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Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 12, 2018, 07:00:35 am »
I still have to play beyond Guilds, so this is it for me:
1. Seaside: Clearly the best expansion for me. The duration mechanic is a really interesting mechanic, especially on 'easy-to-understand' cards. Sure, there are some misses, but I like cheaper and easy-to-play cards
2. Dark Ages: Shelter mechanic is really good, most of the cards are fine too, nothing too complex overall. There are some miss cards, hurting a little more than Seaside overall
3. Prosperity: Gears towards engine-building and I feel kingdom treasures are pretty interesting. I only dislike the 7-cost actions except for Forge.
4. Cornucopia: Many people do not like the 'different cards'-concept, but I honestly do. Tournament, Menagerie, these type of cards are really distinguishing and interesting in general
5. Base: Solid set. Nothing more to say
6. Hinterlands: Another solid set, but you expect an expansion to have more 'oomph'
7. Intrigue: Too many real 'miss' cards alongside a few very nice and fun-to-play cards.
8. Guilds: I do not see many special cards in here
9. Alchemy: Potion mech just does not work
1. Seaside: Clearly the best expansion for me. The duration mechanic is a really interesting mechanic, especially on 'easy-to-understand' cards. Sure, there are some misses, but I like cheaper and easy-to-play cards
2. Dark Ages: Shelter mechanic is really good, most of the cards are fine too, nothing too complex overall. There are some miss cards, hurting a little more than Seaside overall
3. Prosperity: Gears towards engine-building and I feel kingdom treasures are pretty interesting. I only dislike the 7-cost actions except for Forge.
4. Cornucopia: Many people do not like the 'different cards'-concept, but I honestly do. Tournament, Menagerie, these type of cards are really distinguishing and interesting in general
5. Base: Solid set. Nothing more to say
6. Hinterlands: Another solid set, but you expect an expansion to have more 'oomph'
7. Intrigue: Too many real 'miss' cards alongside a few very nice and fun-to-play cards.
8. Guilds: I do not see many special cards in here
9. Alchemy: Potion mech just does not work