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Messages - Donald X.

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Dominion General Discussion / Re: Victory Card design considerations?
« on: March 22, 2019, 04:20:35 pm »
Was there ever any consideration of putting a Victory Point value (similar to the Treasure Value in the upper corners of the Victory Cards? (yes, there would be ? for those accumulative Victory cards like Gardens, etc).
No, no interest. A version of Base Cards put VP in the lower right corners, but there's no point to that.

And the answer to the original question about BoM would be? That BoM expects itself in play when it plays itself as a copy of another card? Or something else?
Band of Misfits expects itself to be in play.

Dominion General Discussion / Re: Dominion current Popularity?
« on: March 17, 2019, 12:57:53 pm »
In the past few years, Dominion either is nowhere to be seen, or perhaps you may see a game or 2 of it in play.  But that's out of "a sea of tables" (up to 40 tables in some cases).  Or, I see someone with a very large box, I look inside, and see he's got 10+ sets of Dominion cards in there, so even though that copy wasn't being played at the moment I walked by, it does show someone has it and brought it in. 
It seems nice to have presence at cons, but that may be skewed towards new games, and there are other metrics. For example:

Dominion General Discussion / Re: Interview with Donald X.
« on: March 16, 2019, 12:48:00 pm »
In German, Walled Village is called "Carcassonne"  ::)
Not anymore!

There are games where you will have a better time making up rules as you see fit. Dominion isn't one of them. The designer spent immense amounts of time tweaking every single card, believe me, he knows what he's doing. For Quarry for instance, it's significantly cheaper than Gold and even better than it if you have extra buys, but only for Action cards. If you want to buy Province, Colony or Platin, Quarry is just an expensive Copper. It's not miraculously giving you points in itself.
Well I've made a bunch of mistakes, but Quarry isn't one of them.

Dominion General Discussion / Re: Interview with Donald X.
« on: March 15, 2019, 04:01:56 am »
So, I heard, a promo card based on a church in Mecklenburg-Vorpommern, Germany is coming soon. Is there already a planned release date?
There are two promos coming. Altenburger asked for two, one for the winner of a tournament (it was RTT), the other for the winning province - people picked a province and something something one of them won. Altenburger forgot about the tournament winner promo, but we didn't, so they're both happening sometime this year. I don't have more of a release date yet; there isn't art yet so they're months away. I don't know if they will come out at the same time or what.

Dominion General Discussion / Re: Interview with Donald X.
« on: March 09, 2019, 01:55:37 pm »
Would Inheritance work better if it was worded "(During your turns, all Estates gain the abilities and types of that card.)"?
It would make Inheriting most Reaction cards useless, but other than that it would mostly do the same thing as the original (except for when-gain shenanigans).
That was considered (first) and is no good. I Inherit Caravan Guard. On my turn I play an attack and you have an Estate in hand. It's a Caravan Guard! You react with it and now it's in play. On your turn you have an Estate in play and it's just an Estate, though you still get +$1. Or it's whatever you inherited (let's make it a Ferry'd Bridge Troll); either way it's a mess. I don't like even just, it's Moat and other players can Moat with their Estates. These aren't exotic edge cases either, they are two-card combos that people must do sometimes.

The Necromancer approach means yeeha with Death Cart but is otherwise great (and if I'm errata-ing three cards I could always consider errata-ing Death Cart too, which wouldn't change anything about it except for these interactions where it isn't in play). You don't get the joy of triggering when-gains but it's clear that you don't, and there's still plenty of fun to be had.

Dominion General Discussion / Re: Interview with Donald X.
« on: March 09, 2019, 01:15:18 am »
I don't think that's actually a problem. It's fine for Estates to change their nature from one moment to the next; I think the problem Donald X. is alluding to is, at a given moment, one indistinguishable Estate-shaped bit of cardboard having a different nature from another.
Yes, many things can cause confusion, but having two cards with the same name do different things is the most severe problem.

Rules Questions / Re: Inn and Watchtower
« on: March 07, 2019, 04:56:13 pm »
Now I want to react with Watchtower to top-deck the Inn I just gained. Can I do that? Obviously, I'll have taken care to leave it on top of my discard pile rather than covering it with some other card, but does the mere act of selecting cards from my discard pile make Watchtower Lose Track of my newly-gained Inn?
A technical reading of the rules doesn't prevent this. You didn't cover up the Inn. We don't require you to keep your discard pile in the same order; if you cover up the Inn you can't do it. But uh online you can't change the order and irl if you pick up the discard pile and shuffle it and then oops wanted the Inn still on top, man it doesn't matter if you get the wrong Inn.

If I'd considered this case though, the rules might disallow it, in an effort to make it so you can learn the lose-track rule and actually know what will happen in cases like this. You physically pick up your discard pile, making it feel like you must be losing track in there. So, this ruling may change. But I like to go by the rulebook when I can, and while the rulebook doesn't actually cover all cases, the other cases were uh different.

Dominion General Discussion / Re: Interview with Donald X.
« on: March 07, 2019, 01:58:50 pm »
On a similar note (I guess this is just a more specific version of that question), would you ever consider using another card that changes the types or abilities of other cards, similarly to Capitalism, Inheritance, or the vanilla bonus tokens from Adventures?
Something like Capitalism or Inheritance is fine, provided that all copies of a card are the same at all times. Band of Misfits, Overlord, and Inheritance break that rule, and well I still may errata them, they cause problems.

The Adventures tokens aren't out of the question, but in retrospect I don't like how many different tokens Adventures has, it's annoying pawing through them looking for the boot or whatever. I should have tried to get more use out of a smaller set of tokens. But, with that approach, that kind of thing in the future is okay.

Dominion General Discussion / Re: Interview with Donald X.
« on: March 07, 2019, 01:56:02 pm »
Are there any Dominion themes or mechanics (aside from Potions) that you wouldn't consider ever using again or is it all fair game for future expansions?
Not happening:
- Potions - There are always people who speak up to say how they want more, but mostly people didn't like them, and they don't do anything essential for me.
- Hexes - They are just asking too much, horrendously slowing down games with casual players.

- Ruins - You need to include 50 cards to handle 6 players. That's a lot to ask of an expansion.
- Heirlooms - Naturally there can only be 7. Of course I could add a rule for "what if there are 8 of these" in order to do more.
- Boons - I think they were worth doing but I should have only done say 5 cards with them. They weren't received well enough to want to try to find more to do with them.
- Artifacts - They sound fine, but it was work to get 5 I could live with.

The space for possible new Events, Projects, and Landmarks is not impressive. However any new expansion could also have some other new thing that adds some space, e.g. if Renaissance had had Events there could have been ones that involved the tokens or an Artifact.

Overpay is unlikely except that I could do like one overpay card somewhere. It sets you up to have a way-too-wordy card, but if the top can be vanilla then it could be okay.

A lot of the set mechanics can just appear in any set on a few cards, and have: victory cards that do things, choose ones, durations, $7's, treasures that do things, care about variety or provide it, when-gain, when-trash, care about the trash, split piles. Then there are mechanics that require tokens or extra cards or mats, which will only appear as larger hunks of a set. And well then there's Night, I would want to have a bunch of that in order to include rules for it.

Dominion FAQ / Re: Cards in different languages
« on: March 07, 2019, 01:30:38 pm »
Can u please tell me if cards from different languages are the same?
I mean if the card's backs are visually the same and if they are made from same material? (Same feeling from touching them  :D )

The last translated expansion in my state is Dark Ages and they doesn't want to continue with translating other ones, so I decided to buy it in original version.
I need to know if I combine them (with cards from Czech Republic), will they be recognizable or are they the same?
I think the card backs are the same between languages. Individual printings can vary in how dark the back is, but the design is the same.

Dominion General Discussion / Re: Interview with Donald X.
« on: March 04, 2019, 04:02:40 pm »
Agreed. We played a multi-session game with the suggested cumulative point scoring. So far we've worked through about 70% of the campaign (in one sitting).

Donald got one thing wrong in his description, there are only 4 cards of each type except for the final one. Thoroughly enjoyable game. I bought the expansion which is a separate campaign but haven't played it yet.
Oops, sorry, fixed. At 8 it would be much slower getting to the new cards, but somehow I typed it up as 8.

Rules Questions / Re: Time to lose money
« on: March 03, 2019, 12:56:24 pm »
Do I lose my coins before the Night phase?

Dominion General Discussion / Re: Interview with Donald X.
« on: March 01, 2019, 02:24:44 pm »
Are there any new tabletop games from the past year or so (that you haven't made) that you've really liked?
I have to go by, what I tried within the last year, rather than when they came out. I looked through the reports and these are highlights:

Fabled Fruit: You have a hand of fruit, there are six action-locations to pick from, but it's worse to go where someone else is. Instead of doing an action you can turn in a hand of fruit that has whatever some location wanted... and then we take out that action card, and add a new one (though there are like 4 in a pile, so the original pile isn't immediately gone). So after the first time someone scores, there are 7 action-locations (and probably still 7 for a while then, because the new card you add also has 4 copies). After the game (someone scores enough times), you start the next game where you left off, with new actions. The actions of course all just muck with hands of fruit. It's a pretty light game, but the gamers enjoyed several games of it, and it's a good game to play with kids. I'm unlikely to play any particular not-being-playtested game all that many times unless I can play it with the kids, and they liked this one for a while, so I played this way more than the other games I'm listing.

London: You draw and play cards, and build up a tableau, which can be as big as you want, but punishes you for how big it is. The cards in the tableau just sit there, and then periodically you "run your city" and execute the cards (most things only execute once ever normally, though some keep doing stuff). There's economy and VP, and poverty which is anti-VP based on how much you have compared to other players. There's another card for your city that you can replace, that isn't part of the tableau and can keep doing things. The card mix needed work - it has pick-who-to-hose, like it's a game from the 80s, and also could have had more variety and combos - but uh it was fun. It may be too solvable without a better card mix or other variety-adding tweaks, but it held up for the games we played.

Istanbul the Dice Game: A light dice game. It copies the parts of Istanbul that aren't the interesting parts, but I liked it so I guess that was fine. You can go for rolls that build you up or that score various ways. You have to wait for your turn, but you know, it's the start of the evening, someone isn't here yet, you can chat while rolling dice. I've considered getting this one to try with the kids, but it would be competing for play time with King of New York (which they like).

Orleans: A bag-building game, reminiscent of both The Village and Eminent Domain. Your bag has vanilla chits representing people. Each turn you draw some and position them on your playmat, where abilities take certain sets of chits to activate (then those guys go back in the bag). The early abilities all both do something, and gain you a certain guy for your bag (this is the Eminent Domain part). One area of scoring is building and collecting on a map, like the outside part of The Village. You can send guys away forever like in The Village, to a mat where they give you some small one-time bonus, or complete a set of sent-away guys for a bigger bonus (this has a dots problem - you hope someone sets you up when you'll get first shot at it). There are special abilities to gain that no-one else will have. Each turn an event happens that messes with the game. There are a bunch of ways to score.

We played the base game and then with an expansion (I think there are multiple expansions and multiple options per expansion, and well we did not play with the hose-people stuff). The expansion did a few nice things. The event deck was still "randomly screw you over" but was more fun; the sent-away guys board gave bigger more interesting bonuses.

This game was fun, and for gamers this is my top pick of the year. But it needs work and I'm here to tell you about that.
- When you gain an ability (the unique ones), it's your choice from any of them. Well first of all, turn one, to figure out what to do, read this giant pile of, wait they're all icons, get out the rulebook. This is just ludicrous, I don't know what to tell you. It's fun to have a game where sadly you have to read 12 cards turn one, e.g. Greed, and 11 cards turn two, man I'll cop to it, but you know, this big pile of abilities, why would you inflict this on players. I think def. you want to either have a line to buy from and replace them as they get bought, or deal out some to each player at the start ala Agricola. The line to buy from has the problem of, maybe I want to wait to see what other people are doing so that I don't pick that action unless the thing I want will be there. But we tried one game with dealt out abilities and it seemed fine.
- Some of the unique abilities sure seem strong next to others. I would at least try, after you play, take out the winning abilities for next game, and keep that up until it doesn't feel like the abilities were the whole game (we did this for that one game). I would consider not letting you put cogs on them (cogs permanently fill a guy slot, so that that ability is cheaper).
- I would get rid of the complete-a-set-of-sent-away-guys thing, as it has a dots problem (you know, the kids game, dots, you put your initials in a square). It's already plenty good to send away guys, both to get rid of them and get the bonuses, again preferring the non-hosing expansion board. On late turns you can have to wait for someone else's playmat decisions (you always could but normally do not care and save time by all going at once), because maybe they will complete a thing ahead of you but you'll know if they're sending the right guys away. So, get rid of that too.
- The event deck is sure random. I would at least go through and pick out the best ones, from the main set plus expansion.

But I mean, it's worth fixing up, it was fun.

Dominion Articles / Re: Glossary Update
« on: February 26, 2019, 03:33:07 pm »
Rats is TFB, but you don't get the benefit by using Rats' trashing.  Maybe Hunting Grounds is a better example of what I'm getting at.

Honestly, I don't think TFB needs an entry.  You trash, you get a benefit.  It's not jargon.
TFB needs an entry, because people say "TFB," as if someone will know what that stands for.

Rats is not TFB; it doesn't care what you trashed. It does work well with TFB cards.

Dominion Articles / Re: Glossary Update
« on: February 26, 2019, 12:04:47 pm »
Trash-for-benefit: A card that trashes, then does something (useful) based on what it trashed.

Altar trashes and gains, but isn't TFB; Sacrifice is TFB.

Dominion General Discussion / Re: A Question About First-Player Advantage
« on: February 26, 2019, 02:10:58 am »
markus says:

[fixed from earlier version]

Dominion General Discussion / Re: Interview with Donald X.
« on: February 25, 2019, 08:37:12 pm »
Did you consider another use for Villagers, like how Butcher is another use for Coffers?
I tried to find something else like Butcher, especially with Coffers, but nothing worked out. Whatever stories are in the secret history.

Dominion General Discussion / Re: Interview with Donald X.
« on: February 25, 2019, 08:34:14 pm »
Did you ever consider having Idol give out a Hex on the second play instead of a Curse? The symmetry there is appealing to me.
It was an obvious idea, but I didn't want anything making you put out both stacks. So it was always Curse.

Dominion General Discussion / Re: A Question About First-Player Advantage
« on: February 25, 2019, 08:16:11 pm »
I'm not big into the data scene, so apologies if this has been asked before.

Using the records of games, can we determine what percentage of the time the first player wins in games where the players have had an equal number of turns?
I asked in the skynet channel, which is, well I think it's the channel about the bot. It's a good place to bother markus about stats.

A big thing missing from that thread on BGG is, if you want your game to be popular with oh regular people, like let's call it a "gateway game," then getting rid of a big hunk of luck, e.g. getting rid of FPA, may really screw you over.

Expert players want to see expert players win. Casual players want to see casual players win. Hedgehogs want to see hedgehogs win. We don't get too many hedgehogs, but we get lots of casual players. Which sells better, the game that most appeals to gamers, or the game that most appeals to serious gamers? It could be a tie. Expert players are more vocal on e.g. BGG and so you have people saying, how in the world is this FPA still there. It may be doing good work though.

Variants and Fan Cards / Re: Houseruling Caravan Guard
« on: February 25, 2019, 12:51:32 pm »
Also for consideration - an interesting duration card would be one that allows you to draw a card after each attack played/resolved against you. That would provide another layer of interaction where players are considering the cost/benefit of playing any attack on their turn.
This is the rules questions subforum; you are looking for the variants subforum, the only place homemade cards should go. Wait I think I can move your thread.

"Draw a card per attack played against you" goes back to the early days of the game. It has scaling issues. They were resolved by only having it work once, which is Horse Traders.

Rules Questions / Re: Princing a Traveller
« on: February 23, 2019, 12:27:57 pm »
I think that whichever effects gets executed first, will prevent the other from doing anything. If the Traveller is first (re)set aside with Prince, the exchange effect can't find it. OTOH, if the Traveller is first exchanged, Prince has no card to set aside.
Yes, exchanging prevents setting aside, and setting aside prevents exchanging. And if you fail to set it aside, you stop playing it.

Dominion General Discussion / Re: Interview with Donald X.
« on: February 22, 2019, 04:49:04 pm »
Do you do any sort of numerical estimate of how often a card or card-shaped-thing will be relevant when designing it?

I was thinking specifically of Capitalism, but I suppose this could also apply to many reaction cards.
For most cards, not at all. Most cards are trying to be potentially relevant all the time; obv. this means that e.g. a trasher is competing with other trashers, a village with other villages, and I mean they try to.

For narrow cards, ideally the card is not ever nothing. Obv. in game after game some cards aren't good enough because of the other cards; that's fine, that's not what I'm saying. But if a card interacts with e.g. Duration cards, well not every game will have them. So that's a concern. In Dark Ages, the when-trashed cards all try to be compelling without that ability, so that if you can't trash them, the card isn't stupid. Patron can't always be revealed, but it's still relevant as +$2 +1 Villager.

Tomb got to exist despite maybe there's no trashing, and Capitalism despite maybe it does nothing, because they're landscape cards, they aren't counting against the ten cards that give you something to do. They would have been even more to do but aren't, which isn't as bad as a blank kingdom card. But some cards like that, e.g. a Project that cared about Duration cards, didn't survive, and that was part of it.

The ideal order is the order you rated the cards yourself. Then you don't need to say "this card should go up" or whatever; it's right there in the order.

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