Crossposted.
Day 3!
Squire: Even without the on-trash ability, this looks like a nifty utility card for both engines and alt-VP matchups. It can be half a Fishing Village if it collides with your other actions, it can be a mondo +Buy source (+2 Buys! It's finally been done!), and Silver gain for $2 is a darn good value in decks where you want to flood Silver. Compare just the silver gain option to Explorer: it gives you $1 less this turn (don't forget it always gives you a buck), and for that meager downside it's $3 cheaper and does so many more other things. So, as a Silver gainer for alt-VP it's a fantastic value. As A Village it's probably not a great value, but on boards where you need it it can't be much worse than the Natives; and the +Buys are great for both alt-VP and engine. All this, and flexibility, for $2? Seems damn strong for pretty much anything that isn't terminal draw BM.
And that's not even beginning to consider the on-trash effect! Yikes. I'm going to go ahead and say the on-trash effect is probably not nearly as powerful as it seems; it's the Treasure Map problem again that you have to line up your trasher and your Squire, which is often going to be an inefficient crapshoot. Also, you may be overpaying for Squire, and in many kingdoms there either won't be trashing or there won't be Attacks. (In general I'm not sure I like this proliferation of effects that are dead on certain boards, starting with Tunnel). I can see it being a really good way to slingshot up to Familiar or Goons, but even the $5 Attacks I think I'll usually want to just buy the old-fashioned way.
Hermit/Madman: I...uh...wuh...buh. I'm really not sure there's anything intelligent I can say about these two. I kind of expected to see a trasher that rooted through the discard, actually, so that's neat. The no-Treasure restriction makes it look JoaT-esque, and I could see it being used in that capacity (gain Silver, pitch Estate) on boring boards. There are also probably going to be lots of other good cheap cards to get out of Dark Ages (Poor House, Squire anyone?), so it'll have some extra flexibility in engines that way. But another thing I'm noticing is that the trashers we've seen so far- Graverobber, Hermit- both don't work on Coppers. With Dark Ages' theme of poverty, it might be hard to get rid of those Coppers in general, which will ding Poor House for sure (and a lot of other cards).
As for Madman, I just have no idea. When is it worth it to pass on your buy phase to get a Madman? Just how powerful is it? Obviously it's powerful, but you've got to jump through a lot of hoops for a one-shot. I have no idea what do with it at all. (Actually, that's a lie. Horn of Plenty decks are going to love Madman. But beyond that I'm totally stumped.)
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And now time to read this thread.