Hostile Villagehttps://forum.dominionstrategy.com/index.php?topic=21770.msg903968#msg903968It's like Shaman or Ambassador without the built-in thinning. Boo.
Big effect: 10/10.
Fun effect: 0/10.
Fun card: 0/10.
total: 10/30
Mimichttps://forum.dominionstrategy.com/index.php?topic=21770.msg903968#msg903968Big effect: 5/10. I feel like the token will often end up on a card nobody's playing anyway.
Fun effect: 6/10. It can encourage more varied decks.
Fun card: 4/10. The decision of what card to hit can be interesting, whether to try to hit a village or a payload card. However, it can be a brutal unmoatable attack on e.g. boards with only one village or only one draw card. The only defense is to have a mimic at the start of your own turn. That's luck-based.
total: 15/30
Manorhttps://forum.dominionstrategy.com/index.php?topic=21770.msg903969#msg903969Big effect: 10/10. Starting with 3 necropolises is a big deal, especially with a guaranteed smithy on the board.
Fun effect: 6/10. Similar problem to Champion, where it's almost removing the limited number of actions per turn as a mechanic from the game.
Fun card: 4/10. Too strong. Basically strictly better than lab, and doesn't encourage building your deck differently (e.g. Seer, Hunter, Hunting Party) to take advantage of it.
Total: 20/30.
torchhttps://forum.dominionstrategy.com/index.php?topic=21770.msg903979#msg903979Big effect: 10/10.
Fun effect: 2/10. Devastating like Frigate or Warlord
Fun card: 3/10. There are 2 possible decks you can try to build: Get a torch soon enough, or don't play a lot of action cards. Really monolithic. See also: Rebuild.
15/30.
Wereshophttps://forum.dominionstrategy.com/index.php?topic=21770.msg903981#msg903981Big effect: 7/10. Not too much different than just having a Way. Credit because Ways are fun.
Fun effect: 4/10. Part of the fun of some Ways is that they're always available (e.g. Ox, Sheep, Otter). The rotating makes those less impactful.
Fun card: 5/10. What if Knights was a Workshop instead of an attack?
16/30.
White Elephanthttps://forum.dominionstrategy.com/index.php?topic=21770.msg903984#msg903984Big effect: 3/10.
Fun effect: 5/10. Minor Duchy buff and estate nerf I guess?
Fun card: 7/10. I actually like the concept of a payload card that's sometimes incidentally a junker, particularly when the junking is at the end of the game. Incentivizes delaying greening.
15/30.
Printing Presshttps://forum.dominionstrategy.com/index.php?topic=21770.msg903991#msg903991Big effect: 7/10.
Fun effect: 6/10. Makes opening silver mean stuff's more likely to miss the shuffle, but it also changes the order I want to gain deck control vs. payload in an interesting way.
Fun card: 6/10. Weak when you can afford it, strong when you're kinda choking on green. Timing when to gain it is an interesting decision, but I feel like the answer is too-often to not gain it.
19/30.
Maze and Minotaurhttps://forum.dominionstrategy.com/index.php?topic=21770.msg904012#msg904012Big effect: 1/10. Removing one card from every pile one time doesn't make the game end much faster. See: Populate.
Fun effect: 0/10. Just doesn't do a lot.
Fun card: 6/10. A border guard that might turn into experiment, but you don't know when. Okay.
6/30.
Fine Art/Art Dealerhttps://forum.dominionstrategy.com/index.php?topic=21770.msg904020#msg904020Big effect: 2/10.
Fun effect: 2/10. Everyone has Fair for free. Whoopee.
Fun card: 4/10. Fine art is a fine but uninteresting open and weak in the mid-late game. The second part of Art Dealer seems fun and reasonable but there's no reason for it to be on the bottom of a split pile.
8/10.
Nomad Villagehttps://forum.dominionstrategy.com/index.php?topic=21770.msg904025#msg904025Big effect: 6/10.
Fun effect: 5/10.
Fun card: 4/10. Really swingy. Higher highs and lower lows than Vassal or Herald.
15/30.
Magistratehttps://forum.dominionstrategy.com/index.php?topic=21770.msg904030#msg904030Big effect: 6/10. Does nothing but nerf its own attack on a lot of boards
Fun effect: 4/10. Just plain nerfs a bunch of cards.
Fun card: 7/10. "Workshop, others discard to 3 then draw 1" is fine.
17/30
Impoverished Villagehttps://forum.dominionstrategy.com/index.php?topic=21770.msg904031#msg904031Big effect: 8/10. The penalty's worth playing around, but usually won't proc a lot.
Fun effect: 7/10.
Fun card: 4/10. This being the only village basically means I'm gaining a copper every turn.
19/30.
Goldsmithhttps://forum.dominionstrategy.com/index.php?topic=21770.msg904034#msg904034Big effect: 10/10. The card's on-play effect warps the board, as does the in-games-using-this effect.
Fun effect: 10/10. Engines are built fast, and silvers come with coppers.
Fun card: 3/10. Massive payload injection, if you can afford the draw. Probably way too strong in money density. It's like "+$2, gain a gold and a silver."
23/30.
Forbidden ForestBig effect: 8/10. A lot like shepherd
Fun effect: 3/10. It feels bad to gain it and the curse is blocked, and worse to fill your deck with green and still get cursed. A lot like shepherd duds.
Fun card: 4/10. Interesting twist on duchy, and viable alt-VP in general is cool.
15/30.
Path(v8)Big effect: 10/10. Basically a Way, that will probably be used often.
Fun effect: 6/10. Kinda turns every card into a mini-Band of Misfits. It also makes it useless to gain cheap cards because you can always swap them. Path itself being around kinda does the Villa thing of changing the build order, but it being +3 actions means you basically never worry about running out of +actions.
Fun card: 4/10. Reasonable $2.
20/30.
Goblinhttps://forum.dominionstrategy.com/index.php?topic=21770.msg904045#msg904045FYI the flavor of this card is antisemitic trope. Something to be aware of. Anyway,
Big effect: 7/10.
Fun effect: 6/10. Definitely a buff to gold. Might as well have separate kingdom card for what gold is with this around (like a reverse harem/farm) but this interacts with gold-gainers so it's fine.
Fun card: 9/10. I like how it incentivizes trashing coppers before estates in a unique way.
22/30.
Young Herohttps://forum.dominionstrategy.com/index.php?topic=21770.msg904046#msg904046Big effect: 10/10.
Fun effect: 7/10. Swingy.
Fun card: 3/10. Swingy.
20/30.
Landscapehttps://forum.dominionstrategy.com/index.php?topic=21770.msg904047#msg904047Big effect: 10/10.
Fun effect: 7/10. Duchy into weaker throne room is a fun effect. Province into weaker throne room gives the first player to green too much of a lead.
Fun card: 4/10.
21/30.
Ghoulhttps://forum.dominionstrategy.com/index.php?topic=21770.msg904052#msg904052Big effect: 0/10. The zombies being in the trash barely affects anything.
Fun effect: 0/10.
Fun card: 2/10. A lost city that turns into a super smithy for $5. That's really strong and not that fun.
2/30.
Occult Libraryhttps://forum.dominionstrategy.com/index.php?topic=21770.msg904071#msg904071Big effect: 10/10.
Fun effect: 4/10. Basically everybody gets barracks that doesn't care about +actions. Also lol @ black cat.
Fun card: 6/20. I like it.
20/30.
Winner: GoldsmithRunners up: Goblin, Landscape