Taskmaster
Types: Action
Cost: $4
Take a Coin token. Play a face-up card from the Taskmaster mat. If 4 cards are face-down, flip them over. At the start of Clean-up, return all cards played this way to the Taskmaster mat face-down.
Setup: Put the randomizers for 5 cards each costing up to $4 on the Taskmaster mat face-up.
Well, it's a cool concept, but it probably needs to be reworded somehow. Also it's probably a better fit for Cornucopia, as Overseer might have been.
Dancer
Types: Action
Cost: $4
+1 Card. Take a Coin token. You may pay any number of Coin tokens. For each token you paid, +1 Action.
When you gain this, take a Coin token.
Not bad, but seems like it should cost 3.
Sojourner
Types: Action
Cost: $4+
+$2. Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand. Otherwise, discard it or put it back.
When you buy this, you may overpay for it. If you do, take a Coin token per $1 you overpaid.
Too close to Mystic.
Royal Guard
Types: Action Reaction
Cost: $3
+1 Action. Choose one: Take a Coin token; or pay any number of Coin tokens and +$2 per token paid.
When any player (including you) plays an Attack card, you may discard this from your hand. If you do, take 2 Coin tokens.
EDIT: Changed the reaction from activating when any other player plays an Attack card to when any player plays an Attack card.
The ability to double the value of your Coin Tokens seems like it could be crazy. The reaction is fine.
Councilman
Types: Action Attack
Cost: $8
+1 Card. +1 Action. Each other player pays a Coin token. If nobody did, +1 Card and +1 Buy.
You may underpay for this card. For each $1 you underpaid, each other player takes a Coin token.
This isn't really an attack, is it?
Skipping over question of whether the Underpay concept is valid, I think this is worth play-testing. You can underpay for it but you give your opponents bullets to use against you. It does create a strange dilemma in multi-player games, though, where you pass on spending a coin token because you hope someone else will pay the check. That feels a bit un-Dominion.
Jeweler
Types: Action
Cost: $3+
Take a Coin token. Name a card. Each other player reveals his hand. If the named card is reveald, take a Coin token.
When you buy this, you may overpay for it. Take a Coin token per $2 you overpaid (rounded down).
I dunno, I'm not sure I want to spend all this time guessing what's in my opponent's hand. Tokens are nice but here I think I'd just rather have Silver.
Savings
Types: Treasure
Cost: $5+
When you play this, it's worth $1 per Coin token you have.
When you buy this, you may overpay for it. Take a Coin token per $1 you overpaid.
This is a little too crazy when there are other token-producers. Too bad, because there's something I like about it when it's the only token producer on deck.
I know you're not supposed to do overpay for tokens but I think at 5+ it's probably OK.
Architect
Types: Action
Cost: $3+
+1 Action. +$1.
While this is in play, Victory cards cost $2 less, but not less than $0.
When you buy this, you may overpay for it. +1 Buy per $1 you overpaid.
3 seems really cheap for this. Quarry is 4 and can't be played until the buy phase. Two of these and you can Ironworks Provinces.
Seems like it just speeds the game into greening.
Town Hall
Types: Action
Cost: $2+
+3 Actions.
When you buy this, you may overpay for it. For each $1 you overpaid, choose a card you have in play. If you discard that card this turn, put it on top of your deck.
The overpay is really close to Herald's. Except there's this awkward pause between the overpaying and the benefit being accrued. +3 actions is not adding much.
Pawnbroker
Types: Action
Cost: $3+
Take a Coin token. You may trash a card from your hand. If you do, take a Coin token per $2 in its cost, rounded down.
When you buy this, you may overpay for it. If you do, the player to your left chooses a card in the Supply costing exactly $2 more than the amount you overpaid. Gain it.
I don't know if I get the Overpay. You spend $3, plus the cost of the thing you want, minus $2. So, you pay an extra $1, and as a benefit, you get a Pawnbroker, but you don't get to choose what you get, just its cost. And then, is Pawnbroker something you'd want more than one of? There seems like there's something here, but it really doesn't add up.
Porter
Types: Action
Cost: $2+
+1 Card. +1 Action. You may put any number of cards from your hand on top of your deck.
When you buy this, you may overpay for it. For each $1 you overpaid, set aside the top card of your deck, putting it into your hand at the start of your next turn.
I like the overpay, but better over a 3 or 4; over a 2 makes mega-turns a little too easy. 6 for a nine-card hand next turn seems too clearly the right choice. The top part isn't bad, but would you buy it other than for the Overpay? Could it cost 3 or 4?
The connection between the two is more thematic than tactical. I mean, you put the cards on your deck, then you buy a second one and set those cards away? OK, but, regardless of the Porter you bought, you were going to draw those top-decked cards anyway. It's the next cards that Porter lets you access.
Well, it's an interesting card and a great beer.
Jubilee
Types: Action
Cost: $5
+2 Actions. Take 2 Coin tokens.
While this is in play, you can't spend Coin tokens during your Buy phase.
Why am I amassing tokens if I can't spend them during my Buy phase? OK, I'll spend them some other time. But that really hurts the value of the tokens I'm getting. I mean, this is Necropolis the turn you play it.
Demagogue
Types: Action
Cost: $4+
You may discard a Treasure. If you do, +2 Cards and +2 Actions.
When you buy this, you may overpay for it. Each other player reveals 2 cards from his deck per $1 you overpaid, puts the revealed Coppers back, and discards the rest.
Stables, but a little different. Then this Overpay attack that is often going to be weak, especially because the card itself adds value to Coppers. I dunno, doesn't add up for me.
Bookkeeper
Types: Action
Cost: $3
+1 Card. +1 Action. At the start of your Buy phase, you may pay $2. If you do, take a Coin token.
Seems a lot like Plaza, but with much less utility.
Housekeeper
Types: Action
Cost: $2+
Trash a card from your hand. Take a Coin token.
When you buy this, you may overpay for it. If you do, at the start of Clean-up, trash a card from your hand or from play per $1 you overpaid.
I think Doctor already covers Overpay trashing.
Highwayman
Types: Action Attack
Cost: $5
+1 Buy. +$1. Take 2 Coin tokens. Each other player gives you a Coin token.
This should have a secondary attack on players that don't have the token. That would encouraging players to buy this, so that they have some tokens to defend the secondary attack. Kind of like how Knights work.
City Councilman
Types: Action
Cost: $4+
+2 Cards. +1 Buy. +1 Card per empty Supply pile.
When you buy this, you may overpay for it. For each $1 you overpaid, trash a card from the Supply that is not a Victory card.
I just think trashing from the Supply goes against the grain. It denatures the cards and makes everything kind of generic.
I also don't like that this card rewards itself for annihilating alternate strategies. Though it is a lot of work to go to just to get a Smithy +Buy.
Strike
Types: Action
Cost: $3
+1 Card. +1 Action. +1 Buy. Place a Coin token on each Kingdom pile.
When a player gains a card from a pile, he takes all the Coin tokens on it.
I like this, but it is a lot of physical work with all those tokens. I just think it needs to be narrowed down from "each Kingdom pile" to, say, each pile costing 3 or less, or maybe even 2. Just so everyone's thumbs don't get tired. Expensive cards don't really need bonuses anyway. Also, if you're not putting tokens on Victory piles, that's better, so as not to cause confusion in Trade Route games.
Barber
Types: Action
Cost: $4
+1 Action. Choose one: Discard any number of cards and take a Coin token per card discarded; or pay any number of Coin tokens and +1 Card per token paid.
I think this works. Perhaps better at $5?
Builder
Types: Action Reaction
Cost: $4
+2 Cards. +1 Buy. If you've played 4 Action cards this turn (counting this), take a Coin token.
When you discard this other than during a Clean-up phase, you may reveal it. If you do, take a Coin token.
Conspirator and Tunnel, basically, with those cards' rewards replaced with "gain a coin token." But I don't think a coin token is a cool enough reward for the work either of those cards make you do.
Investor
Types: Action
Cost: $5
Either you gain a Curse or each other player gains a Curse, your choice. You may trash a Curse from your hand. If you do, take 4 Coin tokens.
It's a curser and a defense against cursers. The end result of this card is that all the Curses will be in the trash, players will have coin tokens, and the Investors will be dead cards. It feels like a lot of treading water.
I don't think the move of buying Investors to gain in order to gain Curses to trash them will ever be worthwhile.
Bribe
Types: Action
Cost: $5+
+1 Action. Gain a card costing up to $4.
When you buy this, you may overpay for it. For each $5 you overpaid (rounded down), gain a Province.
OK, so this will privilege decks that generate large sums of cash. I don't really think the Workshop plays into that, but maybe that's interesting. I kind of like it.
Legionnaire
Types: Action
Cost: $5+
You may pay a Coin token. If you do, gain a Gold, putting it into your hand. Otherwise, take a Coin token.
When you buy this, you may overpay for it. Each other player discards a card per $1 you overpaid.
The top is, I think, weak for 5. It's on average a terminal $1.5, although you do get to keep the Gold you get every other play. Well, it's strong with other token cards, I guess.
The bottom can be used to pin opponents. That's usually a deal-breaker, but here, maybe not. The pin would usually cost $10 to activate, and it can't be used indefinitely. So, it might not be a game-breaker. Worth exploring, I suppose.
Sculptor
Types: Action
Cost: $5
+1 Action. You may discard 2 cards. If you do, name 2 cards and reveal the top 3 cards of your deck. For each revealed card you named, take a Coin token and put that card on your deck. Discard the rest.
Very complicated.
Tavern
Types: Action
Cost: $4
+1 Action. +$2. Trash a card from your hand. Pay a Coin token. If you have no Coin tokens, gain a Curse. If you gained a Curse, take 3 Coin tokens.
From the "a lot of things" family of cards, a la Jack of All Trades and Soothsayer. Hard to evaluate. I guess it's alright.
Potter
Types: Action
Cost: $4+
Take 2 Coin tokens. You may pay up to 5 Coin tokens. For each Coin token you paid beyond the first, gain a card costing up to $4.
When you buy this, you may overpay for it. If you do, take a Coin token, then play this.
Seems like this makes it way too easy way to amass 4s. The bottom part means that this card can be two 4s and Potter for your opening $4.