Gunpowder -- Fine improvement. It's interesting that you can open triple Gunpowder.
Bomb -- You'll play this on your third shuffle, so the earliest you'll get to play it is turn 5. You'll probably have 3 purchases by then, not counting itself and the Gunpowder used to play it. Those are decent odds for trashing 4+ starting cards. It also trashes itself, so it seems pretty comparable to Chapel overall. Seems fine to me.
Soldier -- Weak village that also attacks. Two Soldiers make a Militia (with bonus actions). The penalty is actually pretty neat. I think it looks alright.
Musketeer -- Ehhh. The usual result of this "attack" is that your opponent gets to sift the worst card from their hand. In order to actually trash a good card, you either need to play LOTS of Musketeers or your opponent needs to have trashed down heavily. If strong trashing is available, there's probably also a strong engine that will move faster than Musketeer. Meanwhile, you'll have spent far too much time buying multiple Musketeers (and Gunpowders) in the first place.
Grenadier -- To be clear, this isn't really an attack card. You could label it as such, but the effect is neutral on opponents. They exchange one random hand for another random hand, which does nothing on average. So really, this is a terminal Gold with potential for Silver gaining. The Silver gain is confusing. First, will you still label Grenadier as an attack card? I assume you will, so it counts other Grenadiers. How do multiple Grenadiers stack? I suppose you now have to discard Grenadiers one at a time in order to count properly? And I guess it can't count itself, because if it's being discarded from play then it is no longer in play. It all seems very finnicky. Not to mention, $4G is expensive and the G cost alone already makes it tough to stack.
Cannon -- Random discard is too swingy for my taste. You'd also probably have to make it truly random and thus annoying in order to keep it fair. That is, you'll need each other player to shuffle their hand face down and discard a card at random. But then have they shuffled it enough so they don't know which card is which? Maybe you could pick from their hand, but there is some potential for politics here, e.g. in a 3 player game, the losing player indicates what they want you to discard and you play along in order to help him.
Reserves -- Odd village variant. Not sure what to think of it.
Factory -- I'm not really a fan of the "lots of unrelated effects" cards.Gunpowder -- Fine improvement. It's interesting that you can open triple Gunpowder.
Bomb -- You'll play this on your third shuffle, so the earliest you'll get to play it is turn 5. You'll probably have 3 purchases by then, not counting itself and the Gunpowder used to play it. Those are decent odds for trashing 4+ starting cards. It also trashes itself, so it seems pretty comparable to Chapel overall. Seems fine to me.
Soldier -- Weak village that also attacks. Two Soldiers make a Militia (with bonus actions). The penalty is actually pretty neat. I think it looks alright.
Musketeer -- Ehhh. The usual result of this "attack" is that your opponent gets to sift the worst card from their hand. In order to actually trash a good card, you either need to play LOTS of Musketeers or your opponent needs to have trashed down heavily. If strong trashing is available, there's probably also a strong engine that will move faster than Musketeer. Meanwhile, you'll have spent far too much time buying multiple Musketeers (and Gunpowders) in the first place.
Grenadier -- To be clear, this isn't really an attack card. You could label it as such, but the effect is neutral on opponents. They exchange one random hand for another random hand, which does nothing on average. So really, this is a terminal Gold with potential for Silver gaining. The Silver gain is confusing. First, will you still label Grenadier as an attack card? I assume you will, so it counts other Grenadiers. How do multiple Grenadiers stack? I suppose you now have to discard Grenadiers one at a time in order to count properly? And I guess it can't count itself, because if it's being discarded from play then it is no longer in play. It all seems very finnicky. Not to mention, $4G is expensive and the G cost alone already makes it tough to stack.
Cannon -- Random discard is too swingy for my taste. You'd also probably have to make it truly random and thus annoying in order to keep it fair. That is, you'll need each other player to shuffle their hand face down and discard a card at random. But then have they shuffled it enough so they don't know which card is which? Maybe you could pick from their hand, but there is some potential for politics here, e.g. in a 3 player game, the losing player indicates what they want you to discard and you play along in order to help him.
Reserves -- Odd village variant. Not sure what to think of it.
Factory -- I'm not really a fan of the "lots of unrelated effects" cards.