Free Money (Special Rules - No buying Copper, Silver, or Gold during play)

Chapel
: 2

Trash up to 4 cards from your hand.

Action
Bureaucrat
: 4

Gain a Silver card; put it on top of your deck. Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards).

Action
Attack
Moneylender
: 4

Trash a Copper card from your hand. If you do, +3 Treasure.

Action
Counting House
: 5

Look through your discard pile, reveal any number of Copper cards from it, and put them in your hand.

Action
Mountebank
: 5

Each other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.

Action
Attack
Loan
: 3

When you play this, reveal cards from your deck until you reveal a Treasure.
Discard it or trash it.
Discard the other cards.

Treasure
Feodum
: 4

Worth 1 Victory for every 3 Silvers in your deck (round down).
When you trash this, gain 3 Silvers.

Victory
Treasure Map
: 4

Trash this and another copy of Treasure Map from your hand. If you do trash two Treasure Maps, gain 4 gold cards, putting them on top of your deck.

Action
Mint
: 5

You may reveal a Treasure card from your hand. Gain a copy of it.

When you buy this, trash all Treasures you have in play.

Action
Adventurer
: 6

Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards into your hand and discard the other revealed cards.

Action
This game was custom designed
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Comments

Set up is normal in this - 7

Set up is normal in this - 7 Copper, 3 Estates for each player. After that, no one is permitted to use a buy action for Copper, Silver, or Gold - they can only be acquired by "gain" actions.

What makes this interesting is that Mountebank Curses, but also gives Copper, which is necessary for Moneylender and Counting House. So those who are heavily cursed, also gain an advantage. This also makes the use of Mint to replicate Copper more useful. Meanwhile, Mountebank is the only purchasable source of treasure, aside from Loan which has its own draw backs, so it is tempting, even while aiding others.

Some alternative cards worth considering for this:
Bank (Prosperity) (much more money, advantages leading players, but adds value to Copper)
Hoard (Prosperity) (more money, but a source of free Gold)
Herbalist (Alchemy) (allows treasures to but used again next hand, for those short on treasure)
Grand Market (Prosperity) (no Copper aspect is interesting, but it aids leading players more)
Rabble (Prosperity) (takes treasure from others in a game short on treasure) Spy, Thief, also good options
Mine (Base Set) (makes upgrading money easier, Copper more rare, and finding treasure easier)
Colony (to lengthen the game)