Relocate (Action - Duration) $4
Set aside a card from your hand. At the start of your next turns, as long as there is a card set aside from this, trash it and gain a card costing exactly $1 more. You may set aside the new card.
"At the start of your next turns" is grammatically incorrect... it should be "At the starts...", which still sounds weird. I suggest, "At the start of each of your future turns."
So this is a duration that slowly upgrades a card. Sounds OK. Not sure if it would be strong or weak. I lean towards weak, but not egregiously so.
Transport Ship (Action - Duration) $3
+2 Cards
+1 Action
At the start of your next turn, discard down to 3 cards in your hand.
This seems strong. The thing is, these are cheap labs that you can spam because you are only really penalized from the first copy. Moreover, this card gives you one better turn by weakening another turn, and it does so by giving you a bigger/smaller hand size. Tactician already does that in a more interesting way.
Ambush (Action-Duration) $2
Now and the next time an opponent buys a Victory card, +2 cards.
Just FYI, Dominion cards actually don't refer to opponents, only "other players". This is kind of an odd card. In many games you can get some early and then they disappear from your deck until greening begins. Then you suddenly get a bigger hand and you have a bunch of buyless almost-Wharves. It sounds OK to me.
Donjon (Action-Duration) $5
+4 Cards
Set aside one card from your hand. Discard it when you shuffle the next time (don't shuffle it in).
I'm guessing that the intended effect is that Donjon stays in play with the set-aside card until you shuffle, at which point both miss the shuffle. I think the wording could be clearer:
"Set aside a card from your hand. After the next time you shuffle your deck, discard this and the card you set aside."
Sounds alright.
Granary (Action - Reserve) $5
+1 Action
Put two Reserve tokens on this. Now and when you spend the token, +$1 +1 Buy.
Should say "when you spend
a token". I like the idea of using reserve tokens for extended durations.
Though it doesn't seem like it at first, this card is probably undercosted. You said you can spend the tokens immediately, which means that this card can non-terminally generate +$3, +3 Buys. That is way better than Gold even without considering the option to save money and buys for when you need them! This is probably more like a $7 card.
Caravansary (Action - Reserve) $4
Put 2 Reserve tokens on this. When you spend a token from this card, +1 Card.
________________________
While this is in play, when you gain a card costing $0, put a Reserve token on this.
Seems alright. The "while in play" is pretty interesting. You probably want a bunch in play in games with Cursing, especially with Mountebank and IGG. Could be killer with Beggar. Also could be very good with cost reduction.
Town Gate (Action - Reserve) $4
Put a Reserve token on this. Now and when you spend the token, draw until you have 6 cards in your hand.
While this is in play, when another player plays an Attack card, you may trash a card from your hand.
Sounds pretty good as well. I am impressed by how most of the cards in this set seem quite reasonable.
It should be noted that the reaction will probably cause confusion with Torturer. I bet many people would try to gain the Curse from Torturer and then immediately trash it, but correct timing would not allow that.
Fruit Market (Action - Reserve) $3
Put a Reserve token on this. When you spend that token:
+1 Card
+1 Action
+$1
+1 Buy
Trash this.
Not that fond of it. One-shots should do something more exciting, I think. While this could be very useful, it just doesn't feel splashy enough.
Balcony (Action - Reserve) $5
+1 Action
Put a Reserve token on this.
You may spend that token when you play an Action. If you do, play the Action again.
A throne room that waits. I think this is powerful enough that $5 is probably too low. Hard to say though. But just imagine how it meshes with King's Court. Speaking of which, it could get really confusing if you use Balcony to interrupt a card that plays another card. It may help if you tweak the timing to say "you may spend that token after you play an Action". That is probably what you meant anyway.
Prince's Chamber (Action) $3
Put a Reserve token on an Action you have in play that is not a Duration card.
When a Reserve token is on an Action that is not a Reserve card, you may spend it during your Action phase to play the Action (for free).
This can almost emulate Throne Room, though in a (probably) slightly weaker way. But it can also be more flexible, so I'd say that this should be at least $4.
Wagoner (Action - Reserve) 0*
Put a Reserve token on this. When you spend that token, +1 Action and return this to the Wagoner pile.
(This is not part of the supply.)
This is basically a way to use Reserve tokens as "action tokens". I don't know if it's worth 16 cards to do that.
Traveller's Village (Action) $4
+1 Card
+1 Action
Gain a Wagoner from the Wagoner pile. Play it.
A village if you want it to be, or you can hold onto the action for later. I think the flexibility might be enough to cost $5, but I'm not at all sure.
Wainwright (Action) $4
+$3
Gain a Wagoner from the Wagoner pile.
Even without the Wagoner bit, this is a terminal gold. That is too strong for $4, and arguably too strong for $5 as well.
Toll House (Action) $3
+2 Cards
+$1 per Wagoner you have in play.
When you gain this, gain a Wagoner from the Wagoner pile.
Questionable, especially in combination with a better way of gaining Wagoners like Traveller's Village. It would be like Pirate Ship except easier to build up, without helping your opponents on the way.
River (Action) $3
+2 Cards
Return this to your hand.™
I think the conversation in that thread is enough. It's a fine card.
Army (Action-Attack) $4
+$2
Each other player turns the top card of his deck face-up. When he would draw the face-up card, he turns it face down instead.
Already commented on this in the other thread.
Round Village (Action) $4
+1 Card
+2 Actions
When this is in play at the end your buy phase, you may pay $1. If you do, put this on top of your deck.
Steps on the toes of Walled Village.
Also, this might be good enough to cost $5. Not sure.
Treaty (Reaction) $4
When the player to your right discards an Action from play, you may reveal this from your hand and set it aside with that action card. Play that Action at the start of your next turn. When you would move it from play, put it on the discard pile of the player to your right instead, then discard this Treaty. When you discard this from your hand, you may reveal it and put it on top of your deck.
It sounds OK. The conversation in that thread is good.
Event cards
Play with 2 random Event cards if one randomly drawn card of the kingdom is from Adventures.
Events can be bought like the other cards, but instead of gaining them, you immediately play them (they are not considered "in play" though). Events can never be gained.
What does that mean? Events are used any time at least one Adventures card is in the kingdom? Randomly choose in the same way Platinum/Colony and Ruins are included?
The Events are:
Adventure (Event) $1
During this cleanup phase, draw 1 additional card.
Expedition (Event) $3
During this cleanup phase, draw 2 additional cards.
Campaign (Event) $5
During this cleanup phase, draw 3 additional cards.
Navigation (Event) $3
Look at the top 5 cards of your deck and discard any number of them. Put the rest back in any order.
Ball (Event) $2
Look through your discard pile. Put a card from it on top of your deck.
Round Table (Event) $2
+1 Buy. Put your deck into your discard pile.
Auction (Event) $1
+1 Buy. Discard your hand. +$1 per card discarded.
Market Day (Event) $1
+2 Buys.
Holy Mass (Event) $4
Trash any number of cards you have in play.
Remodeling (Event) $3
Trash a card from your hand. Gain a card costing up to $2 more than it.
Expanding (Event) $5
Trash a card from your hand. Gain a card costing up to $3 more than it.
Curse (Event - Attack) $5
Each other player gains a Curse card.
Offensive (Event - Attack) $2
Each other player discards until he has 3 cards in his hand.
Manipulation (Event - Attack) $1
+1 Buy. Each other player reveals the top card of his deck and discards it if it costs $2 or more and is not a Victory card.
Accolade (Event) $4
When you discard an Action card from play during this Cleanup phase, leave it in play and put a Reserve token on it.
When a Reserve token is on an Action that is not a Reserve card, you may spend it during your Action phase to play the Action (for free).
Fair (Event) $6
Place a Reserve token on each Treasure card you have in play.
When a Reserve token is on a Tresure card, you may spend it when playing Treasures during your Buy phase to play the Treasure again.
Parade (Event) $2
Gain a Wagoner from the Wagoner pile. Play it.
Tough to evaluate these. I don't think all 3 of Adventure, Expedition and Campaign need to exist; one is enough.
Navigation is closer to Cartography!
Ball is too similar to Herald's overpay.
Auction seems too easy to use. I don't think there's a way to fix it. Without +1 Buy, it's a pointless Event in a kingdom without +Buy. With it, it's usually a no-brainer as to whether or not to use it.
Market Day seems fine.
Holy Mass is basically a less interesting, easier-to-use variation on Mint.
I think Remodeling and Expanding are too similar to Farmland.
Curse should really have a different name, and I think it's too similar to IGG.
Offensive is probably not a fun card, according to Donald's playtesting. From the secret history of Hinterlands:
Maybe it's for the best that you'll never experience the joy of a when-gain discard-based attack just sitting there, promising that any hand you draw might be taken away, even if no-one has even bought the card yet.
Manipulation would be better without the +1 Buy. Otherwise, it's another no-brainer decision whenever you have extra coin that isn't otherwise needed.
Accolade seems fine.
Fair is another Event that can act like Mint. More importantly though, it is easily broken when you have an engine that can generate at least +1 Buy each turn. Or Counterfeit, or the Market Day event. All you need is to get $6 worth of Treasure in play. That's just 2 Gold, or maybe your starting Copper. Anything beyond that is pure profit. At the start of your buy phase, play all your reserved treasures and any treasures in your hand. Buy Fair to re-reserve all your treasures. Repeat forever! Now you have an engine that is unclogged with treasure, but still has the benefit of those treasures every single turn.
I don't think any of these events fulfills the last line of the description for Adventures:
"There are also 20 Event cards that give you something to buy besides cards, including tokens that modify cards." This gave me a very specific idea, which I think I will try to post later.
Overall, I think the ideas here are pretty neat! I haven't read all the other commentary (and I don't think I'll have time right now) but, just skimming it, it sounds like you've already tweaked your Reserve mechanism significantly based on feedback.