1 King's Court
3 Crossroads
i'm sort of thinking of these from a kingdom design standpoint. crossroads allows for kingdoms where you can play precisely three terminals; that is a game that not really any other card allows.
5 Herald
8 Plaza
why would it matter that much to send my coppers to the aether? well, surprise, there's a bunch of reasons.
9 Royal Carriage
12 Squire
i have a soft spot for cards that do both actions and buys (rip worker's) and also, if squire is the only village, then it's a choice rather than an incidental thing.
13 Fortress
15 Fishing Village
fortress makes for moderately strong and open-ended combos a very small amount of the time (<3 forge) whereas fishing village is a declaration of, okay this is a game where the whole village thing isn't as much of a concern, try the other stuff.
18 Shanty Town
19 Ironmonger
i shant! how do you even play around that, asks new players, and then eventually they sorta stop asking.
21 Wandering Minstrel
24 Lost City
lost city hasn't grown on me yet. minstrel opens up kingdoms where it's easier to just get action cards now.
25 Border Village
27 Golem
village +$5 now just costs $6. fun to make a kingdoms with this and no buys. sometimes you have a hand with only nobles, smithy, and golem, and too often the better bet is, golem, here goes nothing.
29 City
32 Coin of the Realm
coin of the realm offers some sort of new dynamic that i'm not sure exactly what it is yet. but it's cool