Palanquin
Types: Action
Cost: $5
+1 Action. You may discard an Action card. If you do, +1 Card per $ it costs.
Rounded down I guess? With a high enough $4+ action density this is easily "Draw your whole deck including the cards originally discarded". Quite probably too strong.
Tribe
Types: Action
Cost: $3
+2 Actions. +$1. Look at the top 2 cards of your deck. Discard one and put the other anywhere in your deck.
When you buy this, you may discard a card. If you do, +1 Buy and +$2.
The bottom part is probably okay-ish for $3, but probably more on the $2 side (compared to Squire for example). With the bottom part it actually only costs $1, AND it adds a buys. So, I think a bit too cheap and a bit too similar to Border Village.
Quagmire
Types: Victory
Cost: $3
Worth 1 VP.
When you gain this, trash 3 cards from a Supply pile.
Utterly broken. $9 with 3 Buys ends the game...
Hinterland
Types: Action
Cost: $4
Swap the cards in your hand with the cards on your Hinterland mat.
When you gain this, gain a Silver, putting it on your Hinterland mat.
Argh... new components I really don't like. Regardless, this feels extremely weak... so you need to buy 4 of these to actually have a Province hand to swap into? And before you get bascially... nothing?
Pilgrimage
Types: Action
Cost: $3
+1 Action. +2 Buys.
While this is in play, when you gain a Victory card, Victory cards cost $1 less this turn, but not less than $0.
Clarification: Buying this multiple times in a turn does reduce costs each time.
At first glance this felt a bit strong, but after some thought I think I like it. I mean, this does not very much most of the game, but some of them can really help engines to catch up in points very effectively. Plus it might be nice for slogs (Silk Road, I look at you)... You yeah, nice.
Consulate
Types: Action
Cost: $4
+3 Cards. +1 Action. Discard 2 cards.
When you gain this, each other player gains a Copper, putting it into his hand.
Hm... so the main effect is like a better Warehouse... The thing is, it is a MUCH better Warehouse for $4 (which is quite a good card for $3), so this alone is a bit strong.
The bottom part I can't really grasp. Is this good or bad for your opponents? Probably bad most of the times?
Should this be an attack then? (of course not, since it's on-gain)
So yeah, overall not that interesting and a bit strong.
Trade Agreement
Types: Action
Cost: $5
+3 Cards.
While this is in play, when you gain a Trade Agreement, gain a card costing up to $5.
Well, first: I don't really think Hinterlands needs another Smithy variant. But second: I suppose this is fine. Of course this card is quite strong with good Villages around (Bazaar!), but without it's just an expensive Smithy.
The card on its own is fine probably, but it's not terribly exciting and Hinterlands already has Margrave and Embassy...
Mountain Dwellers
Types: Action
Cost: $5
+1 Card. +1 Action. Reveal your hand. If you revealed 3 or more Treasure cards, +$1.
When you buy this, you may trash a Treasure card you have in play. Gain a Treasure card costing exactly $3 more than it.
Interesting. So this is a Peddler variant that wants no Treasure trashing, but deals differently with this issue (so, nicely on-theme). The thing is, I suppose this is a bit swingy a slightly too weak. I mean, Peddler plus is usually $5, but the Plus is only on-buy here, which makes it rather mediocre, AND the issue of not maybe having 3 Treasures in hand really really nerfs it. So: Nice idea, but a bit weak I think.
Emerald Vein
Types: Action – Victory
Cost: $5
+1 Action. Reveal your hand. +$1 per Victory card revealed.
Worth 1 VP.
Err... how does this card play? Like self-synergetic? Sure, with 5 Emeralds in hand you can buy another Emerald... but other than that?
Maybe I'm wrong, but this seems to be extremely weak.
Troglodyte Caves
Types: Action
Cost: $5
+1 Card. +1 Action. Discard any number of cards. +1 Card per card discarded.
When you gain this, you may reveal a card from your hand costing less than this. Gain a copy of it.
The Super-Cellar. Probably fine, maybe a bit on the weaker side.
Vendor
Types: Action
Cost: $1
+1 Action
When you buy this, +2 Buys.
So this basically trades $1 for 2 Buys on all Action cards in the supply. Probably adds some nice variability, but the card itself is only like a middle man and not a factor on its own. I guess I sort of like it, but I don't know whether this is enough to justify a cards slot.
Artefact
Types: Action
Cost: $2
+1 Card. +1 Action. Choose a card from your hand. Trash it, discard it, or put it on top of your deck.
When you buy this, set it aside instead of gaining it. Discard it after you next shuffle your discard pile (or when the game ends).
Very strong main effect with a very serious nerf to it. I suppose it's still a great opening buy, but the issue of trashers that it gets worse the later you get it is even more severe here, since it's delayed by a shuffle AND shuffles tend to get longer as the game progresses. More or less Chapel version 2, and therefore also viable at $2 (you need to be able to open this together with another card). Niche application, but probably fine.
Ring Leader
Types: Action – Attack
Cost: $3
When you buy or play this, each player (including you) reveals the top 4 card of his deck, discards one that you choose, and puts the rest back in an order he chooses.
Looks fine. I like it.
River
Types: Victory
Cost: $3
Worth 2 VP.
When you gain this during your turn, all cards except Victory cards cost $2 less this turn, but not less than $0.
Well, another 2VP for $3... with the bottom part not really worth a lot. I mean, why would you like Remodel into or Ironworks a dead Victory card if you don't intend to buy Victory cards yet. Sort of an anti-synergy, which leaves it with only the top part. Which is... boring.
Factory
Types: Action – Reaction
Cost: $4
+1 Action. You may discard a card that is not a Victory card. If you do, gain a copy of it.
When you gain a card, you may reveal this from your hand and put it onto your deck. If you do, put the gained card into your hand.
A Workshop variant only for engine building basically. I don't know whether we need such a thing, but the card itself seems fine. The on-gain is interesting, since you can potentially draw the Factory back with the gained card, which could lead to quite some creative turns.
Sanctuary
Types: Action
Cost: $5
+2 Cards. Discard 2 cards.
When you gain this, set aside a card from your hand. Return that card to your deck at the end of the game.
Do we really need an on-gain Island? I mean, there's not even a tabelau for that... Plus, the on-play is incredibly weak, so $5 costs sounds just WAY to high.
Workers' Co-operative
Types: Action
Cost: $5
+1 Buy. +$3.
While this is in play, when you buy a card, each other player may gain a card costing less than it.
Probably weak. The top is sort of like Harvest mostly, with the +Buy traded for a potential $4. The bottom part, however, is quite a drawback, so the card would maybe be fine at $4? Don't know.
Smelter
Types: Action
Cost: $4
+1 Buy. +$1.
While this is in play, when you buy a card, gain a Silver, putting it on top of your deck.
Another Silver flooder. Buy 2 Silvers, gain 2 Silvers on top of your deck. Probably fine at $4, but do we really need another Silver generator in Hinterlands?
Witch Doctor
Types: Action
Cost: $4
+$1. Look through your deck; reveal and discard any number of Victory and Curse cards from it. Shuffle your deck.
When you gain this, put your deck into your discard pile.
Now this is interesting. It obviously helps against Cursing and clogging, it might support slogs, and it is maybe even ok as an opener (?)... I think I like it.
Diviner
Types: Action
Cost: $3
+2 Cards. +1 Buy.
While this is in play, when you buy a card, reveal the top 2 cards of your deck, discard any number, and put the rest back on top in any order.
Fine card probably, but not all that exciting I guess.
Shoreline
Types: Victory
Cost: $6
Worth 4 VP.
When you gain this, +1 Buy.
4VP for $6 alone is a lot (it at least requires some work for Fairgrounds), so maybe a bit strong? In any event it's just not very interesting, and on-gain +Buys dont' feel that attractive to me (especially for expensive cards like this one).
Mill
Types: Action
Cost: $5
+1 Action. Each other player draws a card. Gain a card costing up to $5.
When you gain this, each other player discards down to 3 cards in hand.
Interesting and quite complicated card I suppose. I mean, you can of course gain more Mills, which is like a Margrave attack for your opponents, but in the end you have tons of Mills, which is sort of like tons of worse Universities. You probably want this in the same sort of games you want University, which makes one of those a bit obsolete I think. Apart from that I like it.
Travelling Salesman
Types: Action – Reaction
Cost: $5
Discard any number of Treasure cards from your hand. +2 Cards per card discarded.
When another player gains a Victory card, you may discard this. If you do, gain a card costing less than the gained Victory card.
On first glance the bottom part seems a bit unconnected to the top part, but well, both are trade-off engine effects. So yeah, I really like the top part of the card, and maybe it would be enough to make it viable on its own.
The bottom part... hmmm... it helps a bit against an early greening opponent (the question is, would you dsicard the Salesman for that?), and in the endgame it's a bit like the "do I gain a Duchy off of that Province buy, or do I rather keep it and hope for something better".
So yeah, maybe the bottom thing is not necessary, but I sort of like both effects.
Edit: Maybe the bottom part would be better like "When another player gains a Victory card, you may reveal this. If you do, gain a Copper, putting it into your hand" to make it more thematic and a bit weaker.
Courier (A)
Types: Action – Reaction
Cost: $4
+1 Card. +1 Action. Discard any number of cards. Gain a card costing exactly $1 per card discarded.
When you would gain a card other than during your Buy phase, you may discard this from your hand. If you do, gain a card costing up to $2 more instead.
A tricky and interesting Workshop variant. Maybe a bit on the strong side, but probably fine.
Oicho-Kabu
Types: Action – Victory
Cost: $5
+1 Buy. +$2.
Worth 1 VP. While this is in play, when you buy a card, +$2 and discard the top card of your deck. If it's a Victory card, trash this.
Boring top part, complicated and swingy bottom part. I'm not a fan.
Wayfarer (A)
Types: Action
Cost: $2
+1 Card. +1 Action. +1 Buy.
When you buy this, you may trash a card from your hand. If you do, +$ equal to its cost in coins.
Looks a bit overpowered in the sense that the early game will often be a race for this card. So with a 4/3 opening you can buy two of those, trash 2 Estates and gain a Silver and a $4-cost off from it... That's like, awesome. Probably too strong.
Sultan
Types: Action
Cost: $5
+2 Cards. +1 Action. Discard a card.
When you gain this, look at the top 3 cards of your deck. Discard any number of them and put the rest back in any order.
Looks like a decent Lab variant. Maybe not a power $5, but probably fine.
Safe House
Types: Victory – Reaction
Cost: $3
Worth 2 VP.
When you gain a card costing $0, you may discard this. If you do, gain a Gold.
Ok, this fits the theme, but it's SOOO similar to Tunnel. A Gold gainer with 2 VP for $3 and just a different trigger. Yeah, probably okay-ish card in a vacuum, but just too much like Tunnel.
Commander
Types: Victory
Cost: $5
Worth 2 VP
When you gain this, gain a Reinforcement card, putting it on top of your deck.
Setup: Add an extra Action Kingdom card pile costing $5 to the Supply. Cards from that pile are Reinforcement cards and cannot be bought.
Clarification: Unlike most Victory cards, there are always 10 copies of Commander in the Supply regardless of the number of players.
Interesting. The idea is intriguing (i.e. the trade-off between Victory cards and additional Actions), but I feel it's too swingy dependend on the additional pile. Maybe that's not too bad though.
Midnight Gathering
Types: Action
Cost: $5
+1 Action. You may put your deck into your discard pile. Look through your discard pile. You may reveal an Action card from it; put it into your hand.
Hard to tell whether this is worth $5. Maybe it is. Theme-wise not very Hinterlandsy though...
Pasture
Types: Victory – Reaction
Cost: $4
Worth 2 VP.
When another player gains a Victory card, you may reveal and discard this along with any number of cards from your hand. If you do, +2 Cards per Pasture and +1 Card per other card discarded.
The card itself would work I guess, but it's a bit wordy for my taste. Compared to Tunnel probably a bit weak, since the Reaction is useful less often I suppose.
Trailblazer
Types: Action
Cost: $4
Gain a card costing up to $4.
When you gain this, reveal the top 4 cards of your deck. Put any number of the revealed Victory cards and Curses into your hand. Put the other cards back in any order.
Yet another Workshop variant, this time with a filtering effect attached. Favors slogs and rushs a bit more than Armory for examply, but overall not terribly exciting.
Bargain
Types: Action
Cost: $4
You may trash a card from your hand. Gain a card costing exactly $1 more than it, a card costing exactly $2 more than it, and a card costing exactly $3 more than it. Discard down to 2 cards in hand.
When you gain this, each player (including you) may trash a card from his hand.
Uh... well... Estate trashing is super-strong, Copper trashing is often fine as well (depends on $2 cost cards available), $5-cost trashing is extremely strong (hello Expand). So ok, what's the drawback. Discard down to 2 hurts of course, especially if you add this to engines. On the other hand, there are engines that can handle that, and compared to the effect it's not THAT bad. The on-gain helps your oppoents, so that's a nerf as well. I guess this card can either be a good terminal addition or way overpowered. Overall a bit too strong I feel.
Clairvoyant
Types: Action
Cost: $3
+1 Action. Look at the top card of your deck. You may put it into your hand. Otherwise, +$1 and either discard it or put it back. Look through your discard pile and put a card from it or your hand at the bottom of your deck.
Does the "Look..." part belong to the "Otherwise" clause? Anyway, up to "...put it back" the card looks more like a classic $2 cost, but fine. The rest sounds weak as well and a bit useless (why would you want to put a card from your hand at the bottom of your deck?). But even with this thing, quite probably a $2 cost, and not a very interesting one.
Fence
Types: Action
Cost: $5
While this is in play, when you buy a card, gain a card costing exactly $1 more than it.
EDIT: Changed from "when you gain a card" to "when you buy a card".
Hm... not terribly exciting, since something simliar already exists, but apart from that probably fine.
Shaman
Types: Action
Cost: $4
+1 Action. Name a card. Reveal cards from your deck until you reveal an Action card with that name. Put it into your hand and discard the rest.
When you gain this, each other player discards any number of cards from his hand then draws a card per card discarded.
The action seems quite strong, but probably ok? It's like a half-Golem with more control over what you draw. The on-gain is quite good, so this would probably work at $5 as well. I think.
Tinker's Wagon
Types: Action
Cost: $4
Gain a card costing up to $4.
When you gain this, move a card costing between $3 and $6 from the top of one Supply pile to the top of another.
Another Workshop with some freaky effect that has more or less nothing to do with the rest of the card. Don't like it that much.
Thrift Shop
Types: Action
Cost: $6
+1 Action. +$2. If this is not the first time you played Thrift Shop this turn, you may gain a card from the Thrift Shop mat.
When you gain or play this, place a card costing up to $5 from the Supply onto the Thrift Shop mat.
Clarification: There is only one community Thrift Shop mat. Each player does not have his own.
So, let's assume we call the Thrift Shop mat "Trash". How would this change the card? Like... hardly? So, I think there is no use for another component. Apart from that, well... it's probably fine? Maybe this could cost $5, but I'm not sure.
Grandee
Types: Action
Cost: $5
+1 Buy. Gain a card costing up to $4.
When you gain this, gain a Gold; each other player gains a Silver.
Another expensive Workshop variant. Not very good probably and not very exciting.
Construct
Types: Action
Cost: $3
Trash a card from your hand. Gain two cards each costing exactly $1 more than it.
When you gain this during your Action phase, +1 Card and +1 Action.
Well, the main effect is probably ok... but with Remake and Develop around it feels sort of obsolete. The on-gain effect has nothing to do with the rest of the card, so yeah... I'm not very excited about it.
Missionary
Types: Action
Cost: $4
Reveal cards from your deck until you reveal a Victory card. Gain an Action or Treasure card costing up to the Victory card's cost, putting it onto your deck. Discard the revealed cards.
When you buy this, reveal a card from your hand. If that card costs $6 or less, gain a copy of it.
The wording seems a bit off, but not terribly so. So what does this card do? Gain $2 actions? Gain $5 Actions late? Both doesn't seem too great. It might be fine for Duchy/Duke with decent $5 cost actions or treasures around, but otherwise it's pretty bad I suppose.
Chapterhouse
Types: Action
Cost: $5
+1 Action. +$1. Draw until you have 6 cards in hand. Discard 2 cards.
When you buy this, each other player draws a card. When you gain this, each other player with at least 4 cards in hand discards a card.
A rather interesting Lab variant that stacks quite nicely I guess. The on-buy/on-gain is interesting, since it provides filtering when you buy Chapterhouse and is a mild attack when you just gain it. The bottom part is probably not really necessary, but the top part I like.
Barn
Types: Action
Cost: $5
+1 Card. +1 Action. Discard a card. If you discarded a Victory or Curse card, gain a Treasure costing up to $4. Otherwise, +$1 and gain a Victory card costing up to $4. Put the gained card into your hand.
When you buy this, gain an Action card costing up to $4, putting it onto your deck.
EDIT: Changed "When you gain this" to "When you buy this".
Ok, so either this is a weird Grand Market variant or a Victory card gainer... interesting. The on-play gains Treasure or Victory cards, the on-gain Actions... This card is probably fine, but it's quite a mess. It wants to be like everything at the same time, but I don't really see the purpose. The top part can be handy in slogs, but the bottom wants something else... So yeah, I'm missing the focus of this card. Otherwise ok I think.
Huntsmen
Type: Action
Cost: $0*
+1 Action. +1 Buy.
When you gain this, +2 Buys. During your Buy phase, this costs $2 more for each card you've gained this turn.
Ok, this also has the issue that the card itself doesn't do anything basically, with its mere purpose being some sort of expedient. Interesting concept, but I'm not convince it's worth it.
Painful Journey
Types: Action – Curse – Reaction
Cost: $4
Discard any number of Curses. +2 Cards for each Curse discarded.
Worth –1 VP. When you would buy a Victory card, you may trash this from your hand. If you do, gain a Victory card costin less than the bought card and gain 2 Curses.
Clarification: You cannot gain this card when another card instructs you to gain a Curse.
I'm... confused. I really have a hard time judging this, and it's quite likely hard to balance. Wonky at best.
Wagon Raider
Types: Action – Attack
Cost: $4
Each other player may put a card costing more than $2 from their hand into your discard pile. If he doesn't, he gains a Curse.
While this is in play, when you buy a Gold, you may gain a Province instead.
EDIT: Added "instead" to the end of the text.
The top part feels extremely swingy (opponent gets rid of estate, gives you a Cellar or Silver, or gets a Curse) and potentially a bit political in multiplayer games. The bottom part is super strong, so all in all I don't like this very much.
Nomadic Village
Types: Action – Reaction
Cost: $4
+1 Card. +2 Actions.
When you gain this, put it into your hand.
When an opponent gains an Action card, you may discard this. If you do, search your discard pile for an Action card and put it into your hand.
The bottom part looks a bit too strong, but otherwise fine I guess.
Stranger
Types: Action
Cost: $5
+1 Card. +1 Action. +1 Buy. Each other player discards the top card of his deck. Copies of cards revealed this way cost $2 less this turn, but not less than $0.
Weak and swing I'd suppose.
Courier (B)
Types: Action
Cost: $2
+1 Action. +1 Buy.
When you discard this from play, if you bought no more than one card this turn, you may put this on top of your deck.
I see the purpose here, but it's still very very weak I think. I mean, when would you want to put it back really? This is so clearly clearly much worse than Herbalist for example, so I'd see me buying this card only if the +buy was absolutely necessary.
Sawmill
Types: Action
Cost: $3
+1 Action. +1 Buy.
When you gain this, set it aside onto your Sawmill mat. At the start of each of your turns, you may put any number of cards from your mat into your hand.
Another mat thing... okay, this is similar to the one above, but certainly somewhat better. But well, not very exciting.
Pyramid
Types: Action
Cost: $4
+1 Action. +$1. +1 Card per Pyramid you have in play. Discard one card per Pyramid you have in play.
When you buy this, gain an extra copy of it.
Hm... looks fine to me.
Lucky Coin
Type: Treasure
Cost: $4
Worth $1.
When you gain this, each other player with at least 5 cards in hand reveals his hand and discards a card that you choose.
The IGG-Pillage merge... probably ok, but so not inventive.
Used Land Salesman
Types: Action
Cost: $5
+4 Cards.
While this is in play, when you buy a card, gain a Victory cards costing less than it.
Ok... +4 Cards is a bit strong for a $5 cost... so the bottom part is supposed to be a nerf? I mean yeah, maybe you don't want to buy Gold early... but probably you want to do it still? It's a bit like a reverse Hoard I guess, so I feel this is a bit strong, especially past midgame.
Wayfarer (B)
Types: Action
Cost: $4
Reveal cards from your deck until you reveal one costing $1 or more. Put all the revealed cards into your hand.
When you discard this from play, gain a card costing up to $1 per Copper you have in play.
So this draws 1 card plus all the Coppers/Curses on the way... and gains additional cards during clean-up. This looks like veeeery strong Copper strategy card. Draw 8 Coppers, gain 2 Provinces... I'm not sure how strong this card can really be, and how swingy it ends up to be, but it looks interesting at least.