For once, I decided to critique all the cards, although most of my blurbs are very brief. There are just so many cards!
Cultivate
Types: Action Victory
Cost: $5
+1 Action. Choose one: Trash a Victory card from your hand and gain a Treasure card costing up to $1 more; or trash a Treasure card from your hand and gain a Victory card costing up to $2 more.
This is worth 3 VP if there are at least 4 differently named Victory cards in the trash; otherwise it's worth 1 VP.
The "if you trash this type, do this; if you trash this type, do this" is kind of kludgy for my taste. Also, I think the Victory portion doesn't grab me. Overall, it seems like the card tries to do too much.
Cemetery
Types: Victory
Cost: $5
Worth 2 VP plus 1 VP for every 2 differently named Action cards in the trash.
When you gain this, trash a card from your hand other than a Cemetery.
The Victory card based on a shared resource has been tried and wasn't a big hit. The on-gain effect is cute, and I think this is probably a decent implementation of the concept, but I still think the concept itself is flawed.
Patrol
Types: Action Reaction
Cost: $3
Discard any number of cards. Draw until you have 5 cards in hand.
When you discard a card from your hand other than during a Clean-up phase, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
The Reaction is confusing rules-wise. Even once a ruling is made, it's not really obvious just from the card how it's meant to resolve. I think the top part is probably decent. I wouldn't mind seeing that by itself or on another Reaction.
Model Village
Types: Action
Cost: $4
+1 Card. +2 Actions.
When you trash this, you may trash a card from your hand. If you do, gain a card costing up to $2 more than it.
Too close to Fortress for my taste. I think it's probably balanced, though.
Tribal Man
Types: Action
Cost: $5
Gain a Spoils from the Spoils pile. Reveal cards from your deck until you reveal an Action card. Choose one: Put the card into your hand; or play the Action, trash it, and gain a card costing less than it.
When you trash this, gain an Action card costing at most $5 that is not a Tribal Man.
This is too kludgy for me. Too many clauses.
Disciple
Types: Action
Cost: $4
Look through your discard pile. You may reveal a Treasure from it and put it into your hand. You may trash this and another copy of Disciple from your hand. If you do trash two Disciples, gain a Savior from the Savior pile.
Savior
Types: Action
Cost: 0*
+1 Action. You may put your deck into your discard pile. Look through your discard pile and put a card from it into your hand. You may return this to the Savior pile. If you do, play an Action card from your hand three times. (This is not in the Supply.)
I really like the way you get Saviors from Disciples. It actually just hit me that because you need 2 Disciples to get a Savior, it makes sense for there to only be 5 Saviors in the pile. Well done, sir! As for the cards themselves, I'm more leery. The whole "put whichever card you want into your hand" is just too much instant gratification for my taste. It's reasonable on Disciple because you can't put your deck into your discard pile. I think I'll vote for this, but I'd like it better if Savior didn't allow you to discard your deck and didn't have the option to King's Court an Action.
Renovate
Type: Action
Cost: $4
Trash a card from your hand. You may gain a card costing up to $1 more than the trashed card, putting it into your hand. If it is an Action card, play it.
Too crazy, I'm almost certain. For instance, you can just run out the Renovate pile if you have a Renovate and Fortress in hand.
Brick
Types: Treasure
Cost: $5
Worth $1. When you play this, trash a card you have in play. Gain a card costing exactly $1 more than it.
When you trash this, gain a Copper, putting it into your hand.
Clarification: Under normal circumstances, you will be able to trash the Brick you just played.
It's hard for me to envision how this would play. At first I didn't like it, but the more I think about it, the more I think it's a good card. I'm not sure it needs the on-trash benefit.
Bricklayer
Types: Action
Cost: $4
Trash any number of differently named cards from your hand. +1 Card per card trashed.
I like this. Simple and elegant. The differently-named cards clause keeps it from being a super-Chapel. It's probably not great in full random games, but probably much better in a game with a few more Dark Ages cards. Very good at getting rid of Ruins and nice for activating on-trash abilities.
Deathmonger
Types: Action Reaction
Cost: $3
Trash the top card of your deck. You may trash the top card of your deck.
When any player (including you) trashes cards, you may reveal this from your hand. If you do, that player puts the trashed cards into his hand.
The (usually) blind trashing is certainly unique, but I'm not a fan. I also don't like the Reaction, which doesn't have a great trigger (since you're not already doing something just because some other player trashed a card), and is too much of an attack.
Carpenter
Types: Action
Cost: $5
Trash a card from your hand and gain a cheaper card, putting it into your hand. +$ equal to the cost in coins of the gained card.
When you trash this during your Action phase, +1 Action.
The action part cribs a bit too much from Salvager, although that's not necessarily a dealbreaker. I really don't like the on-trash effect, though. +1 Action isn't a great on-trash effect because it only makes sense on your own turn, and I'm not a fan of a tacked-on clause to fix that.
Necromancy
Types: Action Attack
Cost: $5
Choose one: Gain an Action or Treasure card from the trash, putting it into your hand. Play it immediately. At the end of the turn, trash that card; or each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest.
When you gain this, you may trash a card costing up to $6 from the Supply if there is not a copy of it in the trash.
This tries to do too much. The on-gain effect pretty much just creates AP and does nothing else.
Ravage
Types: Action Attack Looter
Cost: $5
You may discard a card. If you do, +1 Action. Each other player with 3 or more cards in hand reveals his hand and discards the card with the highest cost in coins (you choose in a tie). If he discarded a Victory card, he gains a Ruins, putting it into his hand.
I think I might like this if it didn't have the option to discard a card for +1 Action. It's a really harsh attack, though. Especially since the Ruins in hand means you can be hit by it again. Even without that, it's a very powerful attack.
Junkyard (A)
Types: Action Looter
Cost: $5
+1 Action. You may gain a Ruins, putting it into your hand. Discard any number of cards. +1 Card per card discarded. +1 Card per Action card discarded. You may trash this.
When you trash this, +2 Cards.
I think this is a bit kludgy. I'd have a hard time remembering what all it does without reading it each time.
Mortuary
Types: Action
Cost: $5
+1 Action. Look through your discard pile. You may trash a card from your discard pile or hand.
While this is in play, when you trash a card costing $2 or more, +1 Card.
I think I'd like this if the bottom half worked when you trashed
any card.
Pact
Type: Treasure
Cost: $2
Worth $0. When you play this, trash it. For each Pact in the trash, gain a Spoils from the Spoils pile, putting it into your hand.
When you buy a Pact, each player gains a copy of it (you get 2 copies total).
I don't like the fact that the pile runs out so very fast. The idea behind it is interesting, but I'm afraid it would lead to too much of a waiting game as nobody wants to play them first.
Ferret
Types: Action
Cost: $4
You may trash this. If you do, +$ equal to the cost in coins of an Action card in the trash that you choose.
While this is in play, when you buy a card, gain a Ferret from the Supply or trash.
I like how creative the effects are, but I'm afraid it's going to mostly just be a one-shot +$4. Maybe that's not so bad, but it's not my favorite.
Incendiarist
Types: Action Attack Looter
Cost: $5
You may trash a card from your hand. If it is an
Action card, each other player gains a Ruins; Treasure card, gain a Spoils from the Spoils pile; Victory card, each other player gains a Curse.
I agree with Donald that Dark Ages doesn't really need a card that gives Curses. Once you run out Ruins and Curses, the game's pretty much over.
Priestcraft
Types: Action Attack
Cost: $5
+$2. Choose one: Trash a card from your hand; or choose a card in the trash and each other player gains a copy of that card, putting it on top of his deck.
Dark Ages might be the worst place for this card because if you choose a copy of the top Ruins of the pile, probably only the player to your left will be attacked.
Miser
Types: Action
Cost: $4
Choose two: +$2; gain a Spoils from the Spoils pile; gain a Silver. (The choices must be different.)
In general, I dislike "Choose two" cards. However, I think I like this one. However, I think I'd like to see a fourth option and maybe a cost bump to $5.
Charter (A)
Types: Action
Cost: $4
+1 Card. +1 Action. Trash the top card of your deck. You may gain a card from the trash.
When you trash this, +2 Cards.
I get that you have the option to gain back the card you just (blindly) trashed. I actually have a somewhat-similar blind trasher in my own set. I'm not a huge fan of this one, though.
Robber Baron
Types: Action Attack Looter
Cost: $4
You may discard a Ruins. If you do, +$3 and each other player discards down to 3 cards in hand. Otherwise, gain a Ruins.
When you gain this, gain 2 Ruins.
A Death Cart/Baron/Militia combo. It seems like it could be balanced, but it just seems too derivative to me.
Sacrifice
Types: Action
Cost: $5
Trash a card from your hand. If you do, +$2 and gain a Spoils from the Spoils pile.
Seems OK-ish, but I feel like Dark Ages has enough thinning cards (Forager, Junk Dealer, Altar).
King of the Slums
Types: Action Looter
Cost: $5
Look at the top 3 cards of the Ruins pile. Gain any number of them, putting them into your hand. Put the rest back in any order. Choose up to 3 Ruins from your hand. Play the first one three times, the second one twice, and the third one once.
Neat idea. I'd rather see something it made a bit more elegant. Maybe if you could only gain one Ruins per play and the end clause was something like, "Do this any number of times: Play a Ruins from your hand twice."
Astral Conqueror
Types: Action Attack Looter
Cost: $5
+$2. Each other player gains a Curse and a Ruins Each other player gains a Spoils from the Spoils pile. This cannot cause the last player to gain the last Curse or Ruins in the Supply.
Not a fan of a card that gives out both Curses and Ruins. The "fix" that keeps piles from running out too fast seems kludgy and ineffective because you can just buy the last Ruins/Curse to end the game.
Smelter (A)
Types: Action Reaction
Cost: $3
+1 Action. Trash a card from your hand. Gain a card of equal cost, putting it on top of your deck.
When you would gain a Silver, you may reveal this from your hand. If you do, instead, gain a Spoils from the Spoils pile.
This has a sort of infinite loop issue with Trader. Not a big deal in real life play, I guess. The Action seems too weak at any cost.
Junkyard (B)
Types: Action Victory
Cost: $5
Choose one: Trash a card from your hand; gain up to 2 cards from the trash with a total cost of up to $5 and trash this.
Worth 1 VP for every 3 Victory cards in the trash.
Again, not a huge fan of Victory cards that use shared resources.
Alehouse
Types: Action
Cost: #3
When you trash a card this turn, +1 Action, discard a card, +1 Card, and you may gain a card costing less than the trashed card. Trash a card from your hand or from play.
Too kludgy for my taste.
Ignoble Brigand
Types: Action Attack Looter
Cost: $4
+$1. You may trash a Treasure from your hand. Each other player may discard a Treasure. If he doesn't, he gains a Ruins.
It's a mini-Torturer that thins Copper from your deck. Too similar to Torturer for my taste.
Junkyard (C)
Types: Action
Cost: $4
Trash a card from your hand. Gain a card costing exactly $1 more than it, putting it into your hand.
When you trash this, trash a card from your hand. Gain a card costing exactly $1 less than it.
On-trash penalties aren't a good idea. Mostly they do nothing except make you not want them when there are trashing Attacks on the board.
Heretic
Types: Action Reaction
Cost: $5
Trash a card from your hand. Choose one: +1 Card per $ it costs; or +$ equal to its cost.
When one of your cards is trashed, you may trash this from your hand. If you do, put the trashed card into your hand.
The Reaction is super weak and I feel like the Action is too close to Salvager/Apprentice.
Iron Maiden
Types: Action Attack Looter
Cost: $4
+$2. Each other player with 5 or more cards in hand discards a card. If it is an
Action card, he gains a Copper; Treasure card, he gains a Ruins; Victory card, he gains a Curse. He puts the gained card into his hand.
When you trash this, you may trash up to 2 cards from your hand.
Again, not a big fan of cards that give both Curses and Ruins.
Satan's Workshop
Types: Action Attack
Cost: $5
Gain a card costing up to the number of Fire tokens in your Satan Pit. Each other player may reveal a hand with 2 or fewer Treasures. If nobody does, put a Fire token in your Satan Pit. Each other player gains a Copper, putting it into his hand.
When you would trash this, set it aside. If you do, at the beginning of your next Buy phase, +1 Buy, +$1 per token in your Satan Pit, and put this into the trash.
Setup: Each player puts 2 Fire tokens in his Satan Pit.
This card is a wordy mess and requires new mats and tokens. Gah!
Bargain
Types: Reaction
Cost: $1
When you would gain a card, you may discard this. If you do, instead, gain a card costing exactly $1 more than it.
The Reaction copper. Also lets you avoid gaining a Curse or Ruins in exchange for more of these. Too weak.
Soldier
Types: Action Attack
Cost: $3
+1 Card. +1 Action. Each player trashes a Copper card from his hand (or reveals a hand without Copper). You may trash this. If you do, gain a Mercenary from the Mercenary pile if there are 4 or more Treasues in the trash; or gain a Madman from the Madman pile if there are 2 or more Soldiers in the trash.
Clarification: If there are 4 Treasures and 2 Soldiers in the trash, you choose whether to gain a Mercenary or a Madman.
This is just my personal opinion, but I'm not a huge fan of reusing Madman and Mercenary this way.
Archaeologist
Types: Action Looter
Cost: $5
+1 Card. +1 Action. You may trash the top card of the Ruins pile.
While this card is in play, when you play an Action card, play a copy of the top card of the Ruins pile.
I think it should also do something if the Ruins pile is empty. Like Hatter, it can be hard to track. Overall I like it. I'm hopeful that it'll work out better than the similar outtakes from Dark Ages.
Stronghold
Types: Victory
Cost: $6
Worth 1 VP for every 2 Spoils in your deck (rounded down).
When you gain this, gain 3 Spoils from the Spoils pile.
As far as alt-VP cards go, this is one of the best ones I've seen. That being said, I don't love the fact that it makes you want to hoard Spoils, but that's just personal opinion. I think I'd mostly use it to get Spoils, then try to trash-for-benefit it. I think I'd like it better if it just gave 2 VP or some such.
Garrison
Types: Action Reaction
Cost: $3
Trash a card from your hand. For each $2 that it costs (rounded down), gain a Spoils from the Spoils pile.
When a player trashes a card, you may reveal this from your hand and gain the trashed card. If you do, discard this.
Clarification: If multiple players reveal a Garrison, the Garrison of the player who trashed the card gets resolved first, the other players follow in turn order. Later players can't gain the card due to losing track; Garrison can only gain the card if it is still in the trash.
Even with the clarification, I don't love the whole Reaction-resolving-in-turn-order. Nope, not a fan.
Raid
Types: Action Looter
Cost: $3
Choose one: Play and trash up to 2 Action cards from your hand; or gain any number of Action cards from the trash costing up to $3 and play them in any order.
When you trash this, each other player gains a Ruins.
I'm not really sure what to think about this one. I like how you can use it to gain a slew of Ruins and just play them all at once. But getting the ball rolling on those Ruins requires some help. I'll have to think more about this.
Surveyor
Types: Action Reaction
Cost: $4
+1 Action. You may trash a Victory card from your hand. If you do, gain two Treasures each costing exactly $1 more than it, putting one on top of your deck.
When another player buys a Victory card, you may set this aside from your hand. If you do, at the start of your next turn, return this to your hand and gain an Estate, putting it into your hand.
This seems like it could be balanced, but I don't find it super-exciting. I like how the Reaction meshes with the Action, but don't love that it triggers on opponents buying any Victory card.
Smelter (B)
Types: Action Reaction
Cost: $3
You may trash a card from your hand. If you trash an
Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
When you trash a card you may discard this from your hand. If you go, gain a card costing less than the trashed card.
I like the top half OK. The bottom half is just so much weaker than Market Square.
Condottiero
Types: Action Attack Looter
Cost: $4
+2 Buys. +$2. Each player (including you) may discard a Treasure. If he does, he puts his deck into his discard pile and immediately reshuffles. Each other player gains a Ruins.
When you trash this, look through your discard pile. You may trash up to 2 cards from your discard pile or hand.
Clarification: Each other player gaining a Ruins is not contingent on whether or not he discards; it just always happens after the discard and shuffling effects.
I probably should have mentioned this earlier, but I don't think Dark Ages needs another junker at all. This one has a lot of clauses, but I'm not sure it brings that much to the table. Yeah, the opponent gets to discard a Treasure to reshuffle before getting hit with junk. Not a super-exciting choice, I don't think. I do like the on-trash effect! I'd like it better on a different card.
Angry Mob
Types: Action Attack Looter
Cost: $4
+1 Action. +1 Buy. Each player gains a Ruins, putting it into his hand.
While this is in play, when you buy a Ruins, you may trash this. If you do, gain a Mob Boss from the Mob Boss pile.
Mob Boss
Types: Action
Cost: $0*
+1 Buy. Reveal your hand. For each Ruins revealed, +1 Card and +$1. You may return a Ruins from your hand to the Supply. If you do, +1 Action. (This is not in the Supply.)
Again, I don't think we need another junker. I like the idea of an alternate use for Ruins, but I don't think this is the best way to do it.
Charter (B)
Types: Treasure Attack Looter
Cost: $5
Worth $2. When you play this, each other player gains a Ruins, putting it into his hand.
Again, don't need another junker. This seems balanced, though. I think it's my favorite of the junkers here.
Danse Macabre
Types: Action
Cost: $4
You may play an Action from your hand for none of its effects. If you do, +4 Cards and +1 Action.
When you buy this, trash it.
When you trash this, gain 2 cheaper cards of different costs.
I really hate cards with two lines. I also really hate "play an Action from your hand for none of its effects". I'd prefer "discard an Action". I like the idea of a card you cannot buy, and I even like the specific effect you get if you try to buy it. If I were to make such a card, I'd prefer something like, "When you buy this, instead of gaining it, gain two cheaper cards." Boom. One line. Then if you manage to gain it without buying it, it does something cool.
Garderobe
Types: Action Looter
Cost: $2
+1 Action. +$2. Gain a Ruins, putting it into your hand. You may play an Action card from your hand costing up to $3.
I think I like this one OK. Neat idea. I might try it where it allows you to play only Ruins with the last clause. Maybe it's great as-is, though.
Drug
Types: Action Victory Looter
Cost: $5
+1 Card. +1 Action. +$1. You may gain a Ruins. If you do, +1 Card. You may gain a Ruins. If you do, +1 Action.
Worth 3 VP if every other player has fewer Ruins than you.
I think it's probably too harsh. I doubt I'd often gain Ruins for these effects. I also really dislike Kingdom cards that give negative VP.
Street Sweeper
Types: Action Looter
Cost: $4
+2 Cards. +1 Action. Trash a card.
When you trash this, gain a Ruins.
On-trash penalties don't work. This is way too powerful, even at $5.
Blood Feud
Types:
Action Attack Looter
Cost: $4
Choose one: +1 Action, +$1, and each player (including you) gains a Ruins, putting it in his hand; or reveal up to 3 cards from your hand, play the revealed Action cards in any order, then trash all the revealed cards.
Hard to see how this would play out. If it's not too weak and your opponents get them, you pretty much have to follow suit, since it's essentially the best way to trash all the Ruins you'll be getting.
Barrister
Types: Action Attack
Cost: $5
+2 Cards. Each player (including you) reveals the top 2 cards of his deck; you may choose a revealed Treasure for him to trash. He discards the rest. You may gain a Treasure from the trash.
Setup: Replace one of each player's starting Coppers with a Claim.
Claim
Types: Treasure
Cost: $0
Worth $1. When you play this, look through your discard pile. You may trash a Claim from your discard pile or hand. If you do, gain a Gold, putting it into your hand.
Clarification: In a 6-player game, the starting player does not replace a Copper with a Claim.
I think WanderingWinder is right about the +2 Cards being a bad idea. It makes it way too easy to build an engine that spams these and just wipes the good Treasures out of everyone's decks. Without that, though, I think this could be balanced. It's interesting to me that everyone is dismissing Claim as a cute, gimmicky tack-on, when it actually seems to be the main thrust of the card. One thing that may have slipped by is that Claims that you trash to get Gold can be gained again by the next player to play a Barrister. Barring Island, Claims never leave circulation.
Mendicant
Types: Action Looter
Cost: $2
+1 Card. +1 Action. Gain a Ruins, putting it into your hand. You may play any number of Ruins from your hand. If you played two or more, +1 Card.
This is similar to a bunch of the other cards earlier. I do like that this actually lets you play any number of Ruins. I'd prefer it it let you play them twice or something, instead of giving you the flat +1 Card for playing two or more.
And that's it! Sorry if I panned your card. Trust me, mine is getting panned, too!
Thanks for reading.