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5776
Puzzles and Challenges / Re: "What's Missing" - Electric Boogaloo
« on: September 26, 2011, 04:28:23 pm »
I don't see why Scrying Pool is an honorable mention.

Because I hit myself in the head and reversed the effects of the card. Will change.

5777
Puzzles and Challenges / "What's Missing" - Electric Boogaloo
« on: September 26, 2011, 04:09:23 pm »
I am actually pretty bad at these, and when I try to think one up, it gets used in another puzzle. I think this one is unique enough. I could be wrong.

What is missing from this set:

Spy
Rabble
Swindler
Scrying Pool
Jester


This might be too easy for honorable mentions. In case it's needed, here are the "almosts":  Fortune Teller, Saboteur

And I'm going to be a spoilsport. I'm kind of bad at coming back to the forum, and I don't want to leave the puzzle wide open if that happens. 

So, there is a spoiler below. I'll break it up into multiple spoiler tags in case you accidentally do mouse over it.

========================
The correct answer is: Sea Hag
The criteria are: Cards that make you pull from your deck an odd number of cards during someone else's turn, which you cannot use on your next turn.
========================


5778
Other Games / Initial assessment of Fortunes of War
« on: September 23, 2011, 02:47:57 pm »
Since someone mentioned Fortunes of War in another thread, I thought I'd give my assessment of the app (for Android, though I don't know if it's available elsewhere).

First off, this is not a game inspired by Dominion. It is Dominion. The rules haven't significantly changed. The differences I can spot are:
  • Curses are now called Wounds (but still -1VP)
  • There seems to an infinite number of Wounds
  • Provinces (called Cities) cost 9 coins
  • The "kingdom" card stacks are 7 high instead of 10
  • There is a whole new batch of cards
  • You start with 13 cards (more on that below)

If you want the thrill of having about a new expansion and a half, this could amuse you quite a bit.

Briefly.

The cards more resemble fan-created expansions that have not undergone the rigorous testing that Donald puts his cards through. They're amusing cards, but they can be very swingy.

For example, the Blacksmith is a 3-cost card that gives $4. That's right; for the cost of a Silver, you can get something that's better than a Gold. That's quite the deal. The Dragon is a 7-cost card that gives 3 Wounds to your opponents. The additional "cost" is that you have to destroy a coin card from your hand. Uber-cursing is awesome anyway, but I can also trim my Coppers? Sign me up!

It feels like the idea is that the only thing you want to destroy from your deck would be the Wounds. Trimming Coppers and Estates (or Outposts) is not really a viable tactic. There are quite a few cards that give Wounds and quite a few that destroys Wounds. That may be why the Wounds never really run out. This game is clearly meant to have a lot of interaction between players. If someone complains that Dominion is just solitaire, introduce him to this game.

There are a couple of really ridiculously swingy cards, but I haven't seen them come up in a quick match. I think they're only used in the "campaign." The Sun gives +10 Cards, +3 Actions, +3 Buys, and you must destroy the card. Furthermore, all opponents gain a copy of the Sun. I haven't seen it in use. By contrast, the Moon gives -5 VP. You can play it to give everyone else a copy of two Moons. I had this in the campaign. I won that game -140 to -253.

Most of the cards are variants of the +Copper/+Cards/+Buy/+Action. Some of them are reasonably priced, such as the card that costs 6 and gives you +2 Cards, +1 Action, +1 Coin; but some are outrageous, such as the aforementioned Blacksmith.

I'm so used to Provinces ending the game that this version throws me off. I have to wait until three stacks are gone. I don't know if that's a good thing or not. Since the Province/City card costs 9, it's a bit harder to end the game on that stack, especially if I can't fine-tune my deck. It's not necessarily bad. It's just odd to me.

One thing Fortunes of War introduced is stacking your deck beforehand. You get your 7 Coppers and 3 Estates, as usual. You also get to pick a race (Human, Orc, Elf), an piece of equipment (Helmet, Sword, Ring), and a spell (Fire, Earth, Water). So, you get to customize your starting deck with something offensive or something defensive or something that generates money or whatever. It's actually quite neat, and I could see someone creating a variant of this for Dominion.

The cost of the full version is $3. One may choose to take a moral stand against giving money to a company that so blatantly rips off Donald and Rio Grande. I can appreciate that. The art, however, does look to be original. It's a little simplistic, but it actually captures the atmosphere (more so than Dominion, I may argue), and it won't slow down your phone by being too detailed. It's nothing to write home about, but it's decent enough.

In the end, is it worth $3? I'd say yes. It's true that Donald did all their hard work for them: He invented the rules that drive Fortunes of Wars. But, they did put together a fairly decent interface and original (I hope!) artwork. I'd be more inclined to praise the value of the game if the cards were actually balanced and tested. The fact that you can buy something for the price of a silver to get something that's better than a gold is proof enough that the cards needed a lot more thought put into them.

You can play for free. Paying the $3 gets you the campaign. I suspect that some cards might become available in the paid version. I haven't taken that plunge yet. Still, for $3, you could do far worse for entertainment. 

5779
Other Games / Re: Are any Dominion inspired games worth playing?
« on: September 23, 2011, 02:44:26 pm »
This Fortunes of War game is an amusing twist on Dominion. You get Wounds (curses) in every game, but they can easily be healed by lots of cards. When you head a wound, you always get +1 card. They kept copper, silver and gold, estate, duchy, province (which costs 9 now) and created a bunch of new cards. Some are good, some are dumb. Much more conflict. Good diversion.

Curse you! I was working on a write-up, and you beat me to the punch.

Well, I was going to post it in its own topic, so I'll go do that.

But, I pretty much agree with what you've said.

5780
It can be rather easy for devoted fans to read and learn so much about the topic that they become numb to the discoveries that other players have.

I'd like to think I'm not elitist, if only because I'm not elbows-deep into the percentages like some of the experts are. Still, I've been around enough to not be surprised. If someone comes along and says, "Guys, I found out that you could buy Peddlers for free and Expand them into Colonies!" I'm going to nod my head, but I didn't learn anything new. That doesn't change the fact that for this person, he made an exciting discovery.

Though, I am not the type of person to post, "Yeah, yeah, that's been discovered the first day Prosperity came out." I may shrug off the exciting new discovery since it's not that exciting to me anymore, but I won't piss in your Cheerios about it.

I can see where you're coming from. Some posts can be taken as being dismissive. This is especially true if you came up with a neat combo of your own. You want acknowledgement of that clever thinking. It's not your fault that people who play the game several hours a day (a hyperbole, or is it?) have beaten you to the punch.

I'm pretty sure that I'm not one of the people you're pointing out, but I do apologize regardless. The only thing I can say is that it's the internet. People of varying degrees of expertise gather here. Also, the busy nature of people can tend to make them more terse than usual, especially if they don't have anything new to contribute. Some days you just have to shrug them off.

5781
Other Games / Re: Are any Dominion inspired games worth playing?
« on: September 20, 2011, 04:04:23 pm »
I had a friend suggest Fortunes of War for Android, but I have an iPhone and haven't been able to check it out.

I haven't played FoW yet. I did download the free version to my phone. Based on the tutorial and the small bit I read on the web, I would argue against this being inspired by Dominion. It looks more like this is a reimagining of Dominion. The rules appear to be exactly the same as Dominion.

The interface looks pretty nice. It's way nicer than Androminion. Though, the latter had focus on usability. I'm not sure that FoW has that. I saw a few of the cards. One is an Orc. When it's played, your opponent gains a Wound card, which sounds like a Dominion Curse card to me. Okay, fine, -1 VP in a different package. The Elf card lets you destroy (trash) all Wound cards from your hand. So, it's like a Chapel, but it only removes the negative cards—not the Coppers and what passes for Estates.

Now, if Wounds were part of the game where there's always a chance you take Wounds, then I could see the benefit of the Elf. If not, then Elf is a poorly designed card since it does no good without the –VP cards (unlike Chapel, Steward, or any other trashing cards).

Edit: Okay, Elf has you drawing cards for each Wound you destroy. So, regarding –VP cards, it's more powerful than Dominion's Chapel. Elf at least has +1 Card/+1 Action, so it's not a dead card. Still, in Dominion, no card is completely dependent on having a specific card in play (except Potion, of course). I think that balance is important. Even the least useful cards aren't completely useless.

I'll check it out when I get home tonight. I have to go to the bank, and sometimes those lines can get long, so maybe I'll see if FoW can scratch an itch. I have fun with Androminion, but I do get bummed at playing a game with no chance of Prosperity, Cornucopia, and even Alchemy. And those AIs are dumb as bricks (seriously, you bought 9 Saboteurs?).

5782
Other Games / Re: Are any Dominion inspired games worth playing?
« on: September 19, 2011, 04:28:25 pm »
If I do purchase Quarriors, it'll be with the understanding that the game is pretty light. Factory Manager it is not.

It does look like a decent intermediate game so that my nonstrategizing friends can actually win some games (unlike others, such as Power Grid or Dungeon Keeper).

I'd probably liken this to Galaxy Trucker, except even more swingy.


5783
Other Games / Re: Are any Dominion inspired games worth playing?
« on: September 19, 2011, 12:09:18 pm »
Quarriors is a lot of fun, but it's a silly game where you buy some dice that look neat and hope for the best. If you like Dominion and a version of it with 10x more variance sounds like an interesting diversion to you, Quarriors is probably worth your time. I had enough fun playing 4 or 5 games of it this weekend that I'll probably buy it.

I think I can agree with this. I only played it once, so I was suffering from learning the rules. I had that initial look of WTF that I had when I learned Dominion. Fortunately, I recognize when I have that look, and I persevered.

It relies a lot more on luck. In some regards, that could be a positive, because I know some people who don't like playing certain games because they just aren't as good with the strategy as someone else. With this game, I bet that a person could win just by buying random dice. I'm also willing to bet that the biggest part of this game is to manage your resources so that you make your own luck, so that inexperienced player could win, but it wouldn't be that often.

I'm still looking into Quarriors, but I'll probably end up buying it.

5784
Dominion General Discussion / Re: Did this guy win by the third turn?
« on: September 16, 2011, 02:47:56 pm »
I get a 404 error when I try to access your log, so I'll have to go off of what you and others said.

First off, anyone who calls you a fucktard about buying "terrible" cards is himself likely a fucktard. Let's get that out of the way.

Militia and Goons are not terrible cards. They are actually quite good cards. They may not be perfect in every situation, but they're hardly terrible in any setup. If you had spent your time purchasing eight Pearl Divers, I still wouldn't call you a fucktard, but I would definitely say it's a bad strategy.

If you had a 4/3 vs a Ghost Ship, you already had your work cut out for it. The game isn't over by Turn 3, but you had an uphill battle. It happens, and I've seen some pretty amazing turnaround after an insane opening.

I like the notion of the Baron against a Ghost Ship. You can keep putting back an Estate or a Baron until you are able to get them both together. Although, as I think on it, that means you get four coins for two cards. You could have done that by buying two Silvers instead—and you don't have to wait for both cards to come up. So, maybe Baron wasn't that great of a choice. It's fun, though; I will say that.

It looks like you had Minion as an option. I would have gone for some of that as a soft counter to the Ghost Ship. When you are attacked, you keep a Minion and your two worst cards. Play the Minion to discard your hand and draw the two good cards you put on top. As a bonus, you screw him over. Feast for Minion would probably have been a better choice.

In seeing the limited amount of cards, I would still have gone for Goons. I wouldn't have gotten more than two or three, but with no trashing, you will have a fairly large deck to cycle through. I would have gone for Minions and Cellars as +1 Action so I could keep playing cards and try to get a Goon out. I would not have used the Goon's +Buy unless I had enough money to get two good cards. Copperbagging would not have happened until toward the end of the game, since I saw no mention of trashing.

Although, if your opponent is ignoring Peddlers, you can make a killing off that. Play three Minions/Cellars plus a Goons to buy whatever you need plus a Peddler and still get +2 VP. Not too shabby. And the Peddlers just allow that engine to keep going until you can empty the Peddlers.

I mentioned playing Cellars, but I don't think that would have been a great buy either. If your hand size is constantly 3, a Cellar is almost a dead card. Bumping it up with Minion can help, but it's still suboptimal.

Just some of my observations based on limited data. Baron's not a great opener, but I don't think it's horrible. I would have ignored Militia personally just because Goons is much better, and it doesn't look like you had any +2 Actions. I would have been careful not to get too many terminal actions. If you plugged your deck more than 20% of Militia/Goons, then I would argue that was terrible, as you have guaranteed at least 1 hand of conflicting terminals. I don't know for sure.


5785
Rules Questions / Re: Reaction cards
« on: September 15, 2011, 02:47:33 pm »
I actually got into this argument at home because this came up. I knew that reaction cards are played first before resolving the rest of the effect being reacted to. I had a hard time sifting through all of the rules, but a friend found it before me. I believe it's actually listed under the description for Moat. Donald had much of this game planned out already, so many of these rules take into consideration future cards (such as attack cards that give a choice).

So, check that rule book and reread Moat, I believe. I'm going off of memory, and it may be faulty. I hope not.

And I'll ditto people who say that Pirate Ship is not extremely powerful. I will tack on a caveat that in some situations, it's a must-have, but it generally is not that necessary and can sometimes actually help your opponents than it helps you.

5786
Dominion General Discussion / Re: From Base Set Noob to Intrigue Noob
« on: September 13, 2011, 02:01:28 pm »
Quote
The card article on Saboteur makes it seems like the card is pretty random and only useful early, but the card was killing me

When you are hit by Saboteur, you tend to remember it. What tends to get remembered less often is how much the Saboteur player is struggling because he is relying on a card that has no direct benefit to him. From your viewpoint, it's a devastating card, but it's a dead card from his viewpoint.

The experience and skill of the players can make a difference. Most experienced players can shrug off the Saboteur attacks. They play through as if nothing is going on, adjusting their deck compositions somewhat as the Saboteur hits. If the opponent is not able to play multiple Saboteurs, then he needs to cycle through his deck. If he doesn't have that, then he isn't hitting you that hard.

And sure, you might lose a Province to the Saboteur. If it's late in the game, take the Duchy and accept the 3-point loss. You probably will still win. If it's early in the game, take the Gold and use it to buy the Province back. But, if you're not experienced with the cards enough to end the game quickly, you'll find your hard work ground down. Time is not your ally when facing a Saboteur.

On the other end is when an experienced player does take Saboteur. He knows that he can cycle his deck enough or play enough cards to get Saboteur out routinely. Most of the time, you can ignore Saboteur, but if you are able to spot when it is a viable strategy, you can unleash unholy hell on your opponents.


5787
Dominion Isotropic / Re: Decline of civility on isotropic?
« on: September 12, 2011, 02:37:01 pm »
"Oh, I'm sorry! I should have warned you this game has luck in it. I thought you had played Dominion before."

I'm being an Internet Tough Guy (tm) since I don't even play Isotropic that often, but I would be tempted to respond with, "Sorry, I'm a newbie. I started playing this game after they introduced luck."

I'd find it satisfyingly passive-aggressive, and it might just confound the other person enough to make him shut up.

And who knows? Maybe it'll give him a chuckle, and all is right in the world. Okay, probably not.

5788
Dominion General Discussion / Re: 3 Player Dominion
« on: August 31, 2011, 11:51:46 am »
The Antepenultimate Province.

http://dictionary.reference.com/browse/antepenultimate

Drat, I came here to say that. There are so few instances where "antepenultimate" can be used.

5789
Rules Questions / Re: Teaching a "draw" phase
« on: August 30, 2011, 03:35:27 pm »
I thought people liked drawing cards

I didn't read that to mean that the new players hate drawing cards. In a lot of games, the players draw cards at the beginning of a turn. Of course, there are a lot where players draw afterwards, but those seem to be less frequent and less intuitive. As an example, we had that issue with the Lost Cities board game. You play first and then draw a card. Players kept wanting to draw a card first. And even if play our card first, we forgot many times to draw a card.

Of course, you can use Militia as an illustration of why you draw at the end of your turn. Also, it helps with planning ahead.

5790
Other Games / Re: 7 Wonders??
« on: August 29, 2011, 04:07:36 pm »
This is such a tough topic for me. My wife wants to buy the game, but I'm not so willing to shell out money for it, especially since I have access to two copies if I tap my friends. I'm hoping she comes to the same conclusions I do, but I think I'll lose out and end up buying it.

It's not that I hate the game. I just don't see what the big fuss is. I have fun with it, sure, but it's not a particularly deep game. It's no Yahtzee, but the game deals a lot with luck. Sometimes I have great neighbors who help me build an awesome empire, and other times I get neighbors who don't produce crap. Naturally, those are the games where I build a market, only to discover I can't buy anything with it.

Although, I do have to say that I like the varied methods of scoring. A person does not win by getting blue cards alone or green cards alone or wonders alone. It does seem like the winner is often the person who craps out the most blues or greens is the winner, though. But I could see someone with a subtle but victorious military collecting enough victory points from yellows and wonders to take the lead.

I played with the leaders expansion once. It did improve my opinion of the game. The leaders added yet even more luck, but it's luck that you can control. You choose a leader to purchase in each of the three stages of the game. Which leader you choose can have quite the impact. If I do give in and buy the game, I'm getting the expansion as well.

One very important point, according to my friends who own the game: Do NOT play the game until you get the card sleeves. Apparently, the card quality is so atrocious that they'll start degrading when you first play the game. That might be a hyperbole, but my friends and online gamers have indicated that not buying the sleeves will be a costly mistake.

5791
Rules Questions / Re: Garden Question from a noob
« on: August 29, 2011, 10:37:27 am »
As a new player, you'll experience this a lot. Someone will discover a really cool trick with a card, and you may find yourself asking, "Is that really what the card does? If so, then why bother buying anything else?"

The answer is that no card dominates 100% of the games. Sure, Gardens can be a really powerful card—when it works. There are plenty of times when it doesn't. The same can be said about Witch, Chapel, and all manner of cards from the expansion (seriously, go check out the BGG forums and count the threads proclaiming Pirate Ship as being overpowered).

The allure of the game (for me, anyway) is that the kingdom cards change from game to game. Part of the game is identifying when a certain card is worthwhile. Just because you got your ass handed to you by Library in one game doesn't mean that you will dominate the next game with it.

And, as has been stated, buying Estates is a surefire way to lose (except for those cases where the strategy calls for it). It's an easy trap to fall into. You win with victory points, so why wouldn't you get VP at every opportunity? In most games, this is fair, but in those games VPs are kept separate and do not hinder your ability to gain more VP later. In Dominion, that's exactly what buying VPs do. Even buying a Province is going to slow you down in over 90% of the games you play.  Every time you buy a VP card, you are choosing to degrade your deck for the opportunity of increasing your score. If that card is a Province, then you have a little deck degradation for a lot of points. If that card is an Estate, then you have a little deck degradation for minimal points. Consider if you'd rather clog your deck with one Province or six Estates. Both options give you the same number of points, but the latter will hurt you a lot. For that reason, you will find yourself giving up the chance to buy VP cards early in the game. You want to build up a strong deck so that when you do start buying VP cards, they slow you down only slightly. If you can build up a deck where you buy a Province every turn (or at least a Duchy), then you're sitting pretty.

5792
Dominion Articles / Re: Request: Transmute
« on: August 22, 2011, 10:04:44 am »
Quote
But when, oh when, is it ever a good play -- in practice OR just in theory -- to turn a treasure card into another Transmute?

Yes, well this is where the peculiar nature of the transmute comes in. There are occasions when the conversion from one type or card to another is very useful. Adventurers, ventures, scrying pools, and vineyards come to mind. You can also sometimes exhaust the transmute pile quickly if you want to empty 3 piles. If you can regularly draw your deck you can transmute a copper to a transmute just so you can transmute it to a duchy the following turn. Maybe you can defend against pirates by turning all your copper into transmutes, who knows?

This is why I wish Big Money was a slower strategy. There are so many cards out there that provide such unique and interesting interactions, but some of these strategies get stomped by Big Money (or more efficient engines) before they even come to light.

That doesn't stop me from buying Transmute for the fun of it, though. 

5793
Dominion General Discussion / Re: Walled Village availability
« on: August 17, 2011, 03:02:21 pm »
Is it a thing people want that badly? The card seems a bit underwhelming to me. I mean, I ordered Black Market on BGG a while back because it's awesome, but I wouldn't go out of my way to get any of the other promos.

Some people are just completionists. I claim to not be one, but yet here I am lamenting on the fact that I was too late to grab a Walled Village at GenCon.

Hell, I buy the promo cards for Thunderstone, and I haven't even played it in months.

For some of us, there's that need to get everything. That's why I'm so glad I don't play Magic anymore.

5794
Variants and Fan Cards / Re: Tax
« on: August 17, 2011, 12:16:28 pm »
Yes, but you can't buy cards from supply piles during a Black Market "buy" phase, so it wouldn't affect Black Market anyway.

D'oh, yes, you are correct.

The more recent post about making it nonstackable means that it could work with +$2 increases. That makes Colony into a $13 card, which is hefty but not insurmountable.

The Copper restriction might be required in case someone accidentally Chapels away his Coppers or gets hit by the KC/Masquerade madness. But, if either case happens, that player has bigger problems than nonfree Copper.

5795
Variants and Fan Cards / Re: Tax
« on: August 17, 2011, 11:21:29 am »
I like how you stipulated that it's during the Buy phase. I was starting to get images of someone Remaking two Curses into Provinces. With that stipulation, I don't see that happening.

Interestingly enough, the Black Market can get around the Tax, which is thematically appropriate.

As far as how powerful +$1 is, I could see it being a thorn in some people's sides. How many times do I grind my teeth because I'm short in purchasing a card? But it's not hugely powerful, no. Then again, if you bump it up to $2, then it's probably too powerful.

Alternatively, you could increase the cost and remove the self-trash requirement. Now the card only gives +$1, but they can really stack up. Then the question becomes what to do if you all of the cards are too expensive for anyone to buy (assuming that you cannot build a sufficient draw engine with the cards out there), resulting in an unwinnable game. 

5796
Dominion General Discussion / Re: Walled Village availability
« on: August 16, 2011, 11:05:27 am »
I've learned to strike when the iron is hot, though. I stopped by the RGG booth on Friday afternoon of GenCon and learned they were all out of Walled Villages already. I was a sad panda.

The bright side is that I stopped myself from buying the Alhambra Big Box and possibly causing another $25 in luggage fees, but I still wanted that Walled Village.

5797
Rules Questions / Re: Reaction Quandaries
« on: August 15, 2011, 01:43:03 pm »
(1) is one of those questions that can be resolved by just reading the text on the card and doing what it says ;) "When another player plays an Attack card" - no mention of what the attack card does or doesn't do after it is played.

I've been beaten to the punch here, but I'll give some specific examples of this. Say your opponent plays Minion for +$2. You can still play a Secret Chamber. You could technically play a Moat, but that does no good. The same thing for when a Pirate Ship is played for coins. In my circles, we announce the Pirate Ship "for attack" or "for coins," but that's really not accurate, as it's an attack in both cases. One of those just actually hurts the other players.

This could result in weird things. Say Opponent A plays Torturer on you. You play Secret Chamber to rearrange your hand. You decide that it's worth taking the Curse. Then, Opponent B plays Militia on you. You can play that Secret Chamber again (assuming you didn't remove it from your hand after Opponent A's Torturer) to rearrange your hand and discard that Curse plus some other card.

5798

I think the simplest explanation is this:  "OK, let's say you're able to buy a Gold this turn.  Normally, it goes into your discard, and sits there until you reshuffle.  If you played Chancellor, you can instead make your deck reshuffle right now--meaning you could pull the Gold into your hand next turn!"

I think that this is the best explanation. Accelerants and cycling are concepts that will just have to come naturally as players grok the game. But, if you explain that you have a good chance of getting your new cards sooner, then that should click.

Ask a simple question: You know that Gold/Festival/Militia/whatever card you just bought? Would you rather get it next turn or 3 turns later? While it's not a 100% chance you'll get that card next turn, it's still greater than 0%, which is what you have if you do not put your deck in your discard pile (assuming the player isn't going to reshuffle this turn anyway).

5799
Puzzles and Challenges / Re: Rules Challenge
« on: August 12, 2011, 10:53:36 am »
Other reasons to not trash Treasure Maps:

You need to fuel your Horn of Plenty (or similar cards) and can't afford to trash the card.

You know you have 2 mod 3 action cards in your deck, and you're playing a Vineyard strategy. If you trash the Treasure Map, you'll be at 1 mod 3. By playing Treasure Map, you are able to afford that Peddler, putting you at 0 mod 3 and earning 1 more point for each Vineyard.


5800
Dominion Isotropic / Re: Decline of civility on isotropic?
« on: August 12, 2011, 10:41:03 am »

Person: Nice Gold Hack.


The next time we get Treasure Map on the board, I'm going to call it a Gold Hax. That's awesome.

I wonder if we should break this off into a new thread called, "Vent Against Clueless Players." This thread is clearly needed for the benefit of venting frustration.

I kind of wish I played more Isotropic just to meet these yahoos. I love internet rage.

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