Results!
Just wanted to add that these were all great cards and ideas, and really enjoyed going through them. Thank you all for the submissions. Hope i judged fairly.
Chameleon Preserve by JW
4$ - Action
+1 Card and +2 Actions
Once this turn when you play an Action, you may choose that each time it would give you +Cards this turn, you get +$ instead, and vice-versa.
Nice and simple design. I like the fact that in some cases this would be very strong (Smithy in a kingdom would be a good example) and in others it wouldn’t be as strong- using this with a cantrip card isn't that great. Balance wise I think this is a little hard to track and maybe a tad strong for $4. Maybe changing it to the first action played after this would be more balanced?
6/10
Siversmith by Augie279
5$- Action Duration
Now and at the start of your next turn, gain a Treasure costing up to $4 to your hand. On this turn and your next turn, when you play a Silver +1 Buy.
Interesting card, must say found this one hard to judge. I feel like this card would only work in certain kingdoms, especially ones without many buys. I like the idea that Silvers give you +1 Buy when this is in play. I would change the card to: may gain a treasure, to just give that flexibility on the small occasions where you wouldn’t want an extra Silver- but you would still get the extra Buys when playing Silvers.
6/10
Sly Fox by BryGuy
5$- Action
Choose one: +1 Card; or +$2
Choose one: +1 Action; or +1 Buy
Each other player gains a Curse.
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In games using this, Curse is also an Action with "+1 Action; If another Curse is in play, trash this."
Cantrip trasher with choices! Very strong card, too strong I think. Making the Curses able to trash themselves is interesting though may not be enough to balance, because it would depend on pulling at least 2 Curses on the same turn. Though making the Curses also actions would give for some interesting interaction (Death Cart, Sacrifice or any card that cares about card types). Would make this cost 6.
Like the idea with action Curses.
7/10
Hand of Midas by Silverspawn
3$- Action
For the rest of this turn whenever you play an action card, instead of following its instructions, you gain +1$ per 1 $ it costs and +1 Buy.
Hard to judge this card. Very cool idea making the cost its +$. Problem with this card is that its dependant on a kingdom with villages, otherwise this is a dead draw. I would definitely add at least +1 Action. Still a gamble because it depends on drawing another action with it and “sacrificing its effect” for money- though this is an interesting decision to make in game. Great idea- needs fine tuning in my opinion.
5/10
Chronokinesis by xyz123
3$- Event
Move your Duration token to a non-Duration Action supply pile. (When you play a card from that pile, you may either play it immediately; or set it aside and play it at the start of your next turn).
Very nice idea and design! I like the Adventure vibes it gives. I can imagine this would give some interesting decisions during a game (i'm assuming each player only has 1 Duration token?) I'm just wondering about how this works with throne rooming issues.
8/10
Flock of Ducks by LibraryAdventurer
Ally
At the start of your turn, you may spend 3 favors to gain a Duchy.
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In games using this, Duchies are also Treasures. If there are less than 6 Duchies in the supply, they give +$2. Otherwise, +$1.
Making Duchies more tempting! Interesting. I could definitely see someone trying to win going all duchies and finishing fast, being that the duchies are also treasures so they don’t cause youre deck to be bogged down so much. Really great work with the theme.
9/10
Making Duchies more tempting! Interesting. I could definitely see someone trying to win going all duchies and finishing fast, being that the duchies are also treasures so don’t cause youre deck to be bogged down so much. Really great work with the theme.
9/10
Fertilizer/Golden Garden by Majiponi
Fertilizer
cost $4 - Treasure - Heirloom
+$1
You may play a Victory card from your hand.
Golden Garden
cost $5 - Victory - Duration
At the start of your turns for the rest of the game, +$1.
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Worth 2VP
Nice interaction here, putting in effort to effectively “exile” a victory card while gaining money for it. Though no reason the Fertilizer should cost $4. This doesn’t work so well with the theme of the contest because you basically only use Fertilizer to play Golden Garden (except for some edge cases), so youre not really changing the way you play something.
4/10
Booming Village by Grep
$4 - Action
+2 Actions
Gain an Estate from the supply into your hand.
For the rest of this turn, Estates are also Action cards with the text "+1 Card, +1 Action".
Im not sure i can see myself buying this card very often. I would be worried about getting bogged down with estates. I would balance this by changing it to cost 3 and adding "you may gain an estate to your hand". That would give it some more flexibility, though i still think its a card that you usually wouldnt go for. Maybe at the start of game with no good trashing.
5/10
Greedy Village by Fika Monster
4$- Action
+2 Actions
+1 Card
For the rest of this turn Coppers are Action cards with "+1 Card, +1$ (they are no longer Treasure cards).
Honestly really love this idea. Makes for some really interesting deliberations. On the one hand this could help create a really great engine while keeping Coppers. On the other hand this is also a gamble because your coppers can pull coppers which can really cause for a dud turn. Just a small semantic fix- +1 Card should be above the +2 actions. Great theme.
10/10
Leshy by Faust
8$debt- Action/Night
Do this up to three times; Play a Victory card from your hand to replay a cheaper card you played this turn thats still in play.
When you gain this with no victory cards in play, gain a Duchy.
Great card! Only night card as well. Interesting to play a victory card to play an action already played in the night phase. It is a little situational though. Also this is a mid to end game purchase- though I like that it balances out by possibly gaining a duchy when you gain it. Very unique card and concept.
9/10
Fancy Chair by Will(owiam)
$3 Action
You may discard an Action card. If you do, follow any instructions on it in bold, twice.
Interesting thought to replay only what’s bold on the card. Problem is I think this is too weak the way it is now. It’s a weaker throne room that possibly should be stronger somehow, or maybe even cost less. Doesn’t change how you play cards too much either.
3/10
Peace Treaty by Spheremonk
5$- Project
When you play an Attack card, replace all of its text with the following: trash this for +1 Action+5$.
An interesting thought to be able to trash an action for benefit. But I have a few problems with this one. First and biggest if there is a kingdom with no attacks then this is dud. The other main issue I have is that I don’t see myself making the effort of buying the attack then investing in the project to trash the attack- not for that price. I can see why you in some situations (empty curse pile) you would want to trash for benefit, but still too expensive.
3/10
Prosperous Duke by Iompeluiten
2$?- Project
Put an action card from the supply costing the amount overpaid under your project cube. Duchies can be played as if it were that action card.
Variable cost project! Cool! Another card making duchies more tempting. This can make for some very interesting games. Good idea, though im not sure if it is more worth it to jus buy a Gold- in the case that you were aiming on spending 6 to place a 4 cost action under the project cube.
7/10
Homestead by Segura
4$- Project
When you play a Copper, +1 Buy.
When you play a Silver, -1$ and +1 Coffers.
I actually think this is balanced at 4$. In a game with no trashing this is an endless amount of Buys lol. This is an interesting project, making Silvers able to save up on cash. Solid idea, simple and elegant.
7/10
Manor by Gubump
5$- Action
You may play a card from your hand twice. If it's an...
Action card +1 Action
Treasure Card +1$
Victory card, take the vp tokens from the pile;
non victory card, add 1vp to the Estate, Duchy and Province piles.
Very cool idea for a throne room variant. I like the gathering idea on the victory card piles, that would definitely cause a fun competition. Just to be clear, any card played that is not a victory card causes you to add vp tokens? My worry is that this can cause deliberately prolonged games. Would think about adding “victory card, take the vp from its pile then trash one from that pile.
8/10
Honorable mentions: Chronokinesis by xyz123, Manor by Gubump
Runner ups: Leshy by Faust and Flock of Ducks by LibraryAdventurer
Winner: Greedy Village by Fika Monster