What I like in a fan card (not hard and fast constraints, though):-- Main idea of the card is interesting
-- Simple to understand and implement (I strongly prefer cards that have 40 words or less).
-- No difficult “accounting problems” (additional mats, tokens, scorekeeping, side games, etc.)
-- Perceived balance in ability and reasonable (but tweakable) cost.
-- I definitely have a soft spot in my heart for non-attack interaction and positive externalites.
-- If I’d rather play with an existing Dominion card (or another fan card) in the kingdom instead of the card in question, that card can’t get my vote.
Additional things for Prosperity:-- I tend to vote for weaker cards rather than the next King’s Court or Rebuild. However, some of the strongest cards in Dominion are in Prosperity (e.g. King’s Court, Goons, Bank, Monument) partly because of the high costs involved.
-- I tend to dislike swingy cards. However, Prosperity cards are the swingiest in Dominion (King’s Court, Counting House, and Platinum).
-- Because strength and swinginess are hallmarks of Prosperity as much as “spendy” and “expensive” and “VP chips” these will not be negatives for me this time around unless things are just really crazy.
I like to group the cards together for better side-by-side comparison rather than read them in order, then check comments from others on my most and least favorite cards (and my card), so the videos are not conducive to extracting information and opinions for me. I didn’t watch them.
Here we go:
Favorites:I don’t think there is a standout card in the bunch, so I will probably vote for most of these:
Surveyor
Types: Action
Cost: $5
+1 Card. +1 Action. +$1. You may discard a Province or Colony. If you do, +1 VP. You may return 3 VP to the supply. If you do, gain a Province.
I like this VP-Peddler a lot…
until that last sentence. I will vote for this on the condition that it is struck. There is no need for it. (Edit: changed my mind.) The card gives you a cantrip way of gaining VP chips (like Baker gives you coin tokens), but limits when you can get those VP chips. It also drives the game towards completion because you need to build a deck able to buy Provinces or Colonies. I am afraid the card may be dead in Colony games, though, so maybe + more VP for discarding a Colony?
I’ve tried so hard to get a card that is a cantrip VP gainer to work, and I think this comes closer than anything I thought of.
Forum
Types: Action
Cost: $5
Draw until you have 6 cards in hand.
While this is in play, when you play a Silver, you may trash that Silver. If you do, +1 VP.
I like this a lot. But Bishop may have the trash for VP category pretty much figured out. I am not sure yet if I am going to vote for this.
Deed
Types: Treasure – Reaction
Cost: $5
Worth $2
When you gain a Victory card, you may discard this from your hand. If you do, +2 VP.
Interesting. I don’t know if it can beat out some of the other Treasures submitted, though. I am also concerned this doesn’t use VP chips in enough of an alt VP way, though.
Crown (B)
Types: Treasure
Cost: $7
Worth $4.
When you gain this, each other player gets +2 VP.
This is an interesting externality, but might be too boring. Another bland Treasure at $7 may not look good alongside Bank. I’m not sure yet, though.
Standard Bearer
Types: Action
Cost: $7
Trash this card. Put your deck (not including your discard pile) into your hand.
Prosperity’s Madman and different enough from the other $7s in how it would play. Nice and simple. May be too swingy, even for Prosperity, though.
Savant
Types: Action
Cost: $6
+3 Cards. +1 Action. Each other player draws a card, then reveals and discards one or more cards. He gets +1 VP per Action or Treasure card he discards.
Hedge Fund
Types: Action
Cost: $5
+1 Action.
You may return a VP token. If you do, +3 Cards, +1 Buy, and each other player gets +1 VP.
Setup: Each player gets +2 VP.
I like what both of these cards are trying to do. The plus 3 cards plus 1 action with VP chip externality is a concept that I really like and want to vote for.
I will vote for both of these cards with the hope that a rewording will find a nice, clean middle ground. Getting the strength of the externality right will require a little work, too.
Queen's Palace
Types: Treasure
Cost: $7
You may choose a Treasure card in your hand. Play it three times.
The late addition -- I like it! Really feels like Prosperity. But honestly, I might just like the way Counterfeit changes big money games a little bit better. Still thinking about this one...
These Remind me of another Expansion:I like these cards a lot, but I am not sure I can vote for them as a Prosperity card.
Stock Exchange
Types: Treasure
Cost: $7
Worth $2.
While this is in play, when you buy a Victory card, you may buy any number of VP tokens for $1 per token.
I like this a lot! But it really feels like Overpay. I really wish this could be submitted in the Guilds challenge, but since LF has dictated that VP chips must be a Prosperity card, I think I will have to end up voting for it here.
Wedding
Types: Action
Cost: $7
+1 Action. Reveal cards from the top you your deck until you reveal an Action card, a Treasure card and a Victory card. If you do reveal a card of each of these types, put an Action card, a Treasure card and a Victory card from among the revealed cards into you hand. Discard the other revealed cards.
I want to see this again in Cornucopia or Intrigue. I really like the idea here, and with some tweaking it could be great. For $4 or $5 it could put the first Victory, Action, and Treasure revealed into your hand. It does not sing Prosperity to me, though.
Patent
Types: Treasure
Cost: $5
Worth $2.
While this is in play, when you buy a card that is not a Victory card, you may gain a copy of it, putting it on top of your deck. If you do, trash this.
Clever. However, I want to see this in Hinterlands.
Indulgence
Types: Treasure
Cost: $5
Worth $2. +1 Buy. When you play this, the player to your left names a card in the Supply costing between $3 and $6. If you buy that card this turn, +2VP.
I feel like this is an opposite Embargo that uses VP chips. Would I just rather play with Embargo? Maybe. But I’m not sure. It also seems to encourage variety. Even though it uses VP chips, it feels more like Cornucopia to me. While it’s a nice card, I don’t find it as exciting as some of the other entries. I haven’t made my mind up on this one, yet.
The Rest:Relic
Types: Treasure
Cost: $6
Worth $2. When you play this, you may trash up to 2 cards from your hand and play area. If you trashed at least one Action card, +$2 and +1 VP.
Too much going on.
Artist
Types: Action
Cost: $6
+$3. You may trash this. If you do, the first time you buy a Victory card this turn, +3 VP.
While this is in play, when you buy a Victory card, +1 VP.
EDIT: Artist fixed. I had missed that it gives +$3.
Rather just play with Goons.
Usurer
Types: Action
Cost: $6
+1 Card. +1 Action. Reveal cards from your deck until you reveal a Treasure. Discard the rest. Trash the Treasure; gain a Treasure costing up to $3 more than it, putting it on top of your deck. Each other player may gain a Copper, putting it into his hand.
Rebuild for Treasure? I like the positive externality, but not the card as a whole.
Treasure Chest
Types: Treasure
Cost: $4
Worth $1. When you play this, discard the top card of your deck. If it is a Treasure, gain a Silver
Rather play with Masterpiece.
Strong Room
Types: Action
Cost: $5
+4 Cards. +1 Action. You may return up to 4 VP tokens. Discard 4 cards, minus 1 card per VP token returned.
In games using this, at the beginning of each turn of the player who went first, each player gets +1 VP.
So much accounting. I like the other versions of non-terminal draw better.
Metropolis
Types: Action
Cost: $7
+1 Card. +2 Actions. Treasure cards other than Copper produce an extra $1 this turn.
Not exciting enough for a $7.
Chalice
Types: Treasure
Cost: $4
Worth $3.
While this is in play, when you buy a Treasure card gain 2 Coppers, when you buy a Victory card gain a Curse.
Not balanced enough. Would rather play with Quarry.
Gilded Statue
Types: Treasure
Cost: $7
Worth $2. When you play this, you may discard a Treasure. If you do, gain a Gold.
When you gain this, gain an Action card costing up to $4.
Not exciting enough for $7.
Railway Town
Types: Action
Cost: $6
+1 Card. +2 Actions. +$1. If you have played railway town at least twice this turn, +1 Buy. If you have played it at least three times this turn, +1 VP. If you have played it at least four times this turn, +$1. If you have played it at least five times this turn, +1 Card.
This looks familiar! I still don’t like it. While it tries to use the City-leveling technique, there are too many levels, the card is too wordy, and VP token should be the last bonus awarded.
Charity (A)
Types: Treasure
Cost: $7
Worth $4. +1 Buy.
While this is in play, when you buy a card, each other player gains a card costing at most $2 less than it.
The externality is probably too strong. The card is not that exciting.
Palace
Types: Action
Cost: $4
+1 Buy. +$1.
While this is in play, during the Buy phase, Colonies cost $2 less, but not less than $0. While this is in play, when you buy a Platinum, +2 VP.
Setup: Add Colony and Platinum to the Supply.
Rather just play with Bridge.
Crown (A)
Types: Treasure
Cost: $8*
Worth $1. When you play this, gain 2 Treasure cards.
During your turn, this costs $1 less per 2 VP chips you have.
When you gain this, +2 VP.
Seems unfixable. Give me two Platinums, please.
Cathedral
Types: Action
Cost: $7
Gain two action cards costing less than this and a Gold.
Rather just play with Stonemason.
King's Greed
Types: Action
Cost: $10
Put your deck into your discard pile. Look through your discard pile and set aside up to 3 Action cards from it. Play them in any order.
Tries to mix Golem with King’s Court. It would not play different enough to justify its existence, I think.
Mediator
Types: Action – Reaction
Cost: $3
+$3. Reveal 3 cards from your hand. The player to your left selects one of them. Discard it or put it on top of your deck.
When another player plays an Attack, you may set this aside from your hand. If you do, +1 Card, +1 VP, and at the start of your next turn, discard this.
I don’t like either part of this card.
Prospector
Types: Action
Cost: $4
+1 Buy. Reveal the top 4 cards of your deck. Put the revealed Treasure cards into your hand. Discard the rest. Each other player may discard a Treasure. If he does, he draws a card.
Seems interesting, but is too strong as is. While a fixed Adventurer would be a good fit for Prosperity, I don’t think this gets close enough for me to vote for it over the other unique ideas submitted.
Jeweller
Types: Action
Cost: $6
+2 VP. Gain a Gold.
Big Monument? I decided I don’t like the Monument-like cards that just give you VP chips and some other bonus. Monument is good enough for me.
Hunter
Types: Action
Cost: $6
Trash any number of cards from your hand. For each card you trash, +1 Card and +$1.
Feels like Dark Ages. I would rather play with almost any other Dark Ages trasher.
Statue
Types: Action
Cost: $7
Discard up to 3 cards from your hand. +1 VP per card discarded.
What’s the drive to the end of the game? Not very exciting for $7.
Aqueduct (A)
Types: Action
Cost: $7
+2 Buys. +$2. Reveal the top 4 cards of your deck. Put the revealed Treasure cards into your hand and discard the rest.
I like Prospector better.
Philanthropist
Types: Action
Cost: $4
+3 VP. Each other player gains a card costing up to $5.
Another Big Monument that doesn’t seem needed.
Clearing House
Types: Action
Cost: $6
+2 Cards. +1 Action. You may trash any number of Treasure cards from your hand. +1 Card per card trashed in this way.
This is interesting as a Lab variant, but I like a couple other non-terminal draws that have the VP chip externality better for this expansion.
Workhouse
Types: Action
Cost: $7
+$4.
Cute. But boring.
Gemstone
Types: Treasure
Cost: $4
Worth $1. Rarity cards cost $6 less this turn, but not less than $0.
Setup: Add an extra Kingdom card pile costing $5 or more to the Supply. Cards from that pile are Rarity cards and cost $5 more.
Makes a card have a Potion-like alternate cost. No thank you.
Ascetic
Types: Action
Cost: $2
Trash this and any number of Treasures from your hand. +1 VP for each Treasure trashed this way.
I’d rather play with Bishop.
Dividends
Types: Treasure
Cost: $6
Worth $1. When you play this, gain a Treasure card costing less than this, putting it into your hand.
Not as exciting as Hoard.
Villa
Types: Action
Cost: $5
+1 Action. Play up to 2 Treasures from your hand. Draw until you have 4 cards in hand.
Play treasures outside of the buy phase? No thanks. Black Market is horrible enough.
Golden Touch
Types: Action
Cost: $5
Trash the top card of your deck. Gain a Gold, putting it on top of your deck.
Interesting enough, but doesn’t feel like Prosperity. For another expansion, it would be too swingy.
Aqueduct (B)
Types: Action
Cost: $5
+1 Action. +$2. Discard a card. If you do, +1 Card.
While this is in play, Attack cards you play have no effect on other players.
I don’t get why this card would be interesting.
Inheritance
Types: Action
Cost: $5
+1 Buy.
While this is in play, Treasure cards costs $3 less, but not less than $0.
Why isn’t this a Treasure like Quarry? This doesn’t really do it for me.
Griffin
Types: Treasure
Cost: $5
When you play this, reveal your hand. This is worth $1 per Victory card revealed.
Once per turn, while this is in play, when you buy a Victory card, +1 Buy and +$1.
This is okay. But the below the line ability is just not needed and makes the card too confusing.
Charity (B)
Types: Treasure
Cost: $5
Worth $1. When you play this, choose one: Each player gains a Copper; or each player gains a Silver. Either way, put the card you gained into your hand.
Externality is too strong.
Fountain
Types: Treasure
Cost: $6
Worth $0. When you play this, if you have no other Treasures in play, +2 VP. You may trash this immediately. If you do, +$2.
Another Big Monument I don’t really like.
Mafia
Types: Action – Attack
Cost: $7
Each other player reveals the top 3 cards of his deck, trashes a revealed Treasure that you choose, and discards the rest. You may gain any or all of the trashed cards. +1 VP per card you gain this way.
Just rather have Thief.
Witch's Trove
Types: Treasure
Cost: $6
Worth $2. When you play this, reveal you hand and discard all revealed Curses. +$3 for each Curse discarded. You may gain a Curse.
Doesn’t feel like Prosperity.
Palladium
Types: Treasure
Cost: $7
Worth $4. +1 Buy. When you play this, trash all Treasures you have in play. +1 VP for each card trashed.
Not as good as other $7 cost offerings.
Banknote
Types: Treasure
Cost: $6
Worth $2. +1 Buy. If you have 4 or more differently named Treasures in play, +$2.
Feels like Cornucopia.
Reputation
Types: Treasure
Cost: $10*
Worth $4.
Unless in play, this costs $2 less per card costing $6 or more you have in play, but not less than $0.
I don’t like how this does cost reduction for a Treasure.
Silk Merchant
Types: Action
Cost: $5
+$2. You may trash two cards from your hand. If you do, +1 VP per token on the Trade Route mat.
Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.
Clarification: The Trade Route mat and tokens referred to by Silk Merchant are the same as those referred to by Trade Route. If both Trade Route and Silk Merchant are in the kingdom and/or Black Market deck, use only one token on each victory card pile.
I like Bishop better.
Smelter
Types: Action
Cost: $6
Reveal cards from your deck until you reveal an Action card, a Treasure card, and a Victory card. Trash an Action card, a Treasure card, and a Victory card from the revealed cards. If you do, gain 3 Golds.
Awkward to set up and trigger. Doesn’t seem that fun.
Rosary
Types: Treasure – Attack
Cost: $5
Worth $2. When you play this, each other player may trash a Treasure or Action card from his hand. If he does not, he gains 2 Coppers, putting one into his hand.
Not exciting enough of an attack. I like that it’s a weakish attack, though.