The cards we played, and thoughts, are as follows, in order of which they came up in our campaign.
PAWN: Jack of All Trades, Master of None
Cost: 2
Action
Choose two, but not the same: +1 Card; +1 Action; +1 Buy; +1 Coin.
Great utility knife, and it appeared in two games- one with Village and one with Market. In both cases, we all wanted either Village or Market over Pawn, but in both games the Pawns ran out. It can be a good invisible card in your deck, or a mediocre finish to a long chain of Villages. All in all, we thought it was good back-up to the normal cards that always run out, such as Village, Market, Lab, and Festival.





SCOUT: We admit it, we played it wrong the first few games.
Cost: 4
Action
+1 Action. Reveal the top 4 cards of your deck. Put any revealed Victory cards into your hand and the rest on top.
While this card lasted for 7 out of 10 games, our view on it was skewed thanks to initially reading it as DISCARDING the other cards revealed rather than PUTTING THEM BACK. HUGE difference.
The proposed combo brought forth with Cellar is not as good as one would think; you need both of them in your hand, have enough cards to discard to the Cellar after the Scout, and make sure you get quality cards after Cellaring. Only pulled off once successfully in four games.
Some surprising combos with Scout will be discussed further down with the respective cards.
Final Verdict: Works well with others
SECRET CHAMBER: A Better Coin Than Shield
Cost: 2
Action-Reaction
Discard any number of cards: +1 Coin for each card. You may reveal this when another player plays an attack. If you do, +2 Cards and then put 2 cards back on top of your deck.
We had many games with Secret Chamber and Militia, of which it did wonders; being able to decide what are the worst cards out of 7 instead of 5 was great. Against Bureaucrat, not so much. Witch, allows you to strategize your hand. Spy, became a game of bluffing; we often found the Spy discarding a card that would normally be left on top, such as Curse or Estate, because they possible hid a better card under it for their next hand and we could possible play another Spy to get rid of it. We were unable to play it against Thief. Thoughts on new attacks below.
What surprised us was it's other ability: Discard any number of cards: +1 Coin for each one. We found ourselves buying it for this ability alone. It could turn a hand full of green/purple cards into 3/4 coins! Not so bad, especially with the green cards given to you by Scout!
Surprise Factor: 8
BARON: The New Thief
Cost: 4
Action
+1 Buy. You may discard an Estate. If you do, +4 Coin. Otherwise, gain an Estate.
The Baron, we found, was very unreliable. Even with Scout and filling our decks with Estates, the Baron would more often than not gain an Estate. However, when it did go off, it often got a Province. We found this similar to the Thief; either you trash a Copper from everyone else, or you get 3 Gold. Sadly, we were unable to play it in a Gardens deck.
The Thief has become a Baron in his greatest heist.
COPPERSMITH: 3rd Turn Province
Cost: 4
Action
All Coppers played produce an additional 1 Coin.
Yes, the play described did happen. CCCC/Coppersmith. Pow.
However, unless one went all coppers, the Coppersmith quickly lost power. A good example was this hand: Gold, Silver, Copper, Coppersmith, Woodcutter. Woodcutter gets more coins out for you. And our group hates Woodcutter.
Kentucky Derby Prediction: Breaks the speed of sound out the gate, breaks leg on first curve.
SWINDLER: From Rags to... Rags?
Cost: 3
Action-Attack
+2 Coin. Each other player trashes the top card of their deck. You choose a card with the same cost that they gain.
This card was rarely played in its first game, and played heavily in its second game. It often just led Coppers to be made into Curses. Other values were usually just replaced with the same value. However, during the second game, it was able to keep one player down who already was playing weak. I smell a Kingmaker. Unreliable kingmaker, though.
Want to end your game of Dominion early? Buy a Swindler, only just one small payment of $3! Just call 1-800-SWI-NDLE!
NOBLES: A Better Buy Than Gold?
Cost: 6
Choose one: +3 Cards or +2 Actions. 2VP
In one game, we did find it a better buy than Gold. It's a Smithy, a non-profit Festival, and a Duchy minus the Estate built into one! And just like Nobles in real life, they go well with Throne Room, as do all of the choice cards. When Throned Room, it became either a +6 Cards for big treasure hauls, or a +3 Cards +2 Actions for a powerful lubricant for your deck. In its second game, there were no Throne Rooms avalible, but those conniving Nobles still pulled their weight.
Coming this fall on HBO: Desperate Nobles, a show about Nobles who, despite their wealth and abundance, complain on and on.
GREAT HALL: Buy all of them. Now.
Cost: 3
Action
+1 Card. +1 Action. 1VP
A no-brainer. A invisible Estate that combos VERY well with Scout. The one game we played it in, Ironworks was avalible. We didn't go through 3 rounds before they were gone.
Should You Buy It?: Yes.
IRONWORKS: The person who buys the least of these loses.
Cost: 4
Action
Gain a card costing up to 4. If it is... an Action, +1 Action; a Treasure, +1 Coin; a Treasure, +1 Card.
^^ True story. Great lubricant and a way to buy all those cards you need. Though tends to lose steam later in the game when the effect you want from it involves buying a less-than-stellar card.
Should You Buy It?: While you can.
DUKE: An Alternate To Provinces
Cost: 5
Victory
Worth 1VP for each Duchy in your deck.
There has been a lot of math on the power of Dukes. But in praticality, you have to start buying them like crazy. For every Province your opponent buys, you basically have to buy a Duchy and a Duke. If it can be pulled off, it WILL win games.
Does Not Look Like: Borat
MASQUERADE: The New Library
Cost: 5
Action
+2 Cards. Each player passes a card from their hand to the player on their left. Then you may trash a card.
In the games we played with Masquerade, we thought about and discussed situations where it would be powerful. We found that, like the Library, there are many situations where you would want it. But just like the Library, even when those situations came up, no one wants to buy it.
Rating:




All in all, we are loving the new cards. Can't wait for it!
Last edited on 2009-06-19 08:32:27 CST (Total Number of Edits: 1)






























). At least you can make it so that the Bureaucrating player thinks he didn't hurt you.













