I've completed my post-Dark Ages overhaul of Dominion: Enterprise. This is the third major iteration of this set and I decided to keep the same thread this time, rather than create a whole new one.
Here are the changes I've made:
Surveyor and
Gambler received wording changes but are functionally the same. Gambler now has you look at the top card of your deck rather than revealing it, since the reveal wasn't necessary to keep you honest.
Boycott got bumped from +$2 to +$3 when played to give more incentive for going for it. I may also add a +1 Buy.
Mercenary got a name change to
Enforcer because of the Dark Ages card with the same name.
I've replaced
Aqueduct with
Floodgate. They both fulfill the role of, "buy this to make your next hand better", but Floodgate is far more compelling and versatile.
Barracks lost the parentheses around "from the Conscripts pile". I jazzed up
Conscripts itself to make it worth gaining when the Curses have run out. It used to just read, "+$2. Trash this card. Each other player gains a Curse." Now you get to choose two options from a list of four. Also, Barracks and Conscripts combo a bit better this way. If they collide, you can use Barracks to dig for another Attack card, then use Conscripts to give out a Curse (or whatever) and then play the other Attack card. Also, rather than Conscripts trashing itself, it now goes back to the Conscripts pile. Finally, the Conscripts pile is 16 cards, using up the remaining cards in the hypothetical 150-card box.
I'm a bit worried that Conscripts will still be too weak. It is a one-shot that you sacrifice quite a lot of time to acquire. I might try it with the '+$2' and 'gain a Silver' options replaced by '+$3' and 'gain a Gold', but that might not be necessary. Cursing is powerful as-is.
I've cut
Cathedral from the set entirely. It was too similar to Courtyard and way too powerful for simple big money strategies. In its place I tried 3 different cards that I've posted to this forum, and for now I've settled on an updated version of
Exchange. It still needs some more playtesting, but it's the card I like the best so far in this slot. I'd like to have a Remodel variant and it's also nice to have another pure one-shot in the set.
Fund has received another major overhaul. I pulled the cost reduction in favor of just having it produce +$4/+1 Buy once as its one-shot effect, deciding that wasn't too powerful for $5 after all. I also incorporated Cathedral's 'one-shot that doesn't leave your deck' idea into it. See, it's a Silver that you can use once for the extra cash and buy. Then it just reverts to a regular Silver. This was a way I could do this concept without using tokens, which I had to use for Cathedral. If possible, I'd like to have this set be free of extra components.
Inventor is almost functionally identical to its most recent iteration. Before you either drew 3 cards or +1 Action and set it aside on your Inventor mat, where you could pull it back to your hand at the beginning of any turn. I realized that this is pretty much the same as having it just return to your hand at the start of your next turn, since you could then just set it aside again at no penalty. That way it wouldn't need a mat, so I made the change.
Tax Collector lost its +1 Buy (which felt tacked on to me). That leaves the set with only one +Buy card (Fund), but I might be OK with that in a set with so much gaining. Also, the attack no longer hits cards costing $2. I think it needed that buff, but more playtesting could prove me wrong.
That's it! Thanks once again to everybody who has given feedback and suggestions. You've helped make this set as good as it is, and it's a set that I really enjoy playing. So, thanks again and thanks in advance for any future feedback!