Just some first-glance comments, mainly about wording and rules.
New Rules:
Wound Tokens
During your clean-up phase, if you have one or more wound tokens on your Wound mat, remove one and only draw to three cards.
At a glance this mechanic sounds really strong; games in which a lot of Wound tokens are distributed seem comparable to Ghost Ship slogs where everyone perpetually has 3-card hands and can't advance through their deck; but the attack is stronger than Ghost Ship in that you don't even get to choose which 3 cards you get for each hand (and, of course, that multiple Ghost Ships played on the same turn don't stack the attack). It sounds painful.
Outpost could be a hilarious counter to Wounds.
Soldier
Cost:1*
[Action-Attack]
+1 card
+1 action
+$1
Trash this card. Each other player puts a wound token on their wound mat.
--
(This card is not in the supply)
Any time you would trash this card, return it to its pile.
Any particular reason for this to be "when you would trash" rather than "when you trash"? (Cf. Fortress, which also goes to an unorthodox location when trashed.) And if it is "when you would trash", why not just have the instruction be "Return this to the Soldier pile" instead of "Trash this"; it's kind of perverse for the card itself to give an instruction that it knows isn't going to be carried out ever.
Draft
Cost:3
[Action]
Gain 2 soldiers.
...
from the Soldier pile.Recruiting office
Cost:4
[Action]
+$2
Gain a soldier
...
from the Soldier pile.Barracks
Cost:4
[Action-Reaction]
+$1
+1 buy
--
While this is in play, you may buy soldiers as though they are in the supply.
--
When any player (including you) trashes a Soldier, you may reveal this card to gain it instead.
As the cards are written, the reaction never happens—no one ever trashes a Soldier. Either this should be "when any player returns a Soldier to the Soldier pile", or Soldier should be "when you trash this". The "instead" isn't necessary; just write "you may reveal this card; if you do, gain the trashed Soldier".
Fortifications
Cost:2
[Action-Reaction]
+1 card
+$2
Discard a card.
--
When another player plays an attack card, you may reveal and set this card aside. At the start of your next turn, +$1 and return this card to your hand.
Seems over-strong for $2; this might need to be a $3 or $4 card.
Reinforcements
Cost:5
[Action]
Trash a card.
+2 cards
--
When you buy this card, gain 3 soldiers.
--
When you trash this card, gain 2 soldiers.
...from the Soldier pile.Strategist
Cost:2
[Action]
+1 action
Name a card. Reveal the top 3 cards of your deck. If at least one of them is the card you named, put it into your hand. Discard the remaining revealed cards.
As phrased, it sounds like if there are multiple copies of the named card, you get them all. This presumably isn't your intention (and is too good for $2), so you should probably rephrase it.
Strongbox
Cost:2
[Treasure]
$1
When you play this card, you may put a card from your hand on top of your deck. If you do, Strongbox is worth $2.
This should either be listed as "$?", like Bank and Fool's Gold, and have the instruction "If you don't, it's worth $1"; or if it's listed as $1, then the instruction should just say "if you do, +$1".
Supply Wagon
Cost:3
[Action]
+1 card
+1 action
Choose one: Gain 2 copper into your hand. OR Gain a silver. OR Gain an action card, then gain a number of copper equal to half its cost. (rounded up)
Can I gain an Apothecary and a Copper? I can't figure out the answer.
Drunkard
Cost:3
[Action-Attack]
The player to your left reveals, then discards, the top card of his deck.
If it is a...
...Action, draw up to 6 cards in hand
...Treasure, +$2
...Victory, Each other player gains a curse, putting it on top of their deck.
This is no go, I'm afraid—it makes the left-hand player's Moat, Lighthouse, Secret Chamber, and Beggar worth way more than anyone else's.
Gilt Shield
Cost:6*
[Treasure]
$2
When you would discard this from play, instead set it aside. If a player plays an attack card while this is set aside, you may put it in your hand and ignore all effects of that attack. At the start of your next turn, if this is still set aside, discard it and +1 card.
Wouldn't this be simpler as a Treasure-Duration?
Invader
Cost:4
[Action]
Discard your hand. Put this card on your Empire mat.
--
At the end of the game, you receive 4VP for each card on your Empire mat.
I kind of want this to be an Action-Victory card that says "If this is on your Empire mat at the end of the game, it is worth 4VP; otherwise it is worth 0." Same effect; wording slightly more consistent with other cards.
Treaty
Cost:3
[Treasure-Victory]
0VP
$0
When you play this, reveal the top three cards of your deck. If any of them are victory cards, discard all 3 cards and Treaty is worth $3. Otherwise, put the cards back in any order.
Same comment as Strongbox, basically.
Dungeon
Cost:5
[Action]
+2 actions
Gain an action card costing up to $4 onto your dungeon mat. You may trash this card. If you do, put 3 cards on your dungeon mat into your hand.
I like the theming of this one. Trash your Dungeon, set the prisoners free!
Sergeant
Cost:3
[Action]
+1 action
Gain a soldier. Look at the top 5 cards of your deck. Put any soldier cards into your hand. Put the remaining revealed cards back in any order.
All together now...
from the Soldier pile.Guard
Cost:4
[Action-Attack]
+2 cards
+1VP
Each other player discards down to 3 cards in hand.
You are reduced to 0 actions.
--
If you do not purchase at least 1 card while this card is in play, put 2 wound tokens on your Wound mat.
I think "End your Action phase and begin your Buy phase immediately" would have the same effect, and I feel it would be a little simpler as a description of what happens? And the under-the-line text should probably be "When you discard this from play, if you didn't buy any cards this turn...," so as to make the time at which it takes effect specific.