Alright here are my entries.
First off, the prize gainer:

You lead a crusade for the kingdom and for your efforts you are awarded a prize. However, it takes some time until you come back.
1) A note on the pricing: I wanted to make a card which allowed you to buy prizes outright. I didn't want to give the first player a huge advantage because getting the first prize can be a big deal. Also, I didn't want to make it easy to get a prize by turn 3, however, I couldn't make it cost too much. I couldn't make it cost 5 or less, since it's easy to spike $5 without coppers (moneylender, death cart, horse traders, baron, storeroom, secret chamber, extra coffer from baker, etc.). I also couldn't just price it at $7 (and I felt $8 was too much) or a lucky draw on turn 3 could happen (silver, terminal silver, 3 coppers). So it costs the same as a grand market.
2) When you buy this, there's a cool off period for buying another prize. Since your cube is on the project, you can't buy it again until your cube gets removed (I have not found any official rules on whether you can buy a project if you have your cube on it, so I'm saying you can't. If anyone's seen something different please tell me and I'll change the wording). The first prize puts 5 tokens (assuming 6 prizes) on the card, meaning you have 4 turns you can't buy a crusade (not including the turn you buy it), the next one is 4 tokens and so on. This is to address the problem that people have with tournament, that it is too swingy; whoever gets the first prize is in a better position to get the 2nd prize (considering they must already have a province and tournament, and now they have a prize that can help them get their next prize) and often one player sweeps all the prizes or at least most of them. With crusade, when you buy a prize, your opponent(s) are in a better position than you to get the next prize because you are locked out of it for a couple of turns. You likely won't get more than 2 prizes with this so choose your prizes wisely. The big benefit of getting this first is getting your choice of prizes not getting all the prizes.
3) For tokens, use coffers. The tokens get put under your cube just like sinister plot. I tried to copy the language of sinister plot as much as possible when it came to referencing the tokens.
4) The prize is put on top of your deck to be used your next turn (because presumably, your turn is over).
Now on to the prize:

The king is very pleased with you and will now allow you to do things he wouldn't normally allow other peasants to do. It's not a tangible prize, but it is pretty valuable.
1) Since the prizes are all about getting exclusive rights to a card, I thought i'd go along that theme. The exclusive cards will likely be weaker than the other prizes but you can get 5 of them. Obviously the value of this will depend on the kingdom and what the restricted card is.
2) This card works well as a prize since the idea is to get exclusive rights to a kingdom card and that can't work if this card is in the supply.
3) Top half means half of the pile (i.e. if there are 10 cards in the pile set aside the top 5, 12 cards set aside the top 6). It should be the number of cards that would be there if they were in the supply (thus the number of victory cards will be 4 in 2p and 6 in 3p or 4p).It only allows you to buy half the copies of the card. I did this for 2 reasons. Getting 10 copies of a card your opponent can't get can be a little too powerful in some circumstances (villages where there are no other villages, fool's gold). 5 is the amount you'd get, if you'd split it equally with your opponent so I thought it was fair to give you what you would get if the pile was fought over. The 2nd reason is to take care of split pile problems. Gladiator would be unfair since you'd have sole access to fortune. sauna/avanto would also be unfair if you get all of them. Getting sole access to castles would also be unfair. Now getting all 4 castles would be worth 11 in a 2p game. In addition, other victory cards would be tamed down. You would not be able to get all 8 feodums or silk roads.
4) The cards are in the supply during your turns and thus your opponent can technically gain them (messenger, possession).
5) It starts you off with one of the restricted cards. I was back and forth between not giving you any restricted cards, this, and putting it into your hand. I felt the last option could be a little unfair compared to other prizes if you could immediately play restricted cards and get more of them. Not getting any could be a little hard because then you'd have to spend time and $ buying the restricted cards, wait to get your cards in hand and then use them. You might not have the time in late game, so I gave you 1 to start.
6) This was originally a reserve that allowed you to buy restricted cards only if it was on the tavern mat, but I then I realized it would work better as a duration.
7) an empty restricted pile will not trigger the end of the game.