One of these is mine.
Breakwater
Types: Action – Victory – Duration
Cost: $4
+1 Action
+$1
At the start of your next turn:
+$1
Gain a Duration card.
Worth 1VP
The vanilla bonuses are uninteresting since it's just Lighthouse. The 1VP doesn't really add anything of value either and I think it would be better design to remove it. The unique bit is the card gain that is restricted specifically to Duration cards.
Ah, I don't really like it. It could be interesting if another Duration were guaranteed to be part of the kingdom, but Durations aren't that common. If there is no other Duration, it just doesn't seem worthwhile.
Captain's Log
Types: Action – Duration
Cost: $4
You may choose an Action card from your hand. If you do, play it. If it is a Duration card, play it again. Otherwise, set it aside.
At the start of your next turn, if you set a card aside with this, play the set aside card.
So this looks like an attempt to fix the Duration TR mentioned in the Secret Histories:
There was a now-and-later Throne Room variant. Play an Action, play it again next turn. It was both confusing and weak. What if you use it on a duration card? How long does it stay on the table? It could have said "non-duration," but that's pretty sad in a set with 8 duration cards. And did I mention it was weak? It left before development started.
This is the Duration TR for non-Duration cards and regular TR for Duration cards. That serves to fix the confusing nature re: Durations, but I don't think it fixes the weakness of it. That said, I wonder how weak it really is, and if it that could be addressed just by lowering the cost. I'm wary, but I think this could be OK.
Cargo
Types: Action – Duration
Cost: $5
Set aside any number of cards from your hand. At the start of your next turn's buy phase, play the set-aside Treasure cards and discard the rest.
Sounds weak to me, like a worse Merchant Ship. Has some additional utility in sometimes making Victory cards miss the reshuffle. I'd suggest lowering the cost and having it play the Treasures at the start of the next turn, which can have some fun interactions with (for example) Quarry.
Diving Bell
Types: Action
Cost: $3
Put a card from your hand on top of your deck.
+2 Cards
+1 Action
While this is in play, when you would draw from the top of your deck, draw from the bottom instead.
New take on the draw-from-bottom concept. I still think it's a neat idea. The way it is here, it's a lot easier to set up your next turn (fitting for Seaside). The Lab+discard thing has been called too powerful for $4 in the Secret Histories, which makes this seem dangerous, but this is top-deck rather than discard which is a big difference. Neat combos with Pearl Diver, Wishing Well, many others. I think this works.
Fisherwoman
Types: Action – Duration
Cost: $5
Reveal the top card of your deck.
If the revealed card is an action set this card aside and play the revealed card. If the revealed card is not an action discard it and gain an action card worth up to $5.
If you set this aside, at the start of your next turn; gain and play an action card worth up to $4.
The wording of this card seems overly complicated. It's a Duration, why the set-aside with more text under a line? Overall, it's doing too much stuff. $5 gainer or gain-and-play -- both are interesting concepts that are rare in Dominion, and streamlining it to one or the other would make this a better card.
I like that the $5 gaining is less reliable here and self-regulating. I don't really like the delayed gain-and-play since Transmogrify is similar and better.
Also, I think this ends up causing the same confusion as the duration TR when you gain-and-play a duration next turn.
Harbourmaster
Types: Action – Duration – Reaction
Cost: $3
+2 Cards
At the start of your next turn:
Discard any number of cards.
Draw until you have 5 cards in hand.
When another player buys a Victory card, you may play this card from your hand.
Sounds like an alright variant of Guide. It's less flexible for timing, but more flexible in selecting your hand. The Reaction seems anti-synergistic. When you play it from your hand, you immediately draw 2 cards... and then on your next turn the Duration effect is weaker because you'll (usually) have 7 cards but will only get to draw up to 5.
Helm
Types: Action
Cost: $4
+2 cards
Discard a card.
Choose an Action card from your hand. Play it now and at the start of your next turn.
Note to artist: Helm as in ship's wheel, not helm as in helmet.
So this should be a Duration itself, right?
Again, duration TR was no good according to the Secret Histories. The draw here makes it stronger, but no less confusing.
(PPE: props to Fragasnap for noting that it's actually also the Lab+discard effect, which makes this
too strong.)
Helmsman
Types: Action
Cost: $3
+1 Action
Name a cost. Reveal cards from the top of your deck until you reveal one costing exactly the named amount. Put that card on top of your deck and discard the rest.
Sounds good to me. It's an interesting searching effect that is different from other stuff in the game. I would recommend one change -- make it cantrip (and increase the cost if necessary) so that multiple Helsman can better stack.
Pier
Types: Action – Duration
Cost: $6
At the start of each of your turns for the rest of the game: Gain a Silver.
I don't think I'd ever want this. You need to buy this
and play it, which is a pretty significant investment. Gold is more impactful in the short term and medium term. If I really want Silver, it seems better to just buy it directly. Masterpiece and Raid fill the same niche.
Pioneer
Types: Action – Duration
Cost: $5
+3 Cards
+1 Buy
On the turn you play this, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.
This is my favourite take on "play a chosen card next turn" so far. Like the Duration TR variants, this also has the confusing issue of how long it stays in play if it plays a Duration next turn. Otherwise, the interaction here is cool. It doesn't suffer from weakness since it's useful on its own and you can almost guarantee that it will play something next turn.
It's not clear whether this will work on multiple actions.
Prawn Shop
Types: Action – Duration
Cost: $4
+1 Buy
+$1
At the start of your next turn:
+1 Card
+1 Action
It's cute that it covers the vanilla bonuses this way. It's really weak this turn and strong next turn. I think that the initial weakness is enough that this may be fine at $3. I like it.
Prospector
Types: Action
Cost: $5
Trash a card from your hand.
Choose one: +$2; or draw until you have 5 cards in hand.
Doesn't seem like Seaside at all.
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.
I think it's overall fine. Since it's come up so often in this contest, I just realized that this
also has the confusion issue of how long it stays in play when it plays a Duration on the next turn. I'm pretty sure that it would have to remain in play an extra turn... and possibly even more if each Sunken City keeps on playing another. Hm.
Tactical Village
Types: Action – Duration
Cost: $5
+1 Action
As long as this in play: At the start of each of your turns for the rest of the game: +1 Action
You may discard Tactical Village from play during your turn. If you do: discard one duration card from every other player.
Clarification: I hope the way I phrased it, that it's also possible to discard Tactical village for example with Oasis. But it not, that's fine too.
As phrased, you would not be able to discard it with Oasis. Unless otherwise specified, cards that discard (like Oasis) discard
from your hand, not cards in play. Rather, this sounds more like something you could do at any time.
Unfortunately, the effect you get from that doesn't work as intended either. Even if you remove my Duration from play, it doesn't block the effect.
The timing of the every-turn-village effect is a bit wonky because it starts with "while this is in play" but continues as a one-time setup in the same vein as Hireling and Champion.
The wording can probably be fixed. On the intended effect... the persistent village is fine, though not super interesting to me when we have Champion, Coin of the Realm and Walled Village doing similar stuff. The persistence has its charms though. The Duration-blocking effect doesn't sit well with me though. It's a strong enough counter that people may be put off from buying Durations at all, removing options. Otherwise, it's an unblockable attack where you get to choose when it happens, which can make it more political than most attacks.
Treasure Finder
Types: Action – Duration
Cost: $4
At the start of each of your turns, look at the top three cards of your deck. You may discard as many as you like. Put the rest back on top of your deck in any order.
Should be reworded to match the precedence set by Hireling. I think it's fine, other than probably needing to cost more. I've considered
this concept before and I think it would be fun to play, enabling early-greening strategies.
War Room
Types: Action
Cost: $6
You may choose an Action card from your hand. Play it twice.
Once during this turn, when one of your Action cards would leave play, you may put it on top of your deck.
Isn't this exactly Throne Room with a Scheme effect? Not so interesting. (PPE: I see that it's not quite exact, mainly differing with one-shots. Still not that different. Meh.)