This was inspired by the topic discussing the best expansion for a beginner to get after the base game. So, I think it would be interesting to see what people think about the expansions in each of the following categories on a scale of 1 to 10.
Complexity: (1 simple, 10 complex.) How complicated are the cards and their interactions? Is there a lot to keep track of?
Learning Curve: (1 learns easily, 10 takes several plays to understand cards) Do the cards lend themselves easily to learning? Would you use many of this expansions cards for someone's second game (After the recommended first game)?
Enjoyability: (1 miserable, 10 really fun) Do the cards in this expansion create fun situations or brutal slugfests where someone wants to quit? After playing with a bunch of cards from this expansion, do you want to play the expansion again or stop playing Dominion altogether?
Replay Value: (1 play once, 10 play forever) Do the cards have enough interactions that you can play with them again and again without adding more expansions? How quickly do you get sick of the expansion?
Balance: (1 weak and strong cards, 10 fairly balanced cards) Are there a lot of "power cards" in the game that overshadow the others? Are their some cards which never shine? Do some cards just take over if they're in play? Do some cards add in quite a bit of luck?
Personal preference: (1 I hate it, 10 I love it) Do you like this expansion?
Feel free to add your own categories and post your own ratings!!!
Here are my personal ratings:
Base Game: Complexity 4
Learning Curve 6
Enjoyability 8
Replay Value 7
Balance 9
Personal preference 9
Intrigue: Complexity 7
Learning Curve 8
Enjoyability 7 (Torturer, Saboteur and Swindler can really wreck games)
Replay Value 8
Balance 7
Personal preference 8
Seaside: Complexity 8
Learning Curve 8 (Quite a few new concepts)
Enjoyability 9
Replay Value 10
Balance 8 (A few game defining cards (Wharf, Ambassador, Sea hag, Ghost ship)
Personal preference 10
Alchemy: Complexity 8
Learning Curve 6
Enjoyability 8 (The only things which wreck it are poor luck with Familiar or Possession while your opponent gives you all the curses or takes all your province turns)
Replay Value 7
Balance 4 (Familiar and Possession can really mess stuff up)
Personal preference 7
Prosperity: Complexity 5
Learning Curve 7
Enjoyability 7
Replay Value 8 (lots of interactions between the power cards)
Balance 5 (Lots of power cards: KC, Grand Market, City, Goons, Peddler (if you have the buys). Games are often defined by their prosperity cards)
Personal preference 5 (I don't like all the power cards)
Cornucopia: Complexity 7
Learning Curve 6
Enjoyability 9
Replay Value 6 (Simply because its so small)
Balance 4 (Lots of power cards. I played a game with just Alchemy and Cornucopia. We all drew our entire decks multiple turns in a row.)
Personal preference 8
Hinterlands: Complexity 10
Learning Curve 8
Enjoyability 9
Replay Value 8 (Because of the complexity, it's fun to try cards again and again)
Balance 8 (I haven't played it much, but the only really powerful cards are Jack of All Trades, Highway and Haggler)
Personal preference 5 (I haven't played it enough to really appreciate it)