The results for the Village contest are in!
As a reminder, here are the criteria for this challenge:
Design a Village card. This is a card that must provide the player with at least +2 Actions each time it is played. A Duration card may instead or in addition provide at least +1 Action on a future turn (e.g., Tactician). Receipt of the extra Actions may be optional so long as it is within the player's control to receive it or not (e.g., Nobles, Hamlet), barring only marginal edge cases (i.e., deck with only a Hamlet in it; Tactician as the last card in hand).
Shockingly, I don't actually have a Village card to show off. I regularly play with three Village fan cards which I quite enjoy.
One of them is this one, another is the same idea for $4 but the other two cards go back on the deck instead of in the discard (also a product of that thread). And one is from WanderingWinder's Conquest expansion
specifically the one called Medical Tent here, only I price it at $3.
But now let's get to to the contest results. We've had some close votes in the past, but not this week! The winning cards for this challenge and the Non-Attack Interaction challenge won in landslides.
#1 - Production Village by
WanderingWinder with 30 points
(Oregano)$4 - Action
+2 Actions
Draw until you have 5 cards in your hand.
That makes two solid Village cards WanderingWinder has created. This one is terrific with non-drawing terminals, although you have to accumulate multiples in hand before you start to see a benefit over vanilla Village. With terminal discarders (Young Witch, Horse Traders) the effect is magnified, but you still need two in hand to activate the combo. It shines against discard attacks, but the big drawback is that it fizzles if you try to construct a draw engine out of it. In a mixed engine of other types of Villages, terminals, and drawers, you have to think about the order you play your cards, so as to maximize the benefit.
It's a long drop to second place, but that doesn't mean there weren't plenty of other solid and interesting Village cards in play. As others have said, this was one of the strongest batches of competing cards yet.
#2 (tie) - Retirement Village by
Michaelf7777777 with 19 points
(Cumin)$3 - Action-Victory
+2 Actions
+1 Buy
--
1 VP
#2 (tie) - Survivor's Village by
ChocophileBenj with 19 points
(Arrowroot)$5 - Action
+1 Card
+2 Actions
--
When you gain this, gain a Survivor's Village token.
--
At the start of any turn, you may return one Survivor's Village token before you play your first action. If you do, +1 Action.
#4 - Holiday Village by
Tejayes with 18 points
(Mustard)$4 - Action
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +1 Buy, +$2.
#5 - Declining Village by
yuma with 16 points
(Chervil)$5 - Action
If played for the first time this turn: +2 Cards, +2 actions, +$1.
All other plays: +$1, +2 Actions.
#6 - Mining Settlement by
nopawnsintended with 15 points
(Patchouli)$5 - Action
Gain a Copper, Silver, or Gold in hand.
If you gain a Copper, +2 Cards, +2 Actions.
If you gain a Silver, +1 Action.
If you gain a Gold, discard two cards.
#7 (tie) - Convoy by
Saucery with 13 points
(Vanilla)$4 - Action
+1 Card
+1 Action
Choose one: +1 Action, or discard your hand and draw 4 cards.
#7 (tie) - Abandoned Village by
Graystripe77 with 13 points
(Cinnamon)$4 - Action-Reaction
+1 Card
+2 Actions
--
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.
#9 - College Town by
Polk5440 with 12 points
(Stevia)$3 - Action
Choose one: +2 Actions, or all players draw up to 6 cards in hand. You may set aside any Treasure cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
--
(Rules clarification: If the draw option is exercised, only the player who played the card may set aside Treasure cards as he draws up to 6 cards in hand; all other players simply draw up to 6 cards in hand.)#10 (tie) - Posh Village by
popsofctown with 11 points
(Lemongrass)$4 - Action
+1 Card
+2 Actions
--
When you discard this from play, you may put it on top of your deck if you bought a Treasure this turn.
#10 (tie) - Encampment by
Nicrosil with 11 points
(Garlic)$3 - Action
+1 Card
+1 Action
You may trash this card immediately. If you do, +1 Action.
--
When you buy this card, gain two copies of it.
--
Special rule: The supply pile for Encampment has 30 copies of it.
#10 (tie) - Philosopher by
Dubdubdubdub with 11 points
(Cayenne)$3P - Action
+1 Card
+1 Action
Choose one: +1 Card, +1 Action, +$1, +1 Buy.
#13 (tie) - Gambling House by
Kirian with 10 points
(Savory)$4 - Action-Attack
+2 Actions
+$1
Each other player may discard a Treasure card. If he doesn't, he gains a Copper.
#13 (tie) - Royal Village by
brokoli with 10 points
(Juniper)$4 - Action
+1 Card
+2 Actions
You may discard an Province. If you do, +1 Card.
--
In games using this, when you gain an Estate, you may gain a Royal Village.
#13 (tie) - Merchants' Village by
zahlman with 10 points
(Dill)$5 - Action
+1 Card
+2 Actions
--
While this is in play, when you gain a card worth $3 or more, +1 VP.
#16 (tie) - Pristine Village by
Garth One-eye with 9 points
(Paprika)$5 - Action
+2 Actions
Put a card in play other than a Pristine Village into your hand.
#16 (tie) - Township by
One Armed Man with 9 points
(Nutmeg)$3 - Action
+3 Actions
--
At the beginning of your Buy phase, if you did not play any actions after this card, gain an Action card costing up to $4.
#16 (tie) - Workhorse by
Drab Emordnilap with 9 points
(Mace)$2 - Action
Choose one: +2 Cards; or +2 Actions; or +$2; or +2 Buys.
#19 (tie) - Flying Machine by
FishingVillage with 8 points
(Thyme)$4 - Action-Reaction
Choose one: +2 Cards or +3 Actions.
--
When you discard this from play, you may put it on top of your deck.
--
When you discard this other than during a Clean-Up phase, you may reveal it. If you do, set this aside, then at the start of your next turn, return it to your hand.
#19 (tie) - Kolkhoz by
Qvist with 8 points
(Sesame)$4 - Action
Choose one: Draw until you have 6 cards in hand; or: +2 Actions, +$1, +1 Buy.
#19 (tie) - Metalworking Village by
Schneau with 8 points
(Lavender)$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player gains a Treasure, you may discard this card from your hand and gain a copy of the Treasure card they gained.
#19 (tie) - Micro Village by
Powerman with 8 points
(Clove)$2 - Action
+2 Actions
You may gain a Copper in hand.
#23 (tie) - Observatory Village by
Dsell with 7 points
(Borage)$5 - Action
+4 Cards
+2 Actions
Put 4 cards on top of your deck in any order.
#23 (tie) - Community by
Tables with 7 points
(Anise)$3 - Action
+2 Actions
+$1
+$1 for every three actions in play, including this.
#25 (tie) - Contractor by
dnkywin with 6 points
(Turmeric)$4 - Action
+1 Card
You may trash or discard 1 card from your hand. If you do, pick one: +2 Actions, +2 Cards, +$2.
#25 (tie) - Trading Village by
Davio with 6 points
(Tarragon)$5 - Action
+2 Actions
Trash up to 2 cards from your hand. +1 Card for every card trashed this way.
#25 (tie) - Village Square by
Bella Cullen with 6 points
(Poppy)$4 - Action
+1 Card
+2 Actions
Choose one: +1 Card, +$1, or trash a card from your hand. If you choose...
+1 Card, each other player draws a card.
+$1, each other player gains a Copper in hand.
Trash a card, +1 VP, and each other player may trash a card from his hand.
#25 (tie) - Underground Village by
NoMoreFun with 6 points
(Fennel)$2 - Action
+2 Actions
Place any number of cards on the bottom of your deck.
For each card you do, +1 Card.
Place any number of cards on top of your deck.
For each card you do, +$1.
#25 (tie) - Refuge City by
heatthespurs with 6 points
(Cilantro)$4 - Action-Reaction
+1 Card
+2 Actions
--
When another player plays an Attack card, or during your Buy phrase, you may reveal this together with any number of Action cards from your hand. Put all revealed cards on top of your deck in any order.
#30 (tie) - Prospector by
Guy Srinivasan with 5 points
(Rosemary)$7 - Action-Duration
At the start of each of your turns, choose two: +1 Action; +1 Buy; put a Prospector token on this card; +$1 per token on this card, then trash this card. (The choices must be different.)
#30 (tie) - Population Boom by
Auto-Destruct Sequence with 5 points
(Parsley)$3 - Action
+2 Actions
If you have played Population Boom at least...
2 times: +1 Card
3 times: +$1
4 timec: +1 Buy
5 times: +1 VP
#30 (tie) - Railway Town by
Jack Rudd with 5 points
(Fenugreek)$5 - Action
+1 Card
+2 Actions
If you have played Railway Town two or more times this turn, +1 Buy.
If you have played it three or more times this turn, +$1.
If you have played it four or more times this turn, +1 Card.
If you have played it five or more times this turn, +1 VP.
#30 (tie) - Resort Village by
Mecherath with 5 points
(Cardamom)$5 - Action
+1 Card
+2 Actions
You may discard a Victory card from your hand. If you do, +$ equal to one third its cost in coins, rounded up.
#30 (tie) - Installation by
Morgrim7 with 5 points
(Caraway)$3 - Action-Attack
+1 Card
Discard any number of cards. +1 Action per card discarded.
Each other player gains an Estate, putting it into their hand.
#35 (tie) - Sacked Village by
eHalcyon with 4 points
(Saffron)$2 - Action
+1 Card
You may discard a card; if you do, +1 Action. You may trash a card; if you do, +2 Actions.
#35 (tie) - Judge by
Tdog with 4 points
(Mint)$5 - Action
+2 Cards
+2 Actions
--
When at least one Judge is in play and you gain a Province or Colony, every other player gains a gold, putting it into their hand.
#35 (tie) - Lost Village by
Robz888 with 4 points
(Marjoram)$4 - Action-Duration
+2 Cards
At the start of your next turn, +2 Actions.
#38 - Allied Village by
andwilk with 3 points
(Allspice)$4 - Action-Reaction
+1 Card
+2 Actions
If any Supply Victory card pile is empty, +1 Card.
--
When an opponent plays an attack card, you may reveal and set this aside from your hand. If you do, +1 VP. Restore this to your hand at the start of your turn.
#39 - Greenhouse by
DWetzel with 2 points
(Coriander)$3 - Action-Duration
Now and during your next turn: +1 Action, and you may play Victory cards as though they are Treasure cards. Victory cards played in this manner provide $1, plus $(1/3 of the printed VP on the Victory card, rounded down).
--
(Rules clarifications: The "printed VP" refers to the victory points provided by the card, e.g. Estate = 1 VP, Duchy = 3 VP, etc. Victory cards with no printed VP total on them, e.g. Gardens, Silk Road, and Fairgrounds, provide just the flat $1. Victory cards played in this way are not Treasure cards and do not count for cards which look at Treasure cards, like Bank, Venture, and Loan.)#40 (tie) - Factory by
A Drowned Kernel with 1 point
(Sage)$6 - Action-Duration
At the beginning of every one of your turns, +1 Action, +1 Buy.
--
While this card is in play, during your turn, Victory cards cost $2 more and non-Victory cards cost $1 more.
#40 (tie) - Precinct by
Adrienaline with 1 point
(Ginger)$1 - Action
+1 Card
+2 Actions
If you have 2 or more unused actions left at the end of your turn, during the clean-up phase, draw 7 cards instead of 5.
--
This card cannot be bought if you have any treasures in play.
#40 (tie) - Plaza by
Fragasnap with 1 point
(Basil)$4 - Action
+2 Actions
+$1 for each differently named card you have in play (including this).
--
When you buy this, you may gain a Plaza.