1 Sabotuer- Choose a character to sabotage. that character may not take an action or have a build phase, he may still use special abilities.
I don't know how I like this character. He's not overpowered or anything, but his ability strikes me as somewhat pointless since the Assassin does the same thing AND nixes the special ability (and the special ability is often why a particular character gets hit in our games.) Maybe if you're playing with a group that takes offense to being assassinated this would be a good compromise, but otherwise it's not a character I would ever want to include.
2 Beggar- receive one gold from the player with the most, or one card from the player with the most. in the case of a tie, both players must donate
Sounds good on the surface. What happens with multiple ties? ie: three people are tied for highest gold and two are tied (with the same amount) for highest cards. Possibly one or both of the card holders are also among the gold holders. Does the beggar get 3 gold and two cards in that case? Or is he required to choose gold or cards up front? I'm not sure how often a situation like that would arise, but it's worth knowing the answer beforehand. I don't think it's overpowered since how good it is largely amounts to luck, although it should probably be choose cards or gold, if that's not what you meant anyway.
3 Illusionist- May build duplicate districts. receives one gold per purple district and/or duplicate district.
I agree with Gatha's assessment of this character. Perhaps, instead of this ability have something like "instead of taking a regular turn, the illusionist may discard any one district card in order to search the district deck for a card of his choosing and immediately build it (he must be able to afford to build the card he chooses.)" Notably, the illusionist would skip his Action to do this, so he'd need to have all the gold he wants ready to go beforehand, and it also leaves him vulnerable to beggars, thieves, etc before his turn begins.
4 Anarchist- There is no king counter for the round. the order of picking is determined by die roll, highest roll picks first and so on. at end of round, the player that picks last receives the king counter for the next round. the anarchist may loot any 2 items from any combination of players.
I like this guy. A little crazy, would probably confuse a few people the first time he was used, but I think it'd be a lot of fun in the end. I like the looting bit at the end.
5 Paladin- paladin cannot be bewitched. red, blue, and yellow districts cost one less to build. ( must always at least pay one gold for a district )
Good start. Not being witchable makes sense thematically, although we never use the witch anyway, so it doesn't do our group much good. Instead of all those colours costing less, I'd suggest this: "Red districts cost 1 less to build (minimum 1), may tax Yellow AND Blue during his turn." I think that gives hima little extra "oomh", and used in combination with the Anarchist it keeps all colours taxable. If all these bonuses sound like too much (I think they might be), then add "The Paladin must return 1 gold to the bank at the end of his turn, if able." Paladins probably give back to the community, after all.
6 Tycoon- Tycoon gets no action, he may sell one district card from his hand to the bank for its gold value.
Interesting. Sounds similar to the Alchemist, except he gets no Action. Personally, I'd be inclined to go with something like "The Tycoon draws one District card in addition to taking an Action. May tax Green." Like the Merchant, only he gets a card instead of a gold. That's just me though.
7- Imposter- choose a color. receive gold equal to the number of districts you control of the chosen color + 1
I agree with Gatha on this one, and I like his suggestion, although it would require this guy to down into the 1-3 range to ensure he acts before any other taxers. Maybe bring the Beggar up to 7?
8- False Prophet- pay gold equal to i/2 the cost of chosen enemy district ( round up ). place a marker there. if the marker is there at end of game, you receive 1/2 the points for that district ( round down )
Considering leaders change hands every turn, how does this work? Does the person who has the False Prophet in the last turn claim ALL the markers, or does each player need his own markers and gets what he set up during the game? If it's the former that means the Prophet will turn into a hot potato towards the end of the game. Could be interesting. If it's the latter, that's a lot of marker to keep track of when scoring time comes.
Other questions: Does the False Prophet "getting half" of the points mean that the owning player also only receives half (rounded up, presumably?) What if two players put a marker on the same district in a third player's city during the course of the game? As written, I don't see any way for a marker to be removed after it has been placed, so I don't see the point of the "if it's still there..." part. The Prophet is #8 which means no Warlord or Diplomat in the same game.
It's an interesting idea, but I think it might be borked (especially if one player claims all markers at the end.) During play the Prophet is somewhat lackluster, but at the end of the game he makes a big mess of things. Assuming there's any significant number of markers on the table at the end, and assuming only one player gets all the points, then whoever has the False Prophet in the last turn probably wins. At first people might ignore him because they don't want to go putting markers around town if someone else will get to reap their reward at the end, but all it takes is one person who's willing to spread the markers around and suddenly this guy becomes a kingmaker.
9- Doppleganger- Choose a character that played this round. imitate that characters turn fully, except that you may not receive the king counter, assasinate, bewitch, or steal.
So this is the Witch going last and not pre-empting the other player's turn in the process. Like the Saboteur above, I don't think I would ever use this card unless someone it the group was overly sensitive about being bewitched. The inability to effectively clone some leaders because he goes last also hurts his coolness. Allowing him to move the King counter at the last minute would at least add a little spice to the character, but I'm still not sure I'd use him.
Overall, I'd say this is a good effort. Better balanced in general than a lot of other proposed "new characters" I've seen in my time. I'd have to apply a few tweaks before using them myself, but you've stirred the imagination pot, so that's good. =)