Do you still like Exorcist being a Night card? I guess Ghost already makes you have to learn what Night means, but I think Exorcist as a non-terminal Action would be totally fine.
I'm still happy with Exorcist as-is.
What's your retrospective on Night cards? I'm surprised that a decent amount of people hated them (or maybe that hate is grouped with the Boon/Hex hate).
I'm still happy with Night in general; as I've said many times, I wouldn't do Hexes, they are too over-the-top complex. I'd still do Boons. I'd break the set up into two sets too, which would be something like:
- Nocturne - Night, spirits, wishes
- other set - Boons, Heirlooms, Celtic flavor
And then I'd use the spirits and wishes on more cards.
I haven't done the work and so don't know specifics there really.
Do you still like Tournament and its Prizes after all these years?
I still like the premise. Tournament has a way way better love/hate ratio than e.g. Possession. And I mean it's fun, there, I said it.
Tournament as implemented is crazy complex - consider a 2x2 payoff grid, now read 5 more cards. The two concepts should have been on different cards. And then the Prizes themselves are of course imbalanced.
What are your thoughts on Talisman? You've said before that it wanted to be better (with e.g. VP cards), but honestly I think it's too strong and annoying when it's good.
It's okay but I'm not thrilled with it. Yes it's better when Workshops can gain VP. It has a while-in-play which I don't like much these days, and overall is more complex than ideal for what it does.
Why does Merchant Guild now care about cards gained? I know (and agree) that when-buy effects are bad, but counting the number of cards bought in a turn seems fine? Or is it about how regular people may not understand that buying an Event/Project isn't the same as buying a card?
I changed the rules for Coffers, so that you can spend them whenever. This is way better. It had two casualties: Patron and Merchant Guild. So I changed both cards.
While I was changing Merchant Guild, I switched it to when-gain, since I was changing it anyway, and this is what I would be printing today. Casual players often don't distinguish between gains and buys.
Why does Reap copy Summon's wording, when it's confusing with stop-moving? I feel like you successfully fixed the concept with Demand, but then Reap still came out.
I don't think there's anything willful going on there.
I won't ask too many questions about Allies cards (I'll wait until after the secret history), but will Catacombs get errata to get rid of the pointless and confusing interaction with Elder?
I don't know. Something to consider when it's reprinted, but, no guarantees.