
| This card captures the core of the Fable of The Goose that Laid the Golden Eggs really well. The mechanics used serve as good metaphors for the happenings in the Fable. Apart from that the card seems well balanced. Alone, it is quite slow and you need some engine support for it so it isn't immediately overpowered as soon as another Gold gainer is in the kingdom. Overall, Golden Goose earns the winning spot by being both a well thought out card as well as having a good theme to match. As a note: The Fable "The Goose that Laid the Golden Eggs" is not to be confused with the fairytale "The Golden Goose". From the art it is clear, which one is referred to here and I don't blame you for taking the shorter name.
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2nd Place Monkey's Paw by anordinaryman
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 | Monkey's Paw scores very high on the theming aspect. Your Wishes come with a penalty. Very intriguing to me is attaching VP to not spending Wishes, which also matches the theme very well. However, I think the mechanics here are a little wonky. Using Hexes to track how many wishes you are still to receive runs into the problem, that you can run out of hexes. Apart from that it might be too slow in most cases to even consider. Because it is so slow, you need to start buying Monkey's Paws very early if you want to use it as a viable source of Alt-VP, which doesn't seem like an enjoyable strategy to go for.
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3rd Place Wonderland by grep
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| Wonderland embraces the aspect of using a challenging criterion to gain Wishes. With shelters some Alt-VP or on the board. Wonderland becomes a very reasonably priced gainer, that still is basically impossible to solely rely on. Even without you, it is still not out of the question whether Wonderland is worth the investments. Unfortunately, you missed the mark on the theming part of the contest. As far as I'm aware, and I tried to research some, there are no works in which a Wonderland or similar is connected to granting wishes. Perhaps I simply overlooked something. But even if there were, the connection to the mechanics is tenuous at best.
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Birthday Party by NoMoreFun
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Birthday Party Event - $0 Once per turn: If your deck has exactly 10 cards in it, gain a Wish
| Very straight forward. Blow out the candles and make a Wish. I think the condition is not worth actively going for. You can only get the wish if you have at least 10 unplayed cards, which only really happens by accident, you wouldn't ever sacrifice your turn for that. The only way to go for this is to either have ways to get back to the Action Phase or you are in a situation in which you don´t draw much anyway.
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Forest Hike by BryGuy
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Forest Hike • $5 • Action +1 Action You may discard a Victory card for +2 Cards. You may play up to two Treasure cards. If you have exactly eight cards in play, gain a wish, otherwise you may gain a silver. | Forest Hike has basically the same condition as Leprechaun. It is also non-terminal, makes fulfilling the condition way easier by allowing to play treasures, and doesn't mete out punishment for failing.
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Hopeful by xyz123
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Hopeful Trait
When you gain a Hopeful card, you may reveal and discard two differently named Treasures to gain a Wish.
| Hopeful is a very solid Trait. The condition has a reasonable opportunity cost and the amount of wishes is therefore limited.
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Pact by grrgrrgrr
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| I like the theming, especially the use of the number 7. However, I think Pact suffers from the fact, that on a given board it is either a mistake to buy or, if it is good, the first to spike $7 just wins.
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Shooting Star by 4est
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| The theming is nice and straight forward, being a night card and all. It needs a rewording to account for what happens when you reveal multiple copies of it on an opponents turn.
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Offer by czzzz
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| This is just too good. The difference between 2/5 and 3/4 is too significant here. Also, just keeping two of your estates around is in no way challenging, if your reward is a Wish a turn.
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End of the Road by sumrex
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End of the Road 2P Action- Treasure +2 Cards Once this turn, when you play a treasure or night card: you may reveal your hand, then use the following effects, depending on how many unique cards are in it: 0: Gain a Action costing up to 5 1-3: Gain a Gold 4-6: Gain 2 Cards costing up to 4 7: Gain a Wish
| This is too strong. The way to go here is to get as many EotR as possible, get enough differently named cards and then get easy wishes out of it. Since it is a (also) treasure, it is trivially easy to first play all the treasures that get in the way of uniqueness and then activate all EotRs at the same time.
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Fairy Godmother by faust
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| Fairy Godmother does not scale well with more players. In a four player game you can just open double FG, ideally get them on T3 and T4 and by the start of T6 you have 6 wishes in deck and don't need to return anything any more. Fairy Godmother generally are not portrayed as wish granters.
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Shooting Star by Will(ow|iam)
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Shooting Star $4 Event Gain 2 Wishes. Each other player may discard 2 cards to gain a Wish. | This is too good. You pay $4 for two $6 Cards, while your opponent my pay by discarding 2 cards for a $6 card. The discarding is most likely to occur when their turn is not that great anyway. Also very problematic is that you can buy this several times in a turn. The more players are in a game, the more pronounced these problems become.
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Enchanted Forest by X-tra
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| I really like this as an Event. I feel it would be a tough call when to use this. Considering you might trash a Province to get 3 Duchies out of this is just the beginning. Unfortunately there is not much to say about the theming.
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Lucky Dragon by emtzalex
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| As a card, this seems fine. Though I can´t make Heads or Tails of how this fits with the theming.
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Aviary by silverspawn
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| The condition to get the wish is certainly hard but you have next to no control over whether you succeed. The best way would be to get your hand size low.
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Fairy Assembly by JW
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Fairy Assembly
 Action +1 Card and +2 Actions.
In games using this, at the start of your Clean-up, you may exchange two Fairy Assemblies and a Gold you have in play for 3 Wishes.
| I like the idea of condition. The net gain is fairly low though. Additionally, other players might steal your villages and never give them back. So as it is, the card is fairly weak.
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