Doing the first halfish. One of these is my card but I think I was fair to it
Lockbox
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.
When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Seems... alright. Top half is fairly boring. Bottom half is potentially useful and provides a strong 'weaker card now vs more guarantee at better card later' trade-off which is relevant both early game and late game but not sure how often its actually worth picking up.
Star Charts
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Top half is cool. Getting to filter the top of your deck before your turn starts seems strong but not overpowering strong. The bottom half I'm not so sure. Could get out of hand very fast and really helps others as much as it helps you and make the game go pretty fast. I'd probably vote for this with just the top half but not sure about it with the bottom half.
Shipwreck Cove
Types: Action Attack Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
Eh. Not a fan of the killing durations. Feels like it would make the game less fun.
Harbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
(I'm not even sure this fixes the throne room issue. You'd trash it the first time, and then it wouldn't be in play so you it wouldn't be "in play". But lets assume we can reword is so that throne room is +6 cards, either discard it from play or at the start of your next turn +6 cards and trash it which is what its supposed to be)
i like it. Might be a little weak though. +2 cards and +1 buy is worse to start your next turn than +3 Cards, but not by a whole lot. Granted Wharf is one of the strongest cards in the game so that isn't quite a big deal. I just think whereas with Mining Village you can generally know that its worthwhile trashing it, it might be annoying to trash your Habourmasters only to not actually need the help on your next turn.
Tariff
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Eh, I dislike the politics. If you made it player to your left/right it would be somewhat interesting. Making it "another player buys and Action or Treasure" might also work though that could be too powerful, I'm not sure. Also the Action or Treasure card restriction seems weird and unnecessary
Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.
Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Will make for fast games, that's for sure. Putting a few tokens on an expensive stack, clearing it, and then using TFB is a cute trick you could do. But I think making it non terminal (and stay in your hand unlike Embargo) might make things just go too fast and/or help the other guy as much as it helps you so not really be worth it.
Beacon (A)
Types: Action
Cost: $6
+1 Action.
While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.
Trying to figure out how this works if your top card is a beacon. You play the beacon, play that as the card below it, gain the card below it and then gain the beacon right? With things like golem that might start to become really hard to track even if the idea behind it is cool.
Cottage
Types: Action Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.
As far as village types go its... alright. Doesn't really excite me at all but seems reasonable.
Ship of the Line
Types: Action Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.
While this is in play, Victory cards cost $1 more.
Eh. Its alright as well. Nothing really to add.
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
I like the idea. Without play testing I'm not really sure if its too strong (I doubt it. Its like you turn each card into its own little herablist that is hard to powerup. Sure you can turn your markets into grand markets or beyond, but that takes one would be market to get an Investment and then you lose another to increase it) or too weak, but there is certainly a cool idea there.
Shipyard (A)
Types: Action Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.
Forced hand trashing is a little risky. Really hurt by discard attacks. Making it optional would probably be better.
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
Eh, I dislike needing more tokens, needing four more token types just seems really clunky.
Thugs
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
Would be too hard to track and also not much fun.
Cannon
Types: Action Attack Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
Just don't really like the idea of Duration attacks (i.e. ones that really attack the next turn). Don't see how they fit with the rules.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
eh.... the face down potion doesn't seem necessary. Remodel the next turn into your hand is cool. Not as sure about the second turn remodel as well.
Martello
Types: Action Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.
While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
I don't understand this. You top deck it for him, and then he can just discard it anyways?
Kraken
Types: Action Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.
When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
So its a curser than can switch to coppers later. Or that a jerk can use in a four player game to end the game faster cause he's board. But ignoring that, while its hard to play a lot of these if you can you could sink someone with five+ curses at the bottom of their deck (or a ton of copper). Doesn't seem much fun for him. Granted it costs $6 and is hard to activate but yeah...
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.
Makes it too easy to trigger tunnels.
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.
Might be too strong. Can make it really easy to pick up duchys in the end game.
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.
Fairly simple cantrip. Not sure I see the use outside a few possible combos for clever people.
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.
Half Moat half Watchtower. Feels kinda like a been there/done that.