Thank you so much for commenting!
Transport Ship (Action - Duration) $3
+2 Cards
+1 Action
At the start of your next turn, discard down to 3 cards in your hand.
This seems strong. The thing is, these are cheap labs that you can spam because you are only really penalized from the first copy. Moreover, this card gives you one better turn by weakening another turn, and it does so by giving you a bigger/smaller hand size. Tactician already does that in a more interesting way.
I had it at $4 first, but pops pointed out:
Transport Ship (Action - Duration) $4
+2 Cards
+1 Action
At the start of your next turn, discard down to 3 cards in your hand.
It seems like this is going to be fine at 3$. That may seem dangerous on the surface, since the punishment doesn't stack so it seems like the card stacks with itself really well a-la Minion. But the hidden weakness of seaside cards, missed reshuffles, is exacerbated by buying lots of labs, and this happens to be a lab. It actually won't stack with itself that well in very high numbers.
You are right about Tactician, but I still think there will be something alike. It is the nature of Durations.
Donjon (Action-Duration) $5
+4 Cards
Set aside one card from your hand. Discard it when you shuffle the next time (don't shuffle it in).
I'm guessing that the intended effect is that Donjon stays in play with the set-aside card until you shuffle, at which point both miss the shuffle. I think the wording could be clearer:
"Set aside a card from your hand. After the next time you shuffle your deck, discard this and the card you set aside."
Sounds alright.
I changed the wording (also for Relocate and Ambush), just without "discard this". You discard Donjon in the next cleanup phase, otherwise you could play it multiple times a turn (which is reserved for River).
Granary (Action - Reserve) $5
+1 Action
Put two Reserve tokens on this. Now and when you spend the token, +$1 +1 Buy.
Should say "when you spend a token". I like the idea of using reserve tokens for extended durations.
Though it doesn't seem like it at first, this card is probably undercosted. You said you can spend the tokens immediately, which means that this card can non-terminally generate +$3, +3 Buys. That is way better than Gold even without considering the option to save money and buys for when you need them! This is probably more like a $7 card.
Oops, forget the "now", it is meant to be
Granary (Action - Reserve) $5
+1 Action
Put two Reserve tokens on this. When you spend a token from this card, +$1 +1 Buy.
Maybe it needs some effect to gain more tokens like Caravansary then? Maybe "While this is in play, when you shuffle, put a token on this"? That would be strictly better than Market though. Hmm.
Looking though the
Dominion Outtakes, it could be something interactive like "
Toll Road" (in the bottom row of the Guilds outtakes):
Granary (Action - Reserve) $5
+1 Action
For each card the player to your right gained his last turn, put a Reserve token on this. When you spend a token from this card, +$1 +1 Buy.
Fruit Market (Action - Reserve) $3
Put a Reserve token on this. When you spend that token:
+1 Card
+1 Action
+$1
+1 Buy
Trash this.
Not that fond of it. One-shots should do something more exciting, I think. While this could be very useful, it just doesn't feel splashy enough.
This wants to be a Megaturn enabler. Maybe it shouldn't give something of everything but rather huge carddraw, like Madman?
Fruit Market (Action - Reserve) $3
Put a Reserve token on this. When you spend that token:
+4 Cards
+1 Buy
Trash this.
Balcony (Action - Reserve) $5
+1 Action
Put a Reserve token on this.
You may spend that token when you play an Action. If you do, play the Action again.
A throne room that waits. I think this is powerful enough that $5 is probably too low. Hard to say though. But just imagine how it meshes with King's Court. Speaking of which, it could get really confusing if you use Balcony to interrupt a card that plays another card. It may help if you tweak the timing to say "you may spend that token after you play an Action". That is probably what you meant anyway.
The idea is from Donald's Dark Ages Outtakes ("
Procession" in the lower right corner). He said it was fine, it just required a mat.
That Procession required a mat. With a mat it would have worked fine. I prefer the mat to making them duration cards. The mat keeps it out of the way so you aren't accidentally discarding it. Throning the earlier Procession just didn't do much - you fail to set it aside again and that's it.
Prince's Chamber (Action) $3
Put a Reserve token on an Action you have in play that is not a Duration card.
When a Reserve token is on an Action that is not a Reserve card, you may spend it during your Action phase to play the Action (for free).
This can almost emulate Throne Room, though in a (probably) slightly weaker way. But it can also be more flexible, so I'd say that this should be at least $4.
Throne Room gives +2 Actions virtually, this one only gives you +1 Action (because you must have played the other Action before). The big advantage here is that you can play the Action any time you want (e.g. Smithy on the start of a turn). So maybe it should cost $4. Anyways, that is not a huge difference. I'll change it.
Wainwright (Action) $4
+$3
Gain a Wagoner from the Wagoner pile.
Even without the Wagoner bit, this is a terminal gold. That is too strong for $4, and arguably too strong for $5 as well.
Wagoner is a drawback here. It goes into your next shuffe and will be a dead card. Basically it is "+$3, -1 card in your next shuffle".
Toll House (Action) $3
+2 Cards
+$1 per Wagoner you have in play.
When you gain this, gain a Wagoner from the Wagoner pile.
Questionable, especially in combination with a better way of gaining Wagoners like Traveller's Village. It would be like Pirate Ship except easier to build up, without helping your opponents on the way.
Yes, this is the first card that I would cancel.
Maybe I'll come up with more appealing ways to use Wagoner.
Event cards
Play with 2 random Event cards if one randomly drawn card of the kingdom is from Adventures.
Events can be bought like the other cards, but instead of gaining them, you immediately play them (they are not considered "in play" though). Events can never be gained.
What does that mean? Events are used any time at least one Adventures card is in the kingdom? Randomly choose in the same way Platinum/Colony and Ruins Shelters are included?
The latter.
Tough to evaluate these. I don't think all 3 of Adventure, Expedition and Campaign need to exist; one is enough.
Navigation is closer to Cartography!
Ball is too similar to Herald's overpay.
Auction seems too easy to use. I don't think there's a way to fix it. Without +1 Buy, it's a pointless Event in a kingdom without +Buy. With it, it's usually a no-brainer as to whether or not to use it.
Market Day seems fine.
Holy Mass is basically a less interesting, easier-to-use variation on Mint.
I think Remodeling and Expanding are too similar to Farmland.
Curse should really have a different name, and I think it's too similar to IGG.
Offensive is probably not a fun card, according to Donald's playtesting. From the secret history of Hinterlands:
Maybe it's for the best that you'll never experience the joy of a when-gain discard-based attack just sitting there, promising that any hand you draw might be taken away, even if no-one has even bought the card yet.
Manipulation would be better without the +1 Buy. Otherwise, it's another no-brainer decision whenever you have extra coin that isn't otherwise needed.
Accolade seems fine.
Fair is another Event that can act like Mint. More importantly though, it is easily broken when you have an engine that can generate at least +1 Buy each turn. Or Counterfeit, or the Market Day event. All you need is to get $6 worth of Treasure in play. That's just 2 Gold, or maybe your starting Copper. Anything beyond that is pure profit. At the start of your buy phase, play all your reserved treasures and any treasures in your hand. Buy Fair to re-reserve all your treasures. Repeat forever! Now you have an engine that is unclogged with treasure, but still has the benefit of those treasures every single turn.
I don't think any of these events fulfills the last line of the description for Adventures: "There are also 20 Event cards that give you something to buy besides cards, including tokens that modify cards." This gave me a very specific idea, which I think I will try to post later.
I think redoing the on-gain of IGG, Herald, and Farmland as Events is totally worth it. It is quite different and takes just one card slot.
Having low-priced events without +1 Buy makes me a bit nervous because they are almost dead in buy-lacking games.
Auction is intended to be more a rule than a tough card: "In games using this, each card left in your hand but one is worth $1."
LFNs Floodgate could also be an Event:
Floodgate (Event) $3
Set aside up to 4 cards from your hand. Put them into your hand at the start of your next turn.
I'm very curious about your take on the Events.