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Messages - Donald X.

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1
Dominion General Discussion / Re: Missing pieces in a new purchase
« on: March 22, 2024, 02:35:02 pm »
Many thanks to Rio Grande Game and Jay T.  Today I received the missing card pack.

It also came with Farm from Intrigue in a separate, individual pack?  Weirdly, that pack only has 10 cards + randomizer and not the 12 I would expect.  I don't currently have Intrigue so I'm not specifically concerned about it, but should I notify RG that I received it?  ...that it had the wrong number of cards? 

Or did I miss a rule change about kingdom victory cards (I checked the Wiki and it still says 12 cards for 3+ players)?
No rules change, just a mistake.

2
Dominion General Discussion / Re: Rising Sun
« on: March 21, 2024, 12:57:19 pm »
Per the discord post https:/discord.com/channels/212660788786102272/574819906818801664/1162440777880842252

" ... I will know more in say February ... "

Any more to say about the details?
The art is taking longer than we'd hoped, and still isn't all done. My new optimistic guess is June.

3
Dominion General Discussion / Re: Interview with Donald X.
« on: March 20, 2024, 12:13:16 pm »
Is 'Shop' a noun or a verb?
Some people actually wanted me to never answer this for Duplicate. Maybe I should respect that here too. Something that can safely be left a mystery.

4
Dominion General Discussion / Re: Horizontal Card backs
« on: March 19, 2024, 01:49:01 pm »
The only landscape cards with different backs, iirc, are Boons and Hexes. The rest are designed to be chosen at random so have the generic back.
https://wiki.dominionstrategy.com/index.php/File:Ally-back.jpg

5
Dominion General Discussion / Re: Horizontal Card backs
« on: March 19, 2024, 01:48:29 pm »
My memory vaguely says that when landscapes were first added (Adventures), the intention was to have the backs printed in landscape, but there was some sort of production mix-up that caused them to not be. Then it was decided that it worked out fine that way because they worked along with the randomizer deck. Am I right?
No. Events did get the wrong back; they were supposed to have the randomizer back, the expectation being that you'd shuffle them in with other randomizers. They got the regular back instead so we've stuck with that. It doesn't so much matter for shuffling that deck, because well the randomizer deck is just to give you a way to pick out cards, there's no way to cheat with it. These days I think people prefer to keep Events (and Landmarks and Ways and Projects) separate, so they can always have 2 or something. So a different back for all of those (not including Allies as they're always paired with Liaisons) would have been fine. But here we are.

6
Dominion General Discussion / Re: Missing pieces in a new purchase
« on: March 09, 2024, 12:55:52 pm »
How do you know if its a knock-off?
It's unlikely that Amazon is selling many knock-offs these days. It was a thing that came up some years ago, Chinese knock-offs, and you could spot the path the boxes took to be clear that they were fakes. And Amazon tried to address it and there haven't been complaints for a while now. So I mean I would not worry about that. The issue with a knock-off anyway is going to be inferior cards, not having the wrong ones.

I'm sure it's just a routine mistake. Of course RGG will send you whatever you're missing.

7
Dominion General Discussion / Re: Interview with Donald X.
« on: March 09, 2024, 12:53:07 pm »
I really like when “setup:” and “overpay:” are bolded. I think this is especially helpful IRL games with newer players. Will this print of corn/guilds 2E have that bolded?
Yes.

On a similar note, why don’t Charlatan and Footpad have some sort of visual reminder that they change the rules? A bolded “law:” for example. Their below the line texts are easy to overlook (especially IRL) and quite unprecedented/unexpected considering 99% of kingdom piles don’t modify rules. Did you consider other ways to implement those rules changes?
No-one in playtesting ever said "hey we should add a word to these cards." I mean it's that simple; lots of things never come up, that's one of them. Possibly the cards should have been a unique color, to draw your attention at the start of the game; it didn't come up, and they sure aren't.

The precedents are Baker and Young Witch! Two cards in the same box as Footpad. In the old days on isotropic, it was easy to miss Baker; one player would say "Baker Alarm!" And later Doug added that as an automatic thing. I can imagine online wanting a little box at the start of the game that reminds you of Baker / Footpad. And I mean maybe that will happen; not due to me going over there now and seeing "hey" but I sure don't need to rule it out.

From my perspective, everything modifies the rules. Woodcutter modifies the rules. It's easier to remember because you have to buy it to start getting the effect. But I broke this with a whole mechanic eventually, Landmarks, and no-one ever says, "we can't remember Tomb." So it seemed fair game. I think with Footpad the issue is that the bottom isn't sufficiently related to the top (it's related, but it's very mild). This in turn was due to, the bottom rule was different (an unforgettable "you have 6 cards hands this game"), and that didn't work out (it's not at its best on a Militia, would you believe).

8
Hey, I was wondering if anyone knew when the Second Edition of Cornucopia and Guilds will be available physically in the US.
Still on schedule, should be in the warehouse within a week, and propagate outwards from there.

Marchland will be slower because it goes to BoardGameGeek and then they release it on their own schedule. But it was on the same boat.

9
Dominion General Discussion / Re: What's the deal with TGG?
« on: March 05, 2024, 03:33:06 pm »
  • Is the plan for TGG and ShuffleIT to both continue to exist as independent products indefinitely?
Some of your questions are way too much "predict the future for me." No-one knows the future. I can't predict the future. Even saying what I expect, I have to heavily qualify it with "this is what I expect, to the best of my poor knowledge," to try to avoid people screaming at me that I lied to them.

You cleverly phrased this one though as just asking what the plan is.

ShuffleIT was doing a subscription-based web-based Dominion. TGG popped up and asked to do an app. This was negotiated and now, I think, to the best of my knowledge and I'm not looking up the contracts, that it's divided exactly this way, that ShuffleIT does web-based and TGG does app.

Either side could go bankrupt or die or turn supervillain or who knows what. No-one knows the future. But currently ShuffleIT does a web-based version and TGG does an app.

ShuffleIT's version doesn't let you subscribe for longer than they have the license (which has been repeatedly renewed). That doesn't mean Stef won't somehow quit ahead of that; it also doesn't mean that RGG will fail to renew with him when the time comes. But well it means that you don't have a subscription for longer than he has the license.

TGG's version has no such deadline to worry about; if they don't have the license they just can't keep selling it (I should clarify, that's just my understanding of things, which is necessarily imperfect in this crazy world). You could reasonably expect them to keep their servers running to support what I imagine is their agreement-of-some-kind with customers. That doesn't mean all servers won't be killed by solar flares though. You can just play the game against the bot without an online connection; no amount of TGG vanishing from the earth stops me from getting in those games (possibly useless to you, but great for me). Of course that doesn't mean you can play for forever either; I have bought lots of games over the years that I could no longer play even if I still had the disks, because I don't have a drive those disks would fit in, and backwards compatibility only goes so far back.

There is no plan on my part as of March 5 2024 to get rid of either version. That's actually relevant because in the long run I could kill them both, since I'm the ultimate rights-holder.

  • How do the interfaces compare? What are the pros and cons of each?
ShuffleIT's was made by a serious player for serious players. TGG's was made by casual players for casual players. Both are trying not to be so narrow but they have a certain initial perspective. TGG also was made to be an app, on tablets and phones, not just on computers; ShuffleIT's was made for computer screens.

Mic Qsenoch, a serious player, recently posted his thoughts on the interfaces, man let's have them. This is someone else's opinions, not mine, and only as of when they posted them, and all that. But I mean, seems interesting.

Quote
I spend basically 100% of my Dominion time nowadays on TGG, but it's just because of Hard AI / Daily Dominion. If those didn't exist, I would probably never use it outside of mobile maybe. I think both TGG and ShuffleIT are ugly (TGG has your basic generic polished look, but it doesn't do anything for me). But TGG is ugly and busy, while at least ShuffleIT mostly gets out of your eyes. The desktop TGG client is constrained by being identical to the mobile versions, and it suffers for it. There will be reveal window situations to manage that have you clicking on buttons about as far away as possible on the screen in succession just to check things. It's still not possible on TGG to turn the animations off so you don't have to sit and wait through chains of HP or Wandering Minstrel reveals or whatever where dozens of cards are flying around meaninglessly and some of them become giant on your screen. The side log on TGG truncates many lines so that it reads like "X buys a Y and a ...", you have to click to learn what Z is. There's a bunch of contexts where you have to make additional clicks in the log just to get information that you should be able to just read. The TGG UI is quite a bit worse in terms of seeing cards in play / set aside card information and other things like that. Navigating those interfaces generally just takes a lot more screen searching and mouse movement / clicking than on ShuffleIT. At the moment, I would never want to play a game I cared about the result of on TGG, finding relevant information is just way more annoying than it should be. I'm not actually sure there's any card play interface that I think is better on TGG, as far as I can remember. There are of course UI problems in both clients. The TGG hint icons are mostly nice. I think ShuffleIT autoplays are a bit better / less buggy at this point.
TGG's big advantage is just that someone is actually working on TGG, so it has a chance to get better. ShuffleIT will just be what it is indefinitely.

For contrast my experience is, I play 100% on TGG, because I want to play against a bot and it actually has one (also because I can pretend I'm playtesting, and also because I can playtest). The bot is a real opponent; JNails played 8 playtest games against it yesterday and only won 3 of them. Presumably he could have tried harder but you know. I don't have any issues with the TGG interface, which also keeps getting better. It has certain nice touches. Meanwhile I use the ShuffleIT version for spectating. There's no chat on TGG, and the whole point of spectating for me is chatting with other spectators. The chat is bugged, like sometimes it doesn't scroll, and I mean it's been like that for... years? Huh, why is this bug still there? But well, it's still fun.

I guess it's reasonable to mention, that dominion.games is just not Stef's life, while TGG are 100% working on card game apps. The only thing to distract them from Dominion is other games. Hence Mic's last comment.

  • Are there general trends for who tends to play on each platform? What is the quality of competition? Are people migrating to TGG for the most part or staying on dominion.games or some of both?
This we'll say is a question for someone else; I don't have any data at all here. Vocal people on the discord are on dominion.games; the league is on dominion.games. I can't find the leaderboard on TGG, I guess because I haven't played any rated games. Someone could post it.

  • Is it worth continuing to pay for a ShuffleIT subscription, and also paying for sets on TGG?
That's a question for you really. Money isn't linear, for starters.

  • Will TGG ever use a subscription model or can I expect to play indefinitely if I shell out for each set?
Those two questions appear unrelated to me. The first is unknowable. The second, well if they switch to a subscription model and somehow say "that means you no longer have the stuff we sold you," probably there will be a class-action lawsuit against them? Unless their user agreement or whatever that is, is extremely tricky and evil. That's my best guess. But I don't actually know any law or anything about the future or anything relevant to any topic in any situation.

  • Will TGG ever run in a browser or on MacOS?
Unknowable future.

  • Other thoughts?
Nah, I'm good.

10
Dominion General Discussion / Re: Interview with Donald X.
« on: March 05, 2024, 02:14:27 pm »
I was looking into picking up a copy of cornucopia and guilds 2e when it releases but one thing kind of irked me. I was wondering why the rewards had a cost of zero. From my understanding most out of supply cards (ex. Horses, loot, ghost, ect) have a cost. The two explanations I have seen are that it emphasizes that they cannot be bought and that it is so that it never feels like the correct play to remodel your reward. However to me neither of these make much sense because most out of supply cards have a cost so if anything it costing zero adds confusion. Also I think remodeling a prize into a province is much less of an issue than having someone swindle it into a curse.
At the time they were the only non-supply cards; it was helpful to have them cost $0. It actually helped make it clear that you couldn't buy them. The Swindler vs. Remodel thing, that stuff doesn't weigh nearly as heavily for me. We thought it was more fun to not Remodel our Prizes, and it was always clear that this meant you could Swindler them.

As the years went by I learned that it was better to have costs reflect power level, for all the various things that interact with costs. So if the Prizes happened today, they'd have expensive costs, like Loot. At the same time people have gotten more used to non-supply piles, so there's less importance to trying to advertise that you can't buy the card. And the cards do still say "This is not in the Supply" (sometimes capitalized correctly), and you can put an asterisk by the cost.

But there I was making C&G2E, and well it's not like I would change the cost of Prizes, that's a functional change beyond what I do. Then they turned into Rewards and somehow didn't change from costing $0. For people who get expansions in order, the old reasons still contribute; it's not so bad. But it's not what I'd do with new cards.

11
I think there might be another error in the rulebook.  Under the description for Young Witch, it says that you may respond to it with Reaction cards like Horse Traders or Moat.

Since Horse Traders is no longer in the expansion, shouldn’t a different Reaction be used as an example?
Yes a different example would have been better.

12
Dominion General Discussion / Re: Interview with Donald X.
« on: February 24, 2024, 01:16:36 pm »
How do you feel about cards that sometimes have effects which will be irrelevant in some games? (Like Footpad, some games you wont be able to gain in action phase). Do you care about how small the chance is of this happening, do you look to not have many of these, or do you just not care at all (footpad is basically 2 way different cards in the 2 scenarios) Just your general thoughts
It's a concern when the card is absolutely nothing without the interaction, e.g. Tomb. For landscapes it seems sufficiently tolerable that I went ahead and made Tomb anyway. For kingdom cards, well they do something at least; Moat is relevant sometimes with no attacks. And of course cards that do everything they do are sometimes going to go untouched just because the board has something better to do.

For Footpad itself it's not much of a concern; it's always got the top, and that's what you buy it for anyway.

13
Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: February 22, 2024, 12:56:37 pm »
8 new kingdom cards (80+8 randomizers, since none are Victory cards), plus 2x of each new Reward (12 total) for an exactly 100 card update pack.

That means no 'Bane' card.
I'd still like to know what the 'box inlay' situation will be.
Ideally, two separate inlays would be nice, one each to accommodate the early separate prints, with one being double-sided to be used for either the big box or one small box.
There is no Bane card in this edition - not in the upgrade pack, not in the large box. There wasn't even one card slot available for it.

The inlay mixes both sets.

14
So that’s the story from my perspective. Only Donald X. knows why they asked me if I “played board games” (and/or if they even remember asking me that in spec chat).
Well I wasn't testing Dominion stuff right then. So it was relevant. If the answer had been no, I would have waited.

You've been great so far, saying a lot and playing a bunch of games, and printing out all those MCB cards to playtest with. The system works.

15
The Bible of Donald X. / The Secret History of Cornucopia & Guilds 2E
« on: February 21, 2024, 04:03:09 pm »
It was a real question, should I update this. Cornucopia just had one real dud, Harvest. Right? But I got update pack fever, and it was clear these sets could really benefit. So I went for it.

Let's look at all the cards that left.

Fortune Teller: This is weak, although if actions are plentiful it sometimes ends up in your deck, doing its thing. It's a fixed Spy; I could do even better, and the fixed Fortune Teller is Relic, in Adventures.

Harvest: The one complete dud in Cornucopia. The randomness isn't attractive, but since all it does is make $, whatever, it's easy to do better. $5 payload cards need to compete with Gold; it's in every game.

Horse Traders: This card is fine except that it has tons of tiny print. I eventually figured out how to do Reactions like Sheepdog, but I hadn't figured it out yet here, and the result is a mess. I replaced it with Guard Dog, which ended up in Hinterlands instead, freeing this slot for another card to tie into Cornucopia's variety theme.

Tournament: I thought there was no chance I'd replace this. All the playtesters wanted it gone. But well, it's a love-hate card, I wanted to preserve it for the love part. Then it turned out that the playtesters didn't hate the Black Market angle, where you get cards no-one else does; they hated Followers and blocking and how snowbally it is. I could address all of those things with a new card. And the original was also ludicrously complex, making you consider a 2x2 payoff grid. Just those words, "2x2 payoff grid," should make it clear how over-the-top complex it was. Plus I already wanted to change a bunch of the Prizes. So I went for it.

Farming Village: This one can be hard to see. Isn't this card great? Well it's a village, Village is great. It does almost nothing more though; game after game you just treat it like Village. A new card could actually do something.

Doctor: Over the years I grew disenchanted with how random this is. It's also more complicated than it had to be.

Masterpiece: This has a certain mild charm, but is pretty weak. Once in a while there's a game where it does something fun.

Taxman: You know, at first it was like, what do I even take out of Guilds, and in the end I am happy to see all three cards go. Taxman just doesn't do enough for a terminal. Sometimes it's the only trashing, but that's sure no reason to keep it.

And now, the new cards.

Carnival: An ancient concept, going back to the original Cornucopia, here in a form that finally seemed to work.

Farmhands: I tried a few different villages to replace Farming Village. One was "overpay to set aside cards for next turn." And it was a weak cheap village, +2 Actions +1 Coffers. I liked it but the cost seemed high and I thought mostly you set aside one card anyway. So now it's a full village and just sets aside one card.

Farrier: For a while this slot was a filtering card from Allies and then Hinterlands 2E. It was cool but not a great fit here (it was great in Hinterlands, but redundant). I ended up just doing a cantrip +Buy as a nice thing to pair with the bottom. The bottom tried to be overpay for Coffers, something that had seemed too strong in original Guilds testing. At first it seemed promising, but eventually it seemed strong, plus I was sick of it.  Then it was overpay for Silvers, just like Masterpiece, but I got sick of that one so fast. This idea seemed great immediately and just had to overcome people being scared of it. The art depicts Wei-Hwa Huang, since his previous card, Pearl Diver, got replaced.

Ferryman: Another ancient concept: a card that comes with a specific other card. The actual ancient concept was to make the second card a non-supply pile that was the same every game, but when I actually tried it I made it use an existing pile and vary from game to game.

Footpad: Kieran suggested doing another thing like Charlatan: an attack with a rules change on it that involves the attack. First we tried having a larger hand size, but well you never got to have it, because of the Militia. I tried making the attack conditional, so there was a window in the game where you actually got to have those 6-card hands. Then I gave up there and put in this card-drawing that happens on your own turn, so the Militia doesn't hit it.

Infirmary: A straight replacement for Doctor. The overpay that repeatedly plays the card is a delight. Less random than Doctor across the board, and simpler too.

Joust: The new Tournament. So you don't automatically have it in your deck, it costs $5. It has no blocking, since people didn't enjoy that part, and also it was complicated; now there's no payoff grid, you just get a Reward or don't. You set aside a Province so the same Province can't make you multiple Rewards in a turn, to reduce snowball-y-ness. And then, the Prizes are replaced with Rewards. Princess survives as Renown, and Courser is a slightly-simpler Trusty Steed. Demesne is a better Bag of Gold. And then Followers and Diadem are just gone, replaced with Housecarl (on-theme for Cornucopia), Huge Turnip (getting in Coffers from Guilds), and Coronet (just some new thing). There are 6 Rewards rather than 5, and also 2 copies of each for multiplayer. And then, instead of one being the only +Buy and one the only village, there are two with +Buy and three that can village.

Shop: Conclave and Imp have this mechanic already, but it just seemed perfect for Cornucopia, so I did a new one.

16
Dominion General Discussion / Re: Interview with Donald X.
« on: February 21, 2024, 12:44:30 pm »
Since you've abandoned the idea of "all non-Supply cards cost ," how much would the Prizes cost if you made Tournament nowadays?
Probably $7*.

You're on record for saying that you'd make Prizes cost $7 if you made them today, or, well, 2 and a half years ago. I can imagine that you didn't, to keep the changes minimal, but was there any voice to change their cost during playtesting?
We considered it. Possibly it was the move still; mostly they're $0* because Prizes were. There is still a little "this makes it clearer that you can't buy these."

17
Is it just me, or is there a mistake in the recommended sets of 10? The Bounty of the hunt preset has Farrier selected for Ferryman's additional pile, but unless I'm mistaken, Farrier costs and Ferryman calls for a or cost card.
It's a mistake. For now the ruling is, for that recommended set, make Farrier the card for Ferryman anyway.

18
Thanks, Donald X.! When you get a chance could you post them here too? Not everyone is on Discord.
At the moment it feels beyond the scope, for a thing that from my perspective didn't get to happen. I also didn't post them on reddit or BGG. But someone else is free to crosspost them.

19
Jay accidentally posted the rulebook early, and well information wants to be free. I went ahead and posted the previews that would have been on the discord. And the set will be available online in a day or so for dominion.games and several days for the Steam app. It's still expected in physical form in mid-March.

20
Dominion General Discussion / Re: Interview with Donald X.
« on: February 16, 2024, 01:10:19 pm »
Regarding some removed/replaced cards: Thief was too weak in the base game, and Noble Brigand suffers from being limited to silver, gold and forcing you to pick up what you trashed. But now with many powerful kingdom treasures such as from Prosperity 2E and Plunder, and loot from the latter expansion, Thief suddenly seems much more interesting, having been the only card that can both trash from all your opponents and then pick up whatever you liked between those. Do you think a fused version of the two cards would be a viable option, basically a steal-capable thief that doesn't trash coppers? Bandit always giving gold is nice and reliable, but the ability to take someone's loot or crystal ball or bank or buried treasure or or or... would just be so nice, I think.
I can't listen to your card ideas, and they should only go in the "variants and fan cards" subforum.

21
Dominion General Discussion / Re: Interview with Donald X.
« on: February 15, 2024, 02:25:34 pm »
Are you prepared to deal with all the "dude that card did NOT deserve to get removed" comments for Cornucopia/Guilds 2E?
I've got my bunker stocked.

How do you feel when a playtester suggests something, you try it, and immediately realize it’s no good? (Spoilers for the Rising Sun secret history: this happened all the time.)
The main thing is just, you know that happens constantly with my own ideas too; I'm not friendlier to those. You don't see all of them but man. So you know, I don't want someone to feel bad, but what can you do, there's work to be done.

What’s the secret history of inviting DZ as a playtester? I know the story from my perspective but what’s the story from your perspective?
Sometimes it seems like, there aren't enough people playtesting or commenting. I look for people who have positive characteristics for the job. They talk a lot, know things, are into the game. I was eyeballing you as a potential playtester, but there wasn't any Dominion playtesting going on. Then I invited you anyway. Then you played lots of Moon Colony Bloodbath, it worked out great.

What’s it like creating card mixes for the mix tournaments? Do you get initial feedback on the mix from playtesters/whoever wants to moderate the mix?
Usually I just make the list. Sometimes the tournament runner wants to mess with it a little. Rarely has there been any other input. Sometimes Cave says "that's just 74 cards."

It's fun making lists. I put in everything obvious, then either I need to find more stuff the mix can do, or now I'm worried about how many villages etc. I have. In the end I know the mix will work, because playing with random cards works. There's not a lot of risk here, it's just the joy of lists. And then, seeing games played with this particular environment of cards.

What’s your favorite Dominion emoji on the discord?
They're not really my scene. Wine Merchant is pretty appropriate, a successful emote.

22
Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: February 14, 2024, 01:13:25 pm »
I was looking on BGG to see if this updated version was mentioned yet there. According to BGG, the old combo of Cornucopia and Guilds was called Dominion: Guilds & Cornucopia.  So in light of what you said above, will the new one be Dominion: Cornucopia & Guilds (2E)?
This product is called Dominion: Cornucopia & Guilds.

The old box said "Guilds & Cornucopia" on the cover, and "Mixed Box" on the side. This one says "Cornucopia & Guilds" or "Cornucopia Guilds" everywhere.

23
Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: February 11, 2024, 08:50:46 pm »
Are the new cards going to be labeled as some Guilds cards and some Cornucopia cards, or since the two expansions are sold as one now are they just going to be a bunch of Guilds & Cornucopia cards?
You have somehow found a question I'm willing to answer.

All cards in the set will have the same expansion icon. While foreign publishers may continue to publish the originals separately (or in the foreign product that has Cornucopia and Alchemy together), in English they are now one expansion, that happens to be called Cornucopia & Guilds.


24
Dominion General Discussion / Cornucopia & Guilds 2E
« on: February 11, 2024, 02:23:28 pm »
Cornucopia & Guilds second edition is coming! It's the original two small expansions in one box, with replaced cards like the other second editions. We expect the physical version in mid-March. You will be able to get just the new cards as a 100-card update pack. We expect previews online, possibly from March 11-13. After that we expect the new expansion Rising Sun in April or May; the art for it is still not all in.

25
Rules Questions / Re: 3 turns in a row with Possession
« on: February 09, 2024, 01:15:06 pm »
It seems that even with the errata to Possession and Outpost, etc., it's possible to get 3 turns in a row like this:

* Alice regular turn, Alice plays Possession.
* Bob Possession turn, Bob plays Outpost.
(Outpost checks that it would be Bob's 2nd turn in a row, so the extra turn is given.)
* Bob Outpost turn (2nd turn in a row)
* Bob regular turn (3rd turn in a row)

Does this check out?

Yes, nothing prevents your regular turn from being a 3rd turn in a row.

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