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Goko Dominion Online / Re: Goko Dominion Salvager Discussion
« on: April 09, 2014, 02:57:11 am »The distinction between the randomness of your starting hands and the randomness in the rest of the game is pretty artificial. If we're playing a variant where we remove the randomness of starting hands, why don't we remove some more randomness from the game? How about if we ensure that your first two buys are never at the bottom of your deck after the first shuffle? I'd say that shafts players far more than a suboptimal opening split.I think I've pointed out the what-about-all-the-other-luck thing elsewhere on this site, some other time it came up. It's true that the opening split is especially visible (maybe the next most visible thing is final hands; casual players often completely blank on someone getting an extra turn). That's got a positive side though: you can blame it. It wasn't me officer, it was that first-turn Mine he got.
One answer is perception. Somehow there's this perception that a better opening split just wins the game for you a lot of the time. I don't think it's really true, but it's certainly a fairly widespread belief. I admit that it can suck to play out an entire game where you constantly feel like you're behind due to a bad split and then you lose. I couldn't say how much of that is self-fulfilling prophecy, but there it is. As Donald has said in other threads, perception is important. So there are definitely reasons to have identical starting hands. I just think there are more and better reasons not to.
IIRC in the Richard Garfield podcast about deckbuilding games, he preferred having special powers at the start, each player starting with a different deck to some degree. The idea being that then the puzzle that the game gives you to solve is less likely to have the same solution for each player. Varying starting cards by player is of course the opposite direction from identical starting hands.