Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: silvern on July 18, 2018, 06:10:47 pm
-
I don't like the implication that somehow getting more and more fool's gold is suddenly good for somebody.
-
It's a quick way to get payload if you have a few extra coin and +buys, but I agree that people get it too much, especially at the beginning. I think that opening double Fool's Gold is rarely a good idea, since if they don't collide, you've basically opened with 2 Coppers.
-
ha, actually I was making a cheap joke about how little the card makes sense thematically.
You are by far the better person here by advancing actual Dominion discussion!
-
Maybe whoever buys metals from our mines is really susceptible to large quantities.
-
I interpret the Fool's Gold flavor as a commentary on fiat currency (https://en.wikipedia.org/wiki/Fiat_money). The more Fool's Gold gets used and accepted as currency, the more value it has. Unlike Silver and Gold, the value isn't in the commodity itself, but in its use as a medium of exchange.
-
I interpret the Fool's Gold flavor as a commentary on fiat currency (https://en.wikipedia.org/wiki/Fiat_money). The more Fool's Gold gets used and accepted as currency, the more value it has. Unlike Silver and Gold, the value isn't in the commodity itself, but in its use as a medium of exchange.
That's how I always rationalized the card too.
-
I interpret the Fool's Gold flavor as a commentary on fiat currency (https://en.wikipedia.org/wiki/Fiat_money). The more Fool's Gold gets used and accepted as currency, the more value it has. Unlike Silver and Gold, the value isn't in the commodity itself, but in its use as a medium of exchange.
What's the conversion rate of Fool's Gold to Schrute Bucks?
-
I interpret the Fool's Gold flavor as a commentary on fiat currency (https://en.wikipedia.org/wiki/Fiat_money). The more Fool's Gold gets used and accepted as currency, the more value it has. Unlike Silver and Gold, the value isn't in the commodity itself, but in its use as a medium of exchange.
What's the conversion rate of Fool's Gold to Schrute Bucks?
The same as the ratio of Unicorns to Leprechauns. So since Leprechauns cost (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png), then that makes a Shrute Buck what, 1.5(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)?
-
I interpret the Fool's Gold flavor as a commentary on fiat currency (https://en.wikipedia.org/wiki/Fiat_money). The more Fool's Gold gets used and accepted as currency, the more value it has. Unlike Silver and Gold, the value isn't in the commodity itself, but in its use as a medium of exchange.
What's the conversion rate of Fool's Gold to Schrute Bucks?
Six beets!
-
I interpret the Fool's Gold flavor as a commentary on fiat currency (https://en.wikipedia.org/wiki/Fiat_money). The more Fool's Gold gets used and accepted as currency, the more value it has. Unlike Silver and Gold, the value isn't in the commodity itself, but in its use as a medium of exchange.
The weird part is that the Fool's Gold value going up is independent of how many other players have Fool's Gold. It's all about how much you use at one moment.
I mean, imagine if some guy goes to an trading table or shop and has an exchange similar to the following:
> "Hey, I got this fancy blue gold stuff to trade for goods. It's worth a lot".
> "I haven't seen that before. How do I know it's worth as much as you say?"
> "Here look, I have an extra ten pounds of the stuff"
> "Hmm, sounds legit"
It also reminds me a bit of how cryptocurrencies gain traction.
-
This all reminds me that I should play Modern Art some more. The dynamic in it makes no sense, which may mean it's an accurate model of the world of modern art. (-8
I'd never given Fool's Gold that much thought; I guess I'd assumed that people could tell it apart from real Gold, but if you showed them enough of it they started believing it was the real stuff and the real Gold was actually the fake. And then when someone buys a Province you switch it for real Gold while everyone's distracted?
(Also, I know this isn't Dominion's problem, by why Fool's Gold rather than Fools' Gold? There's more than one fool in the world!)
-
(Also, I know this isn't Dominion's problem, by why Fool's Gold rather than Fools' Gold? There's more than one fool in the world!)
Exactly, there are 10.
-
(Also, I know this isn't Dominion's problem, by why Fool's Gold rather than Fools' Gold? There's more than one fool in the world!)
Exactly, there are 10.
Edge case: Black Market
-
That singular Fool's Gold belong into a Museum where they will Keep it safe.
-
I interpret the Fool's Gold flavor as a commentary on fiat currency (https://en.wikipedia.org/wiki/Fiat_money). The more Fool's Gold gets used and accepted as currency, the more value it has. Unlike Silver and Gold, the value isn't in the commodity itself, but in its use as a medium of exchange.
The weird part is that the Fool's Gold value going up is independent of how many other players have Fool's Gold. It's all about how much you use at one moment.
I mean, imagine if some guy goes to an trading table or shop and has an exchange similar to the following:
> "Hey, I got this fancy blue gold stuff to trade for goods. It's worth a lot".
> "I haven't seen that before. How do I know it's worth as much as you say?"
> "Here look, I have an extra ten pounds of the stuff"
> "Hmm, sounds legit"
It also reminds me a bit of how cryptocurrencies gain traction.
It'd be pretty cool to have a card that varies in power based on how many cards are left in its supply pile. Though, that might be a bit fiddly.
-
To some extent, Castles and split piles are the non-fiddly implementation of that aspiration.