Ok, judging time.
Tramway by NoMoreFunThis is a really nice way of using your -1 card token. Tramway+Smithy is a slightly more reliable version of Village+Smithy. When you don't undo the -1card token, you can have some actions and some Coffers, but your next hand is gimped. Like it a lot. A $4 price would've been probably better though.
Pioneer by FragasnapThis could work as a $6 cost, as it is basically a Peddler+ when drawn with another Action card. Being able to move your +1 Card token mid turn is a scary feat, but it really needs to connect probably in order to be that impactful. And using your +1 Card token on a card that appears once isn't super impressive (but not bad either)
Clownpiece by MajiponiI'd love to see Diadem as a regular Kingdom card, but I'm afraid this is going to be on the broken side. You have to consider that Smithy variants are not the only viable targets for Lost Arts; turning nonterminals into villages is also a very good use of the event. Spamming villages is going to make it a little too easy to make this produce lots of money, especially considering it is nonterminal action card. It'd work better as a Treasure.
Archaeologist by LibraryAdventurerVery very very broken. After four purchases, ruins are going to be absolutely amazing. I mean, Abandoned Mine becomes a free Grand Market for crying out loud. Getting there shouldn't be difficult in 2P: the card itself is a cantrip and, afer two purchases, Ruins aren't going to be a hindrance either and Archaeologist becomes a superior Lost City. Not sure how to balance it; getting rid of the ability to gain ruins to the hand and to play $3 costs would be a start I suppose. Right now, it's probably superior to The Forbidden Card: Superlab.
Usurper by somekindoftonyNot sure if I want an attack to be this expensive. The attack is definitely interesting; it's a Torturer that takes longer to to become a thread, but can become even more oppressive when it's stacked and the victim doesn't bring enough variety into the deck. The trashing token isn't going to be any meaningful when Ruins overtake the deck, and the +1 Card token elevates the price too much. Interesting concept, and you should definitely play with this idea in future contests.
Shipwright by GazbagThis card is nice if you want several copies of a singular $5 cost, but can be rather slow since it requires to move your first -2$ token before you can get your first copy. For getting $4 components, it is horrible. On the flip side, being able to move your -2$ token on play is a strong feat on its own. Very had to judge whether it's broken or underpowered (the latter is definitely not the case on Seer boards), but it looks solid.
Whatever1/2 by seguraTwo submissions at once is not allowed, but I will comment regardless. Donald has a sound reason to not allow the Coin token or the Buy token on treasures. Enabling the coin token on Copper would be clearly ridiculous, and enabling it on Silver or Gold would make it too automatic as well. Whatever 2 fares extremely poorly in comparison to Seaway, as that card actually makes you gain a card. Enabling the Buy token on Copper would be extremely busted with Gardens, too.
Fairy Forest by GubumbWe don't need more Smithy variants, and this one doesn't seem to bring much on the table. The ability to be screwed over by Delusion or War is probably reason enough to consider it inferior to any Smithy variant (including Smithy itself) for engines. For Money, the situation isn't much better, as Envious can be extremely annoying. Receiving boons is cute, but most are fairly superfluous, and receiving one in two plays is probably already balanced at $5; we don't need a bad version that gives hexes.
Reinvest by grepA bold move to not include a once-per-game clause. Needs playtesting to see if it is necessary. Comparing to Inheritence, it can be activated earlier as part of the price is in Debt. And being able to use $5 costs is a plus, too. At the same time, it seems rather clunky, as ensuring to hit $5 with a specific target in hand can be painful. It is a neat attempt at giving Inheritence a brother, but ultimately, I doubt if this is going to bring too much on the table.
Carnival by spinefluThis one compares poorly to Seaway (especially since it's a Project), and tying a "Modular buy splitter" effect to a +Buy token doesn't sound like a good idea. Don't get me wrong, a modular buy splitter can be cool, but it is much better to make it the on-buy effect of a specific card. Your idea is broken with Pedler: if both players move their +Buy token to Pedler, then the first player to play 4 actions can deplete the entire Pedler pile in one turn, while the other player is stuck with a useless +Buy token he can't even move. To be honest, I like your original nom a lot better, though that one was flawed as well.
Forest Path by Something_SmartOn face value, this looks pretty horrible, as it's a Woodcutter that cost $5 that can do something else. But woodcutters are helpful at depleting the pile with the -2$ token on it. And on turns you move the -2$ token, it could be essentially equivalent to +$4, +1 Buy, which is nice. Playtesting needs to determine if this card is good enough (it's almost certainly not broken), but I think it will be on the weak side (though certainly not Harvest-tier weak).
Lion by ClouduhiehI don't like that the non-attack portion is completely identical to Haunted Woods. And the attack portion seems not to be something that alters the path to victory, but rather just needlessly drags out the game. The ability to dodge Reactions seems kinda cool, but is ultimately a way to make a card extra wordy for something that is not that strong or common to begin with.
Merchant Warf by Abel_KThanks to Gubumb for providing a readable version of this card. It is still unnecessarily convoluted and the use of either or the tokens seems completely artificial to me. It also raises questions to what happens when you play multiple Merchant Warves, or when you buy Seaway after buying a card with the +Buy token. If you wanna finetune this card, please consider a Cargo-Ship like approach (no idea if it is balanced):
+1 Action
Once this turn, when you gain an Action, you may set it aside face up (on this). At the start of your next turn, play that card and then then choose 2 different : +1 Card +1 Action +$1.
Adventurer's Village by [TP] InfernoMmm, I'm not convinced this is balanced at $4. Mass buying this still provides a good amount of +Actions, +Coin and +Buy without reducing your handsize. The thing that keeps City from being overbearing is the First Mover problem. This card doesn't have that at all.
Final result:
Winner: Tramway by NoMoreFun
Runner-up: Shipwright by Gazbag