Late again today, but i'll write a little something nonetheless... I'll not write something about every card, though, because i'd have to force myself to and i'm too nice to force things on people. So let's see.
Relocate (Action - Duration) $4
Set aside a card from your hand. At the start of your next turns, as long as there is a card set aside from this, trash it and gain a card costing exactly $1 more. You may set aside the new card.
It's an interesting concept, but it's very strong in kingdoms that have a connected range of costs ($7 cards) and much worse if those are missing. anyhow, it drains piles pretty quickly if you want it to. Still, i think it's something interesting and fresh.
Edit: Given that cards costing $2, $3,$4,$5 and $6 are in every kingdom (this card itself is the $4), this is probably a bit too strong compared to Remodel as you can "Remodel" Estates into Gold. You can't use the card in the meantime, that's true, but considering it and the card you gain would be in your discard pile anyhow, i'm not sure how much this weights in.
Transport Ship (Action - Duration) $4
+2 Cards
+1 Action
At the start of your next turn, discard down to 3 cards in your hand.
I'd limit it to 4. 3 are pretty harsh. Other than that i think a card that punishes you next turn could be something interesting. On the other hand, it might feel very unpleasant if your next turn seems like it would have been great otherwise.
Ambush (Action-Duration) $2
Now and the next time an opponent buys a Victory card, +2 cards.
Does it stay in play until it is resolved?
Wagoner (Action - Reserve) 0*
+1 Action
Return this to the Wagoner pile.
(This is not part of the supply.)
The Wagoner pile consists of 16 Wagoners.
Traveller's Village (Action) $4
+1 Card
+1 Action
Gain a Wagoner from the Wagoner pile. Play it.
Isn't this just a Village that partly fails if the pile is empty? I really don't get the point of it.
Wainwright (Action) $4
+$3
Gain a Wagoner from the Wagoner pile.
I guess the Wagoner is a drawback here? Maybe it harms you too much, but i'm not sure.
Toll House (Action) $3
+2 Cards
+1 Card per Wagoner you have in play.
When you gain this, gain a Wagoner from the Wagoner pile.
Resembles Death Kart in a way and also reminds me of those "Bonus for Curses" cards. I never really saw one of those i liked, which i think is a bad sign for Toll House... :/
River (Action) $3
+2 Cards
Return this to your hand.™
This is no doubt the most amazing card i ever read and Donald should immediately make an expansion consisting entirely of 45 piles of this.
Army (Action-Attack) $4
+$2
Each other player turns the top card of his deck face-up. When he would draw the face-up card, he turns it face down instead.
(Something like that could work with tokens as well.)
I never saw this before. Interesting concept for an attack, though it reminds me a bit of Bureaucrat, which achieves a similar thing more easily. Still a direction one could keep in mind.
Round Village (Action) $4
+1 Card
+2 Actions
When this is in play at the end your buy phase, you may pay $1. If you do, put this on top of your deck.
I see why it doesn't say "if you have at least $1 left" - that would allow you to topdeck more than one at the same time. Still i'm not sure the concept is worth introducing an entirely new mechanic.
You could let it gain a "return" token for -$1 on play, but maybe that's not a very good idea.
Treaty (Reaction) $4
When the player to your right discards an Action from play, you may reveal this from your hand and set it aside with that action card. Play that Action at the start of your next turn. When you would move it from play, put it on the discard pile of the player to your right instead, then discard this Treaty. When you discard this from your hand, you may reveal it and put it on top of your deck.
It's a bit of a targeted attack if your opponent reshuffles - probably not more than Possession, though. Maybe use a card from the supply instead?