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ThetaSigma12

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ThetaSigma12's Fan cards
« on: April 11, 2016, 03:54:54 pm »
+3

Starting a thread where I can keep my fan cards.
River and Market Day are unused images from Asper, Exploration Vessel is an old paining, can't seem to find the artist of fortified village. Siege, Settlement, Escort, and Lagoon are all found on deviantart.

Siege: As soon as adventures came out, I was surprised that none of the cards interacted with events. Maybe empires will fix that, but until then here's siege. It combines three concepts; making events cheaper like bridge, preventing other players from buying events, and letting you solve puzzles with 3 events without cheating.

Escort: A reaction-reserve-action-attack. Yes, I know the image doesn't say attack, that will be fixed soon. I have no idea what the balancing on this one is since it has so much going on. As a quick rules clarification, you can put it on your tavern mat in response to an attack and call it against the same attack.

Fortified Village: I liked Co0kiel0rd's battlement that was a reaction without being a reaction. I tried a similar concept on this. It's not a reaction, but it reacts to a card being trashed. It is a bit niche, granted, but on any board with a one shot or TfB it's can be pretty useful. And, if all else fails, maybe it's the only village on the board.

Lagoon: I've always been intrigued by setup effects. Baker wouldn't be special without the setup effect. Here's an interesting effect. It makes baron much more OP, but you probably won't start with a $5 opening.

Market Day: Overpay on an event! Gazillions of buys! I always hated when you have 18$ and 1 buy. You could traveling fair 2 provinces, at the expense of your next hand. Now you can get all the buys you need and empty that estate pile in no time.

River: An old idea, what if ruins became good? Self-cursers are pretty common but self-looters are rare. Now ruined library becomes the best thing ever and with a river in play it will never hurt to have a few abandoned mines laying around. Prince of rivers is now the ultimate counter to cultist!

Settlement: Distant lands gives you VP for being on your tavern mat, settlement wants to stay off. Maybe you need that 3 for a province, or maybe you just need an extra buy. This could be used a s Settlers of Catan promo. The balancing may be off on this one so be warned!

Trading Vessel: It does two things better than amulet, but it restricts your options. Probably the most balanced card here. Enjoy!

Decay: A event looter. The non-looter part I had an idea for for a while and the ruins is just because there aren't many attack events.

Cottage: The spend vanilla bonuses card. The exchanges may need some work, and I had to invent my own lingo, but I like the cad anyway.

Reconstruct: The reaction part needs some work. I went with this version just because it was the most workable one I could think of. The other option was AFTER the player draw the card but that didn't keep you accountable so it was ditched in favor of a slightly more annoying version.

Scenic Village: Mini Champion, why not? It will give you unlimited actions, but only for one turn. Why all the actions? The tourists want to help you out.

Stronghold: The market version of Hireling, this card is probably pretty balanced. Fun Fact: A friend of mined came up with the original idea and I just tweaked it and made a mock-up!

Reinforcements: Interesting attack, stacks exactly twice! This is a counterpart to torturer, where you get to chose the bad stuff!

Forum: This one still needs some wording changes I know so please refrain from mentioning them right now.
« Last Edit: April 17, 2016, 02:23:47 pm by ThetaSigma12 »
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AdrianHealey

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Re: ThetaSigma12's Fan cards
« Reply #1 on: April 11, 2016, 04:30:50 pm »
+1

Good ideas. Fortified village seemsvery niche though.
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ThetaSigma12

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Re: ThetaSigma12's Fan cards
« Reply #2 on: April 11, 2016, 04:34:10 pm »
0

Good ideas. Fortified village seemsvery niche though.
Well, if all else fails, it is a village.
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GendoIkari

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Re: ThetaSigma12's Fan cards
« Reply #3 on: April 11, 2016, 04:44:38 pm »
+2

Good ideas. Fortified village seemsvery niche though.
Well, if all else fails, it is a village.

Yeah it seems just about as niche as Fortress. Maybe slightly less. And remember, it's not only protection against trashing attacks; but works great in combo with Trash-for-benefit. You can trash Remodel a Province into a Province and keep both Provinces.
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Re: ThetaSigma12's Fan cards
« Reply #4 on: April 11, 2016, 05:10:14 pm »
+4

And remember, it's not only protection against trashing attacks; but works great in combo with Trash-for-benefit.

In fact, it's not protection against trashing attacks at all. You have to discard it from play, and it's not a Duration.
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tristan

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Re: ThetaSigma12's Fan cards
« Reply #5 on: April 12, 2016, 03:09:43 am »
+1

Fortified Village is OK but probably worse than Fortress. Perhaps topdecking the trashed card or leaving it in hand are ways to make the card a bit stronger.
Trading Vessel is unexciting but probably balanced well.
I like Market Day. At first it is just a variant of Travelling Fair but there are situations in which you need more than one extra buy, e.g. late in the game to empty the third pile respectively get some Estates or of course to get several Peddlers.

River is the most interesting card but I am pretty sure that it has to cost 4$.
The cantripified Ruins are Lab, Peddler, Village, Market Square without the Reaction part, and Cantrip-Survivors. The prices are 5, 4, 3, 3 and probably also 3 for Cantrip-Survivors. So on average a worse than 4$.
One can interpret River as a non-terminal Armory or a Ironworks that topdecks so it is stronger than a 4$. On the other hand we just saw that the card it gains is on average worth between 3$ and 4$ and you have fewer choices than with a normal gainer as you can just take the top card from the Ruins pile. Furthermore Ruins are only good if you have a River in play.

I don't think that a non-terminal, topdecking gainer which gains fairly random cards with an average worth of 3.6$, cards which are in addition to that trash unless the gainer is present, is worth more than 4$.
Of course River becomes significantly stronger in the presence of other Looters, probably preventing anybody from going for Marauder or Cultist, and Death Cart is obviously superstrong with River.
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ThetaSigma12

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Re: ThetaSigma12's Fan cards
« Reply #6 on: April 13, 2016, 03:51:30 pm »
0

Finally got some major edits done. Next update will include:
Ruins-Action-Duration
Event
Ruins-Victory
Attack-???
and a few other actions.
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Nflickner

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Re: ThetaSigma12's Fan cards
« Reply #7 on: April 13, 2016, 05:37:30 pm »
+1

I'm digging your cards--keep them coming!!  :)  I am especially intrigued by Settlement.  River I really really like, but I agree with the other poster that something needs to be done to it to make it slightly more useable.  Perhaps making it into a duration card so that it is more frequently in play?  It just sucks too much when it is not in play.  Maybe giving river +1 card as well as +1 action? 
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Re: ThetaSigma12's Fan cards
« Reply #8 on: April 13, 2016, 05:47:06 pm »
+1

Just thought of something with Settlement--there is no reason why it needs to be Reserve.  It could just as easily be reworded:  You may trash this.  If you do, +3 coin, +1 buy.  For it to meaningfully be a reserve card, it needs to do something more special.  Here is an idea to tweak it:

Cost: 6 Coin
+1 card, +1 action, +1 coin
Worth 2 VP
You may put this on your tavern mat.  If you do, +2coin, +1buy
If this is on your tavern mat at the end of the game, it's only worth 1VP

So you can use it for that extra bump, but then you get one less VP out of it.  This way, it makes more sense as a reserve card.
« Last Edit: April 13, 2016, 05:48:40 pm by Nflickner »
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Re: ThetaSigma12's Fan cards
« Reply #9 on: April 13, 2016, 06:46:15 pm »
+4

My comments on the cards:

Siege: As written, it doesn't actually act as a Duration card, and therefore the attack does nothing; duration cards are discarded on the last turn in which they do something. Simply giving it the type "Duration" doesn't actually make it stay out for multiple turns. Also, it's awkward to try to react to while-in-play effects. Here's my suggested rewording:

+1 Action
All Events cost $1 less this turn, but not less than $0.
Until your next turn, other players cannot buy Events.

Setup: Add an Event to the Supply.
Cost: $3
Action - Attack - Duration

Since it expressly says "until your next turn," it actually does stay out for two turns, and this rewording also gives opponents something to react to.

Escort: So it doesn't affect $3 cost cards, correct? If I'm incorrect, it should say at least $3, and if I'm correct, it should say at least $4 to remove any confusion.

Fortified Village: Weaker than a Fortress in some ways and stronger in others. I like it.

Lagoon: As written, you discard all Victory cards after you draw, so it doesn't hold you accountable for the two cards you drew. You can fix this in one of two ways: have the player discard Victories before drawing, or have the player reveal his hand a second time between drawing and discarding (I prefer the former). The 2nd is, however, weaker, because with the 1st you keep any Victories you drew. And I also have a question: Why would you ever play it if you don't have any Estates in hand? All it does then is discard a card from your hand and give back the Action it took to play it. The only use I can see for playing it with no Estates is if you have at least one Tunnels in your hand, and games with Tunnels and Lagoon are a very small % of games.

River: If you don't have any non-terminal draw cards in hand or any Rivers in your next, this harms you, since it puts the Ruins on top, not into your hand. I think it would probably be okay if it put the Ruins in hand, since that is sometimes strong for its cost, but two of the Ruins (Ruined Village and Ruined Market) make it extremely weak for its cost (strictly worse than Village and Market Square, respectively), and it also has the drawback that you now have a junk card in your deck. If anything, it might be overpriced at $4, even with that buff. Another problem is that because of Survivors, you have to specify whether the +1 Card and +1 Action takes effect before or after resolving the played Ruins.

Settlement: As stated by Nflickner, there's no reason for it to be a Reserve; it could just trash itself for the exact same effect.

Trading Vessel: Almost strictly better than Amulet, but since it doesn't give you a choice in either case, it isn't quite strictly better than Amulet. May have to cost $4 anyway, though.
« Last Edit: April 13, 2016, 06:51:23 pm by Gubump »
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ThetaSigma12

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Re: ThetaSigma12's Fan cards
« Reply #10 on: April 14, 2016, 02:31:46 pm »
0

Post updated card images as soon as I can. Upcoming updates:
+Adding an action-duration, action-attack-reaction, action, and improved mock-ups of two cards I did not make.
+Changing Siege's reduction to now and at the start of your next turn
+River now puts the ruin in play and can let you trash it instead of taking +1 card +1 action
+Settlement has some vanilla bonuses changed and now gives you 3VP and 1VP on your tavern mat
+Lagoon now holds you accountable
-Ruins had to be set aside for now as I couldn't find the template  :'(
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Nflickner

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Re: ThetaSigma12's Fan cards
« Reply #11 on: April 14, 2016, 02:43:44 pm »
0

Post updated card images as soon as I can. Upcoming updates:
+Adding an action-duration, action-attack-reaction, action, and improved mock-ups of two cards I did not make.
+Changing Siege's reduction to now and at the start of your next turn
+River now puts the ruin in play and can let you trash it instead of taking +1 card +1 action
+Settlement has some vanilla bonuses changed and now gives you 3VP and 1VP on your tavern mat
+Lagoon now holds you accountable
-Ruins had to be set aside for now as I couldn't find the template  :'(
Looking forward to it!
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Re: ThetaSigma12's Fan cards
« Reply #12 on: April 14, 2016, 02:52:52 pm »
+1

and letting you solve puzzles with 3 events without cheating.

The rules don't restrict the number of events to 2. They simply recommend 2 as a good max to use. Also, I would have read "setup: add an event to the supply" as simply meaning "use at least 1 event if you are using this card", NOT "use 3 events instead of 2".
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Co0kieL0rd

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Re: ThetaSigma12's Fan cards
« Reply #13 on: April 14, 2016, 04:06:26 pm »
+1

I like the idea of Siege but at first I thought it's very weak. Now I rather think it's extremely dependent on the events in the game. Anyway it's more elegant to have the cost reduction "while this is in play" and the buy restriction "until your next turn".

Escorts needs to hold other players accountable in case they don't have a card costing $3 in their hand. That means it gets even more text on it, so you should shorten Escort's wording below the line. E.g.
"When you discard a card, you may discard this from your Tavern mat, to put that card into your hand.
When another player plays an Attack card, you may reveal this from your hand, to put it on your Tavern mat."

I don't think Fortified Village is very good or exciting but I'll pay $4 for a Village any day if I need one (i.e. it's balanced).

I'm also a big fan of setup modifications but Lagoon's seems un-fun. Still the card as a whole might be totally viable, although discarding a card when it whiffs is just terrible and IMO a poor design decision because it simply means you will never play this if it's in your hand without an Estate (barring edge cases). It might as well not have a punishment at all, or you come up with a more interesting one.

River is cute but it doesn't make Ruins great. I wouldn't even buy this at $2. Likewise, I'd still go for Cultists if you go for Rivers. I wish you good luck. River needs to be stronger. Putting Ruins in you hand seems like a good start.

Settlement looks balanced although I'd rather have it be callable for some effect, and weakened for its on-play effect since it wouldn't be a one-shot anymore. Otherwise there's no need for it to be a Reserve in the first place.

Trading Vessel is my favourite. It's simple and balanced. Not particularly strong but good enough on a board without heavy trashing.
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Re: ThetaSigma12's Fan cards
« Reply #14 on: April 15, 2016, 02:13:37 am »
+1

and letting you solve puzzles with 3 events without cheating.

The rules don't restrict the number of events to 2. They simply recommend 2 as a good max to use. Also, I would have read "setup: add an event to the supply" as simply meaning "use at least 1 event if you are using this card", NOT "use 3 events instead of 2".
So? It is pretty obvious that Sieges was designed with the intention of playing with 3 Events. Otherwise the card would not just be weak but totally pointless.


River is cute but it doesn't make Ruins great. I wouldn't even buy this at $2. Likewise, I'd still go for Cultists if you go for Rivers. I wish you good luck. River needs to be stronger. Putting Ruins in you hand seems like a good start.
A non-terminal 4$ gainer which gand-gains a card which is worth between 3$ and 5$ is potentially overpowered, even if that card is later junk unless the very gainer is present. It is after all not too difficult to get a bunch of Rivers in your deck.
« Last Edit: April 15, 2016, 02:15:13 am by tristan »
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Re: ThetaSigma12's Fan cards
« Reply #15 on: April 15, 2016, 02:01:12 pm »
0

River is cute but it doesn't make Ruins great. I wouldn't even buy this at $2. Likewise, I'd still go for Cultists if you go for Rivers. I wish you good luck. River needs to be stronger. Putting Ruins in you hand seems like a good start.
A non-terminal 4$ gainer which gand-gains a card which is worth between 3$ and 5$ is potentially overpowered, even if that card is later junk unless the very gainer is present. It is after all not too difficult to get a bunch of Rivers in your deck.

I think it is not too difficult to beat a self-junking strategy that very unreliably and occasionally turns junks into decent cards (Ruined Library being the only good one) with any deck that includes good trashing or decent engine components or merely a good big money enabler. Looking at the $4-cost card rankings (http://wiki.dominionstrategy.com/index.php/List_of_Cards_by_Qvist_Rankings) I'd say River ranks about #45 which is not great. I'm pretty sure all of the cards above are better.
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Re: ThetaSigma12's Fan cards
« Reply #16 on: April 15, 2016, 02:13:53 pm »
0

and letting you solve puzzles with 3 events without cheating.

The rules don't restrict the number of events to 2. They simply recommend 2 as a good max to use. Also, I would have read "setup: add an event to the supply" as simply meaning "use at least 1 event if you are using this card", NOT "use 3 events instead of 2".
So? It is pretty obvious that Sieges was designed with the intention of playing with 3 Events. Otherwise the card would not just be weak but totally pointless.


Not sure what you mean. I was correcting the OP's implication that you can't use 3 events in a game without Siege. Why is that a "so"?

And the card wouldn't be pointless without 3 Events; it's only pointless if you have 0. Which is exactly why it makes sense to interpret the setup text as "games with Siege must contain at least 1 event", which is exactly what the setup text literally would cause to happen. The text does NOT make your Siege games awlays contain 3 Events. It makes them contain 1 more event than you otherwise would have had, which could be any number from 1 to 21 (if you had all 21 events anyway, then technically the text becomes impossible to follow, just like playing with Black Market if you only owned 10 Kingdom cards somehow).
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Re: ThetaSigma12's Fan cards
« Reply #17 on: April 16, 2016, 06:08:30 am »
+1

and letting you solve puzzles with 3 events without cheating.

The rules don't restrict the number of events to 2. They simply recommend 2 as a good max to use. Also, I would have read "setup: add an event to the supply" as simply meaning "use at least 1 event if you are using this card", NOT "use 3 events instead of 2".
So? It is pretty obvious that Sieges was designed with the intention of playing with 3 Events. Otherwise the card would not just be weak but totally pointless.


Not sure what you mean. I was correcting the OP's implication that you can't use 3 events in a game without Siege.
Sure, he was technically wrong. But even without Theta explicitly saying that he wants Siege to be used with 3 Events I immediately got that the card is meant to be used with 3. As Cookie pointed out, it is not a powerhouse anyway so it would totally such with just 2 or just Events.
Nothing against your rule-lawyering but sometimes common sense suffices to understand how a card is meant to work.
« Last Edit: April 16, 2016, 06:09:33 am by tristan »
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ThetaSigma12

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Re: ThetaSigma12's Fan cards
« Reply #18 on: April 16, 2016, 07:25:06 am »
0

Added 5 new cards! ;D
Seige
-+Action on the start of your next turn
-Cost reduction is "While this is in play"
-Specifies adding an extra event
-Extra event must cost at least 2
Settlement
-Increased points to 3
-Gives one point on the tavern mat
-Swapped the +action and the +buy
River
-Now directly plays the ruin
-Lets you trash the ruin after playing it instead of drawing a card
-Costs 4
Escort
-Simplified wording (Thanks to Co0kiel0rd)
Lagoon
-Removed discarding with no estates

Here's mock-ups of Co0kiel0rd's Dry Docks and Secret Society and LibraryAdventurer's Ancient temple with different art.



I just like this art better, and if anyone else does than feel free to use these versions.
« Last Edit: April 16, 2016, 12:53:17 pm by ThetaSigma12 »
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Re: ThetaSigma12's Fan cards
« Reply #19 on: April 16, 2016, 09:39:09 am »
+2

Is there any reason that Stronghold is at the start of each Buy phase instead of at the start of each turn? Those two things are only different in the case of Storyteller, and changing $1 into 1 card isn't strong enough that you have to make Stronghold worded so that can't happen.
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Re: ThetaSigma12's Fan cards
« Reply #20 on: April 16, 2016, 09:56:28 am »
+1

Which templates do you use? I grabbed my templates and coin icons from different places, and the card-lists coin doesn't match the coloring of the card cost coin.

Also, I think the B in Buy should be uppercase when you say  +1 Buy.
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Re: ThetaSigma12's Fan cards
« Reply #21 on: April 16, 2016, 10:08:18 am »
+1

Also, I think the B in Buy should be uppercase when you say  +1 Buy.

That is correct.
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Re: ThetaSigma12's Fan cards
« Reply #22 on: April 16, 2016, 10:37:06 am »
+2

Isn't 'people can't buy any events' a bit harsh? I mean, now it's almost a must buy (because of the village effect in your next turn), and it seems a bit luck dependent on when you can or can not buy an event.

Wouldn't 'anyone who buys an event gains a curse' or something be better than a flat out prohibition?
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ThetaSigma12

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Re: ThetaSigma12's Fan cards
« Reply #23 on: April 16, 2016, 12:49:36 pm »
0

Also, I think the B in Buy should be uppercase when you say  +1 Buy.

That is correct.
Fixed!
Which templates do you use? I grabbed my templates and coin icons from different places, and the card-lists coin doesn't match the coloring of the card cost coin. 
I grab my coin icons from LastFootnote and Asper's cards, and my templates are from GeneralRamos.
Is there any reason that Stronghold is at the start of each Buy phase instead of at the start of each turn? Those two things are only different in the case of Storyteller, and changing $1 into 1 card isn't strong enough that you have to make Stronghold worded so that can't happen.
It's just different. Other than storyteller there is: Black Market, Poor House, Cottage, and Suq, the last two being fan-made cards. It could be action phase but I don't think there is much of a difference either way. If I have two I'll just post two different mock-ups one with buy phase and one with action, and you can take your pick. Also added improved mock-up of Secret Society and Stronghold.
« Last Edit: April 16, 2016, 12:58:44 pm by ThetaSigma12 »
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Re: ThetaSigma12's Fan cards
« Reply #24 on: April 16, 2016, 01:20:42 pm »
+1

and letting you solve puzzles with 3 events without cheating.

The rules don't restrict the number of events to 2. They simply recommend 2 as a good max to use. Also, I would have read "setup: add an event to the supply" as simply meaning "use at least 1 event if you are using this card", NOT "use 3 events instead of 2".
So? It is pretty obvious that Sieges was designed with the intention of playing with 3 Events. Otherwise the card would not just be weak but totally pointless.


Not sure what you mean. I was correcting the OP's implication that you can't use 3 events in a game without Siege.
Sure, he was technically wrong. But even without Theta explicitly saying that he wants Siege to be used with 3 Events I immediately got that the card is meant to be used with 3. As Cookie pointed out, it is not a powerhouse anyway so it would totally such with just 2 or just Events.
Nothing against your rule-lawyering but sometimes common sense suffices to understand how a card is meant to work.

I'm very confused as to how common sense and the card wording could lead to the conclusion that you should use 3 events when playing with it. That would only make sense if normal games of Dominion were always played with 2 events, but they aren't. There's nothing on the card that would imply "3" as a number of events to use. That number sounds every bit as arbitrary to me as saying "1" or "4".
« Last Edit: April 16, 2016, 01:24:23 pm by GendoIkari »
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