
Charge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.
Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
You seem to think that this card is very strong, but I feel it's overpriced. A lot of Actions are pretty useless when played during the buy phase, I don't think there are many boards where you'd get enough value out of this to buy it at all. It also looks kind of sorry compared to Populate. If this returned you to your Action phase, it might be a different story.
I looked at Reddit's last three weekly design contests and it was super powerful and totally worth 10. But Events (especially one-time-buy events) can be priced cheaper. Thanks for your feedback, I'll consider it!
Edit: considered and decided to re-price at $8
Dunno. I just played 3 games imagining this was in the kingdom - it was clearly not worth going for this in any of them (not even the one with Way of the Sheep). Don't think $8 would have fixed this. A problem I noticed is that without +buy even the money you get from it is useless.
In games where there is no +buy in the supply, building is not very useful. Of course a high-cost event wouldn't be useful for those kingdoms.
But it troubles me that you found 3 kingdoms it doesn't work in, so I did more investigation to increase my sample size.
Let's look at what Charge roughly does in the pre-made Menagerie Kingdoms (
http://wiki.dominionstrategy.com/index.php/Menagerie_(expansion)). It's more powerful than what I'm saying because I'm making particular choices of how to play cards for this exercise.
Intro to Horses: +$9, you can likely trash a gained horse with scrap to get a buy so this pays for itself, gain two horses, you may trash a card, you get +3cards +1buy at start of next turn. Incredibly worth it. And I ignored way of the sheep which could make it even better.
Intro to Exile: +2$ +2buy, gain a card costing up to $4, may gain a silver, at start of next turn play a card three times, Cardinal attack opponents, exile 1-2 cards from hand. The money roughly makes this essentially cost $6 to attack opponents, and set up a mastermind for next turn, and exile some cards from hand. Not as good as previous one, but still potentially worth it depending on the state of the game.
Pony Express: +$3 +1buy, gain a card costing up to $5, +2 Horses, +3 cards +1 buy at start of next turn, you may Mine a card. If you were going to buy any card for $5, this pays for itself. This is absolutely worth it on a turn you don't want to buy another Artisan. Way of the Seal makes this even crazier it could be +$6 instead and then is of course a no brainer.
Garden of Cats: Displace a card, +2 Buy, scrap, gain a gold. Well, this is kind of like a super expensive farmland/TravellingFair/Gold. Probably not worth it.
Dog and Pony Show: Gain 4 horses, Torturer Attack, +$5 +1 Buy, Upgrade a card, you may trash from hand. With the $ and buy this essentailly costs $3 for 3 horses, a torturer attack and an upgrade. An insanely good deal.
Explosions: +$6, you can scrap to get +buy, Replace and Lurker (good combo), Coven attack, Courtyard to set up next turn. Eh, this one is possibly worth it. But, if we factor in Way of the Squirrel, it becomes insane, can draw an extra 8 cards at end of turn and still get all of the above. So it is very worth it in this Kingdom.
Innsmouth: +$8, Coven Attack, Gain a silver or Gold, At start of next turn +4 cards +1buy +1 action +1$, Haven. Yup, this is worth it. Probably if you got up to $8 you have a Barge in play with an extra buy which just makes Charge essentially cost 2 to set up next turn well.
Notice how most of the time I didn't even rely on Ways being present to show how useful this card is. I have no idea how you generated your Kingdoms. Even if I include your Kingdoms without knowing what they are, it's still a really good event at least half the time. 50% excellent, 20% depends on situation, 30% not worth it.
But I think it's better than that, looking less carefully at the next few Kingdoms up through Dark Ages:
Very Good: Ruritania, Class of 20, Birth of a Nation (assuming bought early with +buys from Stockpile), Big Blue (ONLY because of Way of the Turtle. Without Way of the turtle it would be bad), Intersection
Possibly Good: Limited Time Offer, Living in Exile (Way of the Mule actually means this is very likely good)
Meh/bad: Thrill of the Hunt (though Way of the Rat could make it Possibly Good), Friendly Carnage, Gift Horses
Okay, I was wrong, it isn't better than that! This actually confirms the previous ratios, it's about 50% amazing/unskippable, 20% possibly good, 30% probably not worth it. Overall, in the majority of Kingdoms you will be going for it.
For how crazy it is, those ratios feel balanced to me.
I picked Menagerie because this event fits most in Menagerie with the "playing Action cards at strange times" sub-theme.