Peltmonger
Types: Action, Reserve, Season
Cost: $4
Put this on your Tavern Mat.
At the start of your Buy phase, you may call this, for +1 Buy, +$2 and an additional +$1 in Winter.
I don't like it for being a reserve card, but beyond that I think the issue is that an unconditional +1 Buy whenever you want it gives fairly boring consistency. Consider
Coin of the Realm which makes its on-demand +actions interesting by giving you tons of +actions, more than you can likely use the first chance you get to play
Coin of the Realm. Unfortunately, many +actions can be useful in the latter portion of a game, but many +buys is only really useful with cost reduction. I think to make it interesting you would have to make a limitation to the +buy somehow.
Sojourner
Types: Action, Season
Cost: $2
+1 Action, +1VP. Trash this. In Spring: +$2. In Summer: Trash 2 cards from your hand. In Fall: +2 Cards. In Winter: +2 Buys.
I don't like this for using VP tokens. Further I don't like that it is so much better than Estates. You compare it to
Distant Lands, but that is hardly a fair comparison.
Distant Lands is a junk card that does nothing until you play it and costs you an +action and a card from your hand when you do. You don't want
Distant Lands until as late as possible, but you have to play them for them to be worth anything. Sojourner you can buy pretty much any time, is free to play, and even gives you a benefit when you play it in addition to those VP!
Bailiff
Types: Action, Season
Cost: $3
In Spring and Summer: Trash 3 cards from your hand and gain a card costing up to the total cost of the trashed cards in coins. In Fall and Winter: Gain a Victory card, and then a Treasure card, with a total cost of up to $5.
This is too strong. I'll never not open Bailiff and the delta of randomness between getting it to collide with 3 Estates or no Estates is much bigger than the already king of swingy trashing
Chapel, and it shifts to gain Duchies rapidly with an effect akin to a $5 card once it is done trashing.
Snow Witch
Types: Action, Attack, Season
Cost: $3
+2 Cards. You may put a card from your hand on top of your deck. In Fall and Winter: Each other player gains a Curse.
This one is neat. I think you overvalue the number of Kingdoms you'll be able to play many of them as soon as Fall starts. I've played games with you before, and I think you construct your Kingdoms a little too much: In more random Kingdoms drawing your deck isn't always possible.
Student
Types: Action, Season
Cost: $3
+1 Action. You may move your following token to the Student pile (when you play a Student, you first get those bonuses): In Spring: +$1 token; In Summer: +1 Action token; In Fall: +1 Buy token; in Winter: +1 Card token.
I don't like that it uses the Adventures tokens, monopolizing all of them in the event that there the other cards that use those tokens, but even without that, I'm not a big fan of cards that you want to piledrive.
Sanitarium
Types: Action, Season
Cost: $4
+2 Actions. Draw until you have 5 cards in hand.
When you gain this in Spring, you may trash a card from your hand.
I think this is too strong, even sans the trashing on-gain. Similarly to
Lighthouse, I worry about Sanitarium making hand-size Attacks totally irrelevant, especially when Sanitarium is a splitter you'd want to amass in the first place.
Ballroom
Types: Action, Season
Cost: $5
In Spring and Summer: Gain an Action costing less than this. Play it. In Fall and Winter: You may choose an Action from your hand. Play it twice.
Best card in the set.
Plantation
Types: Action, Season
+2 Cards, +$1. In Summer and Winter: Choose one: +1 Card; or +$1.
When you gain this, you may move the Season marker forth or back 1 section.
I don't like how hard the "choose one" is to track: I'd rather it be a choose-and-forget option. I like the on-gain though.
Restore
Types: Action, Season
Cost: $5
+1 Action. Trash a card from your hand. Gain a card costing . . . up to $3 more than the trashed card in Spring; up to $2 more than in Summer or Fall; up to $1 more in Winter.
I played with this
Expanding in Summer and
Remodeling in Spring and liked that pretty well. It gets weak enough in Winter and enough games last until Spring that I wouldn't recommend having this
Expand in Spring.
Trade Port
Types: Action, Duration, Season
Cost: $5
At the start of each of your turns in Spring, Summer, and Fall for the rest of the game: +1 Buy, +$1. (This stays in play)
I don't like it for being a Duration card, on top of its similarities to
Treasury. The latter could possibly be solved. The former cannot.
Timberland
Types: Victory, Season
Cost: $7*
4VP.
This costs $3 less in Spring, $2 less in Summer, and $1 less in Fall (but not less than $0).
The big problem is that enough games are going to end in Spring that the cost decrement is just ridiculous and renders Duchies pointless. I would rather see this granting 3VP (costing $6, $3, $3, and $6) so that its variable price would be more fun with trash-for-benefit effects, rather than it being a simple Duchy substitute.
Wayfare
Types: Event, Season
Cost: $4
Once per game: Move your Wayfare token to a Season on the Season mat (at the start of each of your turns in that Season, you get +1 Card, +1 Action, +$1.
I think with +1 Card you will always want Wayfare in Summer and possibly even Spring if your first turn is $4. I'd make it +1 Buy instead. +$1 makes you want it now, but +1 Action and +1 Buy would be enough to make you want to push it until later.