Hey, it's only the 21st time that I can mention Curse -
as a new card type!
Heathen VillageAction - Curse
Cost: 0
+2 Actions
-2 VP
When I think about "Hinterlands" I think about unexplored jungles full of un(der)developed settlements and pagan rituals, kind of like the opposite of Prosperity. The Prosperity rulebook has a great intro text explaining how you have the world's tiniest dog and a statue of Baklava; all of which attribute to your status as a super wealthy medieval Paris Hilton.
Before hearing the name "Hinterlands" I thought the new expansion might have some Halloween-ish theme. Prosperity is about abundance and Cornucopia (Horn of Plenty) maybe even more so, because it rewards diversification. The new expansion may cause players to have to scramble more and may contain a lot of mean cards. The developers don't have to treat us like children any more, because it's already the 6th (or 5th if you don't consider Intrigue an expansion). They can throw anything our way and we will deal with it.
Here is a summary of governing ideas of the sets:
Base: The easiest cards go here, letting players get used to main ideas like extra actions, cards, buys and coins and trashing and discarding and it contains the first Curser
Intrigue: This set is about choice and interaction and has the first dual type cards
Alchemy: It's about Power, this set has some very powerful cards, but they require Potions, making them harder to obtain than regular cards
Seaside: All about your next turn and planning ahead
Prosperity: Luxury galore, do your triple King's Court-thing while I take a 10 min. toilet break
Cornucopia: Diversity is the key word, I guess
Hinterlands: Struggling and scrambling?
Another card which may fit the theme and idea of Hinterlands:
Witch DoctorAction - Attack
Cost: 5
+1 Action
Reveal the top 5 cards of your deck. Put the revealed Curses into your hand. Put the other cards on top of your deck in any order.
Every other player gains a Curse.