Alright, let's talk about other cards:
Landlord
Types: Action Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.
Worth 1 VP per empty Supply pile.
I didn't vote for this. Why? I just didn't think it did something new. I guess it plays as "get as many Landlords as you can". Hmm... Of the cards i didn't vote for, i think this is one i wouldn't mind winning.
Dance
Types: Action Attack Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.
When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
I assumed this card would be fixed by a "Each player with at least X cards in hand" clause. I think people who didn't vote for it because it can destroy turns forgot that you should also vote for cards that you think can be fixed. This is very easy to fix. I also think it should allow putting the deck in other players discards additionally to the topdecking attack. Other than that i like how subtly the attack and the reaction synergize.
I admit that when i think about it, there probably were cards who deserved my vot more than Dance, though. Maybe even one or two i didn't vote for - no accounting for taste.
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
I like cards that make players go for different stragies. This makes you be a Village Idiot, and i think it's a hilarious/clever idea. As the card starts as a Necropolis, it's probably pretty bad on it's own, which makes it even more interesting to me.
Prefecture
Types: Action Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
Worth 2 VP.
I think this is clever, but it just isn't good. If the first card you reveal is a Victory, it does basically nothing (yeah yeah, edge case, Harem, actions left...). Then again, it's allready almost a Duchy. I don't like how it anty-synergizes with itself and is so much against Intrigue's "deal with Victory cards" theme.
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
It's okay, but i think it fits more into Prosperity with its non-attack interaction and ability to gain expensive cards... Also i think the downsides might be too big.
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.
Rules Clarification: There is one communal Overseer mat, split into the five districts.
Ugh... First, it has 1st player advantage. Second, it introduces tokens and mats and still is just a iunreliable bundle of allready known effects. The card is a lot of old things, put together with new things that make the card more complex or unfair without need. I never thought "choices" should be seen as typically Intrigue, and this is the perfect example of a choice-card that has nothing to do with Intrigues other main themes - hybrids and dealing with victory cards. Let alone the mat is absolutely un-intrigue. It's probably balanced or can easily made balanced, but i think it shouldn't take a spot that could be filled with a card that actually fits Intrigue.
Shrine
Types: Action Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.
Worth 2 VP.
Kind of like Landlord, a Victory card that does something special. It's astounding how many votes Landlord got and how few Shrine got. I preferred this over Landlord and still didn't vote for it.
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
I liked it, but it didn't get my vote. It's also not so intrigue-ish, but i don't mind it.
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.
Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Encourages decks you usually don't want and really goes with Intrigue's victory theme - even has choices, hooray. Also don't see why some people didn't get the wording which is basically Hamlet's. I don't know if it's as much fun when playing as is when looking at it, but i think it's a very good fit and could come straight from Intrigue.
Secret Plot
Types: Treasure Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.
Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
People allready wrote a lot about this, and while i'm still not sure how strong it would be, i think this gives too many points to be ignorable if you can get many of them. I don't like cards you can't usually skip (see Rebuild), and so this didn't get my vote.
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an
Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Forgot to comment on this one above - i liked it. You think +2Actions or +1Action,+1$ is terrible, but as it is basically a nonterminal small Scavenger (with the risk of finding an empty pile)/Herbalist, is allready has something to speak for it. Maybe should cost 2$ and have another name, though.