The results for the +Buy challenge are (finally) in! The objective was:
Create a card that offers at least +1 Buy each time it is played. The card need not always give +Buy, but it must always (rare edge cases excepted) be possible for the player to choose to get +Buy by playing the card.
I did this challenge in large part to assuage the concerns of many who had noted the relative lack of +Buy in the community set so far. Those of you who had those concerns may rest easy now: the votes were spread thin this time around, resulting in a whopping three-way tie for first place. That means three +Buy cards rejoice in their shared victory and join the set!
Your winners are....
#1 (tie) - Farmers' Market (2) by
Jack Rudd with 13 points
(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.
#1 (tie) - Flea Market by
Polk5440 with 13 points
(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.
#1 (tie) - Barge by
NoMoreFun with 13 points
(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.
Two of the winning cards are Market variants. People guessed the name for one of them -- well, what else could you possibly call it? It's a strong card, but the price tag means it needs just the right deck. The other Market is an Oasisized Market, which provides +Buy, a little cash, and a little filtering, but drops you down in hand-size. Unlike Oasis, whose added value to your deck is usually directly correlated with the percentage of junk cards in it, this one is trickier to figure, as you need to also take into account your need for that +Buy.
The third winner is something entirely different: the set's first Duration card. It offers +Buy on two separate turns, like Wharf does, but without the extra vanilla bonuses that automatically make that +Buy an important asset. That's appropriate for a $4 card -- you have to work to make it work for you. But it could be great for setting up an engine, as it provides the light trashing you need to get it started, then the +Buy that makes it lucrative afterward. It's also a soft-counter to Curses. You can't trash incoming Curses, but an incoming Curse will allow you to get rid of one you'd gotten previously.
Just a 1-point drop to the next card in the list. As I said before, the votes were pretty spread out this time.
#4 - Forest Village by
yuma with 12 points
(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.
#5 - Exchange by
Guy Srinivasan with 10 points
(Outlaw)$3 - Action
+1 Card
+1 Action
+1 Buy
--
When you buy a Treasure you have not yet bought this turn, +$1.
#6 - Fishmonger by
Schneau with 9 points
(Night Driver)$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.
#7 - Scrapper by
dnkywin with 8 points
(Gravitar)$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.
#8 - Foundry by
RobertJ with 7 points
(Quadrun)$6 - Action
+1 Buy
Trash any number of differently named cards from your hand. +$2 for each card trashed.
#9 (tie) - Machinist by
RichardNixon with 6 points
(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.)#9 (tie) - Gallery by
Rush Clasic with 6 points
(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.
#11 (tie) - Tornado by
popsofctown with 5 points
(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.
#11 (tie) - Dweller by
nopawnsintended with 5 points
(Space War)$2 - Action
+1 Buy
You may trash this and another copy of Dweller 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.
#11 (tie) - Prince by
Powerman with 5 points
(Missile Command)$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.
#14 (tie) - Poseur by
PenPen with 4 points
(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.
#14 (tie) - Farmer's Market (1) by
DWetzel with 4 points
(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.
#14 (tie) - Gambler by
Kirian with 4 points
(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.
#14 (tie) - Stock Market by
Qvist with 4 points
(Human Cannonball)$4 - Action
+1 Card
+1 Action
+1 Buy
Choose one: Put a Coin token on your Stock Market mat; or remove any number of Coin tokens and get +$1 per removed token.
#14 (tie) - Holy Day by
Saucery with 4 points
(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 Holy Day in play are unaffected by the attack.
#19 (tie) - Bath House by
Graystripe77 with 3 points
(Millipede)$4 - Action
+1 Action
+1 Buy
+$1
Trash one or three cards from your hand.
#19 (tie) - Merchant by
Mecherath with 3 points
(E.T.)$5 - Action-Reaction
+1 Card
+1 Action
+1 Buy
--
When you buy a card you may discard this. If you do, +$3.
#19 (tie) - Foreign Merchant by
Fragasnap with 3 points
(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.
#19 (tie) - Magistrate by
Tables with 3 points
(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.
#23 (tie) - Champion by
One Armed Man with 2 points
(Xenophobe)$6 - Action
+1 Buy
+$5
Discard 3 cards or 1 Champion.
#23 (tie) - Fortune Hunter by
Tejayes with 2 points
(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.
#23 (tie) - Ark by
Adrienaline with 2 points
(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.
#23 (tie) - Ferry by
Sakako with 2 points
(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 Ferry leaves play, but if nobody has one in play, the tokens will do nothing.)#23 (tie) - Exhibition Hall by
Fuu with 2 points
(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.
#23 (tie) - Jeweler by
werothegreat with 2 points
(Combat)$5 - Action
+1 Buy
--
While this is in play, whenever you play an Action, +$1.
#23 (tie) - Great Buy by
Bella Cullen with 2 points
(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.
#23 (tie) - Monopoly by
Drab Emordnilap with 2 points
(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.
#31 (tie) - Tavern by
Michaelf7777777 with 1 point
(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.
#31 (tie) - Royal Chambers by
angrybirds with 1 point
(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.
#31 (tie) - Art Gallery by
Robz888 with 1 point
(Secret Quest)$3 - Action
+1 Buy
When you play this, +$1 per Buy you have.
#31 (tie) - Troubadours by
eHalcyon with 1 point
(Road Runner)$5 - Action
+2 Actions
+3 Buys
--
In games using this, when you trash a Fool's Gold, you may gain an Troubadours.
--
Setup: Add Fool's Gold as an extra Kingdom card pile.
#31 (tie) - Bartering Chip by
jotheonah with 1 point
(Pole Position)$5 - Treasure
If this is the only Treasure you play this turn, choose 2. Otherwise, choose 1: +$1P; OR +$2; OR +$1, +1 Buy.
#31 (tie) - Metropolis by
PurplePotato with 1 point
(Moon Patrol)$3 - Action
+1 Buy
Discard any number of cards. For each card discarded this way, +1 Card, +1 Action.
#31 (tie) - Surveyor by
Archetype with 1 point
(Joust)$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.
#31 (tie) - Marauder by
ignorentmen with 1 point
(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.
#31 (tie) - Master Merchant by
jamespotter with 1 point
(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.
#31 (tie) - Escrow by
Davio with 1 point
(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.
#41 (tie) - Vagabond by
Buggy with 0 points
(Mario Bros)$2 - Action-Duration
+$3
+1 Buy
At the start of your turn: +$1.
--
During your Clean Up phase, place Vagabond in play for the player to your right.
#41 (tie) - Larder by
Nicrosil with 0 points
(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.