Second half:Usurer
Types: Action Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
Too easy to do a pin with, especially as it produces virtual money, too. Draw your deck with two actions remaining, discard 8 cards with your Usurer and then the rest with another, Ta-Dah... I guess you can set a minimum to which they discard, but i feel there hasn't been much thought for this card. Sorry.
Dungeon
Types: Action Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.
Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Interesting idea. Finally a trashing Victory-Action. Its victory part interacts differently with the trashing than i would have made such a card do, but i like the idea nonetheless. The fact that it costs 5$ makes sure it doesn't become worth ridiculous amounts, too. I'm still not so sure whether it isn't too good, though, because in games without junkers, it can easily become a Duchy+ for 5$, and in such with junkers, it's almost a nonterminal Chapel. Hmm... I like the idea, though, and i'll definitely consider voting for it.
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a
Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
I learn new words every day. So of course i expected a Tribute effect, and, surprise, i didn't get it. I see this is really nice with hybrids, other than that i guess it's pretty engine-friendly. It's not comparable to Stables because the Treasure option is much worse, but it's more flexible. Discarding one of colliding terminals for 3 cards seems nice. Really, this is one where i'll have to look what others think...
Wedding
Types: Action Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
Very strong and reminds me of Mercenary, Witch and Militia all at once. I think it compares too favourably to Witch, which is allready a very strong 5$. Also i think the "may" is unnecessary, but that's just wording.
Liege
Types: Action Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
Who-ha. An anti-intrigue-attack in that it only really harms the enemy if he goes for hybrids (which you obviously wouldn't like to do on a Liege board...). In other words this gives you +2 Cards per Victory card in the hand of the player with the most victory cards in hand. I think the concept has something, but i really don't like that person who plays this directly after you will likely get "+2 cards" for a 5$ action card. The first player advantage makes it pretty unfair... Hm... I do guess it balances out if Lieges are constantly played... Still, being the second in a row to play this would just be frustrating. It really is an interesting idea - a one-card engine that relies on your opponents playing victory-strategies. Still the first player advantage bothers me much.
Traitor
Types: Action Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.
If you have good attacks, this is better than Throne Room. But that's okay. What i don't like is that the second copy of this you play will certainly hit at least one opponent, and that this hit will even be a political one. I like the name the most about this.
Homestead
Types: Action Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.
Worth 1 VP.
It's interesting how often i see cards here that seem to have a VP tacked on and then surprise me with something that actually synergizes (or at least seems to do without playtesting). So this is a Village which is worth a VP but draws a dead card - unless you have many of them, in which case they might just draw each other. A clever idea. I like it. And i don't easily like Villages. (Nice name, by the way).
Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
The missing fourth card is the only thing (besides some crude edge cases) that keeps this from being strictly better than Scout. Now Scout is horrible, we know, so the question is, is this interesting? I guess it's okay. Comparable to Menagerie to some extend.
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
I read somebody explaining how this is usually worse than Remodel until you trash a 5$, where your opponent most of the time won't be able to choose a 7$ and has to give you a Province. Clever. Can't say anything against it. I'm not so certain the name fits, especially as this is part of the remodel family and should rather be called "Refurbish" or whatever...
Architect (B)
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
So either topdecking Remodel (mediocre costed cards) or Salvager + 1 Buy (expensive cards). Still doesn't really work good for Copper or Curses. I'm not convinced this adds enough to the game...
Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
Setting aside cards untill your next reshuffle seems a bit to "nautic" for Intrigue, if you know what i mean. I get that the two choices synergize, because you are trying to set aside bad cards and then put your discard pile under your deck to prolong the time till your next reshuffle. As you put them under your deck, you also can't simply play the same few cards over and over (Pearl Diver doesn't count as "simple" here). It's a clever idea, though i feel the set-aside really belongs to Seaside more. With simplified Vanilla bonuses i'd vote for it there (if this card was in the first Seaside contest, forgive me. I couldn't vote nor really look at cards there and also didn't vote for my own card).
Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
Ah, Donalds idea of cards that do something at the end of the game. I guess this doesn't have problems, as long as you assume reactions don't work at the end of the game. I just think it's too many ideas in one card.
Mob
Types: Action Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Works, i guess. Though i would be very worried every time i have a Province in hand during a game with this and Highway... :-/
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Ah, i see where the name comes from. I can allready imagine Duke and Baron frowning at the upstage who interacts with their Estates and Duchies... It's not as complicated as i first thought, and it fits Intrigue. I like it.
Hidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
EDIT: Added +1 Card and +1 Action.
Too good. My Artefact was like this and was too strong at 2$ as much as at 3$, and that card even waited for another reshuffle before it entered the discard pile. Of course this gives others a benefit on play, but the benefit is so risky i'm sure it won't do enough.
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Okay, this is a Peddler that draws the best card among the top three of your deck, but also gives each other player a card... I think it's too weak, especially as even if you always give them the worst of three, that will still mean they keep two good cards on top. It synergizes with Thief or Saboteur, but the additional card is still too much of a drawback.
Secret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Needs "from his hand", of course. I guess this card will have an interesting VP curve depending on how long the game takes. I'm pretty sure it will be worst if the game takes too long or too short. Other than that the concept seems a bit similar to Fairgrounds. And also one Victory point per card seems awfully much, to be honest. Then again, it's likely that cards like Copper or Estates will be put there by most players... Hm... It's interesting, but i'm not conviced i'd like playing with it.
Castellan
Types: Action Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
I see the ordering of the steps makes sense, and i guess this card is often enough beneficial to others. I like that other than Governor this is terminal. I'm not sure what to say beyond that, maybe that i like the name.
Inquisitor
Types: Action Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
I don't like the forced trashing from the hand, and how political the card is. I guess that whatever you choose to do, you just can't please an Inquisitor...
Narcissist
Types: Action
Cost: $4
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an
Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
I did something similar to this some time ago, but this looks better than my idea. Whoever made this is in the bad position that the card is at a bad position, too. In other words, i'm a bit tired of reading and have to force myself to type.
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an
Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Seems pretty neat. Maybe i'm overestimating it.
Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
A lot happens here and i'm not sure what it's supposed to amount to. Also playing another card in the middle of another card seems ugly.
Cannoneer
Types: Action Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
Too strong. If a player reveals a Copper, you Copper-junked and Cutpursed him at the same time, which is arguably as nasty as cursing him. if he reveals a good card, you also stole it from his hand and made him trash it, which is even worse. The only card he wouldn't mind to discard would be a Curse, and i guess you can see that this remaining option is also better than Witch because you get +1$. Even without it, i'm really not fond of the trash-from-hand mechanic.
Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
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Why does it trash itself? Hm... I can only assume it's to make sure you can play only up to 10 of them... It also makes sure it's not in play, but that's minor stuff. I'm not sure whether it's interesting enough out of games with Nobles or Harem, though.