Alright, sorry about the delay. The judging is now complete. Each submission gets a score from 0-10; I am stingy so getting a 7 is already a pretty good result. My comments below are in alphabetical order by card author.
 | 4est's Bargainer This seems decent. I see it mostly as a Woodcutter/Workshop mashup. The fact that you can use it on another player's turn makes it more exciting. However. I don't really see that this should have the "card they bought" clause. There isn't anything really that requires this to be so restrictive. Unlike Haggler, there is not going to be an issue with this firing off of its own gains. So this could be simpler, but then of course it would no longer qualify for this contest. This unfortunately has to affect the rating. 6/10 |
 | AJL828's Barter This looks like a lot of fun! But I feel like it's going to wind up being a bit too powerful, especially for the endgame. YOu can get so many gains off of this. just imagine Travelling Fair in the game, you can gain 20 cards (+10 Coffers) just with 2 Barters in play and $10, and already 2 piles are empty. 8/10 |
 | arowdok's Tycoon I don't think this is quite interesting enough. It's not a difficult decision whether to spend the Buy, and then you'll keep the rest. The fact the you get the Coffers delayed makes this a bit weak. However it enables a pretty strong stockpile strategy where you just don't buy stuff and get 4 Coffers every time. 2 time sof doing this and you basically have an exiled Province. That is why I think 4 Coffers from a single card is too much. 4/10 |
 | Augie279's Perpetual Wheel This seems solid. I am questioning why it is restricted to gains by buying (other than the contest rules, of course). Does it break without that? I think not. I also wonder whether the initial cost of $6 is too high for you to go for this. Innovation is at its best with gains during the Action phase, this doesn't quite work with Perpetual Wheel. But I also understand the reasoning that it would otherwise be too cheap with a Perpetual Wheel already in play. 7/10 |
 | BryGuy's Buyer's Remorse Generally speaking I would prefer no fan mechanics. This is a bit strange because it provides +Buys that it can't also benefit off of. If Buyer's Remorse gets you lots of Buys, then there are lots of spare Buys in the game, and then that implies that you don't need any Gophers. And if there aren't a lot of Buys, then hey will not be left unused and then Buyer's Remorse is crap. So ultimately I don't think this card works. 3/10 |
 | Builder_Robert's Mythryl This doesn't really qualify. In the submission, it says that there is no practical difference between "when buy" and "when gain" for this - fair I suppose (of course there are edge cases), but that doesn't mean this card cares about buying. But I'll still consider this. I feel like the problem here is that it's too automatic. Getting Mythryl is always going to be a straight upgrade, trashing a bunch of Coppers and maybe a Silver or two for a $4 Treasure is always good. And once it's in your deck it's not like it does anything particularly interesting. It's fine overall, I think the balance is good, but I find it a bit boring. 5/10 |
 | CaptainReklaw's Painter This does not work on two levels. First of all, it's unclear what would happen with Victory cards that already are Treasures. The intended effect is to have them make $1 more, I suppose. That could be fine. However the Overpay also doesn't work. You don't want Estates even if they occasionally generate $1. The overpay effect would mainly be useful in a 3-pile, and that is not a fun reason to have this effect. 4/10
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Fortified Village Action - $4 +1 Card +2 Actions - When you gain this, if you bought it, trash it. In games using this, when you draw your hand after Clean-up, you may discard an Action or Treasure card to gain a copy of this from the Trash to your hand.
| Commodore Chuckles's Fortified Village I think it would be good if the gaining of this did not happen during Cleanup. It would be natural at the start of your next turn, but of course you wouldn't want to buy this just for your opponent ot take advantage of it. I also think that the "cares about buying" on this is a bit artificial, it could just work the same for any gain. Overall I think it would be fun if this leaned heavier into the "on-demand village" side. Maybe it goes to the Tavern mat so only you can retrieve it? Or something like that. 5/10 |
 | emtzalex's Symposium I think this is quite cool. You will usually want to play a cheap cantrip with this, but at some point those will run out and then you have to find other ways to get those sweet +VP. One thing is that I'm not super convinced this need the "if you bought it" restriction, it would be fine as an on-gain effect. Well maybe it would be a bit too good with stuff like Experiment. Oh and Horses. Ok never mind, I convinced myself that you actually need a restriction. Then this is just good. 10/10 |
Bargain Market ——— +1 card +1 action +2 buys +(2) Each other player may discard a card to draw a card. - Once per turn (even if you discard multiple), when you discard this from play, each other player may gain a non-victory card costing up to (1) per leftover buy. If any player does, you may gain a card costing up to (3). ——— {4} ——— Action
| IlstrawberrySeed's Bargain Market I think I get what you mean, but please be aware that your notation for $ is not standard around here. Now onto the card. Sadly, this is just too much text to fit well onto a card. That is because this wants to do too much. I'd say you either give your opponents the filtering or the gains. I also don't like the political nature of this, where a single player gaining something makes sure you'll also get something. Preferably the clause that gives you a $3 would also be removed. If it was just Grand Market with extra buy, it could work, though the first of these would probably still be a must-open. Maybe "+$1 per Bargain Market in play"? This makes it scale better. 5/10
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 | J410's Thriving/Silent Market This is actually the second Grand Market variant in here! I think this one creates an interesting tension. Converting one Thriving Market to Silent is fine but if you have lots of Thriving Market you really need to spend all your buys. I feel like maybe the exchange condition on Silent Market could be something a bit different, so you can make a deck with some Thriving and some Silent Markets work. 9/10 |
Isolated Village
- Action +1 Card and +2 Actions. You may spend a Villager to trash a card from your hand. _________________ Overpay: Gain a Villager per $1 overpaid. | JW's Isolated Village It seems counterintuitive to me to stick overpay Villagers onto a card that already is a village. You can use the Villagers differently, sure, but it seems like that is the only way you're ever going to spend the Villagers with this around. The trashing effect itself it a bit underwhelming. You first need $5 to get it started at all, and then you'll only be able to trash one card. Sure that's situationally useful, but I doubt that you'd want to get this over a $5. It's better if you can overpay more, but on the other hand if you can overpay more then it's already later in the game and trashing one card at a time is less useful. So I guess where I arrive is that this is a bit weak and mainly useful for its village effect. Which is fine, lots of villages are like that, just not super exciting. 7/10
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Gold reserve $5 Action - Duration
Now and at the beginning of next turn: +1$ +1 buy - While in play, whenever you buy an card costing 5$ or more, gain an gold. | lompeluiten's Gold Reserve "While in play" is a deprecated mechanic, so I'd rather see this with something else. But let's look at the actual effect. It seems that this is kind of similar to Hoard, but a bit more versatile. It wants to be in an engine because +$1 +1 Buy is a terrible effect for Big Money, but the Gold flooding makes the engine difficult. So I feel like either way you'd mostly want to use this during greening, which makes it even more similar to Hoard. But it seems stronger and a bit more interesting, which is good. 7/10 |
Handicraft City cost $3+ - Event Gain a card costing up to $4. Overpay: +1 Villager per $1 you overpaid.
| majiponi's Handicraft City First, let's discuss flavor. I don't think an Event card should be flavored as a place, that is just weird. Okay, now onto mechanics. This Event is like Delve for all $4 costs (kind of, it doesn't give +Buy). That along is quite game-warping. Many $4 costs are costed that way so that you can't usually open with 2 of them. Of course other cards have broken this before. But then this also give Villagers, so now every time you have $4 you'll just get a free Villager. That just seems a bit too much for me, and also not particularly interesting. 4/10
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 | nagdon's Old Bridge I like this take on Bridge. It's more interesting if your megaturn still requires you to have some payload, and if you get lots of Old Bridges getting other engine components may suddenly prove difficult. One things that worries me a bit is how easy it is to gain these with Remake and the like. Poor House in comparison is often something you'd rather not get from Remaking, whereas you're probably happy to a bunch of Old Bridges. I would have to play a game to see exactly how big of a problem that is. But otherwise I like the card. 8/10 |
Appraiser Action - $5 +$3 The next time you gain a card this turn, if... ...you bought it, put it onto your deck; ...it's an Action, +1 Buy; ...it costs less than this, +1 Action
| NoMoreFun's Appraiser This is kind of neat, giving variable effects depending on how the card is used. I have doubts about the +1 Action bit though. In order for this to be useful, you'd need (a) an extra Action after you played Appraiser (b) something that allows for mid-term gaining in the kingdom. This seems pretty niche and a lot of setup just to get a measly +1 Action. The other effects are reasonable and interesting, but I would suggest replacing this last one. 7/10
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 | nyxfulloftricks's Gift Horse There is a common wisdom that Copper junking isn't great. This one sweetens the deal with a Horse. It's also slowed down by the fact that it's a Duration, so you can only play it every other turn. That could work. Then, however, we have the Livery-like effect. It's better than Livery, working also on cards bought costing less than $4, and the Horses are gained to the top of your deck, and it lasts for 2 turns. That just seems too much, it is pretty much better than Livery for $4. 5/10 |
 | SignError's Night Market "You only get one Buy" is an interesting enough concept for an Attack. It can be quite punishing though, and the only way to escape it is with your own Night Markets. I don't think I'm the biggest fan of attacks that are their own counter. Night market pretty much forces everyone to get one. You can still get Events, maybe sometimes that will be enough. I kind of want this to work but maybe it could be less punishing, like you lose some $ when you gain a card you bought? Not sure. 7/10 |
 | Snes's Tapestry I think the below-the-line effect is rather neat, an interesting way to deal with the prompt. But the top is a problem. You just need 4 of those and then you probably have enough sifting to ensure that you can play all of them each turn and buy a Province. This is too powerful I think. 6/10 |
 | Udzu's Rug Merchant Two bought cards isn't all that much of a requirement. I suppose the first time you play Rug Merchant, you might rather go for a single $5 or $6 but afterwards I'd expect that you can discard Rug Merchant every turn. I don't think this card is very far from a blanket "+1 Buy +$3", and it is too strong. The inverse direction might be better for this - you only get a discard if you didn't buy more than 1 card. 5/10
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 | Xen3k's Picky Patron I like this concept. This is clearly strong in the opening but gets more tricky to use later on. I think right now it may be a little too punishing, may it could also allow Silvers? I think "when you play a card costing as much as this or more" would be a sufficient downside. I'm not sure how well it will play but I would be interested to find out. 9/10 |
Lumberjack $4 Action - Night - Duration
If it's your Action phase +2 Buys $2. Otherwise add a token here per unused buy you have. At the start of your next turn, remove them for +1 Card each. | xyz123's Lumberjack I think this is quite neat. Not sure how good the Night option really is without other support, but if you spend one buy each Lumberjack after the first can be a Den of Sin, that could be enough actually. There is also a bit of a weird interaction where if you play this during your Buy phase, you will get the full benefit from all your buys. Maybe this is neat? But I feel like it's unintuitive. 9/10 |