Thoughts on the first few cards:
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
Seems pretty weak compared to crossroads. Yes, the extra money will help but needing to bottom deck your victory cards means this is a hindrance more often than not. Shines with sifters like Farming Village that can skip over the bottom of your deck, but I think its too dangerous is more kingdoms to be worthwhile.
Cold Iron
Types: Treasure Attack Victory Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.
Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
Eh. That +1 VP feels slapped on for no reason. I like the reaction -- this will generally be better than playing a silver but is it better than a silver *and* not getting hit by the attack? But the top half is just a weak ghost ship and I don't really like ghost ship, and the +1 vp makes this a no go for me.
Sphinx (1)
Types: Action Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.
Clarification: The players guess in turn order.
Eh, one shots and procession make this kind of a pain to track. It also just doesn't seem much fun. The balance between wanting to play another action card but knowing that doing so would make the other guy's guess be right is cool, but you can handle that without the guessing.
Sphinx (2)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
I like it. Might be a little too weak -- your options are a weaker courtyard, a weaker terminal silver, and a weaker chapel. The strong versions of all of those cost 2, so even giving you the choice makes 3 a little pricey. But the play on three is nice, and the options all feel cool for being different yet simple.
Paladin
Types: Action Attack Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.
Worth 1 VP for every 4 Attack cards in your deck (rounded down).
Not a big fan of the everyone discards. Makes pins easier as you're hurting your current hand not your next one.
The VP for Attack cards is... I donno. It probably wont ever be worth much as its hard to mass attack cards. But as long as its on a card worth getting without the VP bonus, I don't mind it.
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
Seems interesting enough. The VP per supply pile is an obvious go to that I think is reasonable. Might make sense to throw in a +buy bonus to make it easier to clear supply piles, but I like how the top half interacts with victory cards.
Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
Same with the discard attack. Not a fan of the attacks that can put the other guys handsize below 3.
Quartermaster
Types: Action Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
My biggest concern with this idea is that it could just be very annoying. You discard that village and either you'll get mad that everyone had crap hands or someone will get mad that you made them lose their KC. It just didn't seem like it would actually be fun for either the attacker or the attackee. Its a cool concept, and might be worth someone actually playing with, I just have a lot of doubts.
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an
Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Alright. Putting it at the bottom of your deck makes it possible to put together a nice hand. Bonuses also add interesting choices. I like it.
Architect
Types: Action
Cost: $6
+1 Action. +$2.
While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Eh... grand market alone I think ruins this. Also pirate ship.
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
No. Don't help the village idiots =)
Prefecture
Types: Action Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
Cool. It likes having low victory density, but adds victory density. I like it. Probably my favorite of the ones seen so far.