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Messages - Donald X.

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Villagers are like Coffers but for Actions. I guess that explanation would have been simpler tomorrow. +1 Villager means you add a token to the Villagers side of your Coffers / Villagers mat. You can remove the token for +1 Action in your Action phase. It's a +1 Action you can save. The actual tokens are coins, but don't be fooled, they do double duty. I will tell you now, it's so nice just using one type of token. So anyway, Villagers.

Acting Troupe gets right to the point: 4 tokens, it's gone. How much of a village is that exactly; what decks are possible when this is the only village-like thing? As always I leave those questions to you.

Sculptor is that rare animal, a Workshop that gains cards directly to your hand. Watch out. If you gain an Action you won't necessarily be able to play it that turn... but wait, you might have Villagers from previous plays of Sculptor. They thought of everything.

Recruiter can let you really go nuts getting Villagers. Don't go too nuts; you don't need a giant pile of Villagers sitting there.

If you missed yesterday's preview, I am here to tell you that you can try these cards right now at If you did catch yesterday's preview, I'm just wasting your time now.

We did try both Vitruvian man and a palette.

Dominion, that's what you're trying to achieve. This time in the Renaissance!

Renaissance has four themes: Villagers, Coffers, Artifacts, Projects. And we'll be seeing them in that order over the next 4 days. But in fact half the kingdom cards in the set don't fit any of those themes. And today, here are some of those. Like last time we will have the preview cards playable at, and to have plenty of variety there I'm previewing 5 cards today. You read them already, but this paragraph still has to pretend you haven't, so, here they are:

Mountain Village gets back a card from your discard pile instead of drawing you a card. Or draws you a card if it can't, you aren't hurt there. It does some tricks; the first one you'll see is, one Mountain Village in your hand gets back all the Mountain Villages in your discard pile.

Priest is a trasher, and rewards you for further trashing. Play Priest, get +$2, trash a Copper. Play a second Priest, get +$2, trash a Copper, get a +$2 bonus from the first Priest. Play a third Priest, get +$2, trash a Silver (you ran out of Coppers), get +$2 from the first Priest and +$2 from the second Priest. See how it goes? Try to have enough stuff to feed them.

Seer draws cards costing from $2 to $4. Those aren't your best cards but hey, you could get three of them.

Scholar makes the cards go round. It's a poster child for simplicity; this set goes the extra mile to be simpler than the previous few.

Experiment is a one-shot Lab, but you get two of them.

Again,, you can try out the cards right now (yes unless you are reading this from the future). Click on the thing that looks like it will do that, and it will.

Dominion: Renaissance Previews / Re: Dominion: Renaissance on RGG's website
« on: September 24, 2018, 02:29:41 am »
Last year they came out before 7 AM PDT.

EDIT: Earlier than I thought! The first one was posted a minute past midnight PDT.
I'm pretty sure that was more of a thematic tie to the expansion, rather than a new standard.

No, its a new standard.
It's not a standard so much as a tendency. I just want to be awake at the same time all week. Often I am awake late rather than early. That's the case this year.

Rules Questions / Re: 5-6 player number of cards.
« on: September 21, 2018, 05:12:11 pm »
It seems we have different rules on This in different editions.

Intrigue, base cards and dominion second edition wants you to use 120 Copper, 80 silver, 60 gold, 30 estates, 12 duchies, 18 province and 50 curses and ruins.

Big box Two includes 100 extra cards, which are suppoused to bring the Numbers to 80 Copper, 70 silver, 48 gold, 30 estates, 12 duchies, 18 province and 50 curses and ruins.

Am I misinformed on the contests of big box II, or is There a discrepancy between the rules?
When Intrigue was a standalone, it had the same treasures as the main set. To go to 5-6 players, you combined them. This isn't because you needed twice as many treasures; it's just because that's how many additional treasures you had. If you instead got Base Cards, well, add those; again the exact amount you end up with is not something I ever felt was important.

Big Box #2 had so much space, it fit what it could fit. It does a fine job of having enough extra treasures for 5-6 players. If you want more, add more, I won't stop you. Just establish the size of the piles before playing and then don't change them.

It matters if a Treasure pile runs out, it has an effect on various cards and contributes to ending the game. But the intention is to mostly have them not run out. If it had been a computer game from day one, they would have been infinite. So, just have enough Treasures for 5-6, and don't worry about having a particular number.

Dominion: Renaissance Previews / Teaser
« on: September 21, 2018, 04:31:04 pm »
Prepare to be teased.

Renaissance has:
- 25 kingdom cards, 25 sideways cards, 12 wooden cubes, 6 playmats, and 35 tokens
- three Treasures, two Attacks, two Duration cards, and one Reaction
- fifteen uses for tokens
- sixteen uses of "trash"
- a card with a word in quotation marks on it
- a card with only 3 words on it; a card with only 4 words on it
- three ways to play Actions in your Buy phase
- a way to take a turn after the game would otherwise be over
- a trasher you can't turn off
- something that cares about shuffling

Rules Questions / Re: Anything needed for Empires?
« on: September 21, 2018, 04:15:26 am »
Thanks guys. In the end like 4 things in the rulebook were fixed. I didn't change Opulent Castle in the rulebook because 1) the card should function like it says, and 2) adding any text there would have bumped us up 4 pages. It would have needed an equal-length thing I could cut on the page. I could fit an Enchantress thing and picked #2, that's a nice one. Edit: I snuck in changing the Enchantress FAQ language to be less wrong for extra turns.

I will try to remember that fix for the next printing of Guilds/Cornucopia.

Dominion General Discussion / Re: Interview with Donald X.
« on: September 21, 2018, 03:20:34 am »
So let's say, hypothetically, you decided that boons and/or hexes needed to be in another set sometime in the future. Would you just print the existing ones again, or would you come up with new ones? And, if the latter, how would they work alongside the ones from Nocturne?
Today I wouldn't do Hexes. They are just too complex for too many players. Like I said, the game stops.

It was hard getting that set of Boons. If I wanted to revisit them, I suspect I would just reprint them. Conceivably the set could have a mechanic that lent itself to adding a Boon, e.g. VP tokens. But we would still need to reprint all the old Boons, it's not like the set would have new mechanics that generated 12 new Boons. So if somehow there was a new Boon, it would just be, if you're playing with Nocturne, well now there are 13 Boons there too.

Dominion General Discussion / Re: Interview with Donald X.
« on: September 20, 2018, 05:26:03 pm »
If you count Gold as a different card to read, Skulk also shares Vampire's status and Leprechaun surpasses it.

"Gain a card costing up to " makes you read a large number of cards from the supply also. But that's been around since Feast and Workshop.
You already have to read the supply. And obv. Gold doesn't count, everyone knows what Gold does.

It's no joke about Vampire. People new to the set will turn over a Hex, and the game stops, everyone has to process it, then do it. Then next turn it's another Hex. The Boons avoid this by mostly being really simple, but the Hexes are attacks.

Dominion: Renaissance Previews / Re: Dominion: Renaissance on RGG's website
« on: September 20, 2018, 06:07:18 am »
Ah, I see! Thanks for replying, even though I posted this in the wrong thread. Looking forward to the Alchemy revision, but even more so the upcoming, and so far unknown, Renaissance expansion! This game is simply the best card/board game! Hands down! Thanks a lot for both making it and supporting it with fresh content! :)
Thanks, I'm there for you.

Jay says Alchemy just arrived. So it shouldn't be long before places have it.

Dominion General Discussion / Re: Interview with Donald X.
« on: September 20, 2018, 02:09:47 am »
Did you ever worry that the recent expansions have been trying to do too many new things at once? Up through guilds, each expansion had one or two mechanical themes, then adventures comes along with 4 (Events, reserves, player tokens, travelers. Not counting durations, as they're pretty much standard now), empires with 5 (Events, Landmarks, Debt, VP chips, Split piles), and Nocturne with 5 (Nights, non-supply piles, Boons/hexes, Heirlooms, states)
It depends on the mechanic - does it make you reach for the rulebook or not - but yes. I think the recent expansions have gotten too complex. I always cite how Vampire makes you read 18 cards to know the full story.

As you will see, despite having 4 mechanics, Renaissance is much simpler.

Rules Questions / Re: Anything needed for Empires?
« on: September 20, 2018, 01:55:48 am »
As printed, Overlord comes after Royal Blacksmith in the rules (presumably because RB was supposed to be called Old Blacksmith until Alayna Lemmer happened).  It should probably come before, going alphabetically.  Same for the box insert.
Yes, excellent.

Rules Questions / Re: Anything needed for Empires?
« on: September 19, 2018, 08:51:09 pm »
So is it like 2E Empires, or is it just a rule book fix? If it's just rulebook, then the only thing I can think of is the Possession errata getting errata.

If it's full on 2E, then is it possible to change:
-Opulent Castle: you have to reveal the Victory cards you discard
-Baths: check during the start of clean-up instead of the "end of turn" confusion
-Ritual: check trashed card cost after trashing ("cost" -> "costs")
It's not "full on 2E" - Empires is already 2E, is the idea. I am looking for rulebook fixes but a card fix is conceivably possible. It would depend on what we were getting out of it. The rulebook is just way easier to change - I say "here's the text," Jay changes it, I proofread it, done. Card changes go through more steps and more people.

I am avoiding functional changes. Being able to improve Baths or Ritual isn't enough; they work as-is. Opulent Castle, that's a reasonable change, since it's just keeping you honest. However it would be much easier to just have the rulebook say that you have to reveal them, even though the card doesn't say it. So that's more likely. But I will keep it in mind for if another card really wants to be changed.


Dominion General Discussion / Re: Interview with Donald X.
« on: September 19, 2018, 07:21:39 pm »
Happy 20,000th respect, Donald!
And they said that I was mad! Soon, all the respect will be mine!

It seems like recent Dominion expansions have 1 splashy mechanic and a bunch of other workhorse ones. (For example, Empires has the super splashy Landmarks, while debt, split piles, VP tokens, and Events are more workhorse-y.) But what would you say Nocturne's splashy mechanic be?
I'm never thinking of it like that. All of the mechanics are trying to be great things to do. I would say all of those things you listed for Empires are splashy. The workhorses are like "there have to be some new villages, some new draw etc.," but those new villages etc. are still trying to be awesome.

Everything in Nocturne is splashy. Which thing stands out the most depends on who you are.

Rules Questions / Anything needed for Empires?
« on: September 19, 2018, 06:59:41 pm »
There's another printing of Empires coming up, so it's my chance to squeeze in some rulebook fix I've forgotten about.

So, is there anything?

Dominion: Renaissance Previews / Re: Dominion: Renaissance on RGG's website
« on: September 19, 2018, 06:47:45 pm »
Are Renaissance previews still planned for next week or so?
They are planned for Monday, and as usual any unforeseen delays in the physical product will not delay the previews.

Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: September 19, 2018, 06:14:57 pm »
I doubt it.
Really? Gosh. I thought Donald X. established the principle of letting every card be as cheap as possible very early in development and basically everything got tried at a lower cost at least once.
Another early principle was to not change cards that were working fine. For early cards in general, I simply didn't try alternate versions; the card had to be clearly weak or strong or bad in whatever way for me to change it. We bought Mine; it was always $5. The one thing that changed about it was phrasing it as "costing up to $3 more" rather than "Copper for Silver or Silver for Gold," so as to include expansion Treasures.

Another early principle was to not be so clear as to how good cards were. Mine seemed better then.

There were enough cards to want to replace in the main set that I didn't get to Mine. And it certainly does fine work for new players.

Dominion: Renaissance Previews / Re: Dominion: Renaissance on RGG's website
« on: September 19, 2018, 06:11:36 pm »
Still no revised Alchemy, as far as I know. Neither on Amazon nor anywhere else.

I hope somebody has found it and can share a link or something like that.

It was said that it would be sent out to distributors within a month, back in July.
I don't have it yet either.

General Discussion / Re: Music talk
« on: September 18, 2018, 06:36:26 pm »
There may be a general tendency, but that sure doesn't describe me at all. In 1983 I was listening to the Beatles and some stuff we can lump together as folk-rock. If I put on any of that music now, it will be like having nothing on at all; my brain edits it out. It's just too familiar. My favorite year for music overall is 2006; my favorite song of that year is A Method by TV on the Radio. You will not confuse it with folk-rock, though I guess you can say "well it's trying to do something different, like say the Beatles were, bam, identical." My favorite album of this year so far is Superorganism (followed by I Like Fun from TMBG). In the early oughts I thought of trying music from the 20s-40s, and I like a lot of stuff from then, that era that those cherry-picked Beatles-haters preferred.

Tournaments and Events / Re: Dominion Online Championship 2018
« on: September 18, 2018, 01:13:39 am »
Ahhh Possession is banned when I chose a random set of cards when creating a table?

I didn't know, so if I do want to play with Possession (outside the tournament) I need to chose it manually?
Correct. The intention is to have a banned list feature, something like, letting you pick up to 5 cards that won't be used in your rated games. But until we have that feature, the quick fix was to just ban Possession, the card people wanted to be able to ban the most. So it only appears if you manually choose it.

Dark Ages tried "Gain an Estate, each other player gains a Curse" at $3, back when there was no Cornucopia. It's bad times.
Just curious, why was this bad times? Was it actually strong, or just unfun? My guess is the latter but I'd like to know!
I don't know how strong it was; maybe it was a must-buy, I'm not doing the work to find out. It makes the game be entirely about it; all of our decks are choking on dead cards. Whatever fun was there to be had is gone, replaced by this experience, every time.

Rules Questions / Re: Watchtower+Market Square
« on: September 04, 2018, 04:04:15 pm »
Farmland ... plus there was Fortress.

In your mind, back then.
No, Fortress (as "Border Village") was in a version of "War" (in some sense turned into Dark Ages) before the base game was published. And Farmland (as "New Wing") was in Hinterlands at the same time.

Dominion: Renaissance Previews / Re: Dominion: Renaissance on RGG's website
« on: September 03, 2018, 04:43:11 pm »
Is there a realistic chance that Donald brings a Renaissance prototype to Essen this year?
There is not. There is however a realistic chance of having English copies of Renaissance at Essen.

Rules Questions / Re: Watchtower+Market Square
« on: September 03, 2018, 04:41:54 pm »
Would Farmland domino with nine Militias in hand be too dominating?
Farmland was originally when-gain, and the domino-ing confused people, plus there was Fortress. Haggler was also when-gain once ("other than via a Haggler"), and I have talked before about "Haggler explosions," where you would suddenly gain 8 cards due to these effects triggering off of each other.

Rules Questions / Re: Watchtower+Market Square
« on: September 03, 2018, 04:38:37 pm »
Really I shouldn't have done when-buy triggers at all.

I am not sure if I understand this right, but being able to raid Defiled Shrine on gain of a Curse would make cursers look quite unattractive.
I would get to tweak all existing when-buy cards, or not do them. I certainly couldn't just replace "buy" with "gain" on all of them and have that work out fine.

For Defiled Shrine, the obv. thing to try is "when you gain a Curse during your turn."

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