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Messages - Donald X.

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26
Dominion General Discussion / Re: Alchemy, Intrigue or Hinterlands
« on: November 23, 2018, 07:26:12 pm »
Intrigue 2E wins by a mile. It got fixed up and the other two did not. Alchemy is most people's pick for worst expansion; something had to be worst, but also, many people just don't like it much. Hinterlands is fine; the changes I'd make are mostly simplifications. But Intrigue just has more cool stuff.

27
Dominion General Discussion / Re: Interview with Donald X.
« on: November 21, 2018, 05:07:44 pm »
Have you head of/played Artifact (the online TCG Valve is coming out with, designed by Richard Garfield)?

If so, what's your opinion?
I have not played it. Looking at it now, my first thought is that it sounds like Spectromancer (which you could try now if you wanted on a flash games website; I did like it); my second is hey I think Sir Vander talked to me about this. The big thing I remember is, unlike Magic, he felt like you were never just in control of the game (mentioned as something interesting about it).

28
Dominion General Discussion / Re: Interview with Donald X.
« on: November 20, 2018, 05:01:59 pm »
Do you ever playtest with people from other cultures?

I sometimes see you say playtesters preferred A to B, when I prefer B to A, and wonder if my being British has anything to do with it.
I also preferred B. Man, what's up with those guys.

I don't know if there's any cultural bias towards particular kinds of things in Dominion cards. It's an area ripe for study. My playtesters have mostly been American mutts. For Adventures we had isotropic and a few of the online playtesters were Europeans, e.g. Stef, Qvist. A Finnish guy playtested some on my bad online version in the very early days. IRL once in a while a non-US-born Asian person or couple joins my table.

29
Dominion General Discussion / Re: Interview with Donald X.
« on: November 20, 2018, 12:14:01 am »
Why were Priest and Inventor worded such that their effects don't apply to their  first play? I.e why isn't Inventor " Cards cost $1 less. Gain a card costing up to $3"

Also why aren't they "while this is in play" effects?
Both things are for simplicity. Doing the math for you is simpler than not doing it for you. For a bit there I favored "while in play" but now I think people find it more confusing than "this turn."

30
At the risk of getting shouted down, I don't agree with those who say the printer errors are irrelevant.  The backs are clearly lighter...I can pick out the Renaissance cards from their backs 100 out of 100 times.  That's the biggest problem.  The too-light orange on the duration cards is very close to the original yellow of treasure cards also.  That's a much smaller problem but still a distraction.
I don't agree with them being irrelevant either. I played with them at a release event last week (with an older version of Base Cards) and they are for sure 100% marked. They are so marked that you don't need to compare two cards, just looking at one is enough. The fronts being off sucks, guy who needs me to repeat that, but I know would not affect gameplay for me personally; the prototype already has had different printers so that e.g. the orange isn't always the same orange. We had the lighter Treasures and regular Treasures and I mean it didn't bother me but also I'm used to it.

As with Adventures I think, why do I even bother. You spend months working on something and then it's worthless. It looks like the basic premise of printing cards at two different times that get shuffled together is bad.

I'm not about to buy 4,000 sleeves and my group is making it work.
I don't understand this part, I think it's vice versa. If you don't sleeve, lack of wear on the cards will mark the new cards anyway; the backs mark them, the lack of wear also marks them. If you sleeve, only the backs being different marks them. Well, if cards stay in sleeves long enough, lack of sleeve wear also marks cards; I see this with the prototype.

Any solution for people who will wait for a new printing is probably a few years away, since lots of copies were printed. But also, there's no perfect solution, because the most recent sets are all lighter than the oldest sets. At best we match the most recent sets and you can still tell 1E cards from the backs.

Jay is looking into what's going on, and so far it looks like the file isn't wrong - he sent me the "good to print" file that Altenburger sends us and uses if we okay it, and the pixels I checked matched the other files I have. So, whether it was the printer printing too light, printing too dark previously, or using the wrong file, it seems like it has to be the printer. Obv. since the layout on the fronts was wrong, I was very suspicious of the file.

31
Dominion General Discussion / Re: Spices > Gold
« on: November 17, 2018, 11:15:39 pm »
How good is Gold if you don't have to buy it?
It almost sounds like Gold should've been $5, and Spices $6!
The cards you can only sometimes buy have to be better than the ones you always can.
Agreed.  I was also hinting that the Spices could've gotten away with being $6 as well.
It's vice-versa. Cards try to get away with being cheaper when possible. Spices got away with costing $5.

What's the effect of costing $6 instead of $5? You can't* open with it; not an issue here, it's fun to consider opening with Spices. It delays how soon you can get it - not important here. And it means you just see the card less often, because you have to have $6 to get it, in addition to wanting it over other options. So, I'm not seeing the pull of charging $6 here.

32
I thought that you could pay off debt in B1 Black Market, but you can't play any other treasures afterwards?
(other than in non-standard ways like with the Storyteller that you bought in that Black Market and that gets played with Innovation)

In other words, the transition from B1 to B2 is not something that needs to happen on an empty stack like moving from A to B. But once you buy something / repay debt, you can't play Treasures / use Coffers anymore.
I think I've ruled that way, but now that is seeming overly confusing and fixable.

First you can play Treasures and convert Coffers, then you can buy cards and pay Debt.

Playing Treasures can make all sorts of things happen. Buying cards can make all sorts of things happen. Those things aren't what the buy phase is about though; the buy phase is about "you can play Treasures and then buy a card," and then +Buys let you buy more cards, and expansions add Coffers and Debt and locate them in there.

So, you can't decide "now it's time for the buying cards portion" in the middle of resolving e.g. Capitalism'd-Storyteller, in order to pay Debt then.

33
Dominion General Discussion / Re: Spices > Gold
« on: November 17, 2018, 01:16:53 am »
How good is Gold if you don't have to buy it?
It almost sounds like Gold should've been $5, and Spices $6!
The cards you can only sometimes buy have to be better than the ones you always can.

34
I don't think there is a restriction on being able to pay off debt in the middle of resolving a B2 Black Market. The wording

Quote
A player removes Debt tokens in the player's Buy phase by paying $1 per Debt token to remove it; this is done after playing Treasures, but can be done both before and after buying cards.

seems to me to express what you summarized before: Paying off debt is restricted to B2.
Correct.

35
Rules Questions / Re: Black Market + Patron
« on: November 16, 2018, 04:49:27 pm »
If I reveal Patron from the Black Market, do I get a Coffers?
Yes.

36
Rules Questions / Re: Capitalism and Black Market
« on: November 15, 2018, 05:31:49 pm »
Would it be worth thinking about changing Black Market?
So that it allows you to pay off debt?
I think a lot of players expect to be able to.

About that expectation of players: Are you talking about a 'normal' Black Market in the Action phase or specifically about a Black Market in the buy phase?

For the buy phase Black Market I'd agree, based on the current online implementation and the fact that repaying debt 'too early' had no real benefit before; but that has changed with Renaissance.

I mean on all plays of Black Market, in any phase.
You get to:
Play treasures
Repay Debt
Buy up to 1 of 3 revealed cards
If I changed Black Market, the way to clear up buying-related stuff is to make it not buying. "You may play any number of Treasures. You may pay the cost of one of the revealed cards to gain it." Then it would dodge debt, which wasn't the intention but probably leaves debt still mattering plenty.

If I get to be more revisionist but not go all the way to Tournament, it could modify your Buy phase. Something like: "Reveal 3 cards from the Black Market deck. Choose one; it's available to buy in your Buy phase this turn. If you Buy it, +1 Buy. At the start of Clean-up, put the unbought cards on the bottom of the Black Market deck."

37
Rules Questions / Re: Capitalism and Black Market
« on: November 15, 2018, 05:26:08 pm »
Sorry for whatever inconsistencies there are or appear to be; I have to live with them though, and am sticking with, the Prosperity and main set rulebooks are just explaining the buy phase, which is actually two steps.

I find it incredible how consistent the game is using it's language and special terms. It makes the small little holes (like this) look so much bigger than they really are.
Thanks; part of it of course is having a big pile of expansions when the main game came out.

38
Rules Questions / Re: Capitalism and Black Market
« on: November 15, 2018, 04:27:22 am »
The Prosperity rulebook is just explaining how the Buy phase works (important to explain again there because of the new treasures that do weird things). When it talks about playing treasures it means the normal playing of treasures that the rules let you do, and when it talks about buying cards it means the normal buying of cards that the rules let you do. It's not talking about cards in Dominion that might say "play a treasure" or "buy a card."

Wouldn't that also mean that when the Empires rulebook says

Quote
Having Debt tokens prevents a player from buying cards or Events; Debt tokens do nothing else (for example they have no effect at the end of the game).

it is only talking about 'normal' buys, so Black Market buys would be unaffected?
It somehow doesn't mean that (though it has to also prevent buying Projects). Debt prevents buying and I see no reason for it to only mean normal buys. I don't feel like that's a case where only someone crazy literal-minded would think it prevented Black Market buys; obv. the idea to Debt is to prevent buying things until you pay for it. The Prosperity rulebook meanwhile like the main rulebook explains the Buy phase and simply does not use computer code to do so.

Sorry for whatever inconsistencies there are or appear to be; I have to live with them though, and am sticking with, the Prosperity and main set rulebooks are just explaining the buy phase, which is actually two steps.

39
Rules Questions / Re: Capitalism and Black Market
« on: November 14, 2018, 06:59:31 pm »
Maybe someone has asked, but I am not sure.

From Prosperity rulebook:
Quote
During the Buy phase, a player must play all of the Treasures he wishes to play before he buys any cards, even if he has +Buys; he cannot play more Treasures after Buying a card.

Magically buying a card during the treasure-playing portion via Black Market doesn't stop you from playing more treasures afterwards.

I don't see the reason. I think this problem is similar to this one.

You can't buy cards from the Black Market on a Mission turn. "Can't" wins.

Maybe prohibiting another playing makes another problem like...

I Crowned Venture to reveal Black Market. I bought Grand Market. Do I resolve Venture again?
The Prosperity rulebook is just explaining how the Buy phase works (important to explain again there because of the new treasures that do weird things). When it talks about playing treasures it means the normal playing of treasures that the rules let you do, and when it talks about buying cards it means the normal buying of cards that the rules let you do. It's not talking about cards in Dominion that might say "play a treasure" or "buy a card."

Mission meanwhile is a card, with a rule on it. It's not explaining the rules of the game, it's explaining the rules of Mission. Mission says you can't buy, so you can't buy. It directly contradicts Black Market, which says you can buy, and in these cases, where two cards flat-out contradict each other, "can't" wins. This isn't necessary if you phrase things so that only computers can play your game, but the cards have to be phrased for humans.

The Crown - Venture - Black Market buy thing does not prevent Venture from finishing doing what it does.

40
Dominion: Renaissance Previews / Re: Secret History discussion thread
« on: November 14, 2018, 06:51:21 pm »
One final point: Villain can only ever discard down to 4 and usually only hits once-per-turn. Was a guarantee of hitting a "good" card too high in junking games?
There were a lot of versions of Villain, trying to find something that hurt enough but not too much. Games with Witches weren't specifically the problem.

41
Dominion: Renaissance Previews / Re: Secret History discussion thread
« on: November 13, 2018, 04:46:32 am »
Not all Projects are pure upside, but I didn't spot any in the long list of outtakes. I understand it is partly because in-game downside effects are often missed, but some end-of-game condition (like a gentle version of a Wall, maybe a ditch) could have been considered, and I wonder why it wasn't.
I'm not sure what you mean, but I specifically tried to have Projects not overlap much with Events and Landmarks. So no VP Project, no Projects you buy repeatedly.

42
Rules Questions / Re: Lose track rule in published rulebooks
« on: November 12, 2018, 08:46:26 pm »
I've noticed that Dark Ages is still the only rulebook that mentions the lose track rule. The 2nd edition Dominion rulebook has no mention of it either. Despite this, several cards are being released that rely on the rule to function, for instance Cargo Ship and Innovation. It seems that players without Dark Ages will have no way of knowing how several of these interactions work without looking online. Any thought on this?
The main set doesn't need it and it would be super-confusing to have it there. That is the argument for not including it in that rulebook.

Yes it would be better if all the expansions that require it had it in their rulebooks.

43
Dominion General Discussion / Re: Interview with Donald X.
« on: November 12, 2018, 07:39:46 pm »
Well I pace a lot.
Is that pace as in take things slowly, or pace as in walk around the room?
Walk around the room.
At what pace do you pace? Do you pace your pacing, or are your paces unpaced?
It's not the case that it's a race or a chase. I just pace in the space at my place.

44
Perhaps some of the people posting here now weren't around when Donald called it quits on this forum. It really sucked! It is so cool that the designer of this game takes time to interact with this forum. The first time he responded to one of my posts, I saved the screen shot and still have it. It's that cool! Having him leave again would really suck again.
Thanks, but of course people have to feel free to say they hate whatever. I'm not complaining that people are unhappy, I'm complaining about complaints about what I've said.

I feel like pointing out again that Secret Cave is a lighter orange, just like Cargo Ship, and no-one ever reported this. There's not the same as 24 out of 25 cards and so on and on, but, it's a thing, the people out there who might have been angry online about that either did not see it or did not speak up. It may not ruin as many games as it seems like it might.

45
Rules Questions / Re: A Couple of Buy Phase Clarifications
« on: November 12, 2018, 06:24:35 pm »
I should have mentioned "literal-minded programmer types" when I was arging against the awful "Possession lets you take other players' -$1 token" ruling.  :P
The good news as you know is that that ruling is gone.

46
Dominion General Discussion / Re: Interview with Donald X.
« on: November 12, 2018, 05:14:14 pm »
Well I pace a lot.
Is that pace as in take things slowly, or pace as in walk around the room?
Walk around the room.

47
Dominion: Renaissance Previews / Re: Secret History discussion thread
« on: November 12, 2018, 08:49:35 am »
What are the considerations that went into pricing the projects? Did you intend for most of them to get bought most games? Regarding Sinister Plot specifically, why does it cost 4 instead of 3 when in my experience you do sometimes want to open with it and buying it T1 is so much better than buying it T2, meaning you can get shafted there?
It costs $4 in order to compete with good opening cards that cost $4. If it cost $3, then someone with 3/4 could open Sinister Plot / Remake yeeha, while you were stuck with 4/3 and getting Sinister Plot turn two. See there's no pleasing you. At $4, no-one gets to open Sinister Plot / Remake, except all the times they do.

The considerations were mostly the same as with anything else. The cards are trying to be a decision, but also trying to be as cheap as they can be, and for sure it's more fun to have a card so cheap that you get it a lot, than so expensive that you never do. Good gameplay is what matters the most. Projects couldn't cost $2 (without a penalty) because sometimes they'd be automatic (you can hesitate over a Pearl Diver in some games, but never over a pure-upside Project). I'm not perfect; maybe Barracks would have been fine at $5.

48
Dominion General Discussion / Re: Interview with Donald X.
« on: November 12, 2018, 04:35:54 am »
What advice can you give for refining game ideas?
Well I pace a lot. As I like to say, I don't wait for an idea to come to me, I hunt it down. Uh, write what you know? The question is pretty vague and open-ended, but it's not like I'll have good advice if you make it specific and pointy.

49
Rules Questions / Re: Star Chart and Inn
« on: November 12, 2018, 01:30:33 am »
Does Star Chart's "When you shuffle" include shuffling caused by Inn's on-gain effect?
Yes.

50
Dominion: Renaissance Previews / Re: Secret History discussion thread
« on: November 11, 2018, 07:16:28 pm »
Still, the fact that it took a few versions to prove that it wasn't fun at least means that the idea isn't immediately bad.
And it turned into Sinister Plot!

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