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Puzzles and Challenges / Re: My Dominion Logic Puzzle
« on: June 29, 2011, 12:38:31 pm »
Don't 4 piles need to be empty to end a 4 player game on piles?
This is a great idea, I'd love to have it. In spite of playing 200+ games, there are still cards that I don't know the exact text for
(maybe time-traveler?).
Fun (simple) Puzzle: How do you get Chuck Norris?
But I agree that the theme/flavor is just gravy. It's really nice when a card's name lines up with its function, but who cares? Dominion isn't like D&D, where the mechanics are just a framework for stories to be experienced. With Dominion it is the mechanics themselves that make it an addicting game. It's important that the names color up the gears and springs and levers of the machine, because otherwise it would be hard for the human mind to relate to it. But it is, ultimately, the process that works and not the world or the characters or the places.
While we're on the topic, how does one print these cards? I was thinking of using custom labels and adhering them, but that may make those particular cards heavier. Does anyone have an any experience using their home printer to print directly to the cards?
Out of curiosity, what's the reasoning? It seems no worse than swindler or saboteur, but moves what is an annoying and frustrating ability from offense to defense. Such a card could even be fairly weak and designed to appeal to new players.
I can't find the quote (Google fails me ). But the basic idea is it completely makes attack cards worthless. You'd be insane to play a strong attack with such a reaction in place. To be fair, I am pretty sure Richard Garfield (designer of Magic) suggested it to him as well.
Nice. Love the idea of a reaction card that trashes the attack. It should probably self trash or give the opponent some type of bonus as well - otherwise, it's hard to imagine attacks being viable at all if it is on the board.Donald X. has repeatedly stated that he will never create a Reaction like this, and I think he's right in feeling this way.