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Messages - Donald X.

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1
Dominion General Discussion / Re: Interview with Donald X.
« on: February 17, 2018, 07:33:38 pm »
How many copies of the States are there? I've only played Nocturne online, and it's not clear there. And wiki doesn't say. I always thought there was 1 of each - like how Lost In The Woods goes from person to person. But I guess it's possible for multiple players to each have Miserable (game id: 11763249). And can they run out / what would happen if they ran out (if more players than number of copies of them were playing and all players had to take one)? And why don't hexes say "... take a Miserable", "... take a Deluded", etc., to imply there are multiple of each?
GendoIkari has the numbers. They don't say e.g. "a" because I didn't think of that in time.

2
Dominion General Discussion / Re: German translation not always optimal
« on: February 11, 2018, 01:56:33 pm »
see here: http://wiki.dominionstrategy.com/index.php/%C3%9Cbersetzungsfehler_(german_translation_errors)
I think all of the HiG duration cards are wrong, in that they use a dividing line (which is now fully explained in the 2E rulebook).
No, only the Seaside and Empires duration cards are wrong. The Edventures duration cards are all right.
The only set with Duration cards that Hans im Gluck did was Seaside. I am hoping Altenburger actually got Empires right.

3
Other Games / Re: Dominion clones
« on: February 08, 2018, 07:40:48 pm »
My point is
I think you've made that point already dude. Man, I guess this thread is about ethics now? theory, please move it to the Religion Sex Politics subforum.

4
Rules Questions / Re: Enchantress on a Ghosted Enchantress
« on: February 08, 2018, 07:37:07 pm »
The part below the line isn't the "instructions" referred to by Enchantress. There's no more in-depth answer.

I meant more why the part below the line doesn't count as instructions. Don't get me wrong, I enjoy that I get VP for Groundskeeper despite the attack, but I don't exactly understand why. I'm guessing it's the same reason that Throne Rooms don't affect anything below the line?
There's simply no bigger explanation. When you play a card you do the part above the line. That's what Enchantress refers to. How does it communicate this? With its card text and FAQ.

5
Rules Questions / Re: Enchantress on a Ghosted Enchantress
« on: February 08, 2018, 06:18:19 pm »
Since you answered, any chance can you provide a brief explanation as to why Enchantress doesn't affect anything below the dividing line? I know that's what it says in the instructions, but the person in my game group always demands to know why something is the way it is and when we say "that's just how it is in the rules" she still wants to understand why.
The part below the line isn't the "instructions" referred to by Enchantress. There's no more in-depth answer.

6
Other Games / Re: Dominion clones
« on: February 08, 2018, 06:16:51 pm »
A BGG thread with images from the fan-made chip version of Dominion from Nov. 2008, and also some game, so you can compare them and think about how pro-humanity it all is.

https://boardgamegeek.com/thread/854583/david-sirlin-asks-solforge-ccg-supporters-leave-hi/page/9

7
Dominion General Discussion / Re: Interview with Donald X.
« on: February 07, 2018, 06:24:24 pm »
Given Donald X's unwillingness to mention Dominion clones, I suggest the conversation move over to another thread.  I started one.
You're there for me.

8
Rules Questions / Re: Enchantress on a Ghosted Enchantress
« on: February 07, 2018, 12:04:45 am »
My game group is about to murder each other so can anyone clarify for me, what happens when Ghost plays an Enchantress and your opponent has an Enchantress in play?

a: +1 Card +1 Action, Enchantress attack, then +4 cards on my next turn?
b: +1 Card +1 Action, Enchantress attack, then +2 cards on my next turn?
c: Something else?
The first time it's played, you get +1 Card +1 Action and nothing else (there's no dividing line). The second time, you get the attack and set yourself up for +2 Cards next turn. So B. And Ghost still stays out until Enchantress is discarded from play.

9
Dominion General Discussion / Re: Interview with Donald X.
« on: February 06, 2018, 06:37:20 pm »
I am. What are some examples of some blatant Dominion clones?
I'm not interested in promoting them by naming them. In one of the most extreme ones, the Treasures cost $1 more, that was what passed for innovation for them.

10
Dominion General Discussion / Re: Interview with Donald X.
« on: February 06, 2018, 06:27:07 pm »
How would you briefly describe Dominion to someone who doesn't play a lot of board games?
It's a game where you build a deck of cards. Everything about your position is in your deck - your money, your victory points, the things you can do. We build our decks out of cards that vary each game; the game gives you a puzzle to solve, of how best to build up, given the particular cards available.

When teaching it I go on to say: We take turns. On your turn first you can play an Action card from your hand, doing whatever it says; then you can play any number of Treasure cards and buy one new card for as much $ as you have or less, putting it into your discard pile; then you discard everything you played and everything you didn't, and draw a new hand of 5, shuffling as needed.

If instead you want to talk about it as a thing not to be played but merely marveled at, well, it's the widely imitated game that spawned the deckbuilding "genre" ("genre" in quotes because of how so many of the games do so little to distinguish themselves, but no-one's interested in hearing about that).

11
Right, Iím just saying that it is at least theoretically possible for a machine to design cards based not only off of similarities to existing cards, but on the rules and concepts of Dominion itself. Itís just way harder and needs a much more advanced computer.
Maybe what you're imagining does, but it's way way easier to piece together meaningful cards using all existing Dominion concepts, than it is to write a program that "learns." It won't come up with anything novel, but then neither will the learning program.

I put work into this 20 years ago on Magic. Other people have done it since and you can go see the output of one of these programs somewhere. You just consider all of the different forms a rule can take, and all of the smallest pieces the game provides, and then randomly pick stuff. For example you need to pick an effect. One meta-effect is "Effect. Effect" - do two things. You pick that. For the first effect you pick "+N Cards." N could be a formula, any of the things you can count, but it can also just be a number, and you pick 2, to keep this paragraph short. For the second effect you pick "Gain a [card]." Then you have to pick what "[card]" is, there are all the ways you can qualify a card. We pick the choose-one meta thing and go with "[card] or [card]." For the first one we pick "costing $N" and have to pick N, and this time pick a formula, to make this paragraph longer. The formula is "number of cards in your hand." For the other "[card]" we also happen to pick costing $N, but this time N is 2, okay. So "+2 Cards. Gain a card costing $1 per card in your hand or a card costing $2."

The output is not fascinating, as you can see with the Magic cards. It's like that joke in Dirk Gently, the book, where he constrains the cacophony of notes to C and gets cacophony in C. Since we picked randomly, we got random stuff. If you look through them you can maybe find a nice one, but it isn't so much that the program produced a nice one, as it is that your brain produced it, through a slow method where you look at lots of random stuff and evaluate it. If you looked at every producible random card you'd spot all the good ones. You know? There's this logic for making the cards better that your brain knows but the program doesn't.

So then you want that logic. That was too much work 20 years ago and I don't think anyone else has done it since. I always imagined the Magic program producing things like, "Sacrifice a blue artifact: Until end of turn, creatures you control are untapped." On an Enchant Creature spell with a cost of XG. There are all these things about how Magic works that aren't just in the items you randomly pick; artifacts aren't ever blue (it's been many years and at this point a few expansions have had blue artifacts), being untapped isn't the kind of thing that can have a time period for it, an Enchant Creature should refer to the enchanted creature somehow; an X spell should use the X somewhere. But those rules are just part of it; like, if you have "Effect. Effect," well you would like that pairing to make some kind of sense, not to just be two random things, and you have to figure out, what do you mean by that, what makes sense.

There is however one basic thing you can get out of a program like this, sans the tricky logic, which is, it can help you find areas of possibilities you weren't using. You make the list of triggers for "trigger -> effect," and think of one you haven't done yet.

12
Dominion General Discussion / Re: German translation not always optimal
« on: February 03, 2018, 05:43:42 pm »
see here: http://wiki.dominionstrategy.com/index.php/%C3%9Cbersetzungsfehler_(german_translation_errors)
I think all of the HiG duration cards are wrong, in that they use a dividing line (which is now fully explained in the 2E rulebook).

13
Dominion Videos and Streams / Re: Dan Brooks Dominion
« on: February 01, 2018, 12:04:17 pm »
I was going to be really pissed if you didn't Inherit Sir Martin. But you came through for me.

14
My question concerns the recommended 'size distortion' deck: Artisan, Bandit, Bureaucrat, Chapel, Festival, Gardens, Sentry, Throne Room, Witch and Workshop. We were playing 4 player with my girlfriends parents, and we played this card combination perhaps half a dozen times. Once or twice someone managed to get a Chapel deck working (the Bandit was nice to keep topping up Gold) but as soon as we realised how good Witch was (it's a mini-Smithy, and those curses destroyed any Chapel engines, especially when multiple players had them) we stopped doing that. I tried to get a Festival, Witch and Bandit monstrosity going (mainly because no one had touched Festival, and I wanted to see what it could do), but that didn't seem to work either. At some point, discussing the board, we realised we could rush Gardens & Workshop, and then empty the Chapel deck and finish the game before we knew what was happening (after reading about this later online, emptying the Estates would have been more sensible, but we didn't think of that :) ). From that moment on, it felt like a 'dominant strategy' on this board. Nothing I tried could beat this quick rush, at least in 4 player, and with so many interesting cards on the board, it was quite disheartening that one algorithmic approach seemed to win so easily.
Probably every board has either an optimal strategy, or a set of optimal strategies based on what your opponents do and how your hands fall out. If it takes you six games to figure out a particular board, I'd say that one was especially interesting.

The idea is to play with random cards. Then each game gives you a puzzle to solve, of what the best strategy will be this time. You compete with the other players to best figure out the puzzle. Maybe you will want to play that board a second time, to see if you've really learned what you think you've learned. But if you play the same 10 cards over and over, it will get less interesting.

15
Dominion General Discussion / Re: The Dominion Cards Lists 2017 Edition
« on: January 26, 2018, 06:17:12 pm »
Things were starting to get a bit messy to find so I decided to make this, might be good to add to the first post.
Now Beyond Awesome could add the list to the front page, since there hasn't been an update in a month. Time to take down the Christmas lights dude!

16
Dominion General Discussion / Re: Interview with Donald X.
« on: January 25, 2018, 04:51:15 pm »
Why does Ritual say "+1VP per 1$ it cost" and not "+1VP per 1$ it costs"? To me, "cost" implies past-tense, like the card now ceases to be. But it's just in the trash.
There's no good reason. Some cards refer to the current cost and some to the past cost, and it's just, what words fell out onto the card, what sounded good that minute. In general it's probably simpler to refer to the current cost so they should all do that.

I see an edge case here. You can trash an inherited Estate with Quarry in play. In the trash it costs always $2, but in your hand it can cost $0.
That is not an edge case to "there's no good reason." It simply doesn't matter how exotic cases end up here.

17
Dominion General Discussion / Re: Interview with Donald X.
« on: January 25, 2018, 01:09:24 am »
Why does Ritual say "+1VP per 1$ it cost" and not "+1VP per 1$ it costs"? To me, "cost" implies past-tense, like the card now ceases to be. But it's just in the trash.
There's no good reason. Some cards refer to the current cost and some to the past cost, and it's just, what words fell out onto the card, what sounded good that minute. In general it's probably simpler to refer to the current cost so they should all do that.

18
In Spanish I think that's "I don't understand the language that I speak".  I missing accent mark could make it "I don't understand the language that you spoke", or it being Italian or another similar language could make it who knows what.

I'm going to choose to believe you meant the first one.
Yes, it means like "the language I speak" and not "the language I'm speaking," it's "speak" in the sense of, that's my language. Which is wrong! But that's because I don't know the language, you see.

I can also say "mi gato esta roto," my cat is broken.

19
I'm mostly too lazy to type out each one of those in English. Nonetheless I speak English on an English forum.
Well given that you're Dutch, you probably speak 5 languages fluently. It's all I can manage to produce "no comprendo la lengua que hablo."

20
Dominion General Discussion / Re: How thematic are card names?
« on: January 24, 2018, 08:27:57 pm »
I agree with the OP that witch and moat are quite thematic, but the combination of them together is a flavor fail.  why would a moat stop a witch from cursing you? 


21
Dominion General Discussion / Re: Interview with Donald X.
« on: January 24, 2018, 05:53:54 am »
Have you ever tried or thought about a doom attack that did set up like druid with 3 predetermined hexes?
No; instead, some of the hexes were things that wouldn't work if you could always get them.

22
...Island could easily use the Tavern mat instead of another of its own, couldn't it?
Yes, that would be fine.

23
Dominion General Discussion / Re: Interview with Donald X.
« on: January 21, 2018, 07:58:14 am »
What's the problem with a card being set aside for long amounts of time? Like, why does Island and Native Village require a mat to work? Is it because in practice, you would forget you set a card aside?
Native Village requires a mat because you will otherwise absent-mindedly shuffle the cards into your deck at some point.

I do not use a mat for Island personally; I turn the first Island sideways and that's my mat. I do need that sideways Island though, for the same reason.

24
I really like Trader for what it is. HoP is not overcomplicated, unlike how many Night cards would be if they were Treasures, so that is also fine as it is.
The only thing I don't like is how some cards don't take newer mechanics (or just mechanics from other expansions) into consideration. This being:
* Explorer: Why doesn't this interact with Colonies? (actually, I think it should give Gold with any Victory card that costs $5+; provinces are just too narrow)
* Salvager: pretty dumb how it doesn't give Potion cost back, even if it is fairly irrelevant in practice.
* Haunted Woods: Shouldn't Night cards be immune to the attack (also makes sense flavor wise)?
I super super disagree. Trader and Horn of Plenty are definitely too complicated, it would be bad if Explorer tried to get in Colonies, it would suck hard if Salvager referred to Potions. Those are just all bad bad things. Haunted Woods came out ahead of Nocturne, of course it doesn't refer to Night cards. They couldn't desperately try to account for it either.

It can be hard to see how bad complexity is. What's the harm? The harm is fewer people playing the game. I would like more people to play. My big regrets in Dominion cards are exactly the kind of thing you're in favor of here.

25
Dominion General Discussion / Re: Interview with Donald X.
« on: January 21, 2018, 06:45:29 am »
I think it was already asked and sorry if so, ut I couldn't find it. What is your most favorite videogame? What is a videogame you spent the most hours on? looking for something to play
The one I've spent the most hours on is surely Dudes of Stuff and Things, which I made and which you could find in this very thread and download and see if your computer plays it. I forget if the DOS version is the one posted, but if so, there's DOSBox, some software you can find somewhere on the internet that allows these older games to be played.

Dudes was my take on Heroes of Might and Magic 2 and 3, so if Dudes is no good for you, there you go. You can get them at gog.com, they have lots of older games in forms that will play on modern computers. They're cheap and you download them.

These days if I play a game on my computer, and it's not Dudes, odds are it's either one where you build up a hero while exploring a fantasy or sci-fi world and the combat isn't so good, which is to say it's a Bethesda game, with Fallout 4 being the latest; or it's a flash game that you can play for free on e.g. kongregate. There are lots of really classic flash games, man. Look for a category you like and go through the top-rated ones and you will find good ones.

Mostly I play video games on consoles, and by consoles I mean Nintendo consoles. Zelda: BotW and Super Mario Odyssey were both great. Before them on the Wii U, Super Mario 3-D World, Rayman Legends, Pikmin 3. On the 3DS, A Link Between Worlds. Those are all mainstream hits and well they deserved to be.

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