Picking up where I left off in my previous post...
Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
I'm not really sure I like $5 trashers in general, and it seems like the main function of this is the trashing (aside from that, it can be an action digger which is just way, way worse than Throne Room, or it can be like a Throne Room on treasures). It's kind of like Steward in that it's a trasher that still does things after you're done trashing. I don't know, just doesn't feel exciting to me, but probably just personal taste.
Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
I just don't think that bottom half works, especially since it can gain victory cards. Grabbing a Duchy every time your opponents buy Province just makes it too hard for them to get a lead if they're not already ahead. But even if victory cards are prohibited, I still don't really like being able to get cards off of opponents' expensive buys, especially in multi-player (since opponents are less incentivized to worry about your Vessels, and also because you gain more cards between turns). And having multiple of them is just way too much. Like, with three Vessels in play, your opponent actually comes out behind VP-wise if he buys a Province, and that just seems silly. If both players build an engine that plays three Vessels every turn (actually that's not quite possible is it?) no one could make progress. I do like how the +buy fits in with the bottom half, but yeah, overall seems like a dangerous card.
Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
Seems a little awkward and the bottom-decking seems useful only in a few edge cases. I guess you can store cards there like a Haven for next turn, if you have a Mermaid in your next hand, but it still seems really situational.
Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
Seems like a sort of Watchtower variant. I actually really like the idea of making a card that does to some reaction what Lighthouse did to Moat. But I'm not really sold on this particular implementation. You could have like "At the start of your next turn, draw up to five cards in hand" or something like that to defend against discarding attacks, but then you start looking even more like Watchtower.
Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
I like it, but I think it's too strong at $4. It can't pull the late game shenanigans that Remodel does, but otherwise, it's just way better than Remodel. Now it's a limited Remodel, and next turn it's like +2 cards, +2 actions, but a little more limited than that. I think it just has to be too good, but I still like it a lot. Also interesting that it can trash Coppers with no penalty when there are no $2's on the board, the complement of the set of cases in which you might want to use Remodel to trash Copper.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
That's a really unique TfB, which I really like. At $2 it's a spectacular Estate trasher, but a disappointing Copper trasher, so I think it's fine and fits in with its TfB family in that regard. I like it a lot.
Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
What makes this a Duration card? I think it still gets discarded at the same time as your regular non-duration cards, right? Seems like kind of a weird way of doing what Bargain did, maybe it's all right. I'd have to think about it more.
Supply Ship
Types: Action – Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
Kind of like an Armory that gives +2 cards, +2 actions next turn? Maybe not really a great comparison. Still doesn’t seem that interesting to me.
Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.
Setup: Put a Silver on the Drift Bottle mat.
Clarification: There is just one communal Drift Bottle mat.
Seems fairly interesting, but the discarding seems really harsh. I’m not usually going to want whatever someone (maybe me) stuck there at the penalty of discarding 3+ cards, am I? Probably it’s decent in engines as a mid-game pick up. It can also do weird things with DA on-trash effects, but I don’t think there’s anything that’s problematic rules-wise (though you could get a Fortress in your deck without gaining it, but Masq can already do things like that).
Royal Armada
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
I think this is way too powerful, but I’m not sure about that. But even if it’s okay power-wise, it must be a disaster to track. I can imagine just having a giant fleet of Royal Armadas out because they Royal Armada’d each other (same reason TR stays out with durations), but it would be much more confusing than TR because Royal Armadas are themselves durations, and you have to keep track of which ones are from this turn and which ones are two or three turns ago. I think Donald X. tried some sort of duration throne room and cut it for similar reasons.
Raider
Types: Action – Attack – Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
Sort of a duration Militia. It doesn’t seem interesting enough to me to be worth going through the Duration-Attack confusions, especially since the second-turn attack is very weak.
Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
I’m not hugely fond of the card anyway, but Sunken Treasures forced re-shuffling position seems very weird to me, in a bad way. If other players aren’t watching me shuffle, I could try to sneak it into somewhere else in my deck. But then I guess it has the different back, so they can tell if it’s in my hand when I didn’t just re-shuffle.
Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
This seems terribroken. Or maybe just broken. Even in the worst case, it’s a Caravan without the action. It’s awful in BM games, and incredible in engine games. With other durations (especially non-terminals, FV and Lighthouse), you can start of the turn with better than Wharf draw, on a $4 card.
Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
I actually like this a lot. It’s very simple, and it’s the sort of thing I could sea being in Seaside (you sea what I did there?). I’ll stop with the puns now. It’s a double Market Square without the reaction, which seems reasonable at $3. I really like the idea of having a duration that is a cantrip with a bonus on play, and then just the bonus on the next turn, so that it’s actually just the same effect twice. I don’t know why I like that, and I certainly wouldn’t want every duration card to be like that, but having it on just one card seems cool. +buy is probably the best bonus you could do for a card like that, since it doesn’t add a huge amount to your deck when stacked, but is still quite nice to have in engines.
Convoy
Types: Action – Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
Wow, that’s a really big card. It just does so much for you and so much for your opponent that it seems like it would be really, really tough to get the balance right. My intuition says that this is too generous to other players that it wouldn’t be worth buying at $5, but it’s just really hard to tell.
Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.
While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.
I guess it’s sort of a different take on Walled Village. I don’t really find it to be all that exciting, but it is kind of nice.
Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.
Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
I don’t really know what to think about this. It is quite crazy. I keep thinking I hate it, but then I think about it some more and decide it’s really interesting.
Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
That’s pretty funky…I think I like it. I don’t get the below-the-line part at all though. It just burns through the Voyage pile faster? How is that relevant to the top half? I think I must be missing something…
Old Seafarer
Types: Action – Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your hand, and each other player draws a card.
While this is in play, you may not play an Old Seafarer.
I like that it’s a unique idea for a duration. It’s more like an Outpost/Tactician/Haven type duration that specifically uses the duration-ness (durability?) to employ an idea that wouldn’t quite work otherwise. A lot of other submissions are like that but this one stands out to me as really capitalizing on that. However, there are bound to be problems with “you may not play”. Also, it seems a little weird to set aside so many cards all at once. Otherwise I like it.
Settlement
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.
Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
I expect this card to be very dominating and push toward really short games. In Big Money it’s like a Super Merchant Ship, but I guess in engines it’s interesting. Maybe it’s all right.
Sea Harvest
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
Not a fan of the name, but seems like an interesting card otherwise. I don’t really like how the second half almost explicitly requires you to use Seaside to get a $5+ treasure, but I guess there are enough things that keep it from being “gain a Silver” that it’s okay. There’s Council Room, Soothsayer, and Governor that can also benefit it.
I hit most of the cards now. The ones I excluded were ones I didn’t have much to say about (or already mentioned in my previous post). I may have repeated things other people said because I really only skimmed others’ comments so far.