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Messages - ben_king

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1
Other Games / Re: Temporum Rules Questions
« on: December 11, 2018, 10:16:44 am »
I had an interesting rules question come up in a game last night.  We had Exodus active when P1 advanced all 10 crowns to time 4 (without advancing the extra crown), then P2 advanced all 10 crowns to time 4 (without advancing the extra crown either).  On P1's next turn, she changed history to make Exodus no longer active, but wasn't able to advance a crown.  Does the game end in a tie?

What if P1 had changed history (so Exodus wasn't active) and then forced P2 to retreat one crown?

2
That's really weird.  That's the URL of the product I ordered.  In my cart, it still shows a picture of Renaissance, but when I click on it, it goes to the base game.  It definitely was Renaissance a few days ago, no reviews, etc.  It would be real annoying to end up with the wrong thing here.

I can confirm that even though Amazon's page changed for a while, my copy of Renaissance did arrive today.

3
How? I literally can't find it on Amazon. This url, which contains "Dominion-Renaissance" in it, goes to a page that sells the base set.
https://www.amazon.com/Rio-Grande-Games-Dominion-Renaissance/dp/B07GRF6L3N

That's really weird.  That's the URL of the product I ordered.  In my cart, it still shows a picture of Renaissance, but when I click on it, it goes to the base game.  It definitely was Renaissance a few days ago, no reviews, etc.  It would be real annoying to end up with the wrong thing here.

4
Variants and Fan Cards / Re: Reaction cards
« on: November 07, 2018, 10:11:25 am »
I remember when I asked Donald X. about it, he had at least 10 dimensions of complexity/simplicity that he considers (some of which would fall under your three), but I expect it's the additional things that Donald X. is trying to optimize that makes it near impossible to satisfy all the types of simplicity.

But seriously, you should ask him about it.  The statement that you quoted from me is something I've seen him say many times.

5
Variants and Fan Cards / Re: Reaction cards
« on: November 07, 2018, 09:43:34 am »
In the design of this set, a decision was made to try to use clear, concise wordings for cards, even if those deviated from the historical, somewhat procedural wordings that were used in the past.  All of this in the pursuit of simplicity, which of course has many dimensions (you should ask Donald X. about the different types of complexity sometime).

At this point in Dominion design, it's extremely difficult to create cards that will satisfy all the different criteria for having a card be "simple," while still having it be fun to play.  So you're always going to have to cut corners somewhere.  You can have a card simple in some dimensions, e.g. the wording of Capital is simple and unambiguous, but complex in other dimensions, such as making you pay attention to a keyword that you've never had to before, or causing rules questions.  Some other types of complexity, such as difficulty to implement online or difficulty to translate, are not even considered in the design process.

Everyone of course has their own opinions on which types of complexity are more odious, but complexity is unavoidable at this point.

6
Variants and Fan Cards / Re: Reaction cards
« on: November 06, 2018, 01:53:34 pm »
The card doesn't actually even need "using the word 'reveal.'"  Early versions didn't have it -- it was just added for clarity.

7
Variants and Fan Cards / Re: Reaction cards
« on: November 06, 2018, 10:50:15 am »
Patron is clearly worded but it is in my opinion a bad idea as it does not allow intuitive application.
As GendoIkari has pointed out, cards get revealed lots of ways without the word "reveal" being printed on a Kingdom card.

Personally I don't feel like this is really a problem.  People seem to understand "gain" well enough.  There are lots of times where you "get something desired, especially as a result of one's effort," but it doesn't count as gaining for Dominion purposes.  "Using the word 'reveal'" just clarifies that it's talking about revealing as a Dominion concept, not the general English concept of revealing.

8
Dominion: Renaissance Previews / Re: Renaissance rulebook is up
« on: November 05, 2018, 01:13:51 pm »
Border Guard is pretty disappointing. I expected something interesting with the two remaining Artifacts and instead we got a weak sifter.
This will probably be revealed in the Secret History but I find it interesting that no straightforward Villagers Village landed in the set. My guess is that it was too strong at $4 and too weak at $5.

Secret History will definitely have a lot to say about the Artifacts that made/didn't make it.  There were a number of interesting Artifacts that didn't make it for reasons other than not being interesting enough.  But I'll leave the rest of the history to Donald X.

9
Dominion: Renaissance Previews / Re: Renaissance rulebook is up
« on: November 05, 2018, 12:44:08 pm »
I mean, it is very abusable. Hero can gain Grand Markets and Goons for you. Grand Markets give you + Buys and you can play Goons without consuming any Actions. An amazingly oveerpowered combo.

Some cards like Harvest or Tormentor already get a huge boost, but the boost for Hero and Goons is just incredibly sick.

Eh, I'm not seeing the issue here.  You usually don't get to play a Hero until your 4th shuffle.  By that point, you should easily be able to afford a Goons or a Grand Market even without the Hero.

10
Variants and Fan Cards / Re: Anticipating Renaissance
« on: October 10, 2018, 01:14:55 pm »
That version of Villain was my favorite Renaissance card that didn't make it.  So much fun (for people outside of California).

11
Dominion General Discussion / Re: Interview with Donald X.
« on: October 08, 2018, 11:09:08 am »
For those unfamiliar with the reference:  https://en.wikipedia.org/wiki/Loaded_question

12
Dominion General Discussion / Re: Interview with Donald X.
« on: October 08, 2018, 10:25:41 am »
What's your main misgiving about working with big data from the online implementation?
When did you stop beating your wife? I don't have misgivings about working with data from the online implementation.

You just don't seem to do it despite having plenty of good opportunities and reasons to do so.

Man, I really don't get why people continually antagonize Donald X.  It's almost like you all want him to stop answering questions on the forum again.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 05, 2018, 02:31:44 pm »
Vanishing City
Action - Reserve - $3

+2 Cards
Put this on your Tavern mat.
-----
When you play a Vanishing City, you may call this, for +1 Action.



14
Variants and Fan Cards / Re: Printing Fan Made Expansions and Online Play
« on: October 02, 2018, 10:33:07 am »
You're likely to run into trouble with this.  Donald X. and Rio Grande Games typically don't mind if you make these sorts of things for your own entertainment, but if you were to try to monetize them, I'd imagine things would be quite different.  It's in Rio Grande's best interest to ensure that its customers can clearly tell the difference between its own thoroughly tested and quality-controlled products and completely unverified fan products.  You could ask about a licensing fee, but don't hold your breath.

Online Dominion implementations other than the official one have been shut down.  If you wanted to make your own online version, it would need to avoid any copyright infringement. This includes, art, card text, card names, etc.  So don't plan on having any official cards available on the platform.  And even Estate, Duchy, Silver, Gold, etc. would probably need to be called something different with different art.  The platform you're building now is not sounding very much like Dominion anymore (at least to me).

But if you wanted to do any of these for your own personal, non-commercial enjoyment, those projects have typically been allowed.

15
Dominion: Renaissance Previews / Re: Your reviews of the previews
« on: September 29, 2018, 10:49:43 pm »
I gave my impressions of the preview cards in a video recording that I uploaded to my YouTube channel.

Watch here:


It took me an embarrassingly long time to figure out who Melisha was.

16
How many Experiments are there? We have 12 Ports, will we also have 12 Experiments?

At least on the digital client, it's only 10.  And based on the numbers Donald X. has provided, it will need to be 10 to make the math work out.

The split of Ports tends to be important.  12 splits evenly for 2, 3, and 4 players.  The split doesn't matter as much for Experiments, since they go back to the pile.

17
(BTW, copper doesn't come from PIE *kap-. Or rather, copper 'police officer' comes from *kap-, but the Copper in Dominion is the metal; that word comes from the placename Cyprus.)

My bad, misread the etymonline entry.

18
Oh hey, are "Ducat" and "Duchy" Dominion's first pair of 100% etymological doublets?

I'm not sure on what exactly qualifies, but according to etymonline, but here are a few other quick ones I found:

* Village/Villa and Villain both share Latin villa, meaning farm or country house, but villain originally meant a farmhand.
* Dominate and Dungeon both share PIE *dem-
* Prince and Copper both share PIE *kap-
* Platinum and Plaza share PIE *plat-

19
+1 Coffer doesn't actually convey the idea. It's like saying +1 Safe. When really you're adding money to your safe(s). So, +1 to your Safe. You're adding money to your coffers. +1 Coffers.
I keep seeing this explanation, but it still makes no sense to me. One might as well say "+1 Storage Solutions" to mean "gain a Dominion expansion".


20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 21, 2018, 09:17:45 am »


Centerpiece
Treasure - Reaction - $2

When you play this, it's worth $1 per Silver you have in play
--------------
When you play a Silver, you may reveal and discard this to gain a Silver to hand.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 18, 2018, 02:26:28 pm »
The card you create based on this does seem incredibly overpowered though, since you removed the bit about needing to show a hand with no action cards. Your version is a $4 super lab that is just silver if you can't play an action first.

Yeah, I could definitely see sense in having it cost $5.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 18, 2018, 11:44:32 am »


Investment
$5 - Treasure/Reaction

$2
---
During your turn, you may discard this to reveal your hand with no Action cards. If you do, +2 cards.

I like the idea of this card, but I think it can't be a reaction, since there's nothing it's reacting to.  You could say "Directly after you finish playing an Action card, you may reveal this..."

If I was going to design a card inspired by yours, I think I'd do a Storyteller variant:

Tales of Investments
$4 - Treasure/Reaction

$2
---
Directly after you finish playing an Action card, you may reveal this, setting it aside.  If you do, +2 cards and discard this at the start of your cleanup phase.

23
Dominion General Discussion / Re: Data Mining: Card Impact Factor
« on: April 30, 2018, 03:09:25 pm »
I love that Swindler's top synergies are terrible cards that you get Swindled into.

24
If I had the data in the appropriate format, I'd just try the analysis and see what happens.  Probably there are some pathologies in this method, but you never know until you try it.  As it is, I don't know how to access the data, and I imagine there'd be a lot of data prep work.

If you'd like, I could send you the data that I have.  It's all just plain text logs though.

25
For the last few years, I've had a hobby project of building my own Dominion client, so I can speak from experience about what cards are hardest to implement.

1. Possession -- in a league of its own.  So many rules around this and it necessitates sending all kinds of different information between the players that isn't required for any other card.
2. Extra turns and stuff that happens in between turns -- the rules here are rather complicated again.
3. Band of Misfits/Overlord/Inheritance -- there are an awful lot of ways that cards can interact with one another, and BoM/whatever needs to make sure it correctly captures all those different interactions.
4. Cards that require their own UI element -- programming the cards is actually super easy most of the time.  What's much trickier is displaying everything correctly.  So cards that have a UI element that is unique, e.g. Embargo, Tax, Necromancer, Druid, etc. tend to get bumped down the list, since the UI work isn't shared with any other card.  Little payoff for the work that it takes.


For the most part, it's not individual cards that are difficult, but implementing certain rules, such as Lose Track or cards that set up effects that happen later, such as Scheme, Merchant, or Durations.  For example, Ghost took quite a bit of time to get correct, since it's both a Duration and a Throne Room variant (which could be doubling a different Duration), but that was really about nailing down the correct behavior for both Duration effects and for when Throne variants stay in play.

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