this, Chalice isn’t too much weaker than Watchtower. Unlike Watchtower, Chalice is ALWAYS ready to be used once it is on your Tavern mat. You aren’t required to have it in your hand when, say, you get Cursed by a Witch to trash that curse. It is somewhat more reliable in that regard. It also might discourage an Attacker with a Curser who wouldn’t have hesitated before, since they see that Chalice right there on your Tavern mat. Downside is, Chalice takes a little something (gaining a Treasure) to be active. I think it might be okay, but I’d like to hear arguments that proves me wrong.
As a side note, I decided to keep the second vertical bar.Crook+2$
Each other player reveals the top 3 cards of their deck. They discard one. Among the 2 others, they trash the one with the highest $ cost up to 6$ and put back the remainder on their deck.
Kissed the +1 Action goodbye. Now, it gives +2$. Just like Militia does. The highest trashed card’s currency must be in $.Possessed WitchAt the start of each of your turns where this is in play, each other player gains a Curse in their hand.
When any player plays or gain a Possessed Witch, discard this.
Fixed the fact that the Possessed Witch’s Cursing effect was still active even when that card was out-of-play.Scrapyard+2 Cards
+1$
You may trash an entire Action Supply pile if there are 4 cards or less in it.
Thinking about this again, I think it’s fair to say that 5 cards were too high for Scrapyard to trash. 4 seems better.Shoppers1$
+1 Buy
This turn, when you buy a 2nd differently named card, +1 Buy and +5$.
Shoppers lost its vertical bar. Took Aquila’s wording for the buy effect thingy. Thank you!Town Center+1 Card
+2 Actions
+1 Buy
+2$
During your Clean-up phase, if you had any unused Actions this turn, draw 1 fewer card for your next hand.
Town Center’s hand size reduction penalty won’t automatically occur the moment you play that card anymore (which would back then always trigger because of the +2 Actions given by the card itself).Trap+1 Card
+1 Action
Put this card on any Action Supply pile where the first card isn’t a Trap.
When you buy this, if this is the first time this turn you buy a Trap, you may trash this for +1 Buy.
Turned this little monster into a cantrip. Added an on buy condition which prevents players to deplete the entire Trap pile if they have enough Treasures.Vigilante+2 Actions
When another player plays an Attack card, you may first discard this to gain to your hand a copy of that Attack card from the Supply.
Decreased the price again. Now evaluated at 4$.Wonder+1 Action
Do this 2 times: +1 Card, then you may discard 1 card for +1$.
2 VP
Further buffed this with the possibility to collect up to 2$ from the Wonder. Tried to make it stronger than Warehouse, which is cheaper. I think it is worth its price now (I tried to compare Wonder with the equally priced, 2 VP giver Harem. Or Nobles, for that matter).