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Messages - Donald X.

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5326
I didn't say as much about outtakes for the main set back when; it was material edited into a W. Eric Martin article on BGN, and anyway there were cards that might get fixed up for later sets. And I didn't say as much about the non-outtakes in the first secret history as I might have, because, how much did people really need to hear?

I made 10 cards. I don't remember what they all were. I wasn't preserving everything back then. One was Witch and one was a discard attack. Mine was in there. I had "+1 card +1 action +$1," "+2 actions," and "+1 buy," although nothing said "+1" like that, it was all written out. I had some kind of card-drawing, probably the next-turn one listed below. The first evening we just played the same 10 cards, but they weren't really the same because I tweaked the costs after each game. You mark the piles with dice indicating the current cost.

I made 10 more cards. Some were variations on what I'd had the first time. Some covered obvious territory I hadn't yet. After that I made more cards at whatever rate, eventually dividing everything into a 25-card main set and two 15-card expansions.

I am going to look at the cards in the order they appear in the oldest files. Some of the slots got filled in by other cards after stuff died or changed though; I wasn't saving every image. So, "Dungeon" isn't the first action card I made an image for. And attacks got their own page because they were printed on pink paper, and similarly victory and treasure and reaction cards had separate pages initially, so those cards aren't in the right order either.

I am only doing the first four pages because I want to lead a balanced life. There are six and half pages total, with the cards I'm not doing almost all being ones you know from Intrigue or later anyway.

Page 1:

"Dungeon:" I have talked about this a few times recently. "Trash a card from your hand, discard a card, +3 Cards." It cost $3, then $4. It was a staple trasher that dropped through the cracks. I bumped it to Intrigue and then Dark Ages and then it seemed like I'd covered this ground already.

Village: The first version cost $5 and just said "you may play two more actions." Over the first couple weeks I lowered it to $4, then $3, then added +1 Card, reasoning, part of why it sucked was that drawing Village meant you had fewer cards in hand to be those two actions. Sir Destry bought a lot of Villages early on and it was a month before he won his first game.

Market: Similarly Market cost $5 and let you buy an extra card, and I realized that Market in hand meant less money, so I made it +$1 +1 Buy. At the same time the first game had had "+1 Card +1 Action +$1," and eventually they merged. "+1 Buy" got terminology when it turned out I'd be doing more of those than just Market. I tried on "+1 Purchase" and then "+1 Build." Woodcutter is called Woodcutter because, +1 Build.

Smithy: Initially I was scared of such card-drawing. I had "draw 2 extra cards at end of turn" (as Laboratory). I came around to the beauty of straight card-drawing, and did the simplest one.

Mine: This is the card from the first game that changed the least. It explicitly turned Copper into Silver and Silver into Gold, and now looks at cost.

Chapel: Your Estates are worth points, surely you don't want to trash those. Okay I guess they are dead cards and you sure aren't buying them, but Coppers, they do something. It was a week or two before I said, man, I am just going to try trashing everything. Not long after that I found the 5-card deck - not the Remodel one, the Witch one. Chapel, Silver, Throne Room, Witch. I play Throne Witch every turn (paying $2 since Witch required you to pay $1 to play it). There were something like 45 Curses and the pile did not scale with the number of players, so this deck was not shabby.

Laboratory: This was probably from after the second batch of cards. I don't remember multiple versions. The "+1 Card +1 Action +$1" card was an early star, and after Village got its +1 Card and became a "free" +1 Action, it was like, why not a free +1 Card.

Throne Room: It cost $3 for forever. You could open Feast / Throne Room, some people enjoyed that. You could get it with "Stonecutter," that was significant. Okay I am only going to do 4 pages, so I will not make it to Stonecutter. Stonecutter was "Gain a card costing up to $3, if it's an action play it." You Stonecutter up Throne Rooms and Villages and Woodcutters (once that was around) and then buy "Towers" to rake in points.

"Stables:" The first Workshop-type thing I tried was "Gain an Estate," then "Gain a card costing up to $2." It was trying to be Monument but it would take a while to get there. Then it was "Gain a card costing up to $2. When you discard or trash this, +1 Card." Those of you marvelling at how main set cards anticipate Tunnel and Dark Ages: those were things that had just been around forever. Before the little Workshops, this slot started out as "When you buy an action this turn, play it;" then I tried out "+1 Buy, cards cost $1 less this turn." That seemed scary, but I brought it back in Alchemy (the original large 5th expansion) as the Bridge you know.

Page 2:

"Vault:" First Vault was "your victory cards are also coppers this turn." Then it became the top half of Secret Chamber. That cost $4, then $3, then became Secret Chamber.

Feast: As told elsewhere, Feast started out as a one-use Gold - "+1 Action +$3, trash this." It was strong and turned into Feast.

Trading Post: Started out as a way to trade a card for another of the same cost. Well that's awful. I thought of trading specifically for Silver and that's what it does. People would talk about melding treasure or victory cards - turn two Coppers into a Silver, turn three Estates into a Duchy - but that simple concept required way too many words. I could just turn two things into Silver specifically though and hey sometimes it would be two Coppers.

Workshop: This started out as a deliberate attempt to make a card to support a money-free deck. It was "+1 Action, -1 Buy, gain a card costing up to $3." I was the only one who liked it or could make it work.

Remodel: There's no story here, this was an obvious card that worked well early on.

Cellar: First I tried "+2 Cards +1 Action, put 2 cards from your hand on your deck." It was way too slow. Then I did Cellar but without the +1 Action.

"Highway:" This was "+2 Cards +$2," for $5. It was a solid card that I eventually decided not to do. It seemed strong and it's too easy to compare to other things. It had no special charm.

"Spare Room:" This is Pawn.

"Mining Village:" This version was switched - "+$2, may trash for +1 Card +2 Actions." These days tons of cards are "+$2, do something." Back then, that was not such a thing - cards tried to be good enough via their new ability. So Mining Village was a lonely "+$2" card. Yes Highway also says it but you know.

Page 3:

"Knight:" "Trash the top card of each other player's deck," for $4. I have previously told the story of the games this could trap you in. For a while though it was the standard, several cards were Knight with a bonus. Including of course the Knights. Knight itself started more expensive but I quickly lowered it to $4. At $4 you could buy it when you were losing and desperate; at $5 you would just get a Duchy.

Witch: The first version cost $3 and did not give +2 Cards. Then it cost $4, then $5, then $5 but you had to pay $1 to use it. Then just $5, then with +1 Card, then +2 Cards, with the Curse pile changing to scaling somewhere in there.

Thief: There was a discard attack in this slot first. I tried just making each other player discard one or two cards; it's broken as soon as multiple players buy them or you can chain them. Then I tried out Thief close to how you know it, but with the top cards being put back if they weren't trashed. Militias as you know them didn't arrive until after I showed the game to RGG.

"Wizard:" "+1 Card, each other player gains a Confusion," for $3. Confusion was a blank card. It had a hypnotic spiral on it, and when people were like, "I don't get it," I'd turn the spiral. Confusion stayed in the game for a while, and some other cards used them, but once the game was getting published it wasn't worth the 30 cards.

"Baron:" "Reveal the top card of each other player's deck. Trash those victory cards. Gain the trashed cards." For $6. Why not an attack that just hits victory cards? Within a few months it would change to $4, "each other player reveals the top 3 and trashes a victory card, gaining a cheaper card." Stealing Duchies survived in the game for a while; now you have to play Rogue twice. The best victory-card-trasher I ever had was "Mob" from Prosperity, which dug for one, trashed it, and gave them the next cheapest plus an Estate (or just an Estate if it didn't find one, making it useful in the early game). It is not really anything anyone needs in the game though. I eventually tried attacks that only hit actions; the problem is, I can make that dead by having a boring deck. So in the end there are cards that only trash treasures, and trashers that don't care about type.

Harem: Originally it cost $5, then $6. My version has no art, just a giant 2 coins and 2 crowns (my VP symbol).

"Tower:" This is Vineyard only for $4. I ended up swapping it with Gardens (originally from Alchemy and costing $P) because Gardens is in some sense easier.

Moat: Originally reactions were played when you reacted. Moat stopped one turn of attacks and drew you a card. It was useless on your own turn. Then I made another reaction that stopped all attacks for one round, and then I combined them.

"Battlements:" This reaction drew you two cards if you were attacked (after that it would be in play - so, dead or a Lab). Then it changed to, either play normally for +2 Cards, or play when attacked for +2 Cards. This died when I changed how reactions worked, because it was cumulative; then I brought it back as Horse Traders.

Page 4:

"Plague:" "Trash this, each other player gains a Confusion and a Curse," for $3. In some ways a precursor of Ill-Gotten Gains. Not shabby.

Great Hall: The first version is the same as the last; in-between it cost $4 for a bit after I beat people up with Upgrade / Great Hall (Upgrade had cost $4, which was the actual problem).

"Courtyard:" "When you gain this or play this, look at the top 3 cards of your deck, and discard any number of them," for $2. Did not work out. Previously the name had been on "Discard an Action card, gain a copy of it" for $3. After those the name went on $6, "play 2 actions from the supply each costing $3 or less." You know, you google up some art, but the card doesn't work out, and it's like, something else can be a courtyard.

Outpost: This version made your next turn's hand 2 cards smaller then this turn's, which meant you could take a 3rd turn with just one card and then any further turns you'd have no cards.

"Library:" "Look at the top 5, play one of those Actions, discard the rest first," for $3. It died for being uninteresting. Then I made a new version for Prosperity: "+1 action, look at top 5, put one in your hand, discard the rest." It cost $4 and was broken. At first it seemed like it might be fun broken, we all have crazy decks and aren't we having a good time? No, whoever got more copies of it won. I tried various fixes over the years to follow.

"Servant's Room:" $2, "Choose a card in your hand. Trash it; or discard it and +1 card; or trash it and gain a card with equal cost, in your hand." It was trying to be a follow-up to Pawn. I remembered the bad Trading Post and thought hey maybe it just needs more bad options. It didn't see much play and then turned into "choose one: +2 of something" which then turned into Steward.

Moneylender: The published version; I can't remember another version.

"Tax Collector:" This turned into Cutpurse. "Cards cost $1 less this turn and then $1 more until your next turn," for $3. There was no duration type or color, but I did have the rule that cards stayed out until the end of the turn they finished doing things. Multiplayer with multiple people playing Tax Collectors would have odd shifts in costs. I play it. On your turn you play another one; you break even. On the next player's turn they are hit by two at once. The 4th player plays one and so is only being hit by one total. On my turn mine goes away but the other two are hitting me.

"Caravan:" Only it's Merchant Ship. This replaced "+$2 +2 Actions" for $4. I can't do "+1 Action +$2 something something" for less than $5 (without a penalty), because you just automatically buy it over Silver in most games.

5327
Non-Mafia Game Threads / Re: Gauntlet of Fools VI - The Belly of the Beast
« on: December 12, 2012, 07:20:19 pm »
Galz had extra scary and cache. He put extra scary on top. I herp derped and put extra scary on cache. What should have happened was extra ascary flipped until it got a monster which would have been behemoth but Galz had reordered those too because we treated it as extra scary cache.

In short cache didn't happen your facing an extra scary behemoth
This isn't how it works either. I don't need you to fix it or anything, just telling you how it works.

I use Wand to leave Extra Scary followed by Cache on top. We reveal Extra Scary. It's not an encounter, so we keep going (same turn). Cache. It is an encounter, but Extra Scary doesn't modify it. Cache happens.

Next turn. I use Wand again on two new cards. Let's suppose the first one is a Slime Monster. Okay. So it's an Extra Scary Slime Monster.

Wand only works at the start of a turn - it doesn't get a chance to do anything in-between Extra Scary and the next card. Extra Scary modifies the next monster - that's what it does when you turn it over, and it can wait multiple turns until there finally is one to modify.

5328
Dominion General Discussion / Re: Interview with Donald X.
« on: December 12, 2012, 07:14:43 pm »
How often do you play Dominion with non-playtesting people? Do you ever do so online?
Never. All of my Dominion playing has also been Dominion playtesting. If I'm playing with non-playtesters, we're still playtesting. Some games were for playtesting sets-of-10 rather than cards. I've certainly played a lot for fun, but man, why not get in some testing while we're at it? And all it takes is using the most recent set. I haven't played Dominion irl in a while, but I only sent the Guilds rulebook to Jay two weeks ago; that was the earliest that I could not be accomplishing valuable playtesting in my games (and even now I could make a last-minute change if I had to).

I played a portion of a game for some people to film at Essen in 2009; that's the only time I've played with published cards, and the only game I can point to as not doing any testing.

There was a point when I was playing the Goko version to while away some time while technically accomplishing something. I stopped when it started crashing Chrome; since then I've only done a little dedicated new expansion testing. But all the Goko games count as testing Goko, including the tiny number I played against real people.

5329
Dominion General Discussion / Re: Interview with Donald X.
« on: December 12, 2012, 07:02:50 pm »
Why 8/12 victory cards? And how did you get to that number?

My guess is that you started playing 3/4 player and wanted a number that was evenly divisible by that group- 12 is the obvious number. And then you shrank it to 8 to make 2p games similar.

Related question: why not 12 of each kingdom card then too? Making them evenly divisible seems fair using the same logic.
Originally there were 12 of every kingdom card and victory card (and I gradually printed more Copper / Silver / Gold / Curses, not knowing how much would be enough). Most of my games initially try to work with 3-5 players, and then I support 2 or 6+ if that works out. In a 5-player game where everyone wants a particular card, you may just end up with one of them. They get $5 on turns 3-4 and you don't, you know. I wanted enough copies of a card that I could expect to get a couple copies if I wanted them. So that was what mattered for a lower limit. And then the upper limit was, I can only print so many cards. I didn't know at the time that the number of cards would be an issue for publication, but man, I didn't want giant stacks of things we weren't buying. So 12 seemed reasonable and I went with 12. Yes, being divisible by 3 and 4 was nice too.

The original game ending condition was any empty pile. Normally it would be a victory pile though. When I learned that the number of cards was an issue - will people buy a box of just 500 cards, no incredibly valuable board or anything - I looked at ways to cut down. One was, lower the action card piles to 10 cards, but change the end condition to any victory pile. You had to leave a buffer you see - if I bought the Remodels down to one left, whoever's winning could buy that to lock in the win. So I have to leave two Remodels. With Remodel not ending the game, having only 10 Remodels was like having 12 had been before. We were getting use out of that last Remodel that never did anything but end the game, plus the Remodel you had to leave as a buffer. But the victory piles were still the end condition so they stayed 12. Then when I changed the end condition to "no provinces or 3 empty piles," I kept the non-Province VP piles at 12, because I felt like, having 12 of a kingdom victory card made it easier to go for that strategy. I wanted those cards to be competitive and having more cards was part of that. Now, Estate for sure did not need 12 and could have just not been a pile. If I had needed to cut cards, it was on the list. Since I didn't, it was 12 because the other VP piles were.

For 2 players you could just have a longer game, but it seemed good to pare it down, so it's 8. For more players you need more Provinces and so I add 3 per extra player to keep it a multiple of the number of players. Possibly 4 per player (so 16 for 4 players) would have been better; my thinking at the time was, more players means a longer game, so maybe it's not so bad to only have 3 per player for 4+. Speed it back up a little.

Curses ended up as 10 per opponent to make it possible to balance Witch over different numbers of players. It's probably 10 because it's a round number; it seemed like enough pain. And then Copper/Silver/Gold just tried to be enough to reasonably handle expansion cards that I already knew were coming.

5330
Dominion General Discussion / Re: Interview with Donald X.
« on: December 12, 2012, 06:11:12 pm »
Donald, when will game stores start having Gauntlet of Fools and what do I need to do to give you money for that game?
They have it now, and if you buy a copy I'll get my cut.

Obv. many physical stores may not have specifically chosen to stock it yet, but you can get them to order it, if you prefer that to ordering it yourself.

5331
Non-Mafia Game Threads / Re: Gauntlet of Fools VI - The Belly of the Beast
« on: December 12, 2012, 05:48:05 pm »
Encounter 4
Extra Scary....Cache!
Gain 2 Gold


(Cayvie gains 3)
Extra Scary applies to the next monster; Cache isn't a monster; Extra Scary waits for the next actual monster and actually applies to it.

5332
Dominion General Discussion / Re: Interview with Donald X.
« on: December 12, 2012, 05:42:00 pm »
Was it intentional or just fortunate that if you only have Base+Cornucopia or Intrigue+Cornucopia then you still have at least 10 cards costing $2 or $3, and thus can't run into a situation where YW can't find a bane, at least without base cards?

(Yes I know it's contrived, but it's something I observed recently)
The original Young Witch always had a bane costing $3 (so, not intentional). Jeff Wolfe suggested changing it to "$2 or $3" to reduce the frequency with which the bane was a particular Cornucopia card.

5333
Dominion General Discussion / Re: Interview with Donald X.
« on: December 12, 2012, 05:34:20 pm »
Magic also has to deal with complexity creep in much the same way. Advanced players want more complicated cards, but the developers need to keep the game accessible to new players to make sure the playerbase doesn't stagnate. Somehow Wizards has managed to churn out expansions and attract new players for 20 years. Is there a reason why this couldn't be done with Dominion? I can understand you wanting to move on to new games, but would you ever be willing to hand off development of Dominion?
Magic is drastically more complex than Dominion, and that rulebook complexity takes complexity away from the cards. You can make tons of very simple Magic cards, but there are only so many combinations of +'s for Dominion. Then, Magic is okay with having extremely similar cards, even identical cards with different names (plus straight reprints), but that doesn't work in Dominion; if there are two identical piles there's one pile that could be making the game better and isn't. Magic is also not a game that normal people can play. Dominion can be played by your parents and so on and that doesn't seem good to give up.

I have made hundreds of homemade Magic cards. You can churn them out. There are all these knobs, all these ways to tweak something to end up with something different enough for Magic that isn't too complex for Magic. Dominion doesn't have those knobs, while needing cards more different and less complex.

I don't imagine I will ever want to "hand off" Dominion. Someone might be able to talk me into letting them do an expansion, but I would feel compelled to put in a lot of work on it myself. And if I'm making spin-offs, isn't that enough?

5334
Dominion General Discussion / Re: Interview with Donald X.
« on: December 12, 2012, 05:02:27 pm »
Do you have more fun playtesting stories involving horribly broken cards?  I enjoyed the stories where no one has any deck whatsoever and must struggle forward with 5-card hands.
Well I looked at some outtakes and haven't thought of one. I try to include every good story I can in the secret histories, including ones where the cards weren't broken, and then there's that post where I looked at the extremes of each type of attack outtake. One "We were all stuck at 5 cards" story is probably about the same as the next one. There are other random memorable games I've posted about, and as they get less memorable they somehow get harder to remember.

I could talk more about the early cards though, and I typed up something I will be proofreading and posting before you know it.

5335
Goko Dominion Online / Re: Cornucopia?
« on: December 12, 2012, 04:20:55 pm »
Yes. I could see them having separate piles for each Prize on the second screen, which would be inelegant, but make naming the Prizes much easier when playing Wishing Well, Mystic, etc. It would be optimal if those 'piles' only appeared when you played Wishing Well, Mystic, etc. but I don't see that as likely.
The Prizes are all separate piles on the 2nd screen.

5337
Dominion General Discussion / Re: Interview with Donald X.
« on: December 12, 2012, 09:04:56 am »
Follow up question:

Aside from the base game, what is the best selling expansion to date, and what are your thoughts on why?
This kind of thing is really more appropriate for an interview with Jay; so, last question about sales.

Without adding up these numbers I am guessing it's Intrigue. It was the first expansion and is a standalone and those seem like plausible explanations.

5338
Dominion General Discussion / Re: Interview with Donald X.
« on: December 12, 2012, 08:41:45 am »
How have the sales of Dark Ages compared to, say, Hinterlands?
I won't have any sales figures until next year, and even then I'm not sure that will say anything about the level of interest from players - I'll just know how many copies were sold to distributors, and that may just reflect initial orders, i.e. what they guessed the level of interest would be.

5339
Dominion General Discussion / Re: Thoughts on Counting House
« on: December 12, 2012, 06:40:14 am »
I just feel bad for Donald's wife, who suggested it.
I told her someone had said this, and she thought it was hilarious. "It weighs on my soul," she said.

5340
Goko Dominion Online / Re: An offer to Donald X.
« on: December 12, 2012, 06:39:19 am »
I don't think Goko is that bad, but it just needs a lot of work. Still, in this light it's even more amazing how DougZ programmed Iso on his own and got 99.9% of the rules right on the first try.
The "Dougminion bug reports / requests" thread in the playtest forums has ~580 posts.

5341
Goko Dominion Online / Re: An offer to Donald X.
« on: December 12, 2012, 06:38:23 am »
Yeah, like how Guilds might not be the last Dominion expansion we see if RGG/Jay wants more.
Donald has said he "likes to please people", but of course he also likes making money.
The former is way more likely to produce a 9th expansion than the latter.

5342
Goko Dominion Online / Re: An offer to Donald X.
« on: December 12, 2012, 06:36:14 am »
Set a quarterly tribute for Isotropic for it's players to collectively pay. If they meet it, Isotropic stays up. If not, it goes away. Some will give none, some will give a lot.
You are far from the first to desperately try to save isotropic.

I have no contract with Goko. I have a contract with RGG that lets RGG sublicense the game. So, until that expires, all I can do is offer opinions. Man I have offered opinions.

Once my contract with RGG expires... nothing will change. I'm not going anywhere. I will not possibly hate Goko enough to leave RGG.

I don't know when RGG's contract with Goko expires or what it looks like. But whatever problems there have been, if things are working at that point then it will probably be best just to stay with them.

5343
Goko Dominion Online / Re: Cornucopia?
« on: December 12, 2012, 06:20:26 am »
I playtested Cornucopia. The version I saw was done imo except that 1) I would put the bane on the last page rather than the last expensive card, since I know there's a bane and may forget there's an 11th card otherwise, and 2) I would have Young Witch say what the Bane is when you click on it - the bane is distinctly drawn attention to, but nothing explicitly says "this is the bane." I don't know if they will change those things before putting it out, but if they didn't it wouldn't be so bad. Obv. always seeing all 11 cards would be best if there's a good way to do that.

I never see the campaigns in advance (other than having provided card lists), so I don't know how far along that is.

5344
Dominion General Discussion / Re: Interview with Donald X.
« on: December 11, 2012, 07:27:32 pm »
Do you consider yourself more of a BM-ish player or an engine player?

What's your favorite type of pie?

How did you decide on the artists for the cards?
Engines, apple. I don't have any input into who does the art for what card. I do get to see some of the sketches sometimes, in  which case I comment on them, but that's about illustrating the correct thing (and not having anachronisms or what have you) rather than say quality of art.

5345
Dominion General Discussion / Re: Pronunciations and plurals
« on: December 11, 2012, 07:06:33 pm »
They are a friend of mine.

By your argument, this sentence is correct.
The Chicago Manual of Style briefly allowed singular they, but relented, though it's been in use for hundreds of years.

Anyway for a normal English speaker, that sentence is fine. It's not "they *is* a friend of mine." "They" can mean a single person of unknown gender.

5346
Dominion General Discussion / Re: Interview with Donald X.
« on: December 11, 2012, 06:57:29 pm »
Was any tweaking done to Estates/Provinces/Colonies?
Province was originally worth 5 VP. I changed it to 6 VP as part of the fix for the Duchy rush (the other part was changing the end condition from "any empty victory pile" to "any 3 empty piles, or all provinces gone").

Colony was originally 8 VP. I changed it to 9 VP when Province went to 6 VP. Valerie and Dale wanted it to be 10 VP so that the victory cards went 1 - 3 - 6 - 10, even though the 1 and 3 there don't belong. I tried it and found that it didn't matter much in terms of game play, but it did look nice and made counting scores easier. So Colony went to 10 VP.

Estate and Duchy never changed. Well the very first versions weren't named.

Edit: There was nothing new to say. They're green because I had a lot of green paper, I could mention that. At the time I printed in black and white on colored paper.

5347
Dominion General Discussion / Re: Pronunciations and plurals
« on: December 11, 2012, 06:13:06 pm »
... not sure how I never realized there wasn't a t. Still see them referred to as Duchies more often than Duchys and wasn't sure if that's because people use the 'wrong' name, because cards themselves aren't proper, or because your Grammys example was silly and not actually relevant.  :)
It's fine if you want to say that Grammys as an example wasn't relevant to you personally. It seemed to me like it might help someone out there come to terms with the rules for pluralizing proper nouns, but man it's the internet, maybe I am just screaming at the void here.

5348
Dominion General Discussion / Re: Interview with Donald X.
« on: December 11, 2012, 06:03:24 pm »
Allegedly, the biggest-selling LCG in Japan is a game called "Tanto Cuore", a maid-themed deck builder. While a lot of its mechanisms are practically identical to Dominion, its basic currency costs one more than the Dominion equivalent (so the $1 costs $1, the $2 costs $4 and the $3 costs $7). Did you ever consider doing anything like this in Dominion - particularly, moving Copper off the $0 price point?
I never considered Copper not costing $0, because I wanted something you could do usefully with no money. Obv. they can sell out, and I have seen that case, I have seen the Coppers sell out and someone with no money. Obv. I try to avoid that being so possible in games with published cards, and if I've done that then does it matter that Copper costs $0, but what, it still seems nice that it does. And of course since it costs $0 that affects things.

The treasures had their costs from game one. The way to think of it is, all of the other costs were tweaked to work with them.

5349
Dominion General Discussion / Re: Interview with Donald X.
« on: December 11, 2012, 05:12:20 pm »
Donald is Celtic.
It means "world ruler." And Vaccarino means "cow herder." And then X is the unknown. So, put it all together and it's like that South Park joke. phase 1: herd cows. phase 2: ? ? ?. phase 3: world domination.

5350
Dominion General Discussion / Re: Pronunciations and plurals
« on: December 11, 2012, 05:09:26 pm »
One last moment of pedantry and then I'll stop annoying you. Using the Grammy example, it would be correct to say that the game has 12 Dutchys, right?
No, the game doesn't have any cards at all called Dutchy.

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