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26
Dominion Articles / Re: Etiquette in Dominion Online
« on: April 22, 2018, 12:37:26 pm »
It's optimal for all of your opponents to be very lucky, because then when you win you can credit your skill, and when you lose you can chalk it up to bad luck.

27
Dominion General Discussion / Re: Being sneaky
« on: April 14, 2018, 11:32:33 am »
You're responsible for making your opponents aware of what you do during your turn. Legerdemain is not part of the game.

If your opponent is watching TV, or screwing around on their phone, or otherwise disengaged, I can see being frustrated. But if your opponent is shuffling or reading her cards--playing the game--it seems rude (or cheating) to deliberately conceal what you're doing. Clearly you have an understanding with your wife, so what you do at your table is between you, but I wouldn't be OK with that at my table.

28
Other Games / Re: Celeste
« on: April 08, 2018, 11:21:52 pm »
Out of curiosity, are you guys playing this with keyboard or gamepad/controller?

I played on an XBox 360 controller, using the thumbstick. Midway through the B-levels, I started wishing I had gone with keyboard instead, but I didn't want to take the time to relearn the muscle memory. As others have suggested, the difficult part about a controller is the diagonal input.

29
Other Games / Re: Celeste
« on: April 08, 2018, 04:36:02 pm »
Update: I finished 8C! Total deaths throughout the whole game were 9,937. Thanks to everyone for the advice, support, and encouragement. That was one heck of a game and I think I'm happy to be putting it down with a feeling of completion.

8C ended up being much more manageable than 7C. There are a few tricky timings but compared to 7C, you don't have to judge and time based on your motion as much

30
Other Games / Re: Celeste
« on: April 07, 2018, 09:04:58 am »
There's actually a checkpoint once you reach the area with the woman.

That's very gracious of them. Out of curiosity, how did you know that? Did you die/see someone else die, or is there a way to examine the levels?

I was also somehow terrified that I would botch the dash to collect the heart and have to do the whole thing all over again. Realistically, I had practiced enough that it would have been only a 15-20 minute setback (if there hadn't been a checkpoint), but again, demoralizing and infuriating.

31
Other Games / Re: Slay the Spire
« on: April 06, 2018, 11:25:52 pm »
I've been playing this a lot more. I'm a little surprised it hasn't drawn more attention from Dominion fans. The interplay of cards-as-a-resource and energy is very cool both from a deckbuilding and play standpoint.

A couple cards that I thought were of particular interest from a Dominion standpoint:

Battle Trance: 0 energy, draw 3 cards; you can't draw any more cards this turn. "You can't draw any more cards this turn" would be a fascinating restriction to put on a Dominion card.

One-shots: StS has a bunch of cards that trash ("Exhaust") themselves when played. Typically they are more powerful than comparable cards (others would be too powerful if stacked, or meaningless to play twice). Dominion has Pillage and Spoils, but this is much easier ground to explore in StS since you play the same deck repeatedly in various encounters.

Ethereal: The other side of the coin are "Ethereal" cards that Exhaust themselves if you don't play them. These are efficient cards, which means you have a difficult decision if you draw, say, a defensive Ethereal card in a turn you aren't being attacked. Do you play the card so you can draw it next time through your deck, or let it go and play offense instead?

32
Other Games / Re: Celeste
« on: April 06, 2018, 10:58:10 pm »
Holy cow.

After 871 deaths, I finally finished 7C. That was amazingly difficult--and even harder than it looks on the videos. So many of the moves require you to be in an surprisingly exact position--hitting the pistons, dodging or falling through the crystals, tagging the tiny wall kick. The beginning of the final crystal maze almost had me stumped before I realized you have to be near the top of the horizontal corridor in addition to near the left of the vertical corridor.

To make things even crazier--after I talked to the old woman, I set down the controller for a second. When I picked it up again, I jostled the button and dashed off the cliff. Somehow I had enough composure to dash back, climb up, and recover the heart. But man, I would have been tilted if I had come so far to die at the final cliff for nothing.

8C remains and then... it's over...

33
Other Games / Re: Celeste
« on: March 27, 2018, 12:17:28 am »
For me, 3C was by far the hardest, because I find the Oshiro bop timing really hard. (Well, maybe not the highest deaths since it's not very long, but bopping Oshiro was the single hardest move for me.) The ones most people think are hardest are 5C, 7C, 8C. They're all fair though.

Man, you weren't lying about 5-C. That one took me 658 deaths and I was pretty close to just putting the game down. (The turning point came when I realized you don't have to move laterally at all to do the wall kick move, which let me do it much more consistently.) 6-C, by contrast, was 137 and probably less than an hour.

Last stops are 7-C and 8-C, of course, and the videos for both of them look absolutely insane.

34
Other Games / Re: Celeste
« on: March 23, 2018, 07:46:23 pm »
I got all the strawberries and I'm currently 5/8 B-sides, working on Chapter 6. I don't anticipate going for the golden strawberries or C-sides--but then again, I didn't anticipate going for the B-sides either and yet here I am.

If you finish the B-sides I think you will definitely want to do the C-sides, the difficulty ramp from B to C is not that severe. The C-sides are very short and there's essentially just one super long super hard screen. I really enjoyed them, anyway.

Besides the first couple normal levels, I think the golden strawberries are an entirely different (and to me, not appealing) beast. There is a part of me that wants to grind out a few more, though.

Thanks for the encouragement. I finally finished 8-B and indeed the C-sides seem pretty fair so far--I'm on 4-C right now. They're not as bad as I imagined--some intense maneuvers with no breaks, but the individual pieces are ok. For example, in 3-C (the level where the hotel ghost charges at you) I dreaded having to jump, dash, stomp the ghost to gain altitude/refresh, and dash again. The level doesn't require you to do that, though, which was nice.

35
Other Games / Re: Slay the Spire
« on: March 06, 2018, 08:36:52 am »
Sooooooo it's like Hearthstone's Dungeon Run?

Yes, that's very close. I would say the biggest difference is that you play more cards every turn and they act right away rather than building up a board.

36
Other Games / Re: Slay the Spire
« on: March 05, 2018, 08:24:05 pm »
I second the recommendation. (Jorbles and I both talked about it briefly on the roguelike games topic.) I've had it a couple weeks and am enjoying it a lot (just unlocked Ascension mode).

The first game of this type was Dream Quest, which is excellent but very idiosyncratic--very primitive graphics and a sometimes-devastating difficulty curve. I highly recommend it to anyone here, although I'm not sure how someone who's used to the pacing and polish of Slay the Spire will like it. I briefly tried Monster Slayers but couldn't get into it--it seemed like a watered-down but polished version of DQ. The developer of Dream Quest went on to be hired by Blizzard for Hearthstone, and the Dungeon Runs minigame associated with the K&C expansion was clearly his doing (he was the lead designer for that expansion).

37
Other Games / Re: Celeste
« on: March 01, 2018, 03:35:03 pm »
I'm enjoying it a lot. I love the short levels. It never feels cruel or unfair, even when it's being difficult.

I also appreciate the way they slowly introduce new challenges. They don't make you feel bad for missing the difficult strawberries and not jumping into the B-sides.

I got all the strawberries and I'm currently 5/8 B-sides, working on Chapter 6. I don't anticipate going for the golden strawberries or C-sides--but then again, I didn't anticipate going for the B-sides either and yet here I am.

38
General Discussion / Re: roguelike games
« on: February 24, 2018, 07:54:51 pm »
I can confirm that Slay the Spire is an excellent game and worthy spiritual successor to Dream Quest (where Monster Hunter and Card Quest came up notably short). Unlike those other games, Slay the Spire correctly identified that building your deck is the really fun part of the game and puts an appropriate emphasis on it.

It differs from DQ by having making you responsible for both defense and offense. There's more decisions within the battle than just playing all your cards, right from the beginning, which means the whole game is more interesting--and letting an endgame deck do its thing is still fun. HP between battles is a resource you have to manage closely, so a "bad matchup" monster tends to mean you lose more HP than you'd like, not a brick wall that ends the game.

39
Other Games / Re: Dominion clones
« on: February 08, 2018, 08:53:23 pm »
A couple years ago I posted my opinions about other deckbuilders in another thread, which I'll just link here:

http://forum.dominionstrategy.com/index.php?topic=9014.msg276179#msg276179

I still maintain that the scoring of Puzzle Strike is fairly innovative but Sirlin loses all benefit of the doubt, ever, for the art-style ripoff.

Star Realms is the game that Ascension wanted to be. This isn't to say it's as good as good as Dominion but it feels much more satisfying to play than Ascension. The games aren't as different that Dominion games but there's a lot going on strategy-wise, and 2p is the only way that the "shared shuffled pool" supply feels fair.

Trains started off strong but, fundamentally, was underdeveloped. The game offers these exciting ways to get points and make your deck bigger and smaller, but the crushingly dominant strategy is to ignore the board, build your deck, and buy everything at the very end, like if every Dominion game had Highway, Wharf, and Colony. I wrote an extensive strategy article on BGG here: https://boardgamegeek.com/thread/1072266/strategy-guide

40
Hearthstone / Re: Dungeon Run
« on: December 09, 2017, 02:39:50 pm »
As a Dream Quest fan, this mode is really good (and obviously inspired heavily by Dream Quest). Only the first fight (opponent starts with 10 HP, you have 15) is easy or pro forma. From there you're quickly adding game-breaking powers to your deck while to counter the ever more ludicrous bosses you encounter.

The worst part is running into a brick-wall boss, one that happens to counter your specific deck. There's not much you can do about that other than to try again, since even a longish run is short.

In about 12 runs I've won once and made it to the last boss two other times, so it's a little easier than DQ.

41
General Discussion / Re: Buying a new Monitor
« on: December 09, 2017, 09:29:58 am »
I'm used to measuring monitors by the screen diagonal. It looks like you have a 19" monitor currently. Any upgrade to a 24" monitor or bigger is going to make you very happy in terms of screen real estate.

The larger of the two monitors you've picked out there is a LOT of size for the money. You should be aware that it's just 1920x1080 resolution ("1080p"), which you can actually get on a phone, so this is not going to deliver crispness at that size if you sit close. That's going to be a physically huge monitor; I might not pick that one unless you typically sit a distance away from your monitor. At home I have a 27" at 2560x1440 ("1440p"). It feels overwhelmingly large at times--I can't look at the whole screen at once unless I sit back.

As for whether it will work with your video card--the answer is almost certainly yes, but depending on the model you might need a new cable or possibly an adapter. Check what outputs are available on your video card (VGA, DVI, DisplayPort are probably the most common) against the inputs available on those monitors.

42
General Discussion / Re: roguelike games
« on: December 06, 2017, 01:29:37 am »
Fidel: Dungeon Rescue just got an update; it's still highly recommended.
20xx is really good. It's Mega Man X as a roguelike. The controls are tight so you feel powerful and acrobatic, and it's a lot of fun to play.
Unexplored has promise so far. The learning curve seems long but there's a lot going on.
Card Quest was a major disappointment. After loving Dream Quest, Card Quest seemed to have a lot of the same things going on but more interesting cardplay. Well, it turns out the cardplay isn't really the interesting part of Dream Quest, and just making it complicated doesn't help, and just multiplying the length by 5 also doesn't help. There are some interesting ideas there but it doesn't add up to a fun game.

43
Dominion: Nocturne Previews / Re: Cultural references in Nocturne
« on: November 17, 2017, 09:12:35 am »
Cobbler is the most thematic card in Dominion.

Yeah, I was really impressed at the integration of theme and mechanics. Other contenders for the title are Magic Lamp and especially Leprechaun.

I feel like the long history of Dominion cards has laid the groundwork to do more complicated things and it's cool that they're able to now. You couldn't have published Leprechaun in the base set or first expansion, it would have been baffling. (Just as the Time Spiral block contains my favorite Magic expansions, but you couldn't do all that what-if without a rich history to refer to.)

I also like the several cards that resonate with older cards in their effect and theme: Secret Cave/Secret Chamber, Conclave/Conspirator, Night Watchman/Scout.

44
Dominion: Nocturne Previews / Re: Cultural references in Nocturne
« on: November 17, 2017, 08:50:40 am »
I think Guardian is supposed to be the statue on top of the column coming to life at night.

I think you're right. I'll update the post accordingly. Are you familiar with a specific legend that's being referenced? The closest I can come are golems and the old SNES game ActRaiser.

45
Dominion: Nocturne Previews / Re: Cultural references in Nocturne
« on: November 17, 2017, 02:12:26 am »
Here are the rest of the cards!

Bard: In medieval Britain and Ireland, a bard was a professional singer/storyteller/musical performer. In popular culture they're often depicted as wandering from town to town, inn to inn. William Shakespeare is sometimes known as "The Bard". Bards are also a playable character class in D&D, where their songs have magical powers (mostly to bolster their allies); this card, which grants Boons, seems to be hinting at that pseudo-mythical bard.

Changeling: Yet another in the series of faeries; this one is found across Celtic, German, and Slavic folklore. Folktales were told about faeries that kidnapped infants; they would leave a faerie in its place, called a changeling. The changeling looks the same as the kidnapped child, but has a bad faerie nature. These stories might explain the tendencies of small children to suddenly start sleeping poorly, eating poorly, or getting into foul moods for no particular reason. The card's ability to turn into others references this form-duplicating faerie. White Wolf published an RPG "Changeling: the Dreaming" which was about faeries in the modern world in general, and doesn't much reference this particular legend.

Cobbler: Both in art and effect, this is a specific reference to the story "The Shoemaker and the Elves", recounted by the Brothers Grimm and others. A poor but hardworking cobbler (a shoemaker) leaves out materials overnight; while he sleeps, helpful elves make them into well-made shoes, which he's able to sell and improve his fortunes. Depending on the telling, the elves either come back, or he makes some mistake that drives them away. In any case, the way this card provides what you need at Night is a direct reference to the story.

Conclave: No specific reference. A conclave is a private, closed-door meeting; the existence of the meeting may not be secret but the proceedings definitely are. The most famous conclave is the meeting in the Vatican where the cardinals elect the next Pope, so the term "conclave" connotes secrecy and mysticism. The similarity in effect to Conspirator is almost certainly not accidental.

Den of Sin: No specific reference. A "den of sin" usually refers to a brothel, but it could also mean a venue that provides gambling, drugs, or other vices, all possibly illegal. Those activities occur at night, of course, after honest and hardworking folks are in bed.

Guardian: I'm unsure about the specific reference here. As Gazbag pointed out, this seems to be a heroic statue that comes to life to defend you from the various dangers that are lurking. Stories about animated statues are a reasonably common trope (golems in general, guardian statues outside buildings) but the closest I can find to this sword-wielding guardian statue is the SNES game ActRaiser. Hopefully I'm missing something better that a commenter can fill in.

Monastery: No specific reference. A monastery is a building where monks live and work. Like Chapel, they accept donations of stuff you no longer need.

Night Watchman: No specific reference. This is a police officer or guard who watches a town or fort at night, keeping an eye out for trouble. It has a certain reconnaissance theme going on similar to our favorite card, Scout.

Sacred Grove: In the Celtic religions that Druids presided over, certain trees and groves were sacred; this card probably refers to those. (The word "druid" comes from ancient Celtic languages--something like "oak-knower"). The blessings of the grove spread to everyone.

Secret Cave/Magic Lamp: This is a specific reference to the story of Aladdin, which was included in the first Western translations of the Arabian story collection _Arabian Nights_ (and most recently popularized by the Disney movie). In the story, the young rogue Aladdin finds a secret cave and escapes with a magic lamp. The lamp contains a genie--a powerful creature who serves the owner of the lamp by granting wishes. (It's not specific to Aladdin, but genies and other wish-granters often grant their wishes in threes). Secret Cave, of course, works a lot like Secret Chamber; the Magic Lamp grants your three wishes if you figure out just the right trick.

Tormentor: If there's a specific reference here, I'm not sure what it is. This seems to be a demonic torturer who can either summon imps to help out or cause pain for your enemies, depending on how many of the imps are already around. (If there's a missing detail in the art that I'm not able to see, please point it out.)

Tracker: No specific reference. Broadly, a tracker is someone who follows the trails and tracks left behind by animals or humans. In this case, the tracker seems to be tracking a person or other humanoid, maybe pursuing a monster that was trying to get away. The pouch is nothing special, just some money set aside for convenient spending.

Tragic Hero: This is a general reference to the dramatic archetype of a hero who begins prosperous but falls to ruin through his own mistakes and actions (not usually villainy). Famous examples include Oedipus, who accidentally fulfilled a prophecy that he would kill his father and marry his mother; and Hamlet, who embarked on a worthy quest for revenge but whose recklessness leads to the death of most of the play's characters. Likewise, as soon as things are getting really good for you, this Tragic Hero dies, but at least you get to inherit his Treasure! The crows in the illustration are omens of death or bad luck.



46
Dominion Articles / Re: Etiquette in Dominion Online
« on: November 05, 2017, 12:54:59 pm »
As an aside, I think in chess proper etiquette is that you should resign in a clearly losing position (at least at the higher levels). This to me seems like a better comparison than sports or something.

I agree on this point (and your judgment of chess etiquette matches my experience).

On the other hand, a chess game tends to decrease in complexity as the game goes on, while a Dominion game often increases in complexity. Based on a miscount of the buys, or an overlook on piles, or missing the possibility of a dud hand, what's obviously a dead won game to one player might not be such to the other. So there are very few Dominion games played at a relatively advanced level where I'd consider not resigning be bad etiquette.

47
General Discussion / Re: Funeral officiant
« on: November 03, 2017, 12:15:54 am »
I agree with both Kirian and DG. If you're able to officiate, I think it would be a truly good deed. Kirian brought up the important things to talk about. But I suspect that talking to the pastor would be a good step too. I had a nontraditional wedding, and I've been to several others, and when weddings aren't done pro forma, it's a happy surprise because it's a happy occasion. For a funeral, though, I think keeping as much of the structure as possible--while still keeping it secular and making the appropriate changes, since that's the reason you're there--would provide stability and as much comfort as possible to friends and family.

48
Dominion: Nocturne Previews / Re: Cultural references in Nocturne
« on: October 28, 2017, 02:31:48 pm »
Will Cobbler be a reference to "The Elves and the Shoemaker"? Cobblers and shoemakers are not quite the same thing, but yeah elves coming out at night to work on stuff would fit the theme.

This seems very likely. Faeries are taking over this expansion!

49
Dominion: Nocturne Previews / Cultural references in Nocturne
« on: October 27, 2017, 11:42:31 pm »
On one of the preview threads, there was a little bit of discussion about missing cultural references on the previewed cards. As it turns out I have lot of interest in folktales, mythology, and the fantasy literature and games that have spring from those sources; so I thought I'd give a crack to examining the previewed cards, the underlying folklore/mythology/culture that's being referenced, and how it interacts with what the card does.

Overall, this set seems meant to evoke a mysterious, menacing setting where the nights are long, frightened people in the country and city alike lock their doors tightly, and strange creatures and spirits prowl. There are bright spots and defenders of goodness (Blessed Village, Faithful Hound, presumably Guardian) but overall the atmosphere is of aggression and malice.

Feel free to discuss, of course. If there's demand, I'll discuss the rest of the cards when they're available.

Devil's Workshop: There's a saying "idle hands are the devil's workshop", a somewhat puritanical warning that people who aren't kept busy by labor or schooling are likely to create mischief or otherwise do bad things in their idle time. This card takes the metaphor literally. The effect ties into the saying nicely: if you've been idle (gaining nothing) you get a very nice reward, a Gold.

Imp: An expression for a "little devil". In both D&D and the broader popular imagination, a small and weak but unambiguously evil creature. Creating them at the Devil's Workshop is apt.

Raider:
No particular reference here; this is just a bandit who comes at night, attacks your town, runs off with the good stuff. The effect is pleasantly resonant with Pillage, which hey, is what raiders do.

Ghost Town: An expression for an abandoned town; in this case, the town looks to be literally haunted by ghosts in addition to just uninhabited. The card works like a delayed Village, so we have the "little settlements = bonus actions" flavor continued here.

Crypt: A crypt is a large burial chamber, suitable for burying the wealthy dead with some of their worldly wealth, which can be looted later. A common D&D trope is looting crypts for their treasure (and fighting the undead within, of course).

Shepherd: No particular reference here; shepherds are the kind of simple folk that might be the victims of these various creatures, or telling stories about them. They herd their sheep in Pastures, of course.

Pooka: One of the trickier ones here. A pooka is a Celtic faerie or spirit, not associated with any one myth in particular. Like several of the fey, they could be good or evil. They're animal shapeshifters, which is why the illustration here has bunny ears. The Pooka made an appearance in Changeling: the Dreaming, where they were specifically cast as fun-loving animal shapeshifter tricksters. One common faerie trick is to provide a gift with strings attached--this comes out as the Cursed Gold heirloom here. I'm not aware of any legend tying cursed treasure to pooka in particular.

Cemetery: In a world where the dead can come back to life, a cemetery has particular importance, of course. A ghost is the general term for the incorporeal spirit of someone who's died but who remains to haunt the world. Ghosts might want to cause harm to the living, they might want revenge or to fulfill an unaccomplished task, or they might just want company. There are a lot of folktales, stories, and media about ghosts that only appear in a mirror, a mirror being used as a way to see into the spirit world, or spirits which are trapped in a mirror. The latter is the case with Haunted Mirror: you have come into possession of a mirror with such a ghost trapped inside it, and when you break the mirror, it escapes and helps you.

Faithful Hound: No particular reference here. Just an ordinary, friendly, loyal dog that helps protect you from the various lurking dangers.

Blessed Village: No particular reference; this particular village is favored by the local nature spirits and prospers as a result.

Will-O'-Wisp: Most broadly, this is a strange light that appears over the water, usually in a swamp. They're sometimes thought of as either the spirits of the dead, or spirits in their own right. Either way, they're elusive and definitely impossible to catch. Following one out into the swamp is a recipe for not coming back. However, in this case, the swamp is friendly and the wisp actually helps you.

Idol: An idol is just an object of religious worship; in the mythic world where spirits are real, the spirit or minor deity in the idol can either bring good luck to you or bad luck to your enemies.

Druid: Historically, druids were the priest/magistrates of the ancient Celts. In the popular imagination (and as a D&D character class), they wield the magic of nature--communicating with or controlling plants and animals, shapeshifting, calling the elements. This Druid references that by letting you choose which of the nature-oriented Boons to use.

Fool: In the popular imagination, fools are often considered lucky--think Jack and the Beanstalk, who makes a series of poor decisions (buying "magic beans", climbing up into the sky castle) but ends up prospering anyway. Likewise, this Fool can get Lost in the Woods, which lets you throw away something of value to hopefully get something even better. This particular fool has a Lucky Coin which seems to bring him the wealth he needs without working for it.

Werewolf: A werewolf is a person who sometimes turns into a wolf. Depending on the setting, this is usually at night and under the full moon, and often the werewolf is extraordinarily dangerous, bestial and lacks self-control in this state. This Werewolf reflects the folklore well; he's a helpful citizen by day and a dangerous menace by night.

Skulk: No particular reference. You sneak around, steal some gold, and cause trouble for everyone else.

Cursed Village: This is, of course, the opposite of the Blessed Village. Rather than attracting the notice of beneficial spirits, it's received the attention of hostile ones, and you get in trouble just for setting foot there. The good news is that you can channel some of that dark power into a huge draw if you set it up right.

Leprechaun: The folklore of this Irish faerie far exceeds the scant mythology. Leprechauns are cobblers by trade (hence the illustration) and own pots of gold that can be found at "the end of the rainbow". But they're ill-natured--anywhere from mischievous to downright malicious--and trying to get their gold usually ends up in trouble. Likewise, if you capture a leprechaun, it will grant wishes if you let it go free; but these wishes are likely to be granted in a malicious manner that keeps to the letter of the wish while perverting its spirit. This card reflects the folklore REALLY WELL in that you get Gold, but at the price of trouble--unless you're very lucky (the number 7 is considered lucky) in which case the faerie actually grants your wish.

Exorcist: This is a little bit of a counterintuitive card. An exorcist is a priest who performs exorcisms, which drive out demons or evil spirits from a person they're possessing. (This is a real-world rite occasionally performed by Catholic priests, among others.) The most famous relevant fiction is, of course, The Exorcist. However, the card allows you to gain Spirits by sacrificing other cards rather than vice versa. At least it allows you to rid yourself of that Cursed Gold.

Pixie: The third Celtic faerie we've seen, pixies are supposed to be tiny trickster spirits, often winged. They are capricious but not necessarily evil. In this case, the pixie seems to have played a trick by turning the guy who found it into a goat. There's nothing mythical about goats, they just eat everything.

Vampire: No card or creature here has more legends built around it than vampires. Bram Stoker's Dracula didn't invent the idea, but it laid the foundation for most modern tropes. More modern examples are Anne Rice's Vampire Chronicles, White Wolf's Vampire: the Masquerade RPG, and of course the unfortunate Twilight series. Vampires attack and drink the blood of the living (giving out Hexes), and can charm the unwary into helping them (I think this is what the gainer effect is referring to). They can also shapeshift into wolves or bats, so this Vampire spends half her time as a bat.   

Necromancer: Most broadly, a necromancer is a wizard who specializes in death magic. Depending on the setting, this might include speaking to the dead, interacting with ghosts, etc--but in this case, the necromancer is raising the dead to as zombie servants. These particular servants represent other Dominion cards (Apprentice, Stonemason, Spy) who aren't quite as effective as reanimated corpses as they were in life.

50
General Discussion / Re: Random Stuff Part III
« on: October 01, 2017, 06:33:47 pm »
I'm not sure I understand the question. What exactly is n supposed to be? What information exactly are you given and what does each query or whatever tell you?

This is a slangy way of talking about the efficiency of the algorithm. n is the size of the list. When they're referring to an "n" or "n^2", they're referring to a solution that's O(n) or O(n^2), meaning that as the list grows in size, the time or space needed by the algorithm will grow only by that factor (times some constant) of the input size.

The Wikipedia article is overly technical; CS students get the basics without the tedious mathematical underpinnings, typically in an algorithms course. https://rob-bell.net/2009/06/a-beginners-guide-to-big-o-notation/ is a good quick intro.


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