Are you prepared to deal with all the "I liked that card, why did you remove it" comments once Seaside 2E previews begin?
Like a boy scout.
What are your thoughts on Tomb? I'm surprised that some people love it because it encourages trashing, and some people hate it...because it encourages trashing. (The actual problem with Tomb is Fortress, and well you already knew that I would think that.)
I still like Tomb. Many of the Landmarks just don't have enough of an impact in terms of what you do. Tomb does not have that issue. Some games it does nothing but I decided I could live with that, and so far so good.
What was the motivation to finally errata Prince? And is it going to get the Command type?
Ultimately just, all the other errata already going on.
As of today, the next time Jay asks me for the wording, it will be:
Prince: Action - Duration - Command, $8
You may set aside (on this) a non-Duration non-Command Action card from your hand costing up to $4. At the start of each of your turns, play that card, leaving it set aside.
Online, well probably TGG already has that wording, and who knows when dominion.games will get it.
What are your favorite cards from Allies?
I like the split piles a lot. Royal Galley is a stand-out besides those.
How concerning was it to let Voyage be cumulative, in terms of power, slowness, and intuition (a LOT of people thought Voyage worked like Outpost; I think I would have added something about it in the rulebook)?
I wasn't concerned about slowness from real-life, though vs. the TGG bot (which initially was broken and got no-limit extra turns, so it went nuts buying them and then kept doing it once it was fixed), it was a bummer.
Voyage is unique, you get an extra turn that's a little puzzle. It always seemed worth how long the puzzle took.
I'm not aware of power issues. Intuition issues, I mean I always work with what I've got. In the rulebooks I answer the questions we think of that we think will come up. If people keep misreading a card it tends to change into what they think it is, or something else they'll actually get right. We didn't have issues with Voyage and intuition.
Were there thoughts to move +1 Favor before +1 Card on Underling, to get rid of the rules question with Order of Astrologers/Masons? Probably not because Emissary couldn't get that kind of fix?
There were no thoughts there.
Were there concerns that Skirmisher and Highwayman could continually prevent opponents from hitting 5, which would prevent them from attacking back? I mean, Raider got bumped to 6 for that reason.
Not really. It wasn't missed that they could do that; it didn't get me to make them suck.
I'm okay with the worst card in each set being some attack that just didn't want to make the game suck. And that's mostly how it's going these days. But of course attacks like anything else are trying not to suck despite that; they just have a harder time getting to the sweet spot. Those attacks seemed good and still do; not game-breaking and not awful. Hooray!