This is part of a Victorian era themed set I am working on. You can see the cards here. https://imgur.com/a/mJNyx3c
None have been playtested as I dont sleeve cards so I will have to look into stickers and whether they will work.
But here's the card I am particularly worried might break games.
It is a card whose only benefit is when you buy it but my worry is that you can empty the whole of this pile and a pile of 1 cost cards (like Poorhouse) with no money. You wont win just by doing this but if you were ahead it could end the game. Is this a problem balanced by the fun possibilities of the card?
Cost reduction is a larger issue than Poor House. With 2 Highways in play, you can empty the entire Ragamuffin pile, net gain 10 Buys and 10 Coins and then empty the Estate pile.
Even without cost reduction, every player can (most likely in his last turn) empty the pile and buy one Province and an Estate.
Perhaps this leads to interesting endgame play but to me it feels like a very "switchy" thing: doing so is normally bad (you might arguably buy one to spike) but once the last turn approaches this suddenly changes from crappy to brilliant, without much of an intermediate space.
About the other cards,
Banker looks very interesting. I like this Remodel variant a lot, the Debt thing is a smooth mechanism to implement "pay to Remodel".
While
Hoodlums reduces your handsize as well, the non-terminal Attacks is nonetheless too nasty. The Attack in and of itself is arguably harsher than that of Torturer.
Nurse looks fine.
Not sure about
Enforcer. Attacks with implemented Moats are very centralizing.
Workhouse looks very strong. Hard to imagine when you would not open with it.
Coppers as cantrip Attack is as dubious as Hoodlums.
Tannery looks like a fine and balanced implentation of the rare
+2 Cards +2 Coins idea.
Trinket absolutely needs to cost more than $0.
Hammer Time is weakish.
+3 Cards +1 Buy is already roughly a $5 (Margrave, Tragic Hero) so there is no need to nerf it.