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Messages - Donald X.

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5176
Dominion General Discussion / Re: Interview with Donald X.
« on: January 15, 2013, 05:12:23 pm »
Previously he grew up to be a bandit. That made more sense. It didn't work out because sometimes you would want to fight Bandit by buying some and you couldn't, you had to upgrade Urchins.

Also, Bandit is now Rogue, I think?
Well yes, but Bandit was different. It didn't make +$2 but both attacked and gained-from-the-trash in the same turn.

5177
Dominion General Discussion / Re: Interview with Donald X.
« on: January 15, 2013, 05:11:09 pm »
On the topic, are there any other card names you are particularly proud of?  I like City a lot.
City was called Boomtown when I passed the file on to Jay. There was a sketch for it I was commenting on and I was saying how the name suggested wild west but of course we wanted medieval, and Jay said oh uh maybe we should rename it. City is a great name for it so that all worked out.

Man, good card names. Scheme is pretty satisfying. Jester had to be in some sense a funny card, and I was happy there. Treasure Map is nice; the card was not based on the concept. Torturer feels like he's torturing. Ruined Market etc. are pretty cute. Procession is nice for a Throne variant. I like Band of Misfits a lot.

Ill-Gotten Gains was a hard one. It was originally Bad Penny, and then for a while it was Cursed Idol. People would say, but it doesn't curse the person with the idol. Tunnel was hard; what gives you gold when you discard? Sometimes you discard to attacks, in which case it's an escape tunnel; other times you have a name like Cellar, some kind of basement or storage area, and the tunnel leads away from that. It doesn't always work but it hits sometimes. Anyway neither of those is top-notch, I am just telling name stories.

5178
Dominion General Discussion / Re: Interview with Donald X.
« on: January 15, 2013, 04:54:02 pm »
Oh I got a real life legit question for once!

Urchin -> Mercenary

Whats the thought process behind that?

If your street urchin gets attacked he grows up to be a big bad mercenary?
Or its a mercenary posing as a street urchin in order to trap unwary thugs?
As a kid he's an urchin, he grows up to be a mercenary. He gets taught the ropes by another attack card. Even if it's just another urchin he learns a thing or two.

Previously he grew up to be a bandit. That made more sense. It didn't work out because sometimes you would want to fight Bandit by buying some and you couldn't, you had to upgrade Urchins. So I switched it to Mercenary, which was called Mercenary because you pay it to attack.

5179
Dominion General Discussion / Re: Cute Trick
« on: January 15, 2013, 04:31:01 pm »
I play Haggler. The oldest version, that worked on when-gains that weren't from Hagglers, and could gain VP.
I buy Province.
I gain Farmland. The old version, that worked on when-gain.
I trash a Feodum from my hand and gain three Silvers.
For each Silver I Haggle a Crossroads.
With Farmland I gain Farmland.
I trash Spice Merchant from my hand.
I gain a Border Village.
For the Border Village I gain a Duchy.
For the Duchy I Haggle a Feodum.
For the Border Village I Haggle a Duchy.
For the 2nd Farmland I Haggle a Duchy.
For the 1st Farmland I Haggle a Duchy.

We called these "Haggler explosions."

5180
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 04:17:58 pm »
As a human, I understand this.  But you're missing my point, which is that the generator doesn't understand this.
It seems crazy to me to be talking about how the generator doesn't understand it. The generator doesn't understand anything and doesn't have to. It can do what it's told. And we don't need to let people tell it to do impossible things. Again, completely outside of your program, the user picks a selection method and picks set biases. At that level there's some decision about how many cards to include from each set based on what they picked. Inside your selection method code, you know you need 5 from Prosperity and just deal with it.

That's a fundamental extra layer on top of the existing code, and, as I said, it's substantially more work and I don't have the next few weekends free.  So, yeah, please don't be too disappointed if it doesn't show up quickly.
I don't need any work from you here ever. I don't mean that in an unfriendly way. Why would I need you to do this? Pure random is awesome and we have that already. If you feel like writing something, man, have fun, I don't mind.

But the idea that "include 5 from Prosperity" is hard, man, I don't see it. Speaking as a computer programmer, it sounds trivial. For sure it would not involve treating that bias like the biases towards Village etc.

5181
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 03:20:29 pm »
Maybe it's more important to the user that cards are uniform, and the Prosperity restriction was an unimportant "try to do this if you can" rule. 
This seems extremely unlikely to me. I think anyone saying "5 from Prosperity" actually wants 5 from Prosperity, that's more important to them than whatever other criteria. They want to play with Prosperity.

I also think that for most people, set bias is the knob they are most likely to actually fiddle with, to the extent that I would take it out of the randomizer-specific section - the main game-generating screen the user sees lets them pick "pure random" or "engine-heavy" or "engine-heavy with cards equally likely" or "some other option," and then next to that they pick, bias towards Prosperity or Seaside or whatever. And then if they pick the Prosperity option, that applies whether they want pure random (thus not actually pure random, but pure random within the limits of N being from Prosperity) or engine-heavy or whatever.

5182
Dominion General Discussion / Re: Interview with Donald X.
« on: January 15, 2013, 01:43:40 pm »
Regarding the problems with Hans im Glück and RGG, I think Hans im Glück won't publish the German version of Guilds right?
If this is true, can you say something about if there's already a replacement publisher found for the German version?
Last I heard HiG was out of the picture. I don't know where things stand. I don't know who is publishing Guilds in German. I bet someone will be doing it.

5183
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 01:36:52 pm »
Because it's 3 boxes sold together, not one box containing 1000 cards.
It is not three boxes sold together, it is one box containing 950 cards plus playmats and tokens. http://tabletopgeeks.com/files/2012/03/DominionBigBox-650x487.jpg

5184
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 01:11:56 pm »
I think it might be worth doing a 5th/10th/Whatever-th Anniversary edition of the base set, where you streamline the wordings (say "Copper" instead of "Copper card" etc), and put a "may" into Throne Room.  It wouldn't change all that much, and most players wouldn't feel that they *needed* to pick it up, but they would know that Dominion now works by this second edition where Throne Room has a "may."  That would really be the only change.
Throne Room isn't the only one of those in the main set, but I don't think nonessential functional wording changes are on the table.

5185
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 12:56:27 pm »
What about adding Stash to the (online) main set? I don't see any problem with this:
I don't imagine springing whatever interface Stash gets on new players will be ideal, but whatever; giving people Stash means not having it as a thing to play through campaigns to get. They already wish they had more promos.

By the way, I'm not even sure if it will lead to any problems anyway, Carcassonne had a major rule change after getting SdJ and my copy (2009 RGG edition) still has the logo on it.
I don't know the details there, I just know it's an issue. Maybe the SdJ people would say, sure, swap out a few cards. That would be a necessary step though. We had to change the rulebook to match the German one, back when, in order to use the logo.

Will it be so much expensive? Looking at Dominion products that include only cards, we have:
- 150-cards Alchemy and Cornucopia: MSRP $30,
- 300-cards Hinterlands: MSRP $40,
- 500-cards Base and Intrigue: MSRP $45.
I think a 1000-cards box would have MSRP of $60. $65 if some extra things like tokens or mats are included.
Looks like main set plus Prosperity plus Alchemy is $100: http://www.amazon.com/Rio-Grande-Games-RGG-425/dp/B003Y737CO/ref=sr_1_1?ie=UTF8&qid=1358271977&sr=8-1

5186
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 07:19:53 am »
I got better at making sets after Intrigue. I can believe that people playing the base set by itself might feel like it needs something. There are some duds, and those duds reduce strategic options. The base set has done great anyway, but you know, there's room for improvement.
Why not use this room? Doing 2-3 changes to the Goko base set (taking out duds, adding a better but still simple card from another set which would both improve the base and preview later sets, maybe adding one new card if you can talk Jay into releasing it as a promo for people playing with RL cards). If Goko really succeeds, then the clear majority of Dominion players in the world have not seen the game yet, it's not too late for small changes if they're going to improve the experience a lot.
I am trying to think of how to approach this without having any issues. I don't want to try to sell people overlapping products. I am not sold on the idea that Goko's audience will exceed Dominion's; it's nice to aim high though. Currently I think most people just buy everything, so any re-sorting of cards wouldn't make a difference there anyway; what you want is a veto list.

Anyway let's say we want a better introductory set. We can probably do better than the main set with a few swaps, but there's the overlap issue, so let's say, we just merge the main set and Intrigue into one set. To increase variety we'll make it larger - there are 50 cards so let's say we take 40 of them. The remaining 10 cards can go into a Leftovers product that people can ignore, although many will end up with it via buying everything.

I am not sure this plan is so great. Mostly I've just eliminated Intrigue as a product. When you're a new player, you only play pure main set if you start the game yourself or play the main set campaign. The main set campaign in the future will sprinkle in cards from Intrigue/Seaside/Prosperity to spice it up a little; it could go further in that direction although man I don't want to work on it more.

I am not thrilled with the idea of a boring promo irl so that it can be in the main set on Goko. The needs of a promo do not match the needs of a main set.

If we just stick in a few Goko-only cards then I think some of our current actual customers would be pissed.

The main set irl could be changed. Then it couldn't have the SdJ logo though. That's never going to be compelling. It also has an overlap problem. Let's say it has 5 new cards. You already own everything and feel like you have to buy a full large set to get the 5 new cards. You hate us. We need the 5 cards to be available as a separate product. It's not a good number of cards for a product. Let's say there are 12 new cards and we can sell them as a separate product. That separate product looks weird. It's these random simple redundant cards. It's not trivial to make 12 new worthwhile main set cards either; I do not have leftover simple cards worth making. Some people long for Dungeon but well 1) it's redundant, and 2) where are your other 11.

Let's say we just sprinkle in cards from expansions; to make expansions not look awful due to overlap we only take one from each large one. We take out 5 duds for a card each from Intrigue, Seaside, Prosperity, Hinterlands, Dark Ages, avoiding stuff like duration cards in favor of straightforward but interesting things. Online we already have just such a sampler for people with that card you scan in; you still have the duds but well have I mentioned that a veto list would be nice? IRL well like I said, no SdJ logo. It sounds okay otherwise. We could also ditch the Copper randomizer etc. and have 26 cards, dropping 4 for the new 5. Online there's no logo, but we can't just give that 5-card sampler to everyone because then it's like "ha ha you got that card to scan in for nothing." Let's say online there's a different 5-card sampler we just give away. We don't want to take out those 4-5 duds though, this would disappoint people who actually know the physical game, which I still think is most people. I am not thrilled with a 5-card Leftovers set. Again a veto list does the trick.

And again the main set campaign can just include non-main-set cards, that seems like the big trick. If I am a new player, probably I go straight to the campaigns. Those levels can include Chancellor less often and throw a Nobles at you somewhere. If I go to the multiplayer lobby then probably I join someone else's game and see all sorts of non-main-set things. Anyway I think improving the main set campaign is as good as it gets online.

For a better starting experience IRL, probably there are two things you can do. You can package the main set with a small expansion, although now your product is more expensive and maybe that's just self-defeating. Or you can do a retheme like the Hobby Japan ones; you lose the logo and totally overlap but kind of sort of deal with it by having new art.

5187
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 06:22:58 am »
To your alogorithm:  I don't see by what method you put which randomizer cards in piles X/Y.  Also randomly?  If deterministicly, you have the problem that cards that are in X never show up with cards in Y.  If everything happens uniform at random, this should also be perfectly uniform.  A quite complicated method to uniformly draw 10 out of 25, but I haven't followed the thread close enough, I suppose there is a reason why you just don't draw 10 out of 25, but instead preprocess to draw 10 out of  13/12
The method for putting cards into piles is the old method - all cards are weighted by what they do, so that a set of 10 is more likely to get a village if it doesn't have one yet and less likely if it does, and so on. So with this new algorithm you get some amount of the old idea of "sets are more fun with a village" but with much less "so every set has Bandit Camp."

Quote from: Donald X.
Divide the number of cards the player owns by 10. Prepare to generate that many sets-of-10. Pick a random starting card for each one. Now go through and pick a 2nd card for each set out of the cards remaining, using your existing algorithm. Then pick a 3rd card for each set out of the cards remaining, etc. Eventually you will have used every card, while doing a certain amount to increase the chance of "fun" via how the cards are grouped. Now just pick one of the generated sets at random and there you go. You can use the other generated sets later or not.

If the number of cards they own isn't a multiple of 10, then for perfect results we would have to generate ten times as many sets, using ten copies of each card but of course not allowing duplicates in a set. There is a chance that you will end up with a duplicate left at the end - the card that has to go in this slot is already in this set. I don't know how common that would be, but there are things you can do there, depending on how much work you want to do vs. how much you care about a small amount of compromising card frequency or fun.

5188
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 15, 2013, 06:17:28 am »
So, I now have an option for generating Uniform sets!  It's inspired by an idea from Donald.  Here's a simplified example to show how it works:
Sweet.

In other words, "I want at least 5 Prosperity cards" is incompatible with "I want each card to be equally likely to show up", and I gotta choose one of those to prioritize.  "Equally likely to show up" is a global constraint, so it wins.
Well obv. you could manage this if you wanted.

Pick 5 Prosperity cards using your algorithm, as if Prosperity were the only set available. You have 25 and make two lists but stop at 5 cards. Pick one of those lists of 5 cards. Now there are 164 cards left for the remaining 5 slots, so start 32 lists of 10, and fill the first 5 slots of each with the Prosperity cards selected. Now finish the algorithm on these 32 lists, then pick one.

5189
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 14, 2013, 06:28:30 pm »
I don't want to see Margrave more often than Noble Brigand, etc., that's just making the sets worse for me.
I feel the need to hammer on this point. As it stands, Margrave shows up more often than average and Noble Brigand less often (for example), because Margrave has +3 Cards and +1 Buy and Noble Brigand just looks good in leather. But that means that with this randomizer, I play more games with Margrave and fewer with Noble Brigand. That cannot possibly be making games more fun; attacks in particular are a place where variety is crucial. Discarding down to 3 every turn is much more tolerable when you aren't doing it game after game. And the flexibility of Margrave gets it purchased in more games that it's present in; maybe we didn't even buy Noble Brigand that game it came up. So Margrave extra-dominates.

Again I recommend trying to group cards via your algorithm but with flat card frequencies; just as many Noble Brigands as Margraves.

5190
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 14, 2013, 06:09:22 pm »
Well, how about this as a proposal: Initially the pure unbiased randomizer will be listed as the top one.  We implement a rating/approval system for kingdoms that players can give after they play a game.  The order of randomizers will be re-sorted based on whichever randomizer has a higher (Bayesian) rating.

That way, in the long run, whichever randomizer, yours, mine, unbiased, generates the better kingdoms, as determined by the players, becomes the UI default for new players who have decided to use a randomizer for the first time.
For sure I would not have the order of a list of options change over time, that would obv. suck. You could change which radio button is the default, but only for players who haven't played yet - for people who've ever seen this screen, it should retain what they previously picked. Aside from those things, if for a completely-new-to-Goko player the default radio button is the method most people are upvoting sets for, that's fine. Of course a lot of the time they will just join a game someone else started, without even seeing that list of options.

I got better at making sets after Intrigue. I can believe that people playing the base set by itself might feel like it needs something. There are some duds, and those duds reduce strategic options. The base set has done great anyway, but you know, there's room for improvement. But I mean take out the duds and you're there, that's what I think. If someone plays a random ten from Dark Ages they are not going to see all these boards with nothing to do.

I know there are people out there who don't like Dominion. Like I always say, it didn't win game of the year in Austria. Maybe some of those people just needed better first experiences; I don't have that data. But I have, over the course of thousands of games, taught lots of people the game, and my experience does not match yours. I was not teaching them with the base set though, not ever; I had whatever I was testing and whatever set I was pairing it with and I taught them with that; no time to lose on a game with the first game setup, and I might not even have those cards with me. I think the first game setup is a good first game setup, I recommend it; I am just giving my data here. Pure random from two sets, no lost customers.

If the concern really is, that the game needs to be at its very best for new-to-Dominion players, which seems to be your pitch in that one post, then you maximize that by giving those people human-generated carefully chosen sets of 10, like the first game setup; a spiffy randomizing algorithm is not as good. So no argument about disappointed new players really defends the spiffy randomizer. And a lot of people go straight to the campaigns, so hey, we are already doing well there, except that the main set campaign sucks. The spiffy randomizer would be to make games more fun for people who have been hooked already and need endless sets-of-10. And for those people, those non-isotropic casual players, I have a lot of confidence in random, but if you want to provide your thing as another option, that's fine.

There's nothing sacred about pure random; it's important to have because it's the suggested real-life algorithm, and lets you play with all of your cards, and the expansions (the later ones at least) have been balanced with it in mind. I like the premise of "let's generate sets that are more fun." If the game had started as a computer game, it might have had a non-trivial card-selection algorithm from the start. The way the card frequencies fall out in your version though make me think that's not the approach for me. I don't want to see Margrave more often than Noble Brigand, etc., that's just making the sets worse for me.

5191
Dominion General Discussion / Re: Homage to the Best Card
« on: January 14, 2013, 03:44:32 pm »
Zaps were always buyable with Dominion coins since the store first opened.
I confirm.

Initially they were hoping that some people would buy so many zaps that they would spend money on gokoins on dominion coins on zaps. They wanted a "consumable" and came up with zaps as that consumable.

This plan had two huge flaws. First was that you didn't get to play Dominion in the adventures; you were just paying to beat the level. They sucked compared to just playing random games vs. the bots, and the fix was going to have to be, making the zaps just a thing for people who were stuck. Second they never had a system where you could possibly spend money; dominion coins are too plentiful. If zaps had cost fantastic sums of dominion coins, whatever, no-one was going to pay for them for the joy of spending them to slaughter an adventure level.

I argued these points and pushed for content to be what was sold, and they seem to have come around. I expect they will try to sell campaigns at some point. I have no problem with that; it could totally be worth the price to buy one.

5192
Goko Dominion Online / Re: Adventure mode questions
« on: January 14, 2013, 03:36:03 pm »
Huh, that's cool. I thought they were great already, but I'm very curious as to what the further changes would be.
I'm just talking about the starting decks and the act 3 rule. The sets-of-10 are correct (I believe) - only the main set is missing my sets-of-10 (I didn't actually pick every set-of-10, many of the act 3 ones for Intrigue / Seaside / Prosperity are theirs; I picked them for the other sets and most of acts 1-2; I got sucked into that because they were introducing the new cards extremely slowly, all these levels of one Seaside card and nine main set cards).

The starting decks as I picked them out progress from easier to harder (as they wanted) but set up so that the human doesn't need more than the two free zaps. Maybe one in four has kingdom cards in starting decks as a way to spice things up trivially - attacks for the bot, weak cards for you. And then there are the act 3 rules.

5193
Goko Dominion Online / Re: Adventure mode questions
« on: January 14, 2013, 02:09:11 pm »
Question #2: The Intrigue and Dark Ages campaigns have been fixed. I can recommend them. The Base Set campaign is pretty dull, and the Seaside and Prosperity campaigns still require silly numbers of zaps. Hinterlands and Cornucopia don't even have campaigns yet.

I think Adventure mode has been on the back burner for several months now. I do wish they'd fix up the starting hands for Seaside and Prosperity. That seems like a trivial change.
I gave them new lists for the base set but they haven't used them. They have the lists for Hinterlands and Cornucopia (and Alchemy).

I gave them starting positions that got harder, like they wanted, without getting unbeatable. My plan was, act one you have two zaps and don't need them, act two you have two zaps and need them, act three a rule modifies the game to let you deal with the computer's starting advantage. I'm not sure that will ever happen now, or at least it may not happen as once planned. It might happen though. When they came around to the idea of not trying to milk zaps, they seem to have lost the need to have act 2 start out where act 1 ends etc.

Anyway I don't know what will happen there. Dark Ages and Intrigue aren't in their final forms though, they have some quick fix but there is still fixing to do.

5194
Rules Questions / Re: Talisman + Sir Martin
« on: January 14, 2013, 12:37:58 pm »
A lot of comments I've seen, some from DXV, seem to imply that

a) the game creator doesn't have any power to create errata to fix the game and/or
b) even if he did, it's not necessary, because the cards explain themselves, and the FAQs only provide "clarification" (is the word I think I've seen).
Man. Is this really the way you want me to spend the time I have for you guys?

There are two ways I can "create errata." First I can say "hey Jay the FAQ is wrong here." If there is a new edition of the rulebook then it can have those fixes. I have actually done this, for example I recently mentioned the Hermit/Scheme error. Problems came up in the Dark Ages rulebook as soon as it was posted, and Jay put in those fixes immediately. For sure I am not mentioning Talisman, there is nothing I want changed there.

I can also give a ruling to you internet people, who will be the only ones who have it. I only have this power by virtue of you guys deciding to go along with it. I have given those rulings though when needed, for example for Ironworks / Trader. If I couldn't do that, then how did I do it? You think I'm implying that I didn't give that ruling?

The FAQs exist to answer Questions. They are in the rulebooks so that fewer people ask how Throne Room / Feast works and so on. Ideally anything that requires rules not on cards is in the non-FAQ portions of the rulebooks; for example Maquerade's "pass" is explained in the main rulebook there. It is bad if people can't agree on what should happen in some situation, and ideally they turn to the rulebook, this section they never read because who would, and there it is, their answer. When a question actually comes up in real games and it's not there, that's a bummer, I for sure try to answer everything that will come up. If there's a mistake we try to fix it in later rulebooks.

I have already said over and over exactly what is going on with Talisman / Sir Martin, both how it functions and how it came to function that way.

5195
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 14, 2013, 05:35:47 am »
Okay, maybe I'm stupid here, but... why is there a bonus for cards costing 5?
I imagine this comes directly from me, saying, $5's are important (it goes further: $5's that you can load up on are even better, and you will notice an emphasis on them in the later sets).

While power level may not correspond directly to cost, it tends to at the high end, and at $6 you have Gold. If there are good $5's then I can buy them at $5, and consider buying them over Gold at $6. If there are no $5's then I am buying Silver and Gold more often and my deck is more boring. If I am a good player I don't want to be punished for drawing $5, even though I'm good enough to know when I should buy a $2 instead, and if I'm not a good player I feel really punished when I draw $5 and there isn't one, even vs. the case where the $5 is Counting House. If I am a good player I may really enjoy buying a $2 when I have $11, and so on, but the presence of a $5 on the table if anything increases that joy rather than reduces it - look, I could have had a Lab, but I bought a Pawn.

Now there might be $4's that are strong enough to compete with $5's, such that for some players it would make sense to include them in the "$5's" category. They never do the job of costing $5 though.

I did not realize the important of $5's initially; the main set emphasizes $4's, on the grounds that none of the basic cards cost $4, as if Duchy is doing something for $5. These days I am all about the $5's. I don't feel like players feel so screwed drawing $4 in a game with no $4's; they get used to paying $4 for Silver. A $2 makes you feel less screwed getting $2/$5 or when you're choking on Curses or what have you; if I had to pick two costs to include on kingdom cards in a set-of-10, I'd pick $2 second.

One of the Dark Ages recommended sets has no $5's, because it seemed like, hey, here's something you don't see every day. And I've told the story of a game Bill won with a deck that at one point was all $2's (there were $5's in that game, but some of them trashed your cards costing $3-$6). Those rare situations are good, but they should remain rare. I don't know the odds of a game having no $5's using random all sets these days, but you know, it's intentionally not too common.

5196
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 14, 2013, 04:55:01 am »
Look at Hinterlands, where Margrave is sitting happily at 4th place (he's got a +Buy and he's worth 5).  Probably it would go up more if I tried boosting the Interactive field more.
But this just makes me think, it picks Margrave because Margrave has more going on, what with the card-drawing and +buy, and then that makes it less likely to pick the other attacks because the set of 10 has an attack already, it has Margrave. The presence of an attack that fits multiple slots lowers the frequency of all the other attacks. This in turn makes your player interaction tend to come from the same cards over multiple games, when it's more fun to mix that up.

So maybe what's going on is that Pirate Ship and Embargo (and to some extent, Sea Hag) have a "playing with toys and evocative" fun factor that I'm not catching here.  That's a bit hard to quantify.  Or maybe I just need to boost the Coinage attribute.
I think it's okay that say Pirate Ship fills no slots other than attacking and making coins. That doesn't make it a bad card to include in sets of 10. It remains an important card because it provides interaction, and for sure it's best if the interaction varies, if it's not a ton of Ghost Ship and Ambassador games and not many Pirate Ship or Sea Hag ones.

5197
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 14, 2013, 04:49:40 am »
OK. So you want your tool to be a magical wand, not a hammer. People should use it without having a clue how it works.
I think a magic wand will be better for most players, beginners or not. It's not that it should be uh non-clue-giving; it should be clearly titled, "Engine-heavy" or "Wacky" or whatever it is. A mass of options is no good, it's for computer programmers. A small number of big toggles is fine, or just, picking a selection algorithm from a list. It's fine if the mass of options is hidden away somewhere but man I do not think the average player is messing with it. They are here to play Dominion, not to learn what "splitter" means and then consider how many of those they want.

5198
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 14, 2013, 04:46:04 am »
It's my understanding that when playtesting in real life, this is more or less how Donald and company would play; take cards from 2 or 3 expansions rather than from all of them. So the idea has certainly been thoroughly tested. In my opinion, it's a good compromise.
Most of my testing IRL has in fact been, 5 cards from expansion A, 5 from expansion B, otherwise random. For the next game I would rotate out 2 of each rather than replace all ten. I have also done a fair amount of 10 cards from one expansion.

Online testing has mostly been, force 3-5 cards from current expansion, the rest random. Some testing of course has involved, we have to play with a particular card this game to test it.

Anyway I can say that 5 cards from each of two expansions is a fine way to play Dominion.

5199
Rules Questions / Re: Talisman + Sir Martin
« on: January 14, 2013, 04:38:36 am »
You're saying using a word like "another" doesn't mean anything, I'm saying it does.
In most situations, how am I repeating this yet again, you are in fact getting "another" card. Talisman's FAQ says "another" in the same way that Smithy's FAQ says "Draw three cards." The fact that you can't always draw three cards does not require a ruling from me personally.

5200
Dominion General Discussion / Re: Announcing Dominion Set Generator
« on: January 13, 2013, 04:39:11 pm »
So, there should be choices. Full random, full engine, full money, other possibilities, mixes between them.
I broadly categorize decks by how you deal with the "one action per turn" rule:

1) only play a couple actions
2) play with actions with +1 action, or special treasures
3) play with villages
4) play with ways to make use of dead cards, broadly categorized as Remodel and Vault
5) play a strategy that tolerates having dead cards, such as Gardens

And of course you can combine these.

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