Well. To my surprise my friend had already gotten his pre-ordered Intrique and of course I was eager to try it out. I had read the spoiler before but not made any significant notes of not-so-obvious cards. I wanted to keep this expansion as unexplored as possible before the real thing = the first play sessions.
And several games we played (three player games) and ensured that all the new cards where in the mix atleast once.
1) Components...or art in this case:
Pretty much what you can expect. However I actually liked the cartoonish approach of some cards (like Harem). It gave some new fresh not-so-serious (Phil Foglio style of MtG circa 1994-95) touch to other mainstream "medieval" stuff you have seen hundreds of times. No complains. No ultra great either.
2) The essence...how the cards actually hold the candle.
In short paragraphs and hopping sentences:
+ I liked the funky approach which meant that usual routes of "silver-silver-silver-and then the game actually starts" does not work as often as before. The new cards and combinations made players think and usually thinking was worth time spent.
+ It does perfectly its job. It expands the base game. I actually would not recommend to play Intrique-only setup after initial familization process...the reasons:
1) Practically all Intrique cards are more complicated than their comparable versions of base game - this actually dismisses the base Dominion's greatest asset = fast and simple play and can turn the the play experience into a relative brainburning struggle where the fun factor can be lost.
2) You just need simpler and more straight cards from the base set. If all are funky...then the funky factor gets inflated.
+ There were several ultra cool cards which instantly were hits:
Ironworks: You just want this into your deck unless the card mix is very obscure.
Bridge: Screams for abuse. But it needs work...you do it well and it can pay double back.
Masquerada: Ultra fun card but has "black market" label on it : After all is more annoying than rewarding. However the card switching between the players is original concept. Props for that.
Swindler: Not exceptional by default but is the most fun of Attack cards as it usually at least does mess things up. I liked the card. However I would have hoped it had been a bit better.
...of course there were a lot of strong cards like Steward, Trading Post....absolutely great Mining Village...but these missed some fun, "work around factor" and originality of something more fancy like Bridge...
+ I really liked the cards which gave minor VP attached (Harem, the Great Hall etc). Not terribly original but functional and clear.
+/- I am not fan of cards which had multiple choices (like Pawn I already hate a lot). I agree that they give room for tactical paths/opportunities but I seriously think that it only slows the gaming process instead of giving enough back in quality.
- I did not like extra randomness some cards offer (Wishing Well, Tribute etc). Too situational. Just too random. Of course the other cards can give you means to get a ticket to pass that random obstacle but more than often it seemed too workaholic task compared to fun playing there could have been instead.
(the analogy is like playing Puerto Rico game with strong Forest House strategy....you can be a strong/winner-by-ease but you probably miss a half of the fun as your moves need to be optimized whole time for the strategy)
- After all those interesting (and again generally good) cards...when the dust has settled the outcome is revealed: There was no revolutionary stuff. It was after all same action-card-vp-discount-attack chain and optimizing it. No new card/action/ type (a'la permament). No altering of game state/turn order/base rules.
- Attack cards were interesting but generally a bit too weak. This was actually the biggest disappointment. The base Dominion for example included very fine Bureucrat and I somehow expected that expansions give more similar indirect attack cards...it actually does but with weaker effects...
I have fluctuated with my opinion of Dominion (my geekrating history goes smt like - first five games = '8', five games more = '7', three games more = '6'...then after five-ten more games a revelation and back to '8' where Dominion has stayed for two dozen+ games.
This expansion is fine and thought (almost overthought as many cards were quite wordy) job. It expands the base game and if you enjoy Dominion there certainly is no reason be without Intrique.
May be Intrique was a slight disappointment for me ('7' compared to base Dominion's '8')..I think...but yet still I am going to buy it next week. The rating for this after-all fine expansion is more probable to rise to '8' than stay its current '7'.
A good well-thought effort. May be too much what we actually expected with no revolutionary ideas but still...an interesting set of funky and gameplay altering cards.
I really look for setting up some Throne Room combos with the juiciest Intrique cards...

.mikko
Last edited on 2009-07-04 03:17:42 CST (Total Number of Edits: 1)




































































