So roaches are now mostly dangerous when you have the monocle.
Interesting catch. Thankfully, at least for me the most common usage of Monocle is to combine with Rogue’s Quick Shot, which increases the chance to draw enough attacks to kill all roaches in one turn.
I wonder if all item traps like this are intended
I consider anti-synergies with the same attitude as positive synergies, which is that they are good in general as they make more interesting things to decide / think about, but may need balancing in the most extreme cases.
On the ones you indicated, here is my opinion:
vestigal bone vs krampus
That one is ok. Vestigal Bone is very powerful, and has some other similar interactions with forced discard and malus cards. For example new Infected Rat + Scavenger Rat may become quite problematic if left unchecked. Slightly unrelated, but Krampus is also countered by new Shining Armor.
thick tome/abacus vs eye of dilemma
Thick tome negative effect is relatively minor in this case, but with Abacus it is indeed a serious danger. I did suffer with Abacus against other enemies as well, especially Efreet / Ice Dragon. It is mitigated slightly by the fact that most common usage of Abacus is for Mage / Ivory Tower.
Maybe Eye of Dilemma is just generally a bit too strong compared to other eye monsters, but I still think this falls into acceptable range of danger.
mittens vs ice shards
This one I think is most problematic, mostly because the positive effect of Mittens was intended to give power exactly for Frozen cards, so the item contradicts itself in a way. Also, I want to add more ice cards which add Ice Shards to hand, in a similar manner to Burning. The ‘Frozen’ on Ice Shard is intended for such scenario (as well as to buff Ice Dragon a little).
My plan for Mittens was to have another way to enable ice-based builds besides Snowflake, but I am still not quite satisfied with its current version, so open to change it and/or add another item with that goal.
snake eyes vs burning
I did intentionally pick Snake Eyes with Firebreathing once, and it was almost game-winning, so this one can cut both ways. Still, I often like to pick Ember Log in fire builds as a safeguard against unintentionally overflowing hand with Burning.
IMHO the strongest “oops, that was a trap” moment currently is Burnt Pancake vs sigils. Thankfully, it is easily avoidable once you’ve burned (pun intended :) ) yourself once.
Another similar, but more obvious trap is Spiked Collar + Dragon Lance, which is remarkable to me since I did fall for it several time just because I forgot having one of the items.
(Moving ‘greedy’ discussion here for convenience, since it is about balance anyway)
It’s never insignificant and always can potentially fumble all important effects in your remaining hand. So regardless of how much greedy you have, you shouldn’t rely on your remaining hand.
I was actually concerned that low greed values will be too weak / easy to ignore. My preferred design was “fumble floor(greed * 0.03) effects, then fumble 1 extra effect with probability of frac(greed * 0.03)” in other words, keep expected average value, but make random value to differ by at most 1. However, I found it to be too cumbersome to explain in game.
I will think more about it. Also, currently greedy does not interact properly with Sturdy Clamp / Magnet. I will fix it (unless greedy rework will make it unneeded).
Also, what is your opinion on diseased status? In particular, I debated whether Sympthom card should exhaust.