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Author Topic: Renaissance rulebook is up  (Read 23851 times)

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Jimmmmm

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Re: Renaissance rulebook is up
« Reply #50 on: November 05, 2018, 06:28:58 pm »
+2

The biggest surprise for me is Cathedral.

I'm so pleased. Been waiting so long for that name to show up and was heartbroken when the only card to beat chapel in trashing-crazyness was named Donate. Now everything is good with the world again.

Is Cathedral that strong? Maybe I'm wrong but it seems super situational to me. Wouldn't you go for literally any other trashing ahead of committing to a 4-card hand for the rest of the game?
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GendoIkari

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Re: Renaissance rulebook is up
« Reply #51 on: November 05, 2018, 09:06:56 pm »
+4

  With that in mind, I think games would be interesting if players only had one Project Cube to use, forcing you to choose between two potential projects.

I feel like this is a good reason to not go with the recommended 2 project limit. Seems like games would be more interesting if you had to choose wisely how to use your 2 project tokens; rather than simply the decision about whether to use them at all.
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ThetaSigma12

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Re: Renaissance rulebook is up
« Reply #52 on: November 05, 2018, 09:55:02 pm »
+2

  With that in mind, I think games would be interesting if players only had one Project Cube to use, forcing you to choose between two potential projects.

I see where you're coming from, but I feel like usually, this would just cause the more powerful projects to overpower the more niche ones. Capitalism, Star Chart, Pageant, and others would often be the obvious winners and in 9 games out of 10 the decision wouldn't be that hard to make. Whereas with 2 project tokens, you can have more interactions and really let them shine. The strategy becomes about when to pick them up rather than which to pick up, which I think makes it actually much more interesting.
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Re: Renaissance rulebook is up
« Reply #53 on: November 06, 2018, 12:24:56 am »
+3

Is Cathedral that strong? Maybe I'm wrong but it seems super situational to me. Wouldn't you go for literally any other trashing ahead of committing to a 4-card hand for the rest of the game?

From what experience I got with Cathedral today, it's ridiculously strong. The worst possible case for Silver/Cathedral opening is basically as good as opening Silver/Chapel and having the Chapel hit three Estates and a Copper on turn 3. It gets a little annoying later, but because of inflation, the benefit you've gotten since the very early turns of the game adds up to way more than worth it.
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LastFootnote

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Re: Renaissance rulebook is up
« Reply #54 on: November 06, 2018, 12:00:06 pm »
+4

Some of the Teaser cards: Patron has "reveal" in quotations, Scepter, Capitalism, and Inovation let you play Actions in your Buy phase, Fleet gives players extra turns, and you can't turn off Cathedral.
I'm kind of dissapointed that Border Guard uses both Lantern and Horn, meaning that there are only four kingdom cards that use Artifacts. I hope he uses them again in another expansion.

Don't count on it. He's already gone on record saying that he'd remove them from Renaissance if he had to do it all over.


Where was this? It seems odd to already have such strong regrets about a set that is just hitting shelves and that essentially no one has played with yet.

I messed up, thinking that Donald X. had already said this in public and also for not providing context. It's not that Artifacts are bad. It's that sets are simpler when they have fewer mechanics and good Artifacts are hard to make, such that only four cards ended up using them. So some other mechanic might have been better from that standpoint. Possibly the Secret History will go into Artifact design a little, I don't know. Anyway, sorry for being alarmist. And apologies to Donald X. for speaking for him.

For what it's worth, I'm personally very glad that Renaissance has Artifacts. They might be my favorite mechanic in the set; a cool new type of player interaction.
« Last Edit: November 06, 2018, 12:02:28 pm by LastFootnote »
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crj

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Re: Renaissance rulebook is up
« Reply #55 on: November 06, 2018, 01:20:30 pm »
0

From what experience I got with Cathedral today, it's ridiculously strong.
Then again, a significant proportion of kingdoms will include a hand-size attack. I'll be interested to try, but my instinct is that Cathedral wouldn't be a smart move in a Militia kingdom.
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GendoIkari

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Re: Renaissance rulebook is up
« Reply #56 on: November 06, 2018, 01:20:40 pm »
+1


For what it's worth, I'm personally very glad that Renaissance has Artifacts. They might be my favorite mechanic in the set; a cool new type of player interaction.

They really aren't new though, are they? Nocturne had States; and Lost in the Woods especially is just an artifact by a different name.
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LastFootnote

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Re: Renaissance rulebook is up
« Reply #57 on: November 06, 2018, 01:31:06 pm »
0

They really aren't new though, are they? Nocturne had States; and Lost in the Woods especially is just an artifact by a different name.

I guess. Lost in the Woods was mostly just a way to limit how many times you used Fool's main ability, though.
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Oyvind

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Re: Renaissance rulebook is up
« Reply #58 on: November 06, 2018, 04:13:35 pm »
0


For what it's worth, I'm personally very glad that Renaissance has Artifacts. They might be my favorite mechanic in the set; a cool new type of player interaction.

They really aren't new though, are they? Nocturne had States; and Lost in the Woods especially is just an artifact by a different name.

But being «Lost in the Woods» isn’t an artifact. It’s a state that Fool finds himself in. Technically, it works like an Artifact in the game, but doesn’t it have to be an object to be called an Artifact?
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Re: Renaissance rulebook is up
« Reply #59 on: November 06, 2018, 04:17:45 pm »
+2

But being «Lost in the Woods» isn’t an artifact. It’s a state that Fool finds himself in. Technically, it works like an Artifact in the game, but doesn’t it have to be an object to be called an Artifact?

It needs to have the Artifact type to be called Artifact.
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GendoIkari

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Re: Renaissance rulebook is up
« Reply #60 on: November 06, 2018, 04:23:18 pm »
+4

But being «Lost in the Woods» isn’t an artifact. It’s a state that Fool finds himself in. Technically, it works like an Artifact in the game, but doesn’t it have to be an object to be called an Artifact?

It needs to have the Artifact type to be called Artifact.

Indeed. Lost in the Woods could be an artifact if Donald had wanted; though it's safe to say that at that point it would have likely been given a different name. The point is that there's no functional or rules difference between Lost in the Woods and Key. And having Lost in the Woods be an artifact, rather than a state; would have helped clarify that it works differently than the other states; in that there's only 1 copy which can be taken from other players.
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Oyvind

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Re: Renaissance rulebook is up
« Reply #61 on: November 06, 2018, 04:31:05 pm »
+1

But being «Lost in the Woods» isn’t an artifact. It’s a state that Fool finds himself in. Technically, it works like an Artifact in the game, but doesn’t it have to be an object to be called an Artifact?

It needs to have the Artifact type to be called Artifact.

In game, sure. I wasn’t talking about that. I was talking about that the state you’re in when you’re lost in the woods couldn’t be seen as an artifact by anyone, even though I agree that it works precisely as an Artifact in the game. As long as the card is called «Lost in the Woods», it couldn’t sensibly have Artifact as a type.
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Oyvind

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Re: Renaissance rulebook is up
« Reply #62 on: November 06, 2018, 04:35:08 pm »
+1

But being «Lost in the Woods» isn’t an artifact. It’s a state that Fool finds himself in. Technically, it works like an Artifact in the game, but doesn’t it have to be an object to be called an Artifact?

It needs to have the Artifact type to be called Artifact.

Indeed. Lost in the Woods could be an artifact if Donald had wanted; though it's safe to say that at that point it would have likely been given a different name. The point is that there's no functional or rules difference between Lost in the Woods and Key. And having Lost in the Woods be an artifact, rather than a state; would have helped clarify that it works differently than the other states; in that there's only 1 copy which can be taken from other players.

Yes, I agree. And it’s only related to one particular kingdom card, just like each one of the Artifacts. I guess DXV hadn’t thought about the card type Artifact when Fool was made. If he had, I agree it would be renamed. It would probably also be moved to Renaissance and called an Artifact, so as not to include another card type in Nocturne. There are enough card types in that set as it is. 😀
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greybirdofprey

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Re: Renaissance rulebook is up
« Reply #63 on: November 07, 2018, 06:58:40 am »
0

I also just uploaded it to BoardGameGeek.
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crj

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Re: Renaissance rulebook is up
« Reply #64 on: November 07, 2018, 07:44:37 am »
0

It would probably also be moved to Renaissance and called an Artifact, so as not to include another card type in Nocturne.
You couldn't move Fool out of Nocturne while it continued to use Boons.

By my understanding, Fool received quite a lot of work to try and make it playable and what would really happen if it was revisited was that it would get canned entirely.
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Donald X.

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Re: Renaissance rulebook is up
« Reply #65 on: November 07, 2018, 08:01:00 am »
+1

You couldn't move Fool out of Nocturne while it continued to use Boons.

By my understanding, Fool received quite a lot of work to try and make it playable and what would really happen if it was revisited was that it would get canned entirely.
If there were plenty of time I might keep messing with it, because some people really enjoyed getting 3 boons, and with plenty of time I'd get to see if the good version was still too slow. Probably I would try one-shots more. That's totally "playtesters who love Fool will hate this" but seems the most promising direction for actually doing a "get 3 boons" card that I personally could live with. I certainly wouldn't do Lost in the Woods. And if I got to redo Nocturne, I wouldn't do States either - they're a complication on top of a complication. Though we did enjoy them when playtesting.
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Cuzz

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Re: Renaissance rulebook is up
« Reply #66 on: November 07, 2018, 08:01:40 am »
0

Patron gets added to the list of cards that clearly only exist to stick it to people like me who have responded to fan cards by saying "it's not a good idea to have a reaction that reacts to being revealed".

Why was this not considered to be a good idea?
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Fly-Eagles-Fly

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Re: Renaissance rulebook is up
« Reply #67 on: November 07, 2018, 08:54:39 am »
0

Anyone know why all the pictures on the wiki are fuzzy?
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werothegreat

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Re: Renaissance rulebook is up
« Reply #68 on: November 07, 2018, 09:01:36 am »
+1

Anyone know why all the pictures on the wiki are fuzzy?

Because they're from fuzzy pictures from the rulebook pdf posted online.  No one (except playtesters) has a physical copy yet.
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