Some thoughts. Holy Engine Batman! This seems to be the most enginey expansion ever, even more so than DA.
Anyway, let's start with Events. I need to go to sleep soon, so I might just cover those for now.
Alms: This is great. If I have a treasureless deck, I gain a free card. I can open 5/4 or 4/4, and against junking attacks, this guarantees I get a card every turn. This seems solid.
Ball: Gaining two 4 costs can be good. Yah, it costs $5 and has a small drawback. But opening Double Sea Hag or getting two Ironmongers or Caravans can be worth it. This doesn't seem super powerful, but also a solid event. Alms does seem better though.
Bonfire: Hmm, so the cards have to be in play. Well, this is a nice way to get rid of extra coppers later in the game. This card seems reasonable for the cost and probably an event that will see a decent amount of play, especially on boards with weak to no trashing.
Borrow: I covered this already, but I think it is pretty good. Sometimes, you just need to hit $5 or even open $5 for that matter and this helps with that. It also makes it easier to get KC or Goons or some other high cost card you may need. So, yah, pretty solid and the drawback seems reasonable.
Expedition: More often than not, buying this over silver seems the right call I think. Solid.
Ferry: Holy *&*(&! This only costs $3. What? So, now Wharves can cost $3. Goons $4. Grand Markets for $4. Oh man, this card seems nuts for the cost of $3. And, you can move the token, so it lets you open a $5 cost if for some reason you get a $3/$4 split. I do like how Dominion is getting more and more ways to open with a $5 cost.
Inheritance: Seems amazing. I'm not sure how powerful it is, but being able to buy Ironmonger estates seems pretty damn awesome to me.
Lost Arts: Engines here I come!
Mission: I love this card. Probably one of the events that is more situational, but on the boards that it is useful, this can really, really shine.
Pathfinding: Well, we always knew drawing cards was strong. I guess $8 is a reasonable cost to turn all my villages into Lost Cities, my Smithies into super Smithies. And, geese Hunting Grounds can now draw 5 cards. Yah, this seems solid.
Pilgrimage: Oh man, this card is beautiful. $4 seems an amazing cost. HoP loves this card. Oh, and I think I plan on going on a Mission soon to go on a Pilgrimage. Anyway, I have not played with this card, and I'm in love.
Plan: !!!! Yes! Wow! This is really good trashing. This card might allow you to skip buying a trasher altogether. Hell, Village can become a trasher. I don't know. As far as trashers goes, I have a feeling this is up there with the likes of Steward. This is actually probably better. Not Chapel strong, but really damn strong. Man, I can actually live the dream and open Village, or better yet, Port.
Quest: Solid. Oh, and whoever mentioned Tunnel in an earlier thread, kudos.
Raid: Definitely one of the weaker events except feodum loves this card, a LOT. I guess in BM this card is pretty good though, but really how often are we going to see BM these days?
Save: So, a Haven I can use anytime. Seems cool. This helps with Terminal Collision, that's for sure. And $1 is pretty cheap most of the time. Another solid event.
Scouting Party: This card has its uses. It can also be tactically used to skip bad draws and whatnot.
Seaway: What??? So, for $5, I get a $4 cost and all copies of that $4 cost have +Buy. Wow! Yah, that's all I have to say.
Trade: With weak trashing this can be good. Although, I'm pretty sure this is one of the weaker events. I mean for crying out loud we have Plan.
Training: Seems weaker than Lost Arts. But, I guess $6 is a fair price. I'm pretty sure this will get bought in almost every game it shows up in, especially on enginey boards.
Travelling Fair: Seems handy and the cost also seems fair. This can also be used to set up some interesting turns if the economy is there. Solid.
Okay, I will get to the Kingdom cards later. But, all I have to say is this set is amazing, amazing, amazing. I think Donald X. has truly outdone himself here.
PPE:5