Regicide
Types: Action, Attack
Cost: $6
You may play an Action from your hand twice. If it's not a Regicide, each other player with 5 or more cards in hand discards a copy of it (or reveals they can't).
The turn-order advantage will probably make Regicide brutal. There are enough Kingdoms with singular important engine cards that slapping out of hand will be devastating, and if it misses it is functionally because your engine failed this turn. This might even become a little targeted, as if you Regicide a Regicide a
Smithy, you'll get to see all the Actions in the hands of players who don't have
Smithy cards before you choose the next Action you'll Regicide. It is a slick design, though.
Stowaway
Types: Action, Attack, Duration
Cost: $3
+1 Action. Set aside any number of cards from your hand face-up (on this). Each other player gains a copy of one that you choose. At the start of your next turn, put these cards into your hand.
I think Donald X. has said that Estate junking isn't so good because they empty so fast--which is especially no good when other pile-emptying Attacks are around. Ignoring that, I think Stowaway is way stronger than it looks at a glance. Because two Stowaway cards can juggle all the junk elements out of your deck forever. I mean: Any number of cards? Having a bunch of Stowaway cards can set aside other Stowaway cards to ensure they never misfire.
Tax Collector
Types: Action, Attack, Duration
Cost: $5
+2 Coffers. Until your next turn, when another player plays an Action card with a +$ amount in its text, they take their -$1 token.
This needs a next turn effect so it stays in play. The Attack is super cool. I don't like the vanilla bonus very much:
Butcher and
Villain already do the +2 Coffers thing and I don't want a glut of cards that do that. Thematic ties to
Tax Man make me wish it could trash Treasures somehow.
Purists
Types: Action, Attack
Cost: $5
+2 Cards. Each other player discards down to 2 cards in hand, then draws a card and gets +1 Villager.
The theme is nice, but the Attack doesn't really fit into it: The other players are the purists? Either way, +1 Villager is better than having a
Village, so I think this Attack is actually super weak. I might cost Purists at $4 so it's more accessible or have it draw 3 Cards so it's stronger but the stacking gets hairy.
Angry Mob
Types: Action, Attack
Cost: $3
+$2. Each other player removes a token from their Coffers/Villagers mat. If they don't, they gain a Curse.
Setup: Each player gets +3 Villagers.
Neat concept. The value of this Attack is going to vary wildly based upon whether or not you can generate Villagers in the Kingdom, so it might be worth figuring some way to inject Villagers other than setup. I worry that losing Villagers will feel pretty unfun, anyway.
Braggart
Types: Action, Attack
Cost: $4
Name an Action or Treasure card costing up to $3. Each other player gains a copy of it. Gain a card costing up to $3 more than the named card.
The power jump from $4 to $5 is so large that this style of Attack really needs to give other players the option of what they want to gain to be even close to appropriately balanced. Also anything that can cause a lot of cards to be gained by players I think needs to prevent players from gaining copies of itself to prevent easy pile-running.