Neighbouring Village
Types: Action
Cost: $3
+2 Actions. When you next play an Action card from your hand this turn, add 1 more to each +Card, +Buy, +$, and +VP amount it gives as you resolve it.
I think the wording could be improved (as I would definitely not get "
Vault gives +$ equal to what you discarded +$1"), but I understand what you're getting at, so I will spare the pedantics.
It feels very promo-ish, because I don't think it would be worth its own complexities as an off-theme card inside an expansion proper. I think I like it. It has strong combos, but it is strongest with cards that give a variety of resources (at which point this turns into a
Bazaar variant of sorts), which are rare enough that they would not typically mind the boost.
Fete
Types: Action
Cost: $4
Choose one: +1 Card; or +1 Action. Choose two (the choices can be the same): +1 Action; or +1 Buy; or +$1.
I think the
Peddler option makes this too much of a no-brainer, let alone its other very decent choices. Maybe give it a buy restriction ($3
Grand Market?), weird cost (<6>?), or an additional benefit to buff it up to $5 (when you gain this, gain a differently named card costing exactly $5?).
Developing Village
Types: Action
Cost: $2+
+1 Action. Reveal the top card of your deck. You may trash it and gain a differently named card with the same cost to your hand. If you do, +1 Action; if you don't +1 Card.
When you buy this, you may overpay for it. For each $1 overpaid, +1 Villager
This doesn't need to reveal the card. You can just look at it.
While it shapes itself somewhat like a splitter, I think Developing Village is really hiding an immensely frustrating Estate trasher, largely because it costs $2+. I'd recommend a cost of $3+ instead just to avoid the ability to turn Estates into Developing Villages. I think I disagree that it doesn't need the overpay. There will be a fair number of boards where triggering the +Actions in this will be difficult. The overpay benefit might even need to be larger for an increased cost.
Exchanging the card instead of trashing it would be fine, but don't forget to specify that you exchange for a card in the Supply, because exchange does not imply that (existing Exchanges being the Travellers and Changeling with exchanges for a specific card).
Capital City
Types: Action
Cost: $5
+2 Cards, +2 Actions.
While this is in play, cards cost $1 more.
I'll ignore issues with timing and cost reduction.
Ideally, +1 Card should be worth more than +$1, but considering it really gives -$1 per Buy, and engine decks typically want to buy multiple cards (let alone other ways they care about card cost), this could probably even cost $3 and wouldn't be unreasonable. I'd want to give it some reason that it cares about the cost of cards.
Parish
Types: Action, Reserve
Cost: $5
+1 Card, +1 Action. Put this on your Tavern mat.
Directly after you finish playing an Action card, you may call this for +2 Actions.
I think the things that make
Coin of the Realm interesting are that it is a stop-card that you can functionally only use every other turn that provides an awkward number of +actions. Parish takes
Coin of the Realm and removes about half of what makes it interesting, to an extent that I'd recommend going back to the drawing board with it.
Bookkeeper
Types: Night, Duration
Cost: $5
The first time you play a card next turn, if it is an... Action card, +1 Card and +2 Actions; Treasure card, +1 Buy and +$2
This is gained to your hand.
The flexibility of this I'm not sure is worth the buff from
Ghost Town (even though it gives +1 Action more). Its general similarity makes this less exciting to me, generally. Making the $ value worth more than the splitter would risk making Bookkeeper into a big-money enabler.
Donjon
Types: Action, Victory
Cost: $4
+1 Card, +1 Action. You may discard a Victory card for +1 Card and +1 Action.
1VP
This reminds me a lot of Shepherd, but sideways. It only provides you sifting for 1 card, but leaves you with extra Actions. Having more tempo-VP cards I don't think is inherently amiss.
Merchant's Village
Types: Action
Cost: $3
+2 Actions, +$1. You may reveal a Silver from your hand for +1 Card.
Merchant has this thing in it that I like to call an "anti-frustration" mechanism. I don't have to have a Silver presently to get the +$1 from
Merchant, I just have to find it by the end of my deck. Merchant's Village varies from being worse than
Squire to as good as
Bazaar based upon whether or not I have a Silver. With very little way to help align it with a Silver, I suspect this will result in some swingy games.
Metropolis
Types: Action
Cost: $6
+1 Card, +3 Actions. +$1 per card you've played (including this) after the previous Metropolis you played this turn.
This one is a brilliant way to get a $6 splitter working. Having played with a similar card (the produces $ to a cap for playing actions
after it) that had a hefty drawback, this will likely be a strong engine card on most boards with +Buy and will otherwise be ignored (which is totally reasonable).
Brewery
Types: Action
Cost: $5
+2 Actions. Put up to 2 cards from your hand onto your deck. Discard your hand. If you discarded any cards this way, +3 Cards and +$2.
This one hurts my head a bit to look at just because the discard is mandatory. I don't doubt that it is strong, but it rubs me the wrong way.
Folon Village
Types: Action
Cost: $4
Reveal the top 3 cards of your deck and discard them. Count the types among them and per revealed type you get: Action: +1 Action; Treasure: +$1; Victory: +1 Card; Curse: +1VP; Attack: Each other player gains a Ruins; Reaction: You may trash a card from your hand; Each other type: +1 Buy.
This seems a swingy tracking-nightmare like
Ironmonger wasn't enough, even ignoring that it is an unblockable "Attack" assuming it appears with another Looter. If you want an effect like this, I'd always recommend making the effects require as little tracking as possible. Regardless of anything else, it is only a splitter by virtue of discarding the Actions you would otherwise want to play, which likely increases the likelihood that you don't have Actions to play, so I can't say that I'm a fan. The best use of Folon Village will likely be to try to manage a +VP engine with it around some other discarding cards.
Slave Merchant
Types: Action
Cost: $2
+2 Actions, +1 Buy, +$1. You may play a Treasure. You may buy a card.
Breaking convention of playing Treasures in the Buy phase is not something I personally like doing very much. Regardless, I think +2 Actions, +2 Buys, +$1 might be a bit strong at $2.
Slum Village
Types: Action, Reaction
Cost: $4
+1 Card, +2 Actions
When an opponent trashes a card, you may discard this from your hand, to gain a copy of that card from the Supply.
I think this primarily shuts-down fun trash-for-benefit tricks without doing a lot else. I don't like the concept because it makes an entertaining thing you can't do every game anyway into a risky and bad idea.
Theatre
Types: Action
Cost: $4
+1 Action. Play the card on the Theatre mat
Setup: Put a $2 costing Action that gives +1 Action unconditionally onto the Theatre mat.
A comprehensive list of the 15 existing cards that Theatre could play:
Cellar,
Lurker,
Haven,
Lighthouse,
Pearl Diver,
Hamlet,
Vagrant,
Candlestick Maker,
Page,
Ratcatcher,
Raze,
Patrician,
Settlers,
Pixie, and
Border Guard.
I assume from the wording that you mean for Theatre to "Play the card on the Threatre mat, leaving it there."
a la Necromancer. Under that assumption,
Page,
Ratcatcher, and
Pixie (20%) make Theatre into an expensive
Village with no further effect (except churning the Boons, I guess).
Lighthouse and
Haven being Durations will leave no cards out so that there will be untrackable Duration effects. The most powerful options I don't think are too unreasonable except for
Lurker which sounds really unfun to deal with.
Hillside City
Types: Action
Cost: $5
+1 Card, +2 Action. if you have an even number of cards in your hand: +1 Card.
Looks reasonable and vanilla.
Sprawling Village
Types: Action
Cost: $4
The next time you play an Action card this turn, you may ignore its instructions and instead receive +1 Card, +2 Actions.
There are few enough "While this is in play" effects that I wouldn't worry too much about this being overpowered with those. My big concern is that this generally looks pretty bad next to
Port. Having played with a self-
Enchantress (which makes the card weaker than a
Village admittedly, but just the same), losing one of your Action cards is typically a big cost, actually. (Discarding the card to avoid an "overpowered" in-play effect would make Sprawling Village significantly stronger because it would no longer consume your Action cards.) The ability to turn temporary cards (like trashers and cursers) and cheap Actions into
Villages is neat, but fairly niche, so this will mostly be an expensive
Village. I suppose Dominion can't really have too many of those.
Midwife
Types: Action, Night
Cost: $3
If it's your night phase, +1 Villager. Otherwise, +2 Actions, +$1.
This one is neat. It would probably be fine at a cost of $2. Compared to
Squire you can't draw it dead and you can set aside its +Action later, but only by losing the +$ it gives, which is a pretty expensive cost as far as tempo is concerned.
Plantation
Types: Action
Cost: $2
+1 Card, +1 Action. You may discard a card from your hand. If it is an... Action card: +1 Card and +1 Action; Treasure Card: Gain a Plantation.
This compares very poorly to
Hamlet. I would try to vary it more from
Hamlet by giving +2 Actions regardless and discarding for either gaining a Plantation or getting a +Card.
Campsite
Types: Action
Cost: $2
+2 Actions. If you have 4 or more Actions (Actions, not Action cards), +2 Cards.
You gut reaction to make it 4 unused Actions seems correct for a $2 splitter. You'll often want to buy a bunch of them just because +2 Actions is that useful.
Crowded Village
Types: Action
Cost: $4
+2 Actions. If there is at most 1 empty Supply pile, +1 Card. If there are no empty Supply piles, +1 Card.
This would definitely compare poorly to
Lost City at $5, but the big problem is all the same problems as
Poacher: In multiplayer games, the Supply emptying is a constant concern, but in 2-player games it takes a particular setup. Crowded Village will likely be far too strong in 2-player games. I think this needs some effect to help push the Supply piles (and possibly raise its price to $5).