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Messages - Donald X.

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i wanted to ask, if anyone knows if there will be a second edition for Dark Ages this or next year.

Or in general, what are the plans for second editions in the future.
It's possible there will someday be more second editions. If so there will be update packs for them.

It's not the kind of thing that can be announced. A second edition can't come out until stock sells out of the current edition. The announcement delays that.

I can tell you though that Dark Ages was recently reprinted.

2
Dominion General Discussion / Re: How would you rank the Dominion kingdoms?
« on: February 28, 2021, 12:35:22 pm »
Amazing:
Renaissance, Menagerie, Empires, Adventures

Good:
Intrigue (revised), Base (revised), Cornucopia+Guilds, Dark Ages

Needs revision:
Prosperity, Hinterlands, Seaside, Nocturne

Not good:
Alchemy
That's about where I stand, acknowledging that for some players Nocturne is great.

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Dominion General Discussion / Re: Boon Power Level Comparison
« on: January 31, 2021, 12:16:41 pm »
Pixie is a cantrip though????
Yes. But.

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Dominion General Discussion / Re: Boon Power Level Comparison
« on: January 30, 2021, 01:51:05 pm »
You don't want them to be too spammable. There is no real diminishing returns to Boons, so if a cantrip-boon-giver were a thing, you may receive 5+ boons every turn a decent amount of the time. (Which is my guess for the reason.)
Yes it was too slow.

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Dominion General Discussion / Re: Boon Power Level Comparison
« on: January 29, 2021, 02:51:13 pm »
I was just wondering, how did the Moon's Gift go past playtesting? It is much, much weaker than the other Boons. Let me give a comparison. Let's put some of the Boons on a cantrip:
A cantrip isn't the best way to compare them; it changes how much draw is worth vs. other stuff, and hey none of the Boon-givers are cantrips, what's up with that?

Moon's Gift is for sure weaker. It was important to keep the Boons as simple as possible (and then, I shouldn't have done Hexes, which couldn't manage simplicity). There are only so many simple things. You could obv. bump up Moon's Gift by adding Chancellor to it.

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Dominion General Discussion / Re: Minor note about new printings
« on: January 26, 2021, 12:10:10 pm »
Is there any way for me to obtain the changed cards without re-buying these expansions?   I like keeping my dominion collection current - but it seems wasteful to rebuy the whole expansion
Some more copies of the update packs are being printed. I don't have dates or anything more there. The update packs are just the new cards. The intention is not to keep them in print, as in the long run, everyone should have them who wanted them, and people buying the new editions don't need them.

7
Dominion General Discussion / Re: Interview with Donald X.
« on: January 17, 2021, 02:21:30 pm »
I am pretty into music.
were there any 2020 releases that you liked?
It's much easier to know years later, but off-hand, highlights so far include
- Fiona Apple - Fetch the Bolt Cutters
- I Don't Know How But They Found Me - Razzmatazz
- Mountain Goats - Songs for Pierre Chuvin
- Sparks - A Steady Drip, Drip, Drip

8
Dominion General Discussion / Re: Interview with Donald X.
« on: January 14, 2021, 01:27:59 pm »
On the topic of landscapes, are there likely ever to be more landscape promos?
It's possible. It requires the right timing; the landscape won't have rules with it, and wants to promote a current set with those landscapes.

9
Dominion General Discussion / Re: Interview with Donald X.
« on: January 12, 2021, 03:04:09 pm »
in the secret history for menagerie, you indicated there were other landscapey things you were playing around with other than ways/events - did they end up fundamentally unplayable, or just not fun, or, more nebulously, just not a good fit? any chance we could get a high-level explanation of the concept of them?
I don't want to spoil them if I'm ever going to fix them up and do them, and I don't want to rule out ever fixing them up and doing them. They didn't work, but if I didn't know that they would still sound good.

10
Dominion General Discussion / Re: Interview with Donald X.
« on: January 11, 2021, 01:47:07 pm »
Was/is there any particular reason Horses need to be a non-supply pile instead of an additional pile in the supply?

Seeing that Ride costs $2 and Experiment costs $3 for two Horse-equivalents, seems like it wouldn't be bad to have them be buyable or gainable with gainers.
It's just the premise. The premise of Ride is that this game you can buy Horses; but the premise of Horses is that cards can give them to you. It's not that this game there are Horses to buy and also this card can give them to you.

11
Dominion General Discussion / Re: Interview with Donald X.
« on: January 07, 2021, 03:35:53 pm »
What do you think is the most innovative single card or card shaped thing you've made? Is it still Rats?
I said Rats was my favorite card, not that it was the most innovative card.

I think this question may be too difficult. There are cards that stand out for how novel they are; there are mechanics that stand out as novel, but lots of cards have the mechanic. Novel isn't really the same as innovative though. I don't want to just be patting myself on the back either.

I guess I can say, there is a Nefarious expansion twist that makes something happen every 4 turns. That didn't feel crazy novel or anything, but it ended up looming large; it was a lesson in how to shove strategy in people's faces. You could always plan for the future; that twist made it really clear that you could be doing that, to people who might otherwise decide that the game had no strategy.

12
Rules Questions / Re: Simple Rules Questions
« on: January 05, 2021, 01:28:07 pm »
I still tentatively plan to change that to, discard all at once, then do the Village Greens.

Has a decision been made?
It's not on my mind. I have no game night currently, etc.

13
Dominion FAQ / Re: Cargo ship leaves play by capitalism
« on: January 01, 2021, 01:27:57 pm »
For any duration card, once you play it, the effect listed on the card will always happen even if the duration card leaves play. Unless there is text that explicitly requires another condition to be fulfilled (like "if you did"), you always do as much as you can with the instructions on any card.

Also, I don't know if this is explicitly stated anywhere, but I believe most/all text in parentheses is not actually instruction that needs to be followed but more of helpful tips. I was looking at Haven and interestingly the "(under this)" was added in a second edition later--I don't think it functionally changed anything but made it helpful for tracking which card is associated with Haven's on-play ability.
There's no "reminder text" rule; text in parentheses applies. However the "under this" etc. on cards like Cargo Ship is just helpfully telling you how to track the effect; if the Cargo Ship is missing you still set aside a card, still get back the set-aside card.

14
Dominion General Discussion / Re: Interview with Donald X.
« on: December 22, 2020, 01:37:49 pm »
Is there any particular reason that Way of the Mouse isn't limited to non-Commands just in case you make any or -cost Command cards in the future?
We talked about it at the time. I felt like, it would be great to not make any more Command cards, and if I somehow need to make another one, I can sure avoid having it cost $2 or $3.

Do you keep a list of the things you can/should never do because there are cards that assume those things will never happen?
I would if there were more of them. So far it seems pretty easy. And there are a bunch of people checking.

15
Dominion General Discussion / Re: Interview with Donald X.
« on: December 22, 2020, 01:36:52 pm »
Why is Ride called "Ride" (what one would do with Horses they already have) instead of Wrangle?
It must be the noun - you're acquiring a ride.

This is the kind of question that's really a statement. I don't mind but you know.

16
Dominion General Discussion / Re: Interview with Donald X.
« on: December 21, 2020, 06:47:25 pm »
Is there any particular reason that Way of the Mouse isn't limited to non-Commands just in case you make any or -cost Command cards in the future?
We talked about it at the time. I felt like, it would be great to not make any more Command cards, and if I somehow need to make another one, I can sure avoid having it cost $2 or $3. And then, the text doesn't fit on the card in the large font, and it's text I sure want to avoid where possible, it's a confusing thing.

17
Dominion General Discussion / Re: Interview with Donald X.
« on: December 21, 2020, 06:45:37 pm »
It's no trouble filling time; if I am ever in need there are computer games I've been waiting on trying.

What computer games do you use to fill your time nowadays?
I'm waiting on trying them, like it says! Computer games mean I get less done, and I have projects to try to work on. I do actually play some Dudes of Stuff and Things (link somewhere in this giant thread), and do a sudoku most days, and I've been looking for Koroks some.

I had big plans to try Cyberpunk 2077, but I can wait 6 months for it to not suck.

18
Dominion General Discussion / Re: Interview with Donald X.
« on: December 20, 2020, 01:21:15 pm »
Specifically for things like Dame Anna, I will usually suggest adding a friendly, superfluous "you may" for people who don't realize that "up to X" includes 0, assuming you might play the card for a reason other than the trashing. I believe the original discussion you're referencing was at least partly about that.
Yes, I may not always go with those but "friendly you may" is reasonable too.

19
Dominion General Discussion / Re: Interview with Donald X.
« on: December 20, 2020, 01:19:46 pm »
Have you ever considered joining any of the Forum games (e.g. Mafia, Codenames)? (especially during these pandemic times!)
On the discord I'm playing in (and modding) a song game that may list two years. We randomly pick a year we haven't done yet; people submit 4-6 songs from that year (but any after 4 may not make it depending on the number of submissions); there's a tournament where pairs of songs fight it out, with people voting with emotes. The goal for me is to find and share music, not to pick what people will vote for. I am pretty into music.

I was interested in Mafia when I encountered it many years ago, but mostly just to think about things you could do with it. I have yet to play Codenames but will surely try it someday irl.

It's no trouble filling time; if I am ever in need there are computer games I've been waiting on trying.

20
Dominion General Discussion / Re: Interview with Donald X.
« on: December 19, 2020, 01:28:25 pm »
In the parts of the forum that shall not be named, there was a disagreement about the design principles for official cards. One person thought there was a soft rule that cards that can trash or Exile other cards don't have 'you may' on them without a good reason. Cards like Spice Merchant have 'you may' for tracking reasons, cards like Sanctuary have it because they provide a benefit other than the Exile; Mercenary has it because it can activate Urchins; Death Cart has it to prevent getting the +5$ twice with Throne Room. But, according to this person, all the cards that usually wouldn't do anything without trashing/Exiling and don't have tracking issues, like Forager or Bounty Hunter or Remodel, are mandatory. Is this a real rule you've followed?
I don't have any rule like that, specific to trashers, no. My "you may" rules are:
- I don't like having a mostly pointless "you may"; if you would mostly achieve not doing whatever it is by not playing the card, or if you will almost always choose the option, then it probably doesn't say "you may." "You may" wants to be used for things where it's really an option, you will play the card and sometimes go one way sometimes the other.
- I use "you may" as a keep-you-honest thing, like on Moneylender; "Trash a Copper from your hand" means you might not trash one and be cheating, and "Trash a Copper from your hand (or reveal a hand without one)" is longer than "You may trash a Copper from your hand."
- In some cases there's a "do x to have y happen" where it reads much better with "you may."
- Reactions of course naturally say "you may."
- When it could go either way, it comes down to power level or fun.
- As always, on pre-Adventures cards, sometimes there wasn't a good reason. Farmland omits "you may" because I required the text to fit in a certain amount of space at a certain font size, and "you may" didn't fit.

21
Dominion General Discussion / Re: Interview with Donald X.
« on: December 17, 2020, 01:21:53 pm »
I'm wondering about your design process coming up with "essential cards" for a new expansion. For example, each expansion needs to have some sort of village, some sort of way to draw cards, some sort of trashing. When designing a new expansion, do you subconsciously just end up designing a lot of different essential cards when you play around with new ideas and new mechanics, or do you end up hunting them down, like, oh I need a village. How can I use these new mechanics to create villages? which results in things like like Hostelry, Blessed Village, Cursed Village. Or is it more like, you have mechanics of discarding treasures to gain horses and you're like, let me try that on a village, I need a village. Or maybe something else?

I guess I'm asking you to expound on how you "balance" new expansions with having the appropriate breakdown of those "essential cards."
The main thing is just, I keep track of how many I have of each thing I want a certain amount of, e.g. villages, and then at some point, when I have a bunch of cards, I worry about making those numbers right, and come up with more of whatever I need more of. At first, I'm not worried about it at all, I just make cards. Some of them will probably be villages. Then when I do need a particular thing, I consider if the mechanics will give me it, but they don't have to.

For example, for Menagerie, I had enough villages without giving them any extra attention. But for Renaissance, I needed a village late in the going. I tried a lot of things and ended up with Mountain Village. I tried things involving artifacts and Villagers but didn't go with those.

22
Dominion General Discussion / Re: Back to Basic
« on: December 10, 2020, 12:06:08 pm »
Stef is currently working on a "complexity" feature for dominion.games. Since it's not done it's not finalized, but currently, you can pick a level of complexity from 1-10, and it determines the set of cards available. I picked what cards are at each level; it groups mechanics. Level 1 is just base, level 10 is everything, and in-between you have added whatever set of mechanics. So players who don't want to be swamped with new mechanics can ease into them; add 1 to complexity and a few new mechanics show up.

That sounds nice in theory, but what's the default level? And is there any way to have it automatically ramp up complexity for you? In my opinion that's the biggest failing of the "familiar cards" feature: that cards don't automatically become familiar after you've used them.
As it stands, you will have to ramp up the complexity yourself, by changing the number on the screen where you set matchmaking parameters e.g. opponent skill level. I don't know the default but suspect it will be 1, just Base. That kind of thing, you personally could get in involved in affecting.

I think Familiar Cards will go.

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Dominion General Discussion / Re: Back to Basic
« on: December 09, 2020, 12:41:01 pm »
Stef is currently working on a "complexity" feature for dominion.games. Since it's not done it's not finalized, but currently, you can pick a level of complexity from 1-10, and it determines the set of cards available. I picked what cards are at each level; it groups mechanics. Level 1 is just base, level 10 is everything, and in-between you have added whatever set of mechanics. So players who don't want to be swamped with new mechanics can ease into them; add 1 to complexity and a few new mechanics show up.

24
Dominion General Discussion / Re: Why is teacher a reserve?
« on: December 06, 2020, 12:41:03 pm »
Why is teacher a reserve card?
I think that it could be a start of your next turn duration card and be functionally the same (you pretty much will never keep teacher on your mat for longer then the next turn), so why reserve?
It wasn't always a Reserve card; it became one to slow it down. Yes there are ways it could be a Duration card (you can have an anti-Throne clause), but that wasn't a consideration, I didn't need to do something wonky to manage it as a Duration card when the expansion had Reserve cards.

25
General Discussion / Re: Random Stuff Part IV
« on: November 30, 2020, 12:06:56 pm »
Does anyone have the like to the Dominion Discord? I'd like to join, but can't seem to find it.
https://discord.gg/wcGE9PfG

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