Now I have played all the cards. Funnily, the last two cards to have appeared were the travellers : Page and Peasant were in the same kingdom the first time I played with them. That was too many cards to learn at once. That game was stupid.
Cards I like the most :
I love almost the whole set actually. I hope some cards won't appear to be broken, like Cultist in dark ages (loved it at first, then started to dominate too many games). Right now, all attacks seems to be on the weak side, that's a thing I like a lot. So, Swamp Hag and Haunted Woods are both very interesting. Swamp Hag is close to torturer about the "psychological" attack : sometimes the best move is to buy nothing. That's hard to accept but that's life. Or sometimes you have to take those three curses but it's worth it. Also, this card may have influence late game (penultimate province rule), that curse can make the difference.
I really like Guide. Discarding that bad hand feels so good. And I love transmogrify : take a time to think before starting each turn.
And I already said, Raze is so much fun.
So, let's say Swamp Hag, Guide, Transmogrify.
For the events : Those that add token to a supply pile are absolutely amazing and they are the funniest thing adventures brought us imo. I like Plan and Inheritance a lot too. Also, travelling fair, but I don't have used it well yet.
Cards I dislike :
Relic. I think you often want one, then it's an automatic attack you even don't have to think about. Can be really boring and doesn't add that much to the game. Bridge troll enable funny mega-turn games, but I don't see any reason the attack is there, like scrying pool it's a useless added power.
The fact that warrior can trash warrior bothers me a lot.
All events are cool.
Cards I don't understand at all :
Distant lands. Like Harem, it seems to be something you have to buy somewhere mid-game. Early game you have to build a little. Late game these probably worth nothing. I don't find situations where you really want Distant Lands, except weak boards with no target $5. But maybe I'm completely wrong because 4 points, hey, that's a lot. I don't know. But Island is more straightforward and seems better for me : good pseudo trashing + better opportunity cost + still worth something if you don't play it.
I like the concept of distant lands though, and I look forward to use it with ironmonger/highway+ironworks/Crossroads/evenscout and these things.
Also, the Page line. So, you gain a lot of treasures (which is at the same time a defense against warrior) then you have an amazing bonus for action cards ? Interestingly weird. Maybe it's not always worth the pain to go for the champion, maybe it's better to just stop at hero or treasure hunter. I don't know. Treasure hunter + Feodum in mirror would be crazy.
Strong cards :
I think the strongest card of the set is Treasure Trove. I agree that any board with treasure trove makes some BM strategy viable. For now, all the games that had treasure trove in it were treasure trove + something games. Then I would say Magpie and the Peasant line.
For events : Ferry is ridiculously cheap and you very often want to but it early.
Weak cards :
From my experience, Journey token cards (Giant and Ranger) were mostly trap, but in theory I would say they are ok, because cursing and draw are always good. Caravan guard is not amazing. But miser might be underrated I think. But no real weak cards overall I guess.
Other thoughts :
- I like how a few cards enable silver flooding a lot more than in previous sets (when we had masterpiece and trader mainly). Storyteller + Raid is awesome. Then we have Amulet, Treasure trove and Treasure Hunter. So, feodum gets better.
- I wonder how good or not is to set aside a lot of duplicates and/or royal carriage and go for megaturn. That was a trap in Guilds, when some people (including me) thought keeping coin tokens and go for megaturn was the best strategy.
- Do you think rats-ratcatcher is faster than ratcatcher only ? I would be pretty disappointed if this is a nombo.