This is a sort of stream of consciousness type thing, so I may say one thing and then change my mind by the end of the paragraph. (One of these is mine) Lots of people posted while I was typing this, so I may repeat some things...
Palanquin
Types: Action
Cost: $5
+1 Action. You may discard an Action card. If you do, +1 Card per $ it costs.
EDIT:I agree with Robz...way OP.
Tribe
Types: Action
Cost: $3
+2 Actions. +$1. Look at the top 2 cards of your deck. Discard one and put the other anywhere in your deck.
When you buy this, you may discard a card. If you do, +1 Buy and +$2.
I really like the top, but I think the bottom makes the card a bit too powerful for its price point. Essentially, it means: if you have a victory card in hand, you can pick up a valuable engine piece for $1, without using a buy.
Quagmire
Types: Victory
Worth 1 VP.
When you gain this, trash 3 cards from a Supply pile.
This doesn't have a cost, so I don't know exactly how I feel about it, but I have never been a fan of cards that are straight up game tempo manipulation.
Hinterland
Types: Action
Cost: $4
Swap the cards in your hand with the cards on your Hinterland mat.
When you gain this, gain a Silver, putting it on your Hinterland mat.
This is an interesting concept, essentially saving a whole hand for later, but I feel that in practice it won't be very useful, and the best strategy will be to avoid Hinterland entirely.
Pilgrimage
Types: Action
Cost: $3
+1 Action. +2 Buys.
While this is in play, when you gain a Victory card, Victory cards cost $1 less, but not less than $0.
This card confuses me. I understand the purpose of the "when you gain a victory card" clause, but it seems a clunky solution. Also, I think this card might be too good in multiples, or in combination with other cost reducers. The +1 action makes it easily playable, and the +2 buys is really good, especially at $3. Now that I think about it though, the card itself is fairly weak, and is almost useless except late in the game, when the low price won't matter to you as much. Overall, I think I like this card, but it will need some playtesting to see if it creates broken combos.
Consulate
Types: Action
Cost: $4
+3 Cards. +1 Action. Discard 2 cards.
When you gain this, each other player gains a Copper, putting it into his hand.
I think this card might be balanced. At first I thought it was overpowered, but after rereading the bottom and realizing the copper goes to hand, I think it could be okay. The idea doesn't excite me much, though, as it feels to much like Warehouse.
Trade Agreement
Types: Action
Cost: $5
+3 Cards.
While this is in play, when you gain a Trade Agreement, gain a card costing up to $5.
This is cool, but I am wary of cards that want you to buy themselves on the card. I think this would be interesting, though, in that a lot of terminal draw could really mess you up, so the timing of purchases would have to be carefully planned out. I think I like this card because it causes some interesting tactical decisions.
Mountain Dwellers
Types: Action
Cost: $5
+1 Card. +1 Action. Reveal your hand. If you revealed 3 or more Treasure cards, +$1.
When you buy this, you may trash a Treasure card you have in play. Gain a Treasure card costing excatly $3 more than it.
Oooh, this is interesting. It may promote big money just a tad too much for my taste, but I love the bottom part of the card. I think if the top were tweaked slightly to be less "Yay Big Money!" It would be a great card.
Emerald Vein
Types: Action – Victory
Cost: $5
+1 Action. Reveal your hand. +$1 per Victory card revealed.
Worth 1 VP.
SCOUT! Actually, though, I personally don't like the +$1 per VP card concept, but that is just personal preference. The card seems fine.
Troglodyte Caves
Types: Action
Cost: $5
+1 Card. +1 Action. Discard any number of cards. +1 Card per card discarded.
When you gain this, you may reveal a card from your hand costing less than this. Gain a copy of it.
A better Cellar with a weird on-gain mechanic. I like this one, as it blends Cellar and Border Village while not straying too far into either's territory. This may be too much better than Cartographer, although I suppose they fulfill different functions.
Vendor
Types: Action
Cost: $1
+1 Action
When you buy this, +2 Buys.
This type of thing has been tried before, and I think Tribe executes the same idea a lot better. This card is just too vanilla for me.
Artefact
Types: Action
Cost: $2
+1 Card. +1 Action. Choose a card from your hand. Trash it, discard it, or put it on top of your deck.
When you buy this, set it aside instead of gaining it. Gain it after you next shuffle (or when the game ends).
Cool idea, but I will either accidentally add this card into my deck, or forget about it. I have enough trouble with durations already.
Ring Leader
Types: Action – Attack
Cost: $3
When you buy or play this, each player (including you) reveals the top 4 card of his deck, discards one that you choose, and puts the rest back in an order he chooses.
Seems okay.
River
Types: Victory
Cost: $3
Worth 2 VP.
When you gain this during your turn, all cards except Victory cards cost $2 less this turn, but not less than $0.
This is interesting, and could drive a lot of oddball strategies that might work. It is sleek and seems balanced. This is my favorite so far.
Factory
Types: Action – Reaction
+1 Action. You may discard a card that is not a Victory card. If you do, gain a copy of it.
When you gain a card, you may reveal this from your hand and put it onto your deck. If you do, put the gained card into your hand.
Again, no price, but I would assume $5. This seems too swingy, as a lucky draw of this with King's Court could make a huge difference. Things like the top have been tried before, by myself included, and they always seem to not be very interesting. I like the bottom though, especially if it were on a weaker card.
Sanctuary
Types: Action
Cost: $5
+2 Cards. Discard 2 cards.
When you gain this, set aside a card from your hand. Return that card to your deck at the end of the game.
Feels like Island, except maybe worse and it costs $5.
Workers' Co-operative
Types: Action
Cost: $5
+1 Buy. +$3.
While this is in play, when you buy a card, each other player may gain a card costing less than it.
A reboot of Charity (A)? I liked that, but I like this slightly less, because I feel that being a treasure really made Charity (A) exciting. Still, it is a cool concept.
Smelter
Types: Action
Cost: $4
+1 Buy. +$1.
While this is in play, when you buy a card, gain a Silver, putting it on top of your deck.
This feels boring, but seems balanced.
Witch Doctor
Types: Action
Cost: $4
+$1. Look through your deck; reveal and discard any number of Victory and Curse cards from it. Shuffle your deck.
When you gain this, put your deck into your discard pile.
Look through and shuffle your deck. That line makes this card not fun for me. On the top part of an action, this could be happening 2-3 times a turn, and that is ridiculously slow.
Diviner
Types: Action
Cost: $3
+2 Cards. +1 Buy.
While this is in play, when you buy a card, reveal the top 2 cards of your deck, discard any number, and put the rest back on top in any order.
This card is interesting. It seems similar to Smelter, but fits the Hinterlands cycling theme more and has more of a strategic niche. I like it.
Shoreline
Types: Victory
Cost: $6
Worth 4 VP.
When you gain this, +1 Buy.
Again, I am not a fan of this type of +1 buy on the bottom.
Mill
Types: Action
Cost: $5
+1 Action. Each other player draws a card. Gain a card costing up to $5.
When you gain this, each other player discards down to 3 cards in hand.
This is a nerfed University, but easier to get, with an Attack when you buy it. I don't think this is balanced at any cost, even without the attack.
Travelling Salesman
Types: Action – Reaction
Cost: $5
Discard any number of Treasure cards from your hand. +2 Cards per card discarded.
When another player gains a Victory card, you may discard this. If you do, gain a card costing less than it.
Less than Travelling Salesman or less than the Victory Card? If it is the former, I think this is a neat little card, which would have its place in some games, but not all.
Courier (A)
Types: Action – Reaction
Cost: $4
+1 Card. +1 Action. Discard any number of cards. Gain a card costing exactly $1 per card discarded.
When you would gain a card other than during your Buy phase, you may discard this from your hand. If you do, gain a card costing up to $2 more instead.
The top seems too good with engines. Drawing your deck is often easy to set up when you don't care about having money, and this card makes that work even faster by making getting the components easy, too. The bottom might work, but on a much weaker card.
Oicho-Kabu
Types: Action – Victory
Cost: $5
+1 Buy. +$2.
Worth 1 VP. While this is in play, when you buy a card, +$2 and discard the top card of your deck. If it's a Victory card, trash this.
I have no clue if this breaks anything, but I feel like it does. The self limiting might help, but overall, I don't think this card is good enough for me to want to buy, 90% of the time.
Wayfarer
Types: Action
Cost: $2
+1 Card. +1 Action. +1 Buy.
When you buy this, you may trash a card from your hand. If you do, +$ euqal to its cost in coins.
Seems cool, and fairly balanced. I would probably mostly use this as an early copper trasher, but it could have other uses. I like it.
Sultan
Types: Action
Cost: $5
+2 Cards. +1 Action. Discard a card.
When you gain this, look at the top 3 cards of your deck. Discard any number of them and put the rest back in any order.
Lab with a slight nerf, but an on-gain effect. It is probably fine, but doesn't excite me all that much. It would be a good buy most of the time, like Lab.
Safe House
Types: Victory – Reaction
Cost: $3
Worth 2 VP.
When you gain a card costing $0, you may discard this. If you do, gain a Gold.
This feels a lot like tunnel, with the whole "Victory card that gains gold" thing. It might be overpowered, however, because it lets me buy a gold+copper for $0, when gold+2 coppers costs $5.
Commander
Types: Victory
Cost: $5
Worth 2 VP
When you gain this, gain a Reinforcement card, putting it on top of your deck.
Setup: Add an extra Action Kingdom card pile costing $5 to the Supply. Cards from that pile are Reinforcement cards and cannot be bought.
Clarification: Unlike most Victory cards, there are always 10 copies of Commander in the Supply regardless of the number of players.
Problem: when the reinforcement card is a brutal attack, a 5-2 opening becomes way too good in comparison to a 3-4. Cool idea, though, and an anti-attack clause might fix this card.
Midnight Gathering
Types: Action
Cost: $5
+1 Action. You my put your deck into your discard pile. Look through your discard pile and reveal an Action card from it; put it into your hand.
This is an elegant execution of the "search you deck" mechanic, and I think it may actually be balanced, unlike many cards in a similar vein. I would be interested to see how it played.
Pasture
Types: Victory – Reaction
Cost: $4
Worth 2 VP.
When another player gains a Victory card, you may reveal and discard this along with any number of cards from your hand. If you do, +2 Cards per Pasture and +1 Card per other card discarded.
This is an interesting idea, but I would probably ignore it in most games, except as cheap VP at the end.
Trailblazer
Types: Action
Cost: $4
Gain a card costing up to $4.
When you gain this, reveal the top 4 cards of your deck. Put any number of the revealed Victory cards and Curses into your hand. Put the other cards back in any order.
This combination of Scout and Workshop seems dull. It's balanced, but I would only buy it in the circumstances I would buy Workshop.
Bargain
Types: Action
Cost: $4
You may trash a card from your hand. Gain a card costing exactly $1 more than it, a card costing exactly $2 more than it, and a card costing exactly $3 more than it. Discard down to 2 cards in hand.
When you gain this, each player (including you) may trash a card from his hand.
This seems way too good, as it is a way better Remodel with "Discard a card" thrown in on the end. THe on-gain is fine, but the card is still overpowered.
Clairvoyant
Types: Action
Cost: $3
+1 Action. Look at the top card of your deck. You may put it into your hand. Otherwise, +$1 and either discard it or put it back. Look through your discard pile and put a card from it or your hand at the bottom of your deck.
This is interesting, and combines a lot of effects that are marginally useful to make one good card. It is a clever idea.
Fence
Types: Action
Cost: $5
While this is in play, when you gain a card, gain a card costing exactly $1 more than it.
This is broken, as it will allow you to gain a whole pile of $5s and the Border Village pile. It is also odd because it has no "Action effect".
Shaman
Types: Action
Cost: $4
+1 Action. Name a card. Reveal cards from your deck until you reveal an Action card with that name. Put it into your hand and discard the rest.
When you gain this, each other player discards any number of cards from his hand then draws a card per card discarded.
The same concept as Midnight Gathering, but I don't think it is as cleanly executed. It could also cause a lot of waiting around while a player flips over 20 cards.
Tinker's Wagon
Types: Action
Cost: $4
Gain a card costing up to $4.
When you gain this, move a card costing between $3 and $6 from the top of one Supply pile to the top of another.
This is just weird. It could be and interesting card, but I don't have any idea if it is overpowered, broken, or good.
Thrift Shop
Types: Action
Cost: $6
+1 Action. +$2. If this is not the first time you played Thrift Shop this turn, you may gain a card from the Thrift Shop mat.
When you gain or play this, place a card costing up to $5 from the Supply onto the Thrift Shop mat.
Clarification: There is only one community Thrift Shop mat. Each player does not have his own.
This card is another one that encourages gaining a lot of itself, for no reason other than to activate the card. I am not a fan of that mechanic.
Grandee
Types: Action
Cost: $5
+1 Buy. Gain a card costing up to $4.
When you gain this, gain a Gold; each other player gains a Silver.
This is too powerful. A $4 action that comes with a gold is not offset by by the silver gain. Embassy also gives other players a silver, and that's just because the action is good.
Construct
Types: Action
Cost: $3
Trash a card from your hand. Gain two cards each costing exactly $1 more than it.
When you gain this during your Action phase, +1 Card and +1 Action.
This card is balanced and neat. I like it.
Missionary
Types: Action
Cost: $4
Reveal cards from your deck until you reveal a Victory card. Gain an Action or Treasure card costing up to the Victory card's cost, putting it onto your deck. Discard the revealed cards.
When you buy this, reveal a card from your hand. If that card costs $6 or less, gain a copy of it.
The action is powerful enough in the right deck without the mediocre on-buy effect. I would like this card at $5.
Chapterhouse
Types: Action
Cost: $5
+1 Action. +$1. Draw until you have 6 cards in hand. Discard 2 cards.
When you buy this, each other player draws a card. When you gain this, each other player with at least 4 cards in hand discards a card.
I have no idea if this is balanced, but the thrown together concepts actually form an interesting and cohesive card. This needs play testing, but I like it.
Barn
Types: Action
Cost: $5
+1 Card. +1 Action. Discard a card. If you discarded a Victory or Curse card, gain a Treasure costing up to $4. Otherwise, +$1 and gain a Victory card costing up to $4. Put the gained card into your hand.
When you gain this, gain an Action card costing up to $4, putting it onto your deck.
There is a lot going on here, and I am not sure if the card is interesting enough for it to be worth it.
Huntsmen
Type: Action
Cost: $0*
+1 Action. +1 Buy.
When you gain this, +2 Buys. During your Buy phase, this costs $2 more for each card you've gained this turn.
As I said before, +Buys on the bottom is not my thing. This card is well-made, though.
Painful Journey
Types: Action – Curse – Reaction
Cost: $4
Discard any number of Curses. +2 Cards for each Curse discarded.
Worth –1 VP. When you would buy a Victory card, you may trash this from your hand. If you do, gain a Victory card costin less than the bought card and gain 2 Curses.
Clarification: You cannot gain this card when another card instructs you to gain a Curse.
The Curse-type debate has waged for a long time, and this card does not seem worth bringing it up again. I am confused as to why I would buy this card.
Wagon Raider
Types: Action – Attack
Cost: $4
Each other player may put a card costing more than $2 from their hand into your discard pile. If he doesn't, he gains a Curse.
While this is in play, when you buy a Gold, you may gain a Province.
The top attack is already one of the strongest $4s available. It definitely does not need the bottom to make it better. I don't like the bottom, as it encourages BM too much, and doesn't add much interest to the game.
Nomadic Village
Types: Action – Reaction
Cost: $4
+1 Card. +2 Actions.
When you gain this, put it into your hand.
When an opponent gains an Action card, you may discard this. If you do, search your discard pile for an Action card and put it into your hand.
I am wary of the gain into hand clause, as it seems broken. Other than that, this seems like a fun card.
Stranger
Types: Action
Cost: $5
+1 Card. +1 Action. +1 Buy. Each other player discards the top card of his deck. Copies of cards revealed this way cost $2 less this turn, but not less than $0.
Cool cost reduction mechanism, but I actually think this encourages gaining not as good cards in the same vein as Indulgence, albeit through different means. The card seems balanced, though. I like it, just maybe not for the set as a whole.
Courier (B)
Types: Action
Cost: $2
+1 Action. +1 Buy.
When you discard this from play, if you bought no more than one card this turn, you may put this on top of your deck.
This card is a so weak I would almost never buy it. I don't think it is worth having an entire card for the few situations where I would. Also, it is just the Walled Village of buys, so it doesn't feel very original to me.
Sawmill
Types: Action
Cost: $3
+1 Action. +1 Buy.
When you gain this, set it aside onto your Sawmill mat. At the start of each of your turns, you may put any number of cards from your mat into your hand.
I like this "buys on demand" concept better. This card would cause some interesting strategic and tactical decisions, and it is well designed too. I really like this card.
Pyramid
Types: Action
Cost: $4
+1 Action. +$1. +1 Card per Pyramid you have in play. Discard one card per Pyramid you have in play.
When you buy this, gain an extra copy of it.
Another card where you want a ton of copies of it, only to power it up. The bottom mechanic also means the pile will empty very quickly, which I think causes tempo and fairness issues, as it exacerbates the first player advantage in some cases.
Lucky Coin
Type: Treasure
Cost: $4
Worth $1.
When you gain this, each other player with at least 5 cards in hand reveals his hand and discards a card that you choose.
Basically an on-gain Pillage. I also don't know if I would really buy this, as I don't think wasting a buy and money on a copper is worth the onetime attack.
Used Land Salesman
Types: Action
Cost: $5
+4 Cards.
While this is in play, when you buy a card, gain a Victory cards costing less than it.
Seems way overpowered, as the top is Hunting Grounds, which costs $6, and the bottom is a nerd, but not a very effective one. I could be completely wrong about this card, though.