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« on: May 06, 2021, 11:25:12 pm »
Here is my list:
1) Prosperity — My first expansion I bought. So it is a sentimental favorite, but my wife and I also love Colonies and Platinums. We use them whenever we can in our games. It was the first to use victory tokens and has several cards that are real game changers in most any kingdom.
2) Menagerie — There are a lot of cards here that I greatly enjoy playing. Horses are a cool idea, and there are plenty of cards to help you get them. I love being able to exile cards. That’s a great mechanic. There are also more events, durations, and I even like the cards with weird costs. My favorite thing, though, are the Ways. So much fun to be had with this expansion.
3) Cornucopia — I really enjoy 10 of the 13 cards and consider them must buys pretty much any time they appear. 2 of the other 3 are often useful. Those are pretty amazing odds.
4) Adventures — Introduced Travelers, Reserve cards, and Events, along with the return of Durations. A great expansion. I understand why many have it as their #1.
5) Dark Ages — Love the trashing theme. Includes many cards that I love. Introduces Ruins and Shelters. Also takes the use of non-supply piles to a new level.
6) Empires — Introduced Debt and split piles, both are great additions to the game. I also love having more Events and new cards making use of victory tokens. And Landmarks have really taken “alternate victory” to a new level.
7) Renaissance — Villagers are a cool mechanic, great for those games with few extra actions available the normal way. I also like the reimplementation of coffers. Trashing is also a prominent thing with this set, which is always welcome. But the highlight of this expansion for me are the Projects.
8. Base-2nd Edition — So much better with the new cards added and the duds removed. This really is an excellent introduction to the game for people. All of the basic concepts are well presented and utilized here. There are many cards here that I am always happy to see in a kingdom.
9) Intrigue-2nd Edition — With the 6 deleted cards and 7 new cards, this expansion really has improved greatly.
10) Seaside — Durations , Durations , Durations - at the time these were a major change to the game and whenever a new expansion was announced, there were always people saying they hoped there were more Durations in the set.
11) Nocturne — I love Night cards and Heirlooms, but there are very few, if any cards from this expansion that I get excited to see when they show up in a kingdom. States and Hexes and Boons just seem to add a lot of unnecessary fiddliness or work that doesn’t really enhance the gameplay.
12) Hinterlands — Has a few great cards, but most are average, which is not bad, just not as exciting as some of the new things in other expansions.
13) Guilds — I enjoy the cards that use coffers (as they are now named), and it has a couple of great trashers, and one of the top villages, but the size of the expansion makes coffers and overpay feel very underutilized.
14) Alchemy — OK, but not great. They can’t all be the best expansion.