Village of the Dead
+1 Card, +1 Action. If u play this card the first time this turn, you may turn your Journey token over (it starts face up).
If your Journey token is facing up: +1$
Otherwise:+1 Action +1 Buy
Cost: 5 Action
Heirloom: Pumpkin Patch
$1
If your Journey token is facing up: +1$ +1 VP
Turn over your Journey token (it starts face up).
Cost: 4 Treasure Heirloom
Is it your intention that Pumpkin Patch produces $2 in your first shuffle? I'm not a fan of such a change to the opening. Is Pumpkin Patch's instruction "If your Journey token is face up: +$1 and +1VP and turn your token face down" or is it "If your Journey token is face up: +$1 and +1VP" and then either way "turn your Journey token over"? I recommend maintaining consistency with other Journey token cards where turning the token face up is its stronger effect.
Snake Oil - $4
Treasure - Night
If it's your Buy phase: If your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +$3. If you don't, +$2. If it's your Night phase, you may turn your Journey token over.
You could improve the wording by taking the +2$ out of the conditional, like so (with additional removal of some conditionals):
+2$
If your Journey token is face down (it starts face up) or it's your Night phase, you may turn it over for +1 Buy, +1$.
(it technically now gives coins and Buys even in the Night phase, but that should not matter.)
Producing $ during the Night phase can technically matter for
Wine Merchant, but that's just a fun coincidence. The change is worth the simplicity (though I often prefer combining identical resource production as
Giant does).
Either way, Snake Oil still looks amazingly worse than
Fool's Gold. 3 Snake Oils ($12 in 3 Buys) with setup produce +1 Buy and +$7 or otherwise produce +$6 where 3
Fool's Golds ($6 in 3 Buys) always produce +$9. +Buys are nice, but stop cards are expensive in their own right.
Maudlin Witch
Types: Action, Attack, Reaction
Cost: $4
+$2. You may turn your Journey token over. If it's face down, gain a Copper and each other player gains a Curse.
If your Journey token is face up: When you gain a card, you may reveal this from your hand to trash it.
This ought to take a wording from
Watchtower, as its current wording is ambiguous as to whether you are trashing the gained card or the Maudlin Witch.
If your Journey token is face up: When you gain a card, you may reveal this from your hand, to trash that card.
I'm not all too excited to see more really bad $4-cost Cursers, considering gaining a Copper is nearly as bad and moreover frustrating if a player blocks it with their own Maudlin Witch (which you'll have to commit to gaining a Copper before other players gain, and therefore trash, that Curse).
I might rather the benefit be +$1 so it can gain a Silver. That would make it worse at blocking Curses and make it marginally less bad when other players do block them.
Quay - Action Duration, $4 cost.
You may discard 2 cards to turn your Journey token over. Then, if it's face up, +4 Cards.
At the start of your next turn, if it's face down, +3 Cards.
I think something ought to be written on this to make it more clear that it stays in play even if your Journey token is face up. The fact that it stays in play is a somewhat esoteric nerf to an otherwise-superior
Smithy at cost. And that aside this reads so similarly to
Ranger being a draw card that uses your Journey token.
I might like it better if you had the option to feed it for each draw, because as is you will likely just set your token one way and then never turn it again.
Pilgrim
Types: Action
Cost: $5
If your Journey token is face up, +3 Cards. You may turn your Journey token over. If you do, +1 Action.
Whatever it is worth, being able to draw cards before you decide to turn your token makes it a lot stronger. I think the benefit is pretty marginal in engines: If you need to flip your token, you're paying big for it later, so I imagine this will mostly be an expensive
Smithy.