I'm very interested in hearing people's opinions on what makes a card "simple" or "complex". Is there any middle ground between the two, or is each card one or the other? Obviously opinions will differ, and that's fine.
Originally the cards were all just one concept. And man they were one concept. I felt like +$2 and +2 Cards were things for a card to do when the card concept was giving you $2 or 2 cards. So they didn't even do that extra.
It turned out they had to have those +'s. An effect like Militia just isn't good enough by itself; it needs resources. So the Dominion you know has +'s piled onto whatever other things.
There are different ways to measure complexity. Mark Rosewater has a good essay on this somewhere. Wait I have the internet right here.
http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/mm/172. He talks about some Magic-specific stuff; Dominion doesn't so much have board complexity, I mean cards could hypothetically stack up "while in play" abilities that affected decisions in tricky ways but there sure isn't much of that. Anyway there's an article you can read if you want.
So looking at that and just remembering what I tend to say, we can point at some different things that make a Dominion card complex, aside from strategic complexity which we are just generally happy to have.
- It has a lot of words.
- It's hard to understand what it does.
- It does something counterintuitive.
- It does multiple things.
These are all separate. Golem is wordy, Chancellor counterintuitive (which is to say, hard to understand why you want to do that), but neither has the other quality. I guess being hard to understand probably tends to mean having lots of words. Anyway you know. There are these different issues. And they all matter.
- You sit down to play, here read 10 cards. Having lots of words is intimidating, anti-fun. It's fine once you learn the cards but starts out bad.
- If you can't figure out how a card works you will get into rules arguments and have less fun. There's the rulebook but who has time for it. Maybe you will end up playing it wrong in a way that breaks the game; Ferry was an example when it said "kingdom card" instead of "action."
- People will just sit there staring at counterintuitive cards, trying to see what they're missing. They don't like it.
- You can only keep so much in your head. You already can't keep 10 cards in your head. Cards that do multiple things are harder to learn and then harder to remember.
There are obv. cards I've blown it on all these ways. And there are cards where it was intentional because I thought the card was worth it.