Star Charts
Types: Action Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.
While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
Seems weak. The benefit to other players is probably too good compared to what it gives you.
Harbourmaster
Types: Action Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
Reread the rules on Durations. Since it isn't doing anything at the start of the next turn, it doesn't stay out, so you can never use the second part.
Tariff
Types: Action Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.
While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Cool idea. Tracking player choices might be tricky with larger games.
Beacon (A)
Types: Action
Cost: $6
+1 Action.
While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.
This can get into problems with the action card option: You play this, get your deck down to, say a Grand Market. Discard it, play the GM, draw this card, gain a GM, play this, repeat until the GM's are all yours. Maybe you intended it for it to be that powerful but man, I think that's too much even for $6.
Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.
When you play an Action card, +$1 per copy of it on your Investment mat.
I kind of like this but it's hard to say how often it would be worth giving up a copy of an action card to make the rest slightly better. If it's a card I got a lot of, there's probably a good reason I wanted as many as I could get; if it's a card I only got a few of, I probably can't spare one, and am I going to get an extra copy of the card and hope it collides with this? I do like that one Investment makes future Investments better. Is it worth investing Investments to get one-shot platinums in the late game?
Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.
When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.
When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.
Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
A pile of distinct tokens for each player is asking for a lot IRL but it's a fan expansion so I guess you can use different denominations of change or something. The effect itself seems a little overpowered.
Thugs
Types: Action Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
I like it, but again it's a little hard to track, especially in large games. Do you count how many cards you gained each turn just in case someone plays thugs? Smugglers is already a little iffy in my opinion, and all it cares about is the previous turn and whether any copy of the card was gained.
Recycle
Types: Action Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
Maybe overpowered but I love it. Versatile and requires some thought. But yeah it's probably too powerful.
On rereading: the second effect say "up to $1 more" not "exactly" which makes it a little more reasonable, I suppose.
Martello
Types: Action Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.
While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
Seems powerful but I might be overestimating it. I like it though.
Vessel
Types: Action Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.
While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
Too powerful.
Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
Reverse pearl diver? Kind of weird and not that interesting.
Beacon (B)
Types: Action Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.
While this is in play, when you gain a card, trash that card or put it on top of your deck.
"While in play" Watchtower. Pretty cool and I do like interesting $2 cards.
Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
I really like this but it might be a little weak. I'd love to try to play with it though.
Treasure Fleet
Types: Action Duration
Cost: $4
+$2. Now and at the start of your next turn, +1 Buy.
While this is in play, when you buy a card, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, put that card into your hand.
I'm not sure but I think the duration rules means that this stays out forever as long as you buy a card every turn. You buy a card, gain a treasure card, the card stays out to keep track of the gained treasure going into your hand, you buy another card, gain another treasure, etc., etc. If this is intended then it's a cool idea but probably overpowered, in a money deck it's basically a silver or gold in your hand every turn for the rest of the game.
Commune
Types: Action Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.
Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
Um... what? I guess the only way to have this leave play is if another player gains it from there. Why would they? Am I missing something?
Customs Officer
Types: Action Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
I think this would be more interesting at a different cost. Also there's no duration effect so it's not a duration.
Seafarer's Charm
Types: Treasure Reaction
Cost: $0
Worth $1.
When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.
Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.
When you shuffle, put this at the bottom of your deck.
Clarification: Seafarer's Charm and Sunken Treasure are not Kingdom Cards. Each player begins with one of each in place of two starting Coppers. Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back. When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
I like this idea, actually. It changes early game dynamics quite a bit. Attacks aren't as good right away, which maybe isn't that good for games, but I love that the Sunken Treasure decreases the chances that your openers will miss the reshuffle.
Docks (A)
Types: Action Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Neat, but this could easily be $5 in my opinion.
Fishmonger
Types: Action Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
Maybe it's too boring for a fan contest but I like it.
Convoy
Types: Action Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
Seems cool.
Shipyard (C)
Types: Action Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.
While this is in play, when you would gain a card, you may gain a Copper instead.
Counting House is already a very situational card, you don't really need variants (yes I designed Wayfarer B, shut up).
Voyage
Types: Action Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.
When you would discard this from play, instead, trash this and gain a Voyage.
Seems really powerful to me, and it would pile out quickly.
Coastal Raiders
Types: Action Attack Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
The next turn benefit is too good, mega grand market (with no buy) for $3?
Sea Harvest
Types: Action Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
Hmm, could be interesting.