A few more of my custom cards here! (Still not all of them; figure it's better to review a few at a time.) Unlike the last batch, most of these have seen at least moderate amounts of playtesting.
Toll Road: An action or treasure, depending on whether it is played during action or buy phase. Action phase it is a crossroads that gives the +3 actions every time, but has no draw. Buy phase it gives coin for unused actions. The action part ensures it's always on a board where it could be worth more than just a copper. It plays somewhat like a fool's gold, when played for the treasure value, since having multiples in hand increases the value.
Land Surveyor: Came out of the desire to have another variable-price card. It's a decent buy at $4, good at $2, and a steal at $0. It functions as a somewhat improved scout, clearing out greens, but drawing a card so multiples in hand aren't simply wasted. Having one also, like peddler, makes it easier to get subsequent ones, since it brings the price-reducing greens into your hand.
Stockpile: This was a favorite during playtesting. Came out of a desire for another duration-reaction. It sets you up for a better buying round on the subsequent turn. It is a powerful defense against hand-size reduction attacks, as reacting to one allows you to set it and up to two treasures aside, leaving you with a hand of 3. And you still draw another card when you start your own turn.
Drawbridge: A one-shot reaction. One part moat, one part bridge, and it draws you one card. Drawbridge. It was well liked during playtesting.
Suq: certainly a more marginal card, but it worked fairly well, esp. in early game. It might warrant a price reduction to $2. It removes your ability to buy on the current turn (unless other +buy available or a Suq from a previous turn in play) and in exchange improves your chances for a better buy next turn by effectively playing a market. Multiple suqs in hand one is great for hand two. But it's still fairly weak and I welcome suggestions. The idea was to make a duration that killed buy in turn one and enhanced buy in turn two, like a much weaker tactician. So help making it useful to this end would be appreciated.
Price Controls: Not a new concept, but modified a bit from other versions I've seen. It uses the coin tokens to mark the price increase, but doesn't "conflict" with Trade Route's tokens--it just means that in a Trade Route game victories start with the increased price, and buying them takes it off. It potentially ramps up Trade Route's potential buying power. But this is a fringe case anyway. There are also conditions for ending the price increase--the price control pile is depleted. And it doesn't allow you to continually mark up one card--it is limited to one token per pile. Creates interesting cases for cost-for-benefit cards, is a potential tool for disrupting opponents Mines or Rebuilds, or in some cases, for enhancing them.