Why does Banquet make a player with no $3+ cards in his hand gain a Curse? That only increases the chance that the player won't have a $3+ card in his hand next time you play it! I'd just make a player who does not have any $3+ cards in his hand discard his hand and draw to 4 cards (to prevent most any benefit [yeah, Tunnel]).
Excellent idea, but I'm not sure if there is room for that on the card. I'll try fiddling with that a bit.
Guard's reaction is worded poorly. Try "When another player trashes a Treasure you may reveal this from your hand. If you do, that player gains the trashed card."
Regardless, this is a bit aggressive towards an individual player. And unless you really get a pounce on this card (perhaps with Bribe), its Action and Reaction effects are largely useless because you won't have any Treasures to trash and other players won't be trashing any treasures.
That wording is probably better. I am not sure how this card would interact with Thief though. As to the iffiness of the reaction ability, I am aware, but that is why I thought it would be a fun thing to have one a one-of-a-kind, hard-to-get Prize card. Also, while you might be able to help one player and hurt others with this card, there won't be much that that person can do back to you in return, so you're just an idiot for attempting to make another player king.
Guild Crest should likely refer to a Guild Crest token, as opposed to a Coin token. Otherwise, it seems okay. It's just about useless in most 2 player games, and quite maybe too strong in 4+ player games, but that's alright.
Well, there is no such thing as a Guild Crest token, which is the main reason I didn't use that in the ability. Although using Trade Route as precedence, it seems fine to me. Also, yes, it is stronger with more players, but 1) It is a minimally recyclable Duration card, and 2) it is intentionally worded to count your own purchases, which can often make up the bulk of the benefit (especially if you have Necromancer and some buys).
Putting all the Curses back and making Curses good for you with Necromancer could be pretty fun, but you might want to make some other sort of catch for it. If you "restart the Curse war," it's not as big a deal for you since you could actually want the Curses, but it could mess everyone else up. If you grab it towards the end (as its on-gain would indicate), it ultimately reads: You can decrease opponents' scores but they can only increase yours. You probably want the player with Necromancer to stop gaining Curses during other players' turns somehow.
I think of it like this, people generally hate Curses, and they hate Estates a little bit less, at least until the end of the game. Cards that give you Curses might be a little less annoying, but you're still getting Estates, which (at least during the phase of the game where you are probably gaining Prize cards) you still hate and would probably like to trash if you could. So Necromancer is pretty much entirely a future investment, which will almost always be gained at the expense of a significantly more useful Prize card, such as Jewel, which could be getting you points AND cash right now. However, gained later, it can have a significant impact on the game by restarting the Curse war, which could actually help you point-wise, but will significantly clog your deck (as will Necromancer), reducing your purchasing power. In testing, this has proved to be a very fun and strategic card, and in fact its gainer seldom wins. It might change a bit if I change the Curse part of Bribe, but I'll have to see.
Have you considered only including 5 random Prizes? It would make Tournament and Bribe much more dynamic, I think.
One element of Tournament which I wanted to dampen was the race element. In certain games, certain Prizes are noticeably more powerful, and so the first person to be blessed with a Province not only gets to thwart the other players' Tournament attempts, but also gets significantly higher quality Prizes. Yuck. One reason I like having more Prizes is so that pretty much everyone gets a chance to get a good one if they want. Also, as I said before, the usefulness of each prize varies from game to game, so that element makes Tournament and Bribe more dynamic. (Guard: What trashers are out? Necromancer: What Cursers or extra buys are being used? Guild Crest: How many players are there, and are they all buying the same things? Etc...)