I've seen some surprising comments on some cards. Cards I think look weak people are saying look strong and vice versa. Let's go.
Sky Diver
$4 - Action
+$2
+1 Buy
Discard a Copper, or reveal a hand with no Copper. If you did discard a Copper, +1 Card, +1 Action.
Woodcutter or Market for $4, often Market. Well, it also reduces hand size in the process which is a good thing. One of these in your deck seems very good, getting more and you run risks of a very bad hand (compare Market x5 to Sky Diver x5...). I like it.
Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand. Discard the other revealed cards.
So now we can Farmerize cards, just like we can Grand them? Interesting... it seems like an alright card.
Centipede
$6 - Action
+$3
--
While this is in play, when you gain an Action, Treasure, or Victory card that you have not gained this turn: +1 Buy, +$1.
I agree with Robz, I don't see the need for spelling out card types. It seems like it would go extremely well into an Engine where you're happy to pick up a few different cards at a time, and especially well with cost reducers. But in BM it's weak, and I think it seems like a fun card to try and take advantage of.
Asteroids
$5 - Action-Attack
Choose one: +$3 or +3 Cards.
Each other player chooses one: they trash a card from their hand, or draw a card and discard a card from their hand.
Choose one: +1 buy and each other player gains a Copper; OR trash a card from your hand and each other player with four or more cards in hand discards a card.
Took me a minute to get my head around this. So it's basically three parts: Big bonus to yourself, bonus to everyone else, weak attack on everyone else. The +buy also looked a little tacked on until I saw what was going on with it in the attack, either everyone gets extra cards (+buy for you and coppers for others) or everyone loses a card (trashing for you and discarding for others). I actually don't think this looks too strong, like, maybe top 20 $5 level? +$3 +buy is pretty good, but the bonus to others outweighs it (turn an Estate into a copper, sounds good, or cycle my deck, also good). And in terms of choices, mostly I think it seems pretty easy to decide what you want. I actually think this would be an interesting card to play.
Egg Catch
$3 - Action-Duration
+2 Cards
Set aside any number of Treasure cards from your hand face up on top of this card.
During the buy phase of your next turn: +1 Buy and play the set aside cards in any order.
Apt name. This doesn't seem
too good to me actually. You can only set aside treasures, and how much treasure do you want to set aside? It's a bit like Tactician in a way, but it could combo very well
with tactician as well. I think that actually, you'd happily set aside $2-4 to almost guarantee a Gold/Province the next turn. I think I'd like this more at $5.
Millipede
$4 - Action
+1 Action
+1 Buy
+$1
Trash one or three cards from your hand.
One or three? This is otherwise a copper with buy, which also thins your deck, which seems too weak compared to the other forced-trasher-with-buy (e.g. Salvager, Trade Route etc. which can give +$3 or more easily), but the deck thinning early maybe makes up for that? Hard to say. It doesn't really excite me to be honest. I think I might have liked that +action to be a +$1 although then I wonder about power. Probably still okay at $4 actually.
Pole Position
$5 - Treasure
Choose one:
If this is the only Treasure you play this turn, choose 2. Otherwise, choose 1: +$1P; OR +$2; OR +$1, +1 Buy.
This card's wording seems so horribly broken I don't even want to explain. But going by the card's intention, it's going to be a Gold with buy if you play no other treasure, or your choice of silver or copper with buy otherwise. In Alchemy games, it's at least copper plus Potion, which is just too good there, simply. Just... Ugh.
Dig Dug
$4 - Action-Duration
Now and at the start of your next turn:
+1 Buy
+$1
--
While this is in play, when you gain a card, you may trash a card from your hand.
Flat effect is alright. In play effect is cool and interesting. For a start, you can probably turn your Estates into Coppers very easily, and generally improve your deck very well. Seems like a very fun card to use.
Pengo
$3 - Action
+1 Buy
Reveal and discard the top three cards of your deck. If all three are identical, +$4. If exactly two are identical, +$2. If there are no duplicates, +$1.
Reverse Harvest, with a buy. Seems a lot less reliable, though, but much better early game where you have a decent shot of getting +$4 (on turn 3, if you draw this I think it's a 21% chance... less on turn 4, and there's a 1/6 chance you don't draw it until turn 5... okay, that's actually not too great). I think this is probably usually worse than Woodcutter, and that's one of the weakest $3's already. And I don't think there's enough top of deck manipulation to make me give this a 'fun to manipulate' point.
Mario Bros
$2 - Action-Duration
+$3
+1 Buy
At the start of your turn: +$1.
--
During your Clean Up phase, place [This Card] in play for the player to your right.
Okay, this requires some thinking about what the heck exactly it's supposed to do. I THINK it's supposed to move the card itself, meaning you get a big bonus immediately, and then the card starts cycling around, giving players +$1 as it moves, until the end of the game. And as this is such a strong opener for $2 (one shot +$3? Yes please), I can easily see many of these entering play and basically causing massive money inflation. Pass. Massive pass.
Combat
$5 - Action
+1 Buy
--
While this is in play, whenever you play an Action, +$1.
I like the idea, but the fact you need a village, and really NEED an engine to get any real benefit out of this card is a massive turn off. It's a pretty much dead card far too often, I think. To work well, I think you need the card to have +1 action, probably +2 actions, so it's not often still dead and then it's too good, so you need to limit it, and well suddenly you've made my submission to the village contest.
Space War
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand. If you do, gain two differently named cards costing up to $6, placing the card with the lowest cost on top of your deck.
The +buy feels tacked on, and that's all I think I need to say in this contest.
Outlaw
$3 - Action
+1 Card
+1 Action
+1 Buy
--
When you buy a Treasure you have not yet bought this turn, +$1.
Alas! This would have been far more interesting if not for Market Square. I actually like the concept, though. It means you can turn it into a gimped Peddler by buying a Copper, or a Market if you pick up a Silver (at the cost of needing to buy Silver), and even more if you can get other +buys. In particular it stacks with itself in a powerful way - play e.g. three of them, if you have $3 in play then grab Copper, then Gold, then Silver. That's just one option of course. I like this card.
Pac-Man
$4 - Action
+1 Action
+3 Buys
+$3
--
If you have unused buys at the end of the turn you play this card, trash this card.
Should be terminal, and even then, a $4 one shot Gold is enough to be worthwhile a lot of the time. Especially when it gives you extra buys, should you need them. Also, did someone mention Gardens?
Jungle Hunt
$3 - Action
+2 Cards
+1 Action
+1 Buy
Reveal and discard 2 cards. If both cards discarded were Actions or Treasures, +1 Card.
Uh, okay. Slight wording confusion, does this require both to be (Actions or Treasures), or both to be one or the other? Either way it's a Warehouse that gives a buy in exchange for a little less sifting. Seems fine but generally not very exciting.
Krull
$5 - Action-Duration
+1 Buy
+$1
On your next turn: +1 Buy.
Choose two non-empty piles from the supply. Place a Plus token on one and a Minus token on the other.
--
While this is in play, cards from supply piles with Plus tokens on them cost $1 more and cards from supply piles with Minus tokens on them cost $1 less (to a minimum of $0). When this leaves play, remove one Plus token and one Minus token from supply piles.
--
(Rules clarification: The maximum change in price is $1, even if there are multiple Plus or Minus tokens on a pile. If there are both Plus and Minus tokens on a pile, there is no change. If you play this card with a multiplier such as Throne Room or King's Court, there will be tokens left on piles once [This Card] leaves play, but if nobody has one in play, the tokens will do nothing.)
Multiples of these in play starts getting silly, as you apply the effect for each one and start to get very easily accessible cards and almost impossible to access cards. It's a very interesting idea, and this is probably the best 'tax card' implementation I've seen, and after some thought the +buy makes a lot of sense. So... do I like it? I honestly don't know. I think with some clever play it could be amazing fun. So yes.
Battlezone
$4 - Action-Duration
Set aside a card from your hand. At the start of your next turn, return it to your hand and gain +1 Card, +1 Action, +1 Buy.
--
When a player plays an Attack card, they may discard a Treasure card. If they do not, players who have a [This Card] in play are unaffected by the attack.
So it's a more extreme Haven with a weak but very interesting Lighthouse effect. I like it.
Breakout
$6 - Action-Duration
Now and at the start of your next turn:
+$3
+1 Buy
--
While this is in play, cards cost $1 more.
It's a barely stronger Merchant Ship, ultimately. ... Oh! But it affects other players! Which I think makes it too strong, and thus games with this will be frustrating and slow BM+Breakout games a lot of the time.
Casino
$3 - Action
+1 Card
+1 Action
+1 Buy
Reveal the top card of your deck. If it is a Ruins, Curse, or a Copper, put it into your hand.
This is pretty close to, uh, Vagrant(?) but with a random +buy. No.
Phoenix
$5 - Action
+1 Buy
--
While this is in play, Action cards you buy are immediately played.
--
(Rules clarification: This would allow you to play action cards during the buy phase, but only those you are purchasing. This is not optional and does not require leftover actions.)
I'm sure there are some rules nightmares that will occur here. If you have at least $10 you can immediately run out the Bridge pile. And pick up at least two Provinces as a result. It's a very interesting idea though, even though I'm cautious about some rule issues.
Secret Quest
$3 - Action
+1 Buy
When you play this, +$1 per Buy you have.
Strictly better than Woodcutter. Next.
Adventure
$4 - Action
Look at the bottom card of your draw pile; you may discard it. If you do, +$2 and +1 Buy. If you don't; put it back on bottom, +2 Actions, and +1 Card.
Village or Woodcutter with a possible nudge towards choosing the other one. I don't like the random linking between bottom-of-deck and what bonus you get. I don't like this because of that.
Night Driver
$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.
So it's either +Card, +$1, or an Oasimarket, or a... Market+Hamlet almost thing. It seems good, but not too good for it's cost. The versatility makes me think it'd be a strong, but situational $4. I like it.
Obelix
$4 - Action
+$2
+1 Buy
--
When you discard this from play, if you gained at least 1 Treasure card, 1 Action card, and 1 Victory card this turn, draw an additional card during this turn's Clean-up phase.
Woodcutter with a difficult to activate condition that also makes it a Lab. Hmm... Very nice, yes. It's the kind of card that would fit perfectly into an Engine, but even if you can't activate it, it's a Woodcutter for $4 which is fine. And it's much easier to trigger with multi type cards.
Crossbow
$4 - Action
+1 Card
+1 Action
+1 Buy
+$1
Discard a card.
--
When you gain this, if at least one supply pile is empty, you may put this on your deck.
Oasimarket which can go on deck. Fine. Sometimes the simple cards are best. I don't actually think the top decking clause is necessary but, okay.
Defender
$3 - Action-Victory
+1 Action
+1 Buy
--
Worth 1 VP
--
When you buy this, if this is the first card bought this turn, +1 Buy.
It's probably okay, but, boring. And extra buys are kinda shoehorned.
Surround
$4 - Action-Duration
+1 Buy
+$1
--
At the end of your Buy phase, set aside one card from your deck for every unused buy face down. At the start of your next turn, put them into your hand.
Seems very good potentially. Turns +buy into a Lab next turn. Especially stacking these, makes your extra buys far too good. There's a reason Diadem is limited to a single copy.
Xenophobe
$6 - Action
+1 Buy
+$5
Discard 3 cards or 1 [This Card].
Oh, man, that's tough to judge. It's a better Horse Traders, that's for sure, but without the reaction and more expensive. One of these plus a Gold or another of these is probably (or certainly) a Province, but then again, so's two Gold. In fact comparing two of these to two Golds, and this comes out worse, and discarding three cards, this probably comes out worse. So in conclusion, seems too weak. You can do clever things if you can draw your deck (discard 1 of these, draw it again, play one, discard one of these etc.) but that's about it.
Street Racer
$2 - Action
+1 Buy
All players (including you) reveal a card from their hand. All cards revealed this way cost $1 less this turn, but not less than $0.
--
If you did not buy any copies of the revealed cards, you may put this card on top of your deck.
Hard to track, although let's be honest, everyone else is going to reveal Copper/Estate/Curse etc. So not that bad actually. It's a trickier to use Bridge which is cheaper. Seems like a fun card to try and make work but generally pretty poor. I like it.
Road Runner
$5 - Action
+2 Actions
+3 Buys
--
In games using this, when you trash a Fool's Gold, you may gain an [This Card].
--
Setup: Add Fool's Gold as an extra Kingdom card pile.
I don't like the double lines, I don't like forcing Fool's Gold, I don't like that the card is boring and usually bad, but occasionally very strong (but only probably one-two copies of it)
Star Raiders
$2 - Action
+1 Action
+1 Buy
--
While this is in play, when you buy a card, gain a card costing exactly $2 more.
--
When you discard this from play, trash it if you have any unused Buys.
I don't vote for $5 or $6 cards when they cost $2. Let me give you an idea of how strong this is. I open with this and whatever. Turn 3 I draw this, Estate, 3 Coppers. I buy Silver, I also gain a $5 card. I let this card get trashed, or even, I buy a Copper and gain another of these. Now imagine it with about $8 and three buys.
Quadrun
$6 - Action
+1 Buy
Trash any number of differently named cards from your hand. +$2 for each card trashed.
Hmm... this seems good normally with Copper/Estates to trash, but in DA with Ruins, Shelters etc. it could get crazy. But it's a $6 and getting that many different cards into hand requires some effort. It being able to get that crazy though, I think is enough to make me err away from it.
Space Invaders
$6 - Action
Reveal an Action card from your hand, play it up to three times.
If you play it once: +1 Buy, +$3.
If you play it twice: +1 Action, +1 Card, +$1.
If you play it thrice: trash the Action card.
Seems far too good. You can choose your bonus and some of them are very good (as long as it collides with an action, it's at least a terminal Gold+buy+whatever card you chose, or throne room with awesome bonuses). Maybe even as good as KC, being able to choose Smithy for 7 cards, an action and a coin is pretty awesome.
E.T.
$5 - Action-Reaction
+1 Card
+1 Action
+1 Buy
--
When you buy a card you may discard this. If you do, +$3.
Gimped Gold for $5, which can at worst let itself activate itself. Very nice.
Missile Command
$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.
Weaker warehouse or cantrip buy. Sounds alright. Not very exciting but, alright.
Galaxian
$4 - Action
+2 Cards
+1 Buy
Discard 2 cards. Reveal your hand. If you have 2 or less treasures in it, +$3 and gain a silver.
Obvious comparison is Horse Traders. It's a little tougher to activate, but if you can't you normally have at least $4 in hand and likely more. It seems pretty strong overall.
Moon Patrol
$3 - Action
+1 Buy
Discard any number of cards. For each card discarded this way, +1 Card, +1 Action.
Hmm... Cellar that generates plentyful extra actions, with a random +buy. I can't see the point of the +buy. So no vote.
Human Cannonball
$4 - Action
+1 Card
+1 Action
+1 Buy
Choose one: Put a Coin token on your [This Card] mat; or remove any number of Coin tokens and get +$1 per removed token.
Native Market? Seems pretty good, probably almost as good as Market actually, although... maybe not. Hm. Probably much better in engines? I dunno. I disagree with DWetzel's comments in particular - because you need those Provinces to actually be available at the end of the game, you need the extra buys, and more than likely you'll need to do some trading in for Duchies at a 5:3 rate, which is cantrip +0.6VPs. Overall I like this.
Gravitar
$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.
Sounds like a crazy engine card and pretty bad in BM. It doesn't excite me much.
Ikari Warriors
$5 - Action-Attack
+1 Buy
+$3
Discard one card; if you do, each other player gains a Curse card.
--
While this is in play, if you buy an Attack card; play it immediately.
Sounds too strong. +$3 +1 buy is already a decent $5, adding an almost free cursing attack is crazy, much better than Witch and Mountebank (okay, weaker after curses are gone but still). Oh and by the way I'm saying it's stronger than Witch while ignoring the instant play attack clause, which makes it utterly ludicrous.
Joust
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.
Um, okay. Baron does pretty much the same thing, but with discarding instead of self-Bureaucrating, and gives an extra $1. And it gains Estates. This is better in endgame, kinda, but that's not enough to make up for the penalty. I'd rather see this at $5 giving +$5 I think. And that sounds a little crazy, so... eh.
Vanguard
$4 - Action
+1 Buy
--
While this is in play, when you buy a card, gain a Gold if you have no Treasures in play. Otherwise, gain a Silver if you have no Golds in play.
Play this. Buy two Copper. Gain two Gold. Overpowered.