So I finally managed to sit down and put a couple thoughts out for each card. Hopefully the discussion isn't completely dead yet.
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Blueprint
Types: Action - Reserve
Cost: $4
You may move your Trashing token to an Action Supply pile (when you buy a card from that pile, you may trash a card from your hand.)
Put this on your Tavern mat.
When you trash a card, you may call this, to gain a card costing exactly $1 more than it.
This gives us another use for the Trash token, when the Event is not available. But that Reserve function can do some pretty crazy things with Trashers, Remodelers, One-Shots, and Dark Ages. Any other good uses for an on-trash gainer?
Boathand
Types: Action - Reserve
Cost: $3
+2 Actions
Put this card on your tavern mat.
Directly after resolving an action, if it's still in play, you may call this to draw up to 5 cards in hand.
So, the "still in play" prevents stacking these, right? I like the draw-to-5 but I'm not sure if it needs to be a Reserve function.
Borough
Types: Action
Cost: $2
+1 Card. +1 Action. Look at the top card of your deck; discard it or put it back. You may take your -1 Card token. If you do, +1 Action.
Cheap Village, with a minor sifting effect. This could be useful, or could be very weak.
Circus
Types: Action
Cost: $6
+1 Card, +1 Action
Turn your Journey token over (it starts face up). If it's face up, swap one of your tokens on the Circus pile.
At the start of the game, each player puts his -$2 and +1 Buy tokens on this pile.
Clarification: swapping means to remove one of your tokens from the pile and replace it with a different one. Valid tokens are those that go on the Action Supply piles, i.e. the vanilla bonus tokens, the trashing token and the -$2 token.
So, the Token swap is not optional, right? If you have Tokens on other piles, those would all be affected as well. I would probably leave the -$2 Token on there to buy several of these and turn them into mini-Lab Villages.
Elven Palace
Type: Action - Duration
Cost: $5
For the rest of the game, at the end of your buy phase, you may trash a card from your hand.
(This card stays in play.)
I'm pretty sure the actual trigger would be the "start of Clean-up" but that's just a detail. This becomes quite strong against junking attacks, especially in multiples.
Enchanted Broom
Types: Action - Duration
Cost: $2
At the start of each of your turns for the rest of the game: Trash a card from your hand.
When you gain this, put it on top of your deck.
This is trouble. You will play the rest of the game with only 4-card hands? Also, no one would want more than 1 of these.
Engineer
Types: Action
Cost: $3
+Buy
Turn your Journey token over (it starts face up); then if it's face up, you may move your Trashing token and your -$2 token to an Action Supply pile.
Clarification: The Trashing token and the -$2 token must be moved to the same Action Supply pile.
I like the synergy between the +Buy, $-2 token, and Trash token. I think it may be a bit cheap compared to Ferry and Plan though.
Foundry
Types: Action - Reserve
Cost: $4
Gain a card costing up to $4. Put this on your Tavern mat.
When you gain a card, you may call this, to put the gained card either into your hand or on top of your deck.
A Workshop variant, but with the Reserve function this seems to be on the slow side. Watchtower seems more useful than this Reserve function.
Harlequin
Types: Action - Attack
Cost: $5
Each other player flips their [Journey] token face up
Flip your [Journey] token over (It starts face up)
If it's face up
+5$ and each other player discards down to 3 cards in his hand
I think this one would be fine without attacking the other players' Journey token(s).
Innkeeper
Types: Action
Cost: $3
+1 Card, +1 Action.
Turn your Journey token over (it starts face up). If it is face up, +1 Card, +1 Action.
I would buy so many of these that I would start hating the Journey Token. I think there may be a reason the Journey Token cards are terminal.
Junk Collector
Types: Action - Duration
Cost: $5
Now and at the start of your next turn:
Reveal the top 3 cards of your deck. Put the revealed Curse, Ruins, Shelter and Victory cards into your hand. Put one of the other cards on top of your deck and discard the rest.
For each discarded Action card: +1 Action
For each discarded Treasure card: + $1
Worth 1 VP per 5 cards divided by the number of players in the trash (rounded down).
Clarification: If you reveal 3 Curses, Ruins, Shelters and Victory cards you cannot topdeck or discard any card. If you reveal 2 dead/bad cards you topdeck one card and discard none. If there are e.g. 29 cards in the trash in a 3P game you divide 29 by 5 and 3 and round it down which yields 1.
Remove a few steps, and the VP and this card could be a useful Iron-Scout. As it is, though, the complexity does not seem to be worth the trouble. Suggested change: Remove VP, Remove Topdeck, Remove long list of types; Reveal top 3, discard Action/Treasure, put the rest in your hand. Get bonus for discards.
Paladin
Types: Action – Reaction
Cost: $5
Choose two: +1 Card, +1 Action, +$1. (Choices may be the same)
You may reveal a province from your hand. If you do, place your +card, +action, +coin, or +buy token on the Paladin supply pile.
When you gain a curse or ruins, you may reveal this. If you do, trash the gained card.
There is a whole lot going on here. Get a couple of these and an early Province and you could end up with a Cavalry of +2 Cards +$2 +1 Action +1 Buy running through your deck. The Watchtower reaction seems totally unnecessary.
Recruit
Types: Action - Reserve
Cost: $5
Put this on your tavern mat.
At the start of your turn, you may call this, to turn your journey token over (it starts face up); and if it's face up, for the rest of the turn, whenever you play an action, you first get +1 card.
You probably want at least 4 of these, to ensure you keep your Journey Token face up as much as possible.
Research Assistant
Type: Action - Reserve
Cost: $4
+2 Cards
+1 Action
Put this on your Tavern mat.
At the beginning of your Buy phase, you may call this. If you do, discard two cards.
Cheap Lab, with a little opportunity cost to pull it off the Tavern Mat. I'm not sure how I'd feel if I ended up with 3 of these waiting to be called, though.
Scholar
Types: Action
Cost: $6
+1 Card
+1 Action
+$1
When you gain this, if you have no token of yours on the Scholar pile, move your +1 Card, +1 Action, +1 Buy, or +$1 token to the Scholar pile. (when you play a Scholar you first get that bonus)
It seems like Lab+$1 is the best use for this card. But I like the versatility in cases where you may not have a Village or +Buy around.
Sunken City
Types: Action – Duration
Cost: $2
+1 Action
Now and at the start of your next turn: Reveal the top card of your deck. If it is an action card, play it. Otherwise, discard it.
Duration Herald? I'm not really sure how I feel about this one. Maybe I'm missing something here.
Tinkerer
Types: Action - Reserve
Cost: $5
Gain a card costing up to $4.
Put this on your Tavern mat.
At the start of your Buy phase, you may call this, to trash a card from your hand and gain a card costing up to $2 more than the trashed card.
We can use this to gain 2 cards in one turn. Workshop + Remodel on one card. I like the simplicity, but don't know if the two parts should be so similar.