Just to make sure I'm interpreting this correctly, having your Journey token face up gets you +1 Villager regardless of whether you turned it over, right?
Correct.
Astrolabe - $4
Treasure
+1 Action
Reveal your hand and discard the Treasures for +$2 each.
You may flip your Journey token over (it starts face up). If you did, and it's face down, return to your Action phase.
Astrolabe sounds very interesting, and it works excellently with DtX. It seems like it can give a lot of money early on, if you use terminal draw and draw it with several Coppers. That effect alone on a Treasure card feels good enough to make it worth ④ (though it would probably be a rather situational card).
I'm worried that remembering how many coins it gave will be difficult once the Action phase shenaniganery kicks in, but it's not too big of a deal, I guess. It seems uncommon to be able to activate an Astrolabe more than once a turn (only one player will be able to do that even in 2p). In 3-4p, the limited amount of Astrolabes means that some will not be able to activate an Astrolabe even once a turn. That's a little sad.
Surveyor - $5
Action
Draw until you have 6 cards in hand.
If your Journey token is face up, +1 Card, +1 Action.
Surveyor looks like a good card on its own, but from what I'm reading, it actually sounds kind of underwhelming when used with Astrolabe. 'Cause if you return to the Action phase with Astrolabe, it's now only a Watchtower instead of an awesome non-terminal Dt7. I'm sure that's what you intended, but it just feels a little sad that this card is buried under a bunch of Astrolabes. Though since Astrolabe is a Village, it'll probably be alright still. I can play one before I play an Astrolabe, have another one in my hand, Astrolabe back to my Action phase, and draw to 6 with an Action left, I guess. That's not too bad.
I think Astrolabe would still be a fine card if it were a pile of 10 cards. (Yeah, it would love to work with DtX, but it's still a Village, or a half-Village, sort of.) Though maybe that isn't so appealing, specifically because people will be able to activate Astrolabe more than once a turn.
Cabal
$4 Action
You may turn your Journey token over (it starts face up). Then, if it's face up, +1 Card, +1 Action, and +$2.
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While this is in play, if your Journey token is face up, when you buy a card, gain a Copper, and you may not buy Victory cards.
A conspirator variant. You don't want to play just one in a turn. The more, the better.
As the first playing is terminal and doesn't draw, the average result of two Cabals is $1 per playing, half than a non-activated Conspirator.
The first play can already be the activated Conspirator, because your token starts face-up. Your last Cabal will have to "shut the doors" and be a terminal nothing-card, though, if you don't want to get hurt.
I think it really hurts that for
every Cabal in play, you gain a Copper. It makes the prospect of leaving your behind open a lot less appealing as you continue, which is kind of a shame, because I think that's when I'd rather think about maybe leaving my token up. Like with Treasury (but wayy better than Treasury), it works great with Events, especially Events that give you VP. Uh, and especially especially Triumph. I think this card is quite strong.
Ambition - Event, $4 cost.
Move your Journey token onto an Action Supply pile. When you play a card from that pile, if the token is face up, first get +1 Card. When a card is gained from that pile, turn your token over.
The player interaction is cute. I sounds like it could be similar to some Flag war. Imagine when your token is out of sync with your opponent's!
Ah, I just realized this -- the thing is, if you buy the Event when your desired Action Supply pile has an even amount of cards (or is just empty -- would you know it, zero is an even number), it turns out to just be a cheap Pathfinding in the end, once the pile depletes (which it sure will if the cards are all Pathfound), as long as there isn't any returning-to-pile or gaining-from-trash or exiling/trashing-from-Supply shenaniganery that will sabotage your plot. This leads me to think that the fundamental mechanic on this Event is kind of broken on most boards.