Apologies for the delays over the past couple of days. Here are the results.
Arowdok - Way of the Platypushttp://forum.dominionstrategy.com/index.php?topic=21703.msg902395#msg902395Can do a lot more than most ways, but a lot of that is dependent on optional discarding in a similar way to Hamlet. It does trade Hamlet's card draw and optional buy for a buy and optional money. This makes it weaker, which is correct for a way. Where this has the chance to shine is in draw to X and I do wonder if it might be too powerful for a way here. Draw to X negates the handsize reduction and can be a village, +buy or money depending on what you need at the time.
Will(ow|iam) - Dollhousehttp://forum.dominionstrategy.com/index.php?topic=21703.msg902396#msg902396A treasure that offers a choice of money or draw. There is definitely a self synergy here as a treasure that draws will typically only want to draw other treasures. This card does offer a monolythic strategy, but I would be surprised if that would ever turn out to be the optimal way to play a kingdom. I feel there will always be something else available that could enhance a Dollhouse money strategy. I like that a Dollhouse money strategy still presents some interesting decisions that should reward the more skilled player, for example, whether to play this for draw or money and when to take this over Gold. Outside of money strategies I don't see this having much use, perhaps only when you need the +buy and there are no better sources.
BryGuy - Odd Octopihttp://forum.dominionstrategy.com/index.php?topic=21703.msg902398#msg902398The first version of this was overpowered and whilst an improvement, I feel the second version maybe too. The option chosen for the next turn doesn't spend an action, so the Lab option is actually in effect a Lost City. Cards that offer choices are also more powerful due to their flexibility. It seems a bit too much for a 6 to me. I think it could have done with an on gain effect to weaken it slightly.
Segura- Cabinhttp://forum.dominionstrategy.com/index.php?topic=21703.msg902399#msg902399My initial reaction to this card was that the switching around of the card type benefits from typical "iron..." cards was shoehorning this card into fitting the brief. The more I thought about it though, the more they make sense and I now think this is a well thought out card. It rewards being able to overdraw your deck, which I notice seems to have become an accidental sub theme of this contest.
Gubump - Tailorhttp://forum.dominionstrategy.com/index.php?topic=21703.msg902404#msg902404A Workshop variant that is in most cases a choice between a non-terminal Armoury and gaining to your hand (the exception being when there are cards that react to cards being gained). A nice simple card.
4est - Guest Househttp://forum.dominionstrategy.com/index.php?topic=21703.msg902409#msg902409Nice theme. Guests arriving can be a bonus, and as you said, with some guests it is a bonus when they leave. Fits nicely into the Victory Card hierarchy if you don't want to trash it. The bonuses for gaining and trashing it would make this a very good candidate for trash for benefit fodder.
Augie279 - Artisthttp://forum.dominionstrategy.com/index.php?topic=21703.msg902425#msg902425Another discard for benefit card. Does this allow you to choose the same option more than once? I think the wording suggests you cannot but it isn't completely clear. This would be powerful in a draw to X engine where the discard is less of a weakness, it could even be the engine's village. Outside of a draw to X engine this card would need the right support to make it work (being able to overdraw your deck being one scenario). I would suggest the formatting of this card could be clearer. You have to read it carefully to tell what the options are. I would suggest listing each option on a separate line.
Majiponi - Hourglasshttp://forum.dominionstrategy.com/index.php?topic=21703.msg902427#msg902427Basically Pawn as an event that returns you to your action phase or a cheaper version of Launch where you choose two options. Putting coin on an event is interesting if slightly odd. It effectively makes this card choose 2 of +Card, +Action or +Buy for $2 or choose 1 for $1 (ignoring the scenario where you only have $1 to spend). This doesn't have the once per turn limit that Launch has. Launch's secret history states that this clause is needed. I can't think of a reason why off the top of my head, but some issue must have come up during playtesting. This card is similar enough to Launch, I would be surprised if the same issue wouldn't apply here.
LibraryAdventurer - Dinghyhttp://forum.dominionstrategy.com/index.php?topic=21703.msg902429#msg902429A Pawn where the choices are split (but can be the same) over two turns in return for an additional coin on the turn it is played. I feel this would be quite weak, but is will have situations where it will be useful. The choice on the second turn could have some implications, +Card will usually be the strongest option, but you have to evaluate if you want something else before playing any other cards. An interesting case would be trying to make this your village.
D782802859 - Abandoned Forthttp://forum.dominionstrategy.com/index.php?topic=21703.msg902431#msg902431I like cards that reward a player for playing a variety of different cards. I don't think you would go out of your way to max this out but if you are playing a variety of action cards anyway this is a nice bonus and would be worth picking up. One question I do have is what happens to the extra tokens if you had 5 or more different action cards in play?
czzzz - Trapperhttp://forum.dominionstrategy.com/index.php?topic=21703.msg902432#msg902432A trasher that gives a choice of 1 card and 3 money or 3 cards. Giving money and trashing makes this look like a very good option for a 5/2 opening. I like that is draws before it trashes as there will be times where you will gamble on drawing something you want to trash.
JW - Peonhttp://forum.dominionstrategy.com/index.php?topic=21703.msg902433#msg902433A card for flexibility. It can draw, be a village or give money, but isn't very good at any of them. That isn't a complaint as if it was it would need to cost more than 2. A useful card that could be picked with a spare buy and give you whatever you need at the time you play it.
NoMoreFun - Churnhttp://forum.dominionstrategy.com/index.php?topic=21703.msg902461#msg902461The sneaky thing about this card is that if you don't choose the discard option it increases your hand size, but if you choose to discard and then draw it only maintains it. I can see several uses for this. Turning being able to overdraw into some form of benefit. Removing unwanted cards from your hand in a draw to X engine. It would work as a way of handling junk in games without trashing.
emtzalez - Young Knighthttp://forum.dominionstrategy.com/index.php?topic=21703.msg902463#msg902463I like the theme idea where a Young Knight is a more powerful Pawn. I assume it is intentional that if a Knight hits a Young Knight, the attacking Knight will be trashed. My one concern with this is whether it makes the Chivalrous card too powerful, particularly if it is a cheap card. Young Knight is very close to being an engine in one card.
Xen3k - Expanding Markethttp://forum.dominionstrategy.com/index.php?topic=21703.msg902465#msg902465I think discarding 5 or more is fine. I don't see a need for the discarded card to cost 6 or more unless you want to avoid the situation where one Expanding Market can discard another. It is quite a powerful discard effect, which justifies requiring a high cost card to be discarded. I see there being times where you would want your deck to be able to overdraw so you can activate the effect. Would this card allow you to green earlier as you would want to align this with Provinces and Duchies.
Faust - Gambling Househttp://forum.dominionstrategy.com/index.php?topic=21703.msg902466#msg902466I like the reverse Menagerie idea where you have to discard duplicate cards. I agree that it needs to discard all the cards that had duplicates, not just the duplicates. That would make this very powerful with Menagerie otherwise. I like this. I think there will be time when it would be worth trying to maximise the use of this card.
Silverspawn - Paradehttp://forum.dominionstrategy.com/index.php?topic=21703.msg902471#msg902471A card that gives the choice to your opponents. I like this. It is a strong spammable card, but that just means your opponents get more benefit from it. It would be interesting to see how it works in games with more than 2 players as then more than 1 player would gain from each Parade. Would it lead to players having some very strong starting hands?
LTaco - Vagabondhttp://forum.dominionstrategy.com/index.php?topic=21703.msg902497#msg902497I agree with the comments that this was too strong at 4. A double Pawn is almost an engine in one card. The use of the journey token keeps it in check. The aspect of the card I find most interesting is the potential for needing the journey token for a village. We haven't seen that in an official card and how that plays out could be interesting, even more so if there are other cards that use the token.
Finally - The results
Winner Guest House by 4est
Runner Ups Dollhouse by Will (ow|iam), Gambling House by Faust
Honorable Mentions Cabin by Segura, Tailor by Gubump, Parade by Silverspawn, Vagabond by LTaco