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Author Topic: So. Guilds.  (Read 80166 times)

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werothegreat

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So. Guilds.
« on: September 22, 2012, 01:50:00 pm »
+3

Let the speculation commence.  What do we think?

I'm thinking either

A) We will finally see a permanently played card

or

B) We will see players choosing different starting conditions (which could be in the form of a permanently played card)
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Re: So. Guilds.
« Reply #1 on: September 22, 2012, 03:00:13 pm »
0

Perhaps along the vein of a permanently played card, there could be "field cards," that is a card that when played had the same effect for both players.  For example, I think it would be interesting to have cards like "conquerors guild: while this card is in play, whenever a player receives a curse or a ruin they receive one more." 
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Re: So. Guilds.
« Reply #2 on: September 22, 2012, 03:04:08 pm »
+1

Perhaps along the vein of a permanently played card, there could be "field cards," that is a card that when played had the same effect for both all players.  For example, I think it would be interesting to have cards like "conquerors guild: while this card is in play, whenever a player receives a curse or a ruin they receive one more." 

FTFY Did you know you can play Dominion with more than 2 people? :P
« Last Edit: September 22, 2012, 03:07:51 pm by Archetype »
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Davio

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Re: So. Guilds.
« Reply #3 on: September 22, 2012, 03:06:40 pm »
+2

We will finally see Davio buy a storage solution and all the expansions he's currently missing.

Concerning the cards: It wouldn't surprise me if some cards would belong to a certain guild and would give bonuses to other cards from that guild. This would require a rule obviously where you would pick a certain number of cards from a guild, not just one.
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Re: So. Guilds.
« Reply #4 on: September 22, 2012, 03:28:12 pm »
+15

People will be able to form online "guilds" on Goko, and team of to defeat boss AIs against incredible odds, thus earning them valor points that can be used to buy better-looking avatars.
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eHalcyon

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Re: So. Guilds.
« Reply #5 on: September 22, 2012, 05:51:16 pm »
0

I swear I've seen this thread before. :P
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werothegreat

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Re: So. Guilds.
« Reply #6 on: September 22, 2012, 06:53:59 pm »
+1

Perhaps along the vein of a permanently played card, there could be "field cards," that is a card that when played had the same effect for both players.  For example, I think it would be interesting to have cards like "conquerors guild: while this card is in play, whenever a player receives a curse or a ruin they receive one more."

That would absolutely suck to have it.  Are you suggesting some sort of randomized deck that changes what Guild is in force?  And you'd have to play a Guild type card to reveal the next one?
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Re: So. Guilds.
« Reply #7 on: September 22, 2012, 07:50:21 pm »
0

I swear I've seen this thread before. :P

http://forum.dominionstrategy.com/index.php?topic=4165.0

Yeah, there were some interesting ideas in here, including a fun one from wero (and expanded upon by engineer).
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Re: So. Guilds.
« Reply #8 on: September 22, 2012, 08:44:05 pm »
0

-sigh-
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werothegreat

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Re: So. Guilds.
« Reply #9 on: September 22, 2012, 11:01:27 pm »
+1

Eh, that thread was made a month and a half ago.  Didn't want to be accused of thread necromancy.
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Re: So. Guilds.
« Reply #10 on: September 22, 2012, 11:06:47 pm »
0

Eh, that thread was made a month and a half ago.  Didn't want to be accused of thread necromancy.

Necro-ing isn't always bad!  Making duplicate threads is also a forum sin. ;)

I wouldn't mind more talk about that idea you had though.  It was a snazzy idea.
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Re: So. Guilds.
« Reply #11 on: September 23, 2012, 04:24:35 am »
+7

So Graverobbering a thread is better than Jestering it?
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werothegreat

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Re: So. Guilds.
« Reply #12 on: September 23, 2012, 09:31:15 am »
+4

So Graverobbering a thread is better than Jestering it?

I was trying to Mint it, but I accidentally bought Mine, so the Coppers are still there.
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Re: So. Guilds.
« Reply #13 on: September 23, 2012, 12:02:54 pm »
0

This could certainly be a good way for a small set to have a big impact on the game. It would be cool if there was a stack of 12 unique Guild cards which give different passive abilities to their members. At the beginning of the game, each player is dealt two at random, choosing one to keep. It would also be interesting if each guild had a certain Kingdom pile attached to it which was automatically in the game, and the guild member with whom it is associated got a discount on that card. This would be really difficult to balance, but it could really add some variance to the game, forcing people to try strategies that might otherwise be ignored.
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Re: So. Guilds.
« Reply #14 on: September 28, 2012, 10:32:12 am »
0

So I posted the following in the old thread (referenced above) yesterday, not realizing that there was a new place for it:

Quote
This is my idea for guilds type cards:

eg: silversmiths guild Action $4
+$2
Any other player may reveal and put into play a silversmiths guild, if they do they draw a card and you gain +1 buy
-----
If this card is in play at the start of your turn +$2, +1 buy

Note that the if this card starts in play clause does not require an action, just like duration cards.

I feel that this works thematically as guilds will succeed when they work together, or fail when they fall apart.
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Re: So. Guilds.
« Reply #15 on: September 28, 2012, 10:44:31 am »
0

I'm going to guess that Guilds will have a subsystem where certain cards can interact with each other and make other related cards played stronger.

In the mini-set contest I designed a card that uses tokens. I think Guilds would probably have something like that and make it a communal token where certain cards can make use of the tokens to be a little better when it's played.
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werothegreat

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Re: So. Guilds.
« Reply #16 on: September 28, 2012, 10:52:35 am »
+1

I'm going to guess that Guilds will have a subsystem where certain cards can interact with each other and make other related cards played stronger.

In the mini-set contest I designed a card that uses tokens. I think Guilds would probably have something like that and make it a communal token where certain cards can make use of the tokens to be a little better when it's played.

That would be fun, but I doubt there will be tokens in a small expansion.
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Re: So. Guilds.
« Reply #17 on: September 28, 2012, 01:26:49 pm »
0

I'm going to guess that Guilds will have a subsystem where certain cards can interact with each other and make other related cards played stronger.

In the mini-set contest I designed a card that uses tokens. I think Guilds would probably have something like that and make it a communal token where certain cards can make use of the tokens to be a little better when it's played.

Communal like this, where multiple cards use the same tokens, or communal like all players use the same mat?
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Re: So. Guilds.
« Reply #18 on: September 28, 2012, 01:38:33 pm »
0

I'm going to guess that Guilds will have a subsystem where certain cards can interact with each other and make other related cards played stronger.

In the mini-set contest I designed a card that uses tokens. I think Guilds would probably have something like that and make it a communal token where certain cards can make use of the tokens to be a little better when it's played.

Communal like this, where multiple cards use the same tokens, or communal like all players use the same mat?

Yeah, like your idea! Different cards using the same tokens! I assume you mean personal tokens as well, because that's what I had in mind.

I think around 4-6 cards would be enough, but if you're doing a random draw of cards from this set plus other earlier ones, you'd get like 1 card that uses these tokens, and it won't be as fun playing that card, obviously (even though it has its uses).
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eHalcyon

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Re: So. Guilds.
« Reply #19 on: September 28, 2012, 01:43:18 pm »
0

I'm going to guess that Guilds will have a subsystem where certain cards can interact with each other and make other related cards played stronger.

In the mini-set contest I designed a card that uses tokens. I think Guilds would probably have something like that and make it a communal token where certain cards can make use of the tokens to be a little better when it's played.

Communal like this, where multiple cards use the same tokens, or communal like all players use the same mat?

Yeah, like your idea! Different cards using the same tokens! I assume you mean personal tokens as well, because that's what I had in mind.

I think around 4-6 cards would be enough, but if you're doing a random draw of cards from this set plus other earlier ones, you'd get like 1 card that uses these tokens, and it won't be as fun playing that card, obviously (even though it has its uses).

Yeah, my idea was personal tokens, but shared between cards.

I really liked that idea, but I think the problem with it is that you have to design the cards such that they are usable on their own, but when they come up together then they're almost definitely going to be dominant.  The synergy would just be so strong.  But Potion cards are kind of like that too.
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Re: So. Guilds.
« Reply #20 on: September 28, 2012, 05:56:27 pm »
0

I wouldn't be surprised if Guilds incorporated cooperative or team playing.
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Re: So. Guilds.
« Reply #21 on: September 28, 2012, 06:49:21 pm »
+2

I wouldn't be surprised if Guilds incorporated cooperative or team playing.
I would. It completely goes against the 'no politics' aspect of Dominion.
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Re: So. Guilds.
« Reply #22 on: September 29, 2012, 10:07:01 am »
0

I wouldn't be surprised if Guilds incorporated cooperative or team playing.
I would. It completely goes against the 'no politics' aspect of Dominion.
Dark ages completely went against the 'trashing is permanent' aspect of Dominion. But expansions are all about new game mechanics.
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Re: So. Guilds.
« Reply #23 on: September 29, 2012, 01:41:13 pm »
0

Yeah but the "no politics" thing is probably more ironclad just because DXV has said that he really dislikes politics in games in general and that Dominion "struggles to minimize it". Making an expansion that throws that out the window just seems unlikely.
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Re: So. Guilds.
« Reply #24 on: September 29, 2012, 02:30:51 pm »
0

I am not necessarily supporting the idea of having choose-a-target attacks with no game rule changes, as cards like that certainly can detract from the game. What I'm talking about is point-sharing. As in, teams are established before the game begins. In such games, a card that chooses a target can be used strategically rather than politically.
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Re: So. Guilds.
« Reply #25 on: September 29, 2012, 02:37:44 pm »
0

I am not necessarily supporting the idea of having choose-a-target attacks with no game rule changes, as cards like that certainly can detract from the game. What I'm talking about is point-sharing. As in, teams are established before the game begins. In such games, a card that chooses a target can be used strategically rather than politically.

Even then, it couldn't work in 2P (for obvious reasons) or 3P (2 on 1 isn't fair) games. It would only work on 4P+ games.

 And the majority of people that play Dominion don't play with that many people. And even if they did, there would have to be a pretty extensive FAQ explaining how all the interactive cards would work with team play.

I see this being more a variant than an expansion. It'd be hard to create 13 cards that deal specifically with Team play.
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Re: So. Guilds.
« Reply #26 on: September 29, 2012, 02:40:52 pm »
0

Also, this is the last expansion of Dominion.

I'd expect Donald to end it with a bang by giving us some really cool cards that wrap up the game as a whole and give the game the sense of an ending.
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werothegreat

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Re: So. Guilds.
« Reply #27 on: September 29, 2012, 03:56:41 pm »
+1

Also, this is the last expansion of Dominion.

I'd expect Donald to end it with a bang by giving us some really cool cards that wrap up the game as a whole and give the game the sense of an ending.

Or he's just stringing us along, and his Dominion-addled brain has closets full of more expansions that he's just hiding from us.
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Re: So. Guilds.
« Reply #28 on: September 29, 2012, 03:56:56 pm »
+3

Also, Dark Ages was supposed to be the ending.
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Re: So. Guilds.
« Reply #29 on: September 29, 2012, 03:58:33 pm »
0

Also, this is the last expansion of Dominion.

I'd expect Donald to end it with a bang by giving us some really cool cards that wrap up the game as a whole and give the game the sense of an ending.
If I'm not mistaken, Guilds was originally designed to be second-last (with Dark Ages last), so I wouldn't expected anything too crazy.
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Re: So. Guilds.
« Reply #30 on: September 29, 2012, 06:33:24 pm »
+1

Also, this is the last expansion of Dominion.

I'd expect Donald to end it with a bang by giving us some really cool cards that wrap up the game as a whole and give the game the sense of an ending.
If I'm not mistaken, Guilds was originally designed to be second-last (with Dark Ages last), so I wouldn't expected anything too crazy.
I don't know, I won't put anything past DX. Even so, it could be a single new mechanic sprinkled out over all the cards, that wouldn't be more complex than DA.
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Re: So. Guilds.
« Reply #31 on: October 30, 2012, 09:19:55 pm »
+1

So.  Intrigue came out in July, Alchemy in May, Cornucopia in June, and Dark Ages in August.  Given that it's a small expansion, and there's nothing else Dominion-related coming out next year to bump it forward like the Base Cards did with Dark Ages, I'm going to wager on a May release, if not earlier, given that nothing came out this fall.  If that's the case, we're about six months out now for Guilds.
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Re: So. Guilds.
« Reply #32 on: October 31, 2012, 01:34:06 am »
+3

So.  Intrigue came out in July, Alchemy in May, Cornucopia in June, and Dark Ages in August.  Given that it's a small expansion, and there's nothing else Dominion-related coming out next year to bump it forward like the Base Cards did with Dark Ages, I'm going to wager on a May release, if not earlier, given that nothing came out this fall.  If that's the case, we're about six months out now for Guilds.
I won't know the actual date until stores are listing it, but it's on track for spring, although for Cornucopia that meant June. May is a good guess.
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Re: So. Guilds.
« Reply #33 on: November 01, 2012, 06:15:37 pm »
0

I'm going to make a wild guess that Guilds will have a "cards that care about card types" theme.
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Re: So. Guilds.
« Reply #34 on: November 01, 2012, 09:51:37 pm »
0

Also, this is the last expansion of Dominion.

I'd expect Donald to end it with a bang by giving us some really cool cards that wrap up the game as a whole and give the game the sense of an ending.
If I'm not mistaken, Guilds was originally designed to be second-last (with Dark Ages last), so I wouldn't expected anything too crazy.

I remember DXV said once that Guilds "had its own thing going on." So probably something kinda crazy.
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Re: So. Guilds.
« Reply #35 on: November 02, 2012, 12:52:49 am »
+5

Also, this is the last expansion of Dominion.

I'd expect Donald to end it with a bang by giving us some really cool cards that wrap up the game as a whole and give the game the sense of an ending.
If I'm not mistaken, Guilds was originally designed to be second-last (with Dark Ages last), so I wouldn't expected anything too crazy.

I remember DXV said once that Guilds "had its own thing going on." So probably something kinda crazy.

Detective's Guild
Action - $4

The Colonel in the Bathroom with the Lead Pipe.
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Re: So. Guilds.
« Reply #36 on: November 02, 2012, 09:38:46 am »
+1

Guys, it's obvious. It's right there in the name of the expansion.

This expansion cares about how pretty your cards are. Unsurprisingly, Gold is the most important card.
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Re: So. Guilds.
« Reply #37 on: November 02, 2012, 12:44:26 pm »
+2

Guys, it's obvious. It's right there in the name of the expansion.

This expansion cares about how pretty your cards are. Unsurprisingly, Gold is the most important card.

Guild is not an alternative spelling for gild. ;) 
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Re: So. Guilds.
« Reply #38 on: November 02, 2012, 01:00:31 pm »
+2

So it'll just be rare shiny holographic versions of the other cards?
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Re: So. Guilds.
« Reply #39 on: November 02, 2012, 01:44:27 pm »
+2

Guys, it's obvious. It's right there in the name of the expansion.

This expansion cares about how pretty your cards are. Unsurprisingly, Gold is the most important card.

Guild is not an alternative spelling for gild. ;) 

Says ewe!
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Re: So. Guilds.
« Reply #40 on: November 04, 2012, 07:07:51 pm »
+6

I'll trade you my shiny Mountebank for your shiny Charizard.
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Re: So. Guilds.
« Reply #41 on: November 04, 2012, 11:23:43 pm »
0

Haven't got a Charizard, but I do have a foil Mara Jade I'll trade you for a shiny Counting House.
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Re: So. Guilds.
« Reply #42 on: November 05, 2012, 06:36:04 am »
+1

Back to the topic at hand.

I wonder if Guilds has a retroactive thing going on or whether it's only going to be concerned with itself.
I mean: it would be cool to have a card that cares about Smithy and Woodcutter, but how can this be achieved without awkward wording? And no card currently references cards from other expansions/standalones, just the basics like Golds and Duchies etc.

So Guild MUST have its own thing going on.

If it's going to be Cornucopia-sized, it will have ~15 cards.
5 Guilds with 3 cards each in a "include the entire Guild of 3 cards or not" kind of way?

It's going to be pretty hard to make cards that give a bonus to other cards when used together useful when they're alone.

Then again, they can be self-synergizing, like some sort of Merchants Guild card:

Merchants Quarter
Action - Merchants Guild - $3


+2 Actions
+$1 for every Merchants Guild card you have in play, counting this.


Or a Workers Guild card:

Labor Union
Action - Workers Guild - $3


+1 Card
+1 Action for every Workers Guild card you have in play, counting this.
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Re: So. Guilds.
« Reply #43 on: November 12, 2012, 12:22:52 am »
+1

Merchant's Guild seems too much like Bank.
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Re: So. Guilds.
« Reply #44 on: November 12, 2012, 02:17:04 am »
0

Merchant's Guild seems too much like Bank.
Wekll, I don't mean for them to actually be printed and played like that, I just wanted to illustrate connections between cards.
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Re: So. Guilds.
« Reply #45 on: December 22, 2012, 08:24:39 pm »
0

Perhaps along the vein of a permanently played card, there could be "field cards," that is a card that when played had the same effect for both players.  For example, I think it would be interesting to have cards like "conquerors guild: while this card is in play, whenever a player receives a curse or a ruin they receive one more."

That would absolutely suck to have it.  Are you suggesting some sort of randomized deck that changes what Guild is in force?  And you'd have to play a Guild type card to reveal the next one?

I like the field card aspect idea, or at least cards that has the same positive/negative effect for both players.  I don't necessarily think that it would have to operate in the way where one guild outranks or replaces another.  They could operate on one to two turn rounds.  I imagine that one round cards with very powerful effects, but you would have to try and be sure you would get more out of it then your opponent.

For example: 4$ Banker's Guild: This stays in play until the start of your next turn.  When someone gains a treasure, they gain one more copy of the treasure card they originally gained. 

This would be a heavy price for you as a terminal action, but if you know you'll be at a point to buy golds before your opponent, it would be very powerful.  You gain an extra-gold and make them think twice about buying a silver, potion, or any other card because they would have to get one more.  Consider if you were able to stack these!  An action-based deck would be deterred from getting a gold because 1 gold plus 2 or 3 more might clog the engine.

Or if you have an action based deck and another player is going big money:
$5 Thief's Guild: This card stays in play until the start of the turn after your next turn.  Each player only redraws three cards after their clean-up phase.

Other than awkward wording it might be interesting to see.

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Re: So. Guilds.
« Reply #46 on: December 25, 2012, 07:04:48 pm »
+1

So, I´ve been looking for spoilers in rules currently published. As in the way Alchemy spoiled that cards would care about cost ranges (for knights, grave robbers and such). And I always wondered why this was so carefully written out:

"When a card is gained to a location other than a discard pile, it does not "visit" the discard pile - it
goes directly to where it was gained. For example Armory gains cards directly to the top of a deck." From the Dark Ages rulebook.

I can´t think of a situation where this is important to specify with the cards currently published. Is it for just for dummies, or is there some way new cards can play with the top of the discard pile? There are several cards that interact with the discard pile: Inn, Sage, Counting House, but not the top card specifically.

What about a card that is sort of a self-Tribute? (Kind of like Irongmonger, I know.)

Look at the top card of your discard pile. If it is an
-Action Card: +2 Actions
-Treasure Card: +2 Coins
- Victory Card: +2 Cards

Or how about a card where the reaction part is for when it is on top of the discard pile? As in:


+2 Coins (or whatever)
------------
When this is the top card of the discard pile and is covered by another card,
either trash that card, or move it on top of your deck.

Which would make it sort of similar to Watchtower, but after it´s been discarded from your hand.

I´m sure you guys can think of a lot of better implementations, but the question is: Is the top card of a discard pile an interesting piece of data for new cards? Thinking of how Dark Ages implemented the Trash Pile, how many other pieces of data are there to work with?

And also, merry Christmas everyone!
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Re: So. Guilds.
« Reply #47 on: December 25, 2012, 07:58:26 pm »
0

So, I´ve been looking for spoilers in rules currently published. As in the way Alchemy spoiled that cards would care about cost ranges (for knights, grave robbers and such). And I always wondered why this was so carefully written out:

"When a card is gained to a location other than a discard pile, it does not "visit" the discard pile - it
goes directly to where it was gained. For example Armory gains cards directly to the top of a deck." From the Dark Ages rulebook.

I can´t think of a situation where this is important to specify with the cards currently published. Is it for just for dummies, or is there some way new cards can play with the top of the discard pile? There are several cards that interact with the discard pile: Inn, Sage, Counting House, but not the top card specifically.

What about a card that is sort of a self-Tribute? (Kind of like Irongmonger, I know.)

Look at the top card of your discard pile. If it is an
-Action Card: +2 Actions
-Treasure Card: +2 Coins
- Victory Card: +2 Cards

Or how about a card where the reaction part is for when it is on top of the discard pile? As in:


+2 Coins (or whatever)
------------
When this is the top card of the discard pile and is covered by another card,
either trash that card, or move it on top of your deck.

Which would make it sort of similar to Watchtower, but after it´s been discarded from your hand.

I´m sure you guys can think of a lot of better implementations, but the question is: Is the top card of a discard pile an interesting piece of data for new cards? Thinking of how Dark Ages implemented the Trash Pile, how many other pieces of data are there to work with?

And also, merry Christmas everyone!

I think it's unlikely that there will be anything to do with the top of the discard, or anything about order of cards in the discard in general.  Not impossible, but unlikely.  Doing that sort of thing requires players to explicitly think about ordering their cards when discarding at the end of their turn, and that just seems like a bothersome mechanic.

But the approach is good.  I can't think of an existing reason for why it should be noted that a card gained to a different place doesn't first visit the discard.  Perhaps there will be a reaction that cares when a card enters the discard.  Can't think of another reason why a card would care about something temporarily being in the discard.
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Re: So. Guilds.
« Reply #48 on: December 25, 2012, 08:08:33 pm »
+3

Oh man. If there's something that cares about cards "visiting" the discard pile, Goko is going to have such a hard time with that.
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Re: So. Guilds.
« Reply #49 on: December 25, 2012, 08:20:04 pm »
+1

The biggest issue I see with caring about the order of your discard pile is that it will encourage players to spend time making uninteresting decisions every time they discard more than one card.  However, there may be rather straightforward effects. For instance, if there is a kingdom card with a "while this card is on the top of your discard pile..." effects, then you would pretty much just always want to choose to put this card on top while discarding when you have the option, so it wouldn't really take much additional time.
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Re: So. Guilds.
« Reply #50 on: December 25, 2012, 08:57:29 pm »
0

The biggest concern I have, is endless Tunnel cycling, if there was a reaction card to place a card on top again. Or maybe not? Of all the data that has yet to be exploited, I feel that the top of the discard pile is the last that hasn´t been taken advantage of. (I might have spelled something wrong.... Sorry, I´m not a native speaker of English.)
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Re: So. Guilds.
« Reply #51 on: December 26, 2012, 12:10:27 am »
+1

I doubt there will be cards that care about order of the discard pile.

However, I could totally see "the discard pile" being a theme of Guilds, just like "the trash" was a theme of Dark Ages.  We already have Counting House, Inn, Scavenger and Hermit - what else could play with the discard pile?

Also, I'm still waiting for an Attack Village (Dame Molly doesn't really count).
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Re: So. Guilds.
« Reply #52 on: December 26, 2012, 12:43:32 am »
0

Discard pile could definitely be a theme.

Maybe a reaction to "when you put a card in your discard pile" or something. Not caring about the order, just when you do it. Maybe a Horn-of-Plenty- or Philosopher's stone-like thing that counts your discard pile to give you coin or gain you cards or something. Cards with "when you discard this from play" or "when you discard this during cleanup" or "when you discard this other than during cleanup" abilities. Lots to be done there!
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Re: So. Guilds.
« Reply #53 on: December 26, 2012, 12:52:11 am »
+1

Also bear in mind that there needs to be:

-An on-theme Curser
-An on-theme Victory card
-An on-theme Treasure
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Re: So. Guilds.
« Reply #54 on: December 26, 2012, 02:21:49 am »
0

I doubt there will be cards that care about order of the discard pile.

However, I could totally see "the discard pile" being a theme of Guilds, just like "the trash" was a theme of Dark Ages.  We already have Counting House, Inn, Scavenger and Hermit - what else could play with the discard pile?

Also, I'm still waiting for an Attack Village (Dame Molly doesn't really count).
I doubt there will be an Attack village or the attack needs to be very weak. Look at Familiar, it's the only Attack cantrip and needs a Potion! Okay, there's Spy, but well...that's Spy. And Scrying Pool needs a Potion too.
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Re: So. Guilds.
« Reply #55 on: December 26, 2012, 01:02:39 pm »
0

I doubt there will be an Attack village or the attack needs to be very weak. Look at Familiar, it's the only Attack cantrip and needs a Potion! Okay, there's Spy, but well...that's Spy. And Scrying Pool needs a Potion too.

Also Urchin and (kinda) Minion.
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Re: So. Guilds.
« Reply #56 on: December 27, 2012, 07:29:19 am »
+2

I miss a non-terminal draw-to-X card. Would be great if there's one in Guilds...
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Re: So. Guilds.
« Reply #57 on: December 27, 2012, 08:28:21 am »
0

I miss a non-terminal draw-to-X card. Would be great if there's one in Guilds...
Rinkworks' winning fan card of the contest I had organized: Archivist.

I believe it was something like:

+1 Action
Choose one: Discard any number of cards, +$1 per card discarded; or draw until you have 5 cards in hand.
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Re: So. Guilds.
« Reply #58 on: December 27, 2012, 09:07:17 am »
+1

I miss a non-terminal draw-to-X card. Would be great if there's one in Guilds...

You mean Minion?
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Re: So. Guilds.
« Reply #59 on: December 27, 2012, 09:23:47 am »
0

Minion is not a cantrip, as it does not preserve hand size.  Familiar, Spy, Scrying Pool, and Urchin do, though Urchin's attack is incredibly weak and non-stackable.
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Re: So. Guilds.
« Reply #60 on: January 01, 2013, 11:54:28 pm »
+2

So it's now a new year.  A year in which Guilds will be released.  Who's excited? 

Also, any guesses on what the little expansion symbol will be?  I'm going to guess a gear.  For no reason.
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Re: So. Guilds.
« Reply #61 on: January 02, 2013, 01:05:18 am »
0

not a cantrip, as it does not preserve hand size

Please, not this debate again. I put a (kinda) in front of it.

Plenty of other attacks are non-stackable; I don't know why that's a strike against Urchin being a cantrip attack.
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Re: So. Guilds.
« Reply #62 on: January 02, 2013, 02:36:00 am »
0

So it's now a new year.  A year in which Guilds will be released.  Who's excited? 

Also, any guesses on what the little expansion symbol will be?  I'm going to guess a gear.  For no reason.
I am excited. After dreaming about the symbol for Dark Ages (half destroyed column of a ruin) and getting it wrong, I look forward to being wrong again!

I'm guessing some sort of crest or shield with the Dominion initial on it.
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Re: So. Guilds.
« Reply #63 on: January 02, 2013, 04:18:47 am »
0

Or a Hammer...
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Re: So. Guilds.
« Reply #64 on: January 02, 2013, 09:04:06 am »
0

I'm guessing a shield, flag or emblem of some sort.

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Re: So. Guilds.
« Reply #65 on: January 09, 2013, 11:53:59 pm »
0

When do you think we'll see the box and the humorous description?  We don't even have a release date yet...
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Re: So. Guilds.
« Reply #66 on: January 10, 2013, 12:48:20 am »
0

When do you think we'll see the box and the humorous description?  We don't even have a release date yet...

Late Spring.
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Re: So. Guilds.
« Reply #67 on: January 10, 2013, 10:00:30 am »
+1

When do you think we'll see the box and the humorous description?  We don't even have a release date yet...

Late Spring.

But that's not a date - it's a time period.
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Re: So. Guilds.
« Reply #68 on: January 10, 2013, 11:30:46 am »
0

When do you think we'll see the box and the humorous description?  We don't even have a release date yet...

Late Spring.

But that's not a date - it's a time period.

Oh yeah, good call.

Still, I doubt we'll get an exact date until a week before its release, if then. The shipping seems to be really variable if experience is any indicator.
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Re: So. Guilds.
« Reply #69 on: January 10, 2013, 01:42:47 pm »
0

When do you think we'll see the box and the humorous description?  We don't even have a release date yet...

Late Spring.

But that's not a date - it's a time period.

Oh yeah, good call.

Still, I doubt we'll get an exact date until a week before its release, if then. The shipping seems to be really variable if experience is any indicator.

When was info on Cornucopia released?
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Re: So. Guilds.
« Reply #70 on: January 10, 2013, 02:36:53 pm »
0

When do you think we'll see the box and the humorous description?  We don't even have a release date yet...

Late Spring.

But that's not a date - it's a time period.

Oh yeah, good call.

Still, I doubt we'll get an exact date until a week before its release, if then. The shipping seems to be really variable if experience is any indicator.

When was info on Cornucopia released?

Ah, sorry. I'm guessing the description will be up soon. The exact release date probably won't.
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Re: So. Guilds.
« Reply #71 on: January 10, 2013, 04:43:15 pm »
0

Can I just check... in business terms, does late spring mean literally what it says (so late May/early June) or does it mean late Q1 - so March?
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Re: So. Guilds.
« Reply #72 on: January 10, 2013, 08:08:11 pm »
0

Can I just check... in business terms, does late spring mean literally what it says (so late May/early June) or does it mean late Q1 - so March?

It means we are looking at May/Early June.
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Re: So. Guilds.
« Reply #73 on: January 10, 2013, 08:29:02 pm »
0

Okay, I was hoping otherwise but expected as much.
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Re: So. Guilds.
« Reply #74 on: January 11, 2013, 01:40:40 am »
0

I thought it meant late June. I think that's when Cornucopia came out, but I'm not 100% certain.
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Re: So. Guilds.
« Reply #75 on: January 14, 2013, 12:04:13 am »
0

I thought it meant late June. I think that's when Cornucopia came out, but I'm not 100% certain.

Cornucopia came out in June, and Alchemy came out in May.
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Re: So. Guilds.
« Reply #76 on: January 28, 2013, 05:48:36 am »
0

Wero is right; It says so on the Wikipedia page.
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Re: So. Guilds.
« Reply #77 on: January 29, 2013, 04:22:24 pm »
+1

This was just published: http://www.riograndegames.com/news.html?id=14

Quote
Later this spring we plan to release Credit Mobilier, Mogul, Dominion: The Guilds, and Race for the Galaxy: Alien Artifacts. We also have planned several reprints for the spring: El Caballero, Tikal, Space Alert, and Space Alert: New Frontier.

Nothing really new  :(

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Re: So. Guilds.
« Reply #78 on: January 29, 2013, 04:32:18 pm »
+1

I'm curious as to why it is Dominion: The Guilds and not Dominion: Guilds.  It's not like we had Dominion: The Dark Ages or Dominion: The Hinterlands.
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Re: So. Guilds.
« Reply #79 on: January 29, 2013, 04:41:58 pm »
0

I'm curious as to why it is Dominion: The Guilds and not Dominion: Guilds.  It's not like we had Dominion: The Dark Ages or Dominion: The Hinterlands.

Especially since Donald X. has confirmed that it's just "Guilds."
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Re: So. Guilds.
« Reply #80 on: January 29, 2013, 04:52:25 pm »
0

I'm curious as to why it is Dominion: The Guilds and not Dominion: Guilds.  It's not like we had Dominion: The Dark Ages or Dominion: The Hinterlands.
Someone has cited a RGG newsletter with that name. I don't know if it's a change or just a random mistake in that newsletter. In emails Jay refers to it as Guilds, and I think he likes that most of the names are one word.
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Re: So. Guilds.
« Reply #81 on: January 29, 2013, 06:17:31 pm »
+10

The obvious question here is, will it be Dominion: Catapult or Dominion: The Catapult?
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Re: So. Guilds.
« Reply #82 on: January 30, 2013, 03:17:29 am »
0

I'm hoping for a treasure card that you can play during the action phase of your turn without using an action. Or a card that turns victory cards in your hand into money. (Not Feodum)
« Last Edit: January 30, 2013, 03:18:54 am by bedlam »
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Re: So. Guilds.
« Reply #83 on: January 30, 2013, 03:19:03 am »
+3

I'm hoping for a treasure card that you can play during the action phase of your turn without using an action. Or a card that turns victory cards in your hand into money. (Not Feodum)

So, non-terminal virtual coin and Secret Chamber? ;)
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Re: So. Guilds.
« Reply #84 on: January 30, 2013, 10:18:37 am »
0

So I've been trying to go back in the posts here to see when info started being announced on Cornucopia (the previous small expansion), but the posts here only go back to June 2011 (i.e. just in time for Hinterlands, and pretty much exactly when I started getting on here anyway).  Dare I go over to BGG to check?

EDIT: Checked BGG.  Apparently the first spoiler happened in April.  I don't know if I can wait that long...
« Last Edit: January 30, 2013, 10:24:39 am by werothegreat »
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Re: So. Guilds.
« Reply #85 on: January 30, 2013, 01:09:20 pm »
+1

So I've been trying to go back in the posts here to see when info started being announced on Cornucopia (the previous small expansion), but the posts here only go back to June 2011 (i.e. just in time for Hinterlands, and pretty much exactly when I started getting on here anyway).  Dare I go over to BGG to check?

EDIT: Checked BGG.  Apparently the first spoiler happened in April.  I don't know if I can wait that long...

What do you mean? We've already had the best kinds of spoilers -- fragmented ones!
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Re: So. Guilds.
« Reply #86 on: January 30, 2013, 01:35:47 pm »
0

So I've been trying to go back in the posts here to see when info started being announced on Cornucopia (the previous small expansion), but the posts here only go back to June 2011 (i.e. just in time for Hinterlands, and pretty much exactly when I started getting on here anyway).  Dare I go over to BGG to check?

EDIT: Checked BGG.  Apparently the first spoiler happened in April.  I don't know if I can wait that long...

What do you mean? We've already had the best kinds of spoilers -- fragmented ones!

I mean like an actual card, or the set description.
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Re: So. Guilds.
« Reply #87 on: January 30, 2013, 03:05:39 pm »
0

I just hope Dutch publisher 999 games releases it at all and not long after RGG.
They were quick with Dark Ages, but they had initially skipped Cornucopia due to diminishing revenues.
It would be very sad to have 8 boxes in Dutch and 1 in English. :(
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Re: So. Guilds.
« Reply #88 on: January 30, 2013, 03:32:25 pm »
0

I just hope Dutch publisher 999 games releases it at all and not long after RGG.
They were quick with Dark Ages, but they had initially skipped Cornucopia due to diminishing revenues.
It would be very sad to have 8 boxes in Dutch and 1 in English. :(

Is there a gaming convention in the spring that Cornucopia/Alchemy/Intrigue released at?
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Re: So. Guilds.
« Reply #89 on: January 30, 2013, 03:58:15 pm »
0

I just hope Dutch publisher 999 games releases it at all and not long after RGG.
They were quick with Dark Ages, but they had initially skipped Cornucopia due to diminishing revenues.
It would be very sad to have 8 boxes in Dutch and 1 in English. :(
Totally agreed!
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Re: So. Guilds.
« Reply #90 on: January 31, 2013, 02:13:41 am »
0

I just hope Dutch publisher 999 games releases it at all and not long after RGG.
They were quick with Dark Ages, but they had initially skipped Cornucopia due to diminishing revenues.
It would be very sad to have 8 boxes in Dutch and 1 in English. :(

Is there a gaming convention in the spring that Cornucopia/Alchemy/Intrigue released at?
I don't know, I emailed 999 Games for some info, will see if they respond and what they say.
I mentioned that I'm the current Dutch champ, maybe they'll respond sooner.  ;D
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Re: So. Guilds.
« Reply #91 on: February 04, 2013, 09:04:30 pm »
0

I just hope Dutch publisher 999 games releases it at all and not long after RGG.
They were quick with Dark Ages, but they had initially skipped Cornucopia due to diminishing revenues.
It would be very sad to have 8 boxes in Dutch and 1 in English. :(

Is there a gaming convention in the spring that Cornucopia/Alchemy/Intrigue released at?
I don't know, I emailed 999 Games for some info, will see if they respond and what they say.
I mentioned that I'm the current Dutch champ, maybe they'll respond sooner.  ;D

I meant for the English version, but Dutch works, too, I guess.
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Re: So. Guilds.
« Reply #92 on: February 05, 2013, 03:42:04 am »
0

Let's all play with the foreign cards!
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Re: So. Guilds.
« Reply #93 on: February 05, 2013, 05:05:52 am »
+1

Hertigöme! Hertigöme!
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Re: So. Guilds.
« Reply #94 on: February 05, 2013, 05:45:40 am »
0

:D I love myself some Hertigömen!
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Re: So. Guilds.
« Reply #95 on: February 15, 2013, 12:50:46 am »
0

Apparently Walled Village was outtaken from this expansion.  Outtook?  Outtaken.  Though it was apparently also off-theme, so no hints there.
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Re: So. Guilds.
« Reply #96 on: February 15, 2013, 01:31:03 am »
0

Apparently Walled Village was outtaken from this expansion.  Outtook?  Outtaken.  Though it was apparently also off-theme, so no hints there.
So no trashing or topdecking theme.  That's... something...
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Re: So. Guilds.
« Reply #97 on: February 15, 2013, 03:14:14 am »
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Maybe that means Guilds won't have a village.
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Re: So. Guilds.
« Reply #98 on: February 15, 2013, 03:17:54 am »
0

Wow I completely read that wrong.  I thought he said Watchtower...
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Re: So. Guilds.
« Reply #99 on: February 15, 2013, 09:37:13 am »
0

Wow I completely read that wrong.  I thought he said Watchtower...

Nope.  Walled Village.
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Re: So. Guilds.
« Reply #100 on: February 15, 2013, 12:58:43 pm »
0

Wow I completely read that wrong.  I thought he said Watchtower...

Nope.  Walled Village.
I think you mean Walled Village.
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Re: So. Guilds.
« Reply #101 on: February 15, 2013, 01:05:22 pm »
+1

Wow I completely read that wrong.  I thought he said Watchtower...

Nope.  Walled Village.
I think you mean Walled Village.

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Re: So. Guilds.
« Reply #102 on: February 21, 2013, 07:10:09 am »
0

Wow I completely read that wrong.  I thought he said Watchtower...

Nope.  Walled Village.
I think you mean Walled Village.

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Well, who really wants Walled Village, anyway?  My slog through the adventures is purely to get Governor, and maybe Envoy.
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Re: So. Guilds.
« Reply #103 on: February 21, 2013, 11:04:41 am »
+2

Well, who really wants Walled Village, anyway?  My slog through the adventures is purely to get Governor, and maybe Envoy.

Walled Village was actually the first Promo I bought on Goko, followed by Envoy.

I like how Walled Village allows you to build a completely different kind of deck than other village cards. I think it's a bit underrated.
« Last Edit: February 21, 2013, 11:05:48 am by LastFootnote »
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Re: So. Guilds.
« Reply #104 on: February 21, 2013, 05:15:13 pm »
0

I want Walled Village. I like being able to play more than one terminal. However, so far, I only have Governor and Envoy.
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Re: So. Guilds.
« Reply #105 on: February 21, 2013, 07:28:33 pm »
0

I'm going to make a wild guess that Guilds will have a "cards that care about card types" theme.

So it'll have Jester, Fortune Teller, Ironworks, Farming Village, Wandering Minstrel, Bank and Knights in it?
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Re: So. Guilds.
« Reply #106 on: February 21, 2013, 07:58:33 pm »
+3

I'm going to make a wild guess that Guilds will have a "cards that care about card types" theme.

So it'll have Jester, Fortune Teller, Ironworks, Farming Village, Wandering Minstrel, Bank and Knights in it?
You forgot the not greatest card in the word: Tribute.
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Re: So. Guilds.
« Reply #107 on: February 22, 2013, 06:19:45 am »
0

Rabble!

And: Obligatory Band of Misfits edge-case mention: Band of Misfits!
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Re: So. Guilds.
« Reply #108 on: February 22, 2013, 06:55:54 am »
+1

No, no, Watchtower is off theme too.

Which means we can go ahead and confirm that the theme of Guilds is NOT "cards named after magazines published by churches and religious organizations".
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Re: So. Guilds.
« Reply #109 on: February 22, 2013, 01:03:40 pm »
0

I'm going to make a wild guess that Guilds will have a "cards that care about card types" theme.

So it'll have Jester, Fortune Teller, Ironworks, Farming Village, Wandering Minstrel, Bank and Knights in it?
You forgot the not greatest card in the word: Tribute.

Subtle.  Very well done.
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Re: So. Guilds.
« Reply #110 on: February 24, 2013, 08:14:31 am »
0

And most alt VPs…
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Re: So. Guilds.
« Reply #111 on: February 24, 2013, 10:39:13 pm »
0

guilds just can't get here soon enough....or even a whiff of when we can partake of Donald's previews!
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Re: So. Guilds.
« Reply #112 on: February 25, 2013, 08:44:20 am »
+5

guilds just can't get here soon enough....or even a whiff of when we can partake of Donald's previews!
Since it isn't coming out at a particular show AFAIK, I won't know a precise release date until very close to it.

I have proofread the rulebook and card images for the last time, that is the extent of release date information that I have.
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Re: So. Guilds.
« Reply #113 on: February 25, 2013, 09:39:54 am »
0

guilds just can't get here soon enough....or even a whiff of when we can partake of Donald's previews!
Since it isn't coming out at a particular show AFAIK, I won't know a precise release date until very close to it.

I have proofread the rulebook and card images for the last time, that is the extent of release date information that I have.

That sounds like we might be getting the official blurb from RGG soon.
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Re: So. Guilds.
« Reply #114 on: February 25, 2013, 12:48:12 pm »
0

guilds just can't get here soon enough....or even a whiff of when we can partake of Donald's previews!
Since it isn't coming out at a particular show AFAIK, I won't know a precise release date until very close to it.

I have proofread the rulebook and card images for the last time, that is the extent of release date information that I have.
Cool!  Thanks for the response! Great to hear where it's at!
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Re: So. Guilds.
« Reply #115 on: February 25, 2013, 01:50:02 pm »
0

Is it bad that I have http://www.riograndegames.com/games.html?id=447 bookmarked (since mid-January no less) and check it periodically, since when RGG updates, that's the first blank game? So... either I'll see the Guilds ASAP or some other RGG games.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: So. Guilds.
« Reply #116 on: February 25, 2013, 01:51:38 pm »
0

Is it bad that I have http://www.riograndegames.com/games.html?id=447 bookmarked (since mid-January no less) and check it periodically, since when RGG updates, that's the first blank game? So... either I'll see the Guilds ASAP or some other RGG games.

A little bit. Especially as I would expect the news to break here about guilds a second after it goes up on RGG.
And probably RGG wont be the first place to have the news anyways.
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Re: So. Guilds.
« Reply #117 on: February 25, 2013, 02:26:13 pm »
+1

Is it bad that I have http://www.riograndegames.com/games.html?id=447 bookmarked (since mid-January no less) and check it periodically, since when RGG updates, that's the first blank game? So... either I'll see the Guilds ASAP or some other RGG games.

A little bit. Especially as I would expect the news to break here about guilds a second after it goes up on RGG.
And probably RGG wont be the first place to have the news anyways.

On the grounds that it took like 12 hours for info to go up here about Dark Ages, posted by me, after spotting it on BGG, I'd say meh. Where will have it before RGG, do you think?
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: So. Guilds.
« Reply #118 on: February 25, 2013, 02:32:27 pm »
+3

Pfff. Why doing the hard work by yourself? On sites I want to get updates and that don't have a RSS feed I have a plugin in my browser that checks that page every x minutes. RGG is on that list.  :P

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Re: So. Guilds.
« Reply #119 on: February 25, 2013, 02:57:59 pm »
0

Is it bad that I have http://www.riograndegames.com/games.html?id=447 bookmarked (since mid-January no less) and check it periodically, since when RGG updates, that's the first blank game? So... either I'll see the Guilds ASAP or some other RGG games.

A little bit. Especially as I would expect the news to break here about guilds a second after it goes up on RGG.
And probably RGG wont be the first place to have the news anyways.

On the grounds that it took like 12 hours for info to go up here about Dark Ages, posted by me, after spotting it on BGG, I'd say meh. Where will have it before RGG, do you think?

Surely by your own experience....BGG?
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Re: So. Guilds.
« Reply #120 on: February 25, 2013, 03:44:57 pm »
0

guilds just can't get here soon enough....or even a whiff of when we can partake of Donald's previews!
Since it isn't coming out at a particular show AFAIK, I won't know a precise release date until very close to it.

I have proofread the rulebook and card images for the last time, that is the extent of release date information that I have.

Remind me again what page 4 of the rulebook says about that one card... what was it called again?
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Re: So. Guilds.
« Reply #121 on: February 25, 2013, 04:57:03 pm »
0

Is it bad that I have http://www.riograndegames.com/games.html?id=447 bookmarked (since mid-January no less) and check it periodically, since when RGG updates, that's the first blank game? So... either I'll see the Guilds ASAP or some other RGG games.

A little bit. Especially as I would expect the news to break here about guilds a second after it goes up on RGG.
And probably RGG wont be the first place to have the news anyways.

On the grounds that it took like 12 hours for info to go up here about Dark Ages, posted by me, after spotting it on BGG, I'd say meh. Where will have it before RGG, do you think?

Surely by your own experience....BGG?

The BGG link was pointing to RGG.

Anyway this extension Qvist mentions sounds interesting...
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But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: So. Guilds.
« Reply #122 on: February 25, 2013, 05:35:16 pm »
0

I always have to think for a sec whenever I see "BGG" or "RGG" because "B" and "R" look similar.
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Re: So. Guilds.
« Reply #123 on: February 25, 2013, 05:36:23 pm »
+1

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Re: So. Guilds.
« Reply #124 on: February 26, 2013, 05:38:02 pm »
0

guilds just can't get here soon enough....or even a whiff of when we can partake of Donald's previews!
Since it isn't coming out at a particular show AFAIK, I won't know a precise release date until very close to it.

I have proofread the rulebook and card images for the last time, that is the extent of release date information that I have.

Is it coming out before Origins, then?
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Re: So. Guilds.
« Reply #125 on: February 26, 2013, 05:54:29 pm »
0

Is it coming out before Origins, then?
Well we're expecting it in the "spring," right? Origins is June so there you go. If it somehow hasn't come out by Origins then he might sync it up I guess. Anyway I don't know the release date and typically find out on BGG.
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Re: So. Guilds.
« Reply #126 on: February 26, 2013, 06:06:16 pm »
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I had just been assuming Origins.  Most "spring" releases have actually been "late spring" and it would seem to make sense that, if it's ready the last week of May, to just hold it until Origins...
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Re: So. Guilds.
« Reply #127 on: February 26, 2013, 06:11:47 pm »
0

guilds just can't get here soon enough....or even a whiff of when we can partake of Donald's previews!
Since it isn't coming out at a particular show AFAIK, I won't know a precise release date until very close to it.

I have proofread the rulebook and card images for the last time, that is the extent of release date information that I have.

Is it coming out before Origins, then?

June 12 - June 16? That sounds like it's right around the release date. Companies like to release games at big game fairs. I don't have any info, but it seems likely to me that it'll come out at Origins.
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Re: So. Guilds.
« Reply #128 on: February 26, 2013, 06:13:34 pm »
0

So about 3 1/2 months to wait? Doesn't seem too bad. Remind me, how long before Cornucopia/DA did we start getting a) snippets of information and b) (official or unofficial) previews?
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Re: So. Guilds.
« Reply #129 on: February 26, 2013, 06:16:21 pm »
0

So about 3 1/2 months to wait? Doesn't seem too bad. Remind me, how long before Cornucopia/DA did we start getting a) snippets of information and b) (official or unofficial) previews?

Looks like we started getting info for Cornucopia in late January. There's a thread dated Jan 25 on BGG that speculated what the 5 unique cards would be.
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Re: So. Guilds.
« Reply #130 on: February 26, 2013, 06:16:46 pm »
+1

Remember, this is just you guys being pessimistic, there is no official date.
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Re: So. Guilds.
« Reply #131 on: February 26, 2013, 06:18:11 pm »
0

So about 3 1/2 months to wait? Doesn't seem too bad. Remind me, how long before Cornucopia/DA did we start getting a) snippets of information and b) (official or unofficial) previews?

Looks like we started getting info for Cornucopia in late January. There's a thread dated Jan 25 on BGG that speculated what the 5 unique cards would be.

Well, we're well past that at this point.
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Re: So. Guilds.
« Reply #132 on: February 26, 2013, 06:19:03 pm »
0

Remember, this is just you guys being pessimistic, there is no official date.

I wouldn't call late June pessimistic. It's more or less within the window of late Spring. If I were being pessimistic, I'd say we wouldn't see it until August. The fact that Dark Ages came out pretty much exactly when RGG said it would cured me of my pessimism regarding Dominion release dates.
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Re: So. Guilds.
« Reply #133 on: February 27, 2013, 01:17:04 pm »
+6

What you should do, Donald, is give us just enough information to keep us occupied until we can have real information, without actually informing us of anything. Like, tell us how many times each of the Wheel-of-Fortune freebies (R L S T N E) appears in the rulebook. We can wildly speculate from that for weeks.

(I'd say give us ETAOIN SHRDLU, but then presumably Celestial Chameleon has full-text by Friday.)
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Re: So. Guilds.
« Reply #134 on: February 27, 2013, 01:46:02 pm »
+2

Well, he could reveal just 1 card per week.

If it's 15 cards he would be finished by half June.

Would gladly except 1 card every 2 weeks though.
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Re: So. Guilds.
« Reply #135 on: February 27, 2013, 04:13:57 pm »
0

Well, he could reveal just 1 card per week.

If it's 15 cards he would be finished by half June.

Would gladly except 1 card every 2 weeks though.

Well, it's not like they're going to just hold onto everything for a couple months for no reason.  They probably won't have a finished product until maybe a month before release - enough to get enough copies produced to meet initial demand.  So we'll probably see card previews when there are actually finished cards to preview.
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Re: So. Guilds.
« Reply #136 on: February 27, 2013, 04:38:13 pm »
+4

Well, it's not like they're going to just hold onto everything for a couple months for no reason.  They probably won't have a finished product until maybe a month before release - enough to get enough copies produced to meet initial demand.  So we'll probably see card previews when there are actually finished cards to preview.
The card images are finished, I've seen 'em all. After printing there's shipping, which can be hard to predict. So if I at some point learn a vague release date, it still wouldn't be solid until the pallets have shown up. And then it would be, to make sure some stores don't have an edge, here's the official release date, and then that's when I could squeeze in previews. For sure I won't do previews way in advance of the product being available.
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Re: So. Guilds.
« Reply #137 on: February 27, 2013, 05:28:50 pm »
0

Line everyone else I'm dying to see a card preview, but for its worth, that little taste of info is enough to keep me appetite wet! (Is it whet or wet?)
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Re: So. Guilds.
« Reply #138 on: February 27, 2013, 05:34:51 pm »
+2

Line everyone else I'm dying to see a card preview, but for its worth, that little taste of info is enough to keep me appetite wet! (Is it whet or wet?)

whet
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Re: So. Guilds.
« Reply #139 on: February 27, 2013, 05:48:33 pm »
0

Line everyone else I'm dying to see a card preview, but for its worth, that little taste of info is enough to keep me appetite wet! (Is it whet or wet?)

whet


Actually, it's "whet one's appetite."
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Re: So. Guilds.
« Reply #140 on: February 27, 2013, 05:57:55 pm »
0

Line everyone else I'm dying to see a card preview, but for its worth, that little taste of info is enough to keep me appetite wet! (Is it whet or wet?)

whet

Actually, I believe it's "whetted".
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Re: So. Guilds.
« Reply #141 on: February 27, 2013, 06:01:08 pm »
0

Line everyone else I'm dying to see a card preview, but for its worth, that little taste of info is enough to keep me appetite wet! (Is it whet or wet?)

whet

Actually, I believe it's "whetted".

Thou hast been ninja'd.
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Re: So. Guilds.
« Reply #142 on: February 27, 2013, 06:02:23 pm »
+1

Huh, I thought it was always wet, since you're drooling with anticipation. The more you know.
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Re: So. Guilds.
« Reply #143 on: February 27, 2013, 06:12:17 pm »
0

Line everyone else I'm dying to see a card preview, but for its worth, that little taste of info is enough to keep me appetite wet! (Is it whet or wet?)

whet

Actually, I believe it's "whetted".

Thou hast been ninja'd.

No, I posted well after you. My answer is just more pertinent.
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Re: So. Guilds.
« Reply #144 on: February 27, 2013, 06:36:53 pm »
+1

Even worse, you "whet your appetite, " but you "wet your whistle."

It is also common to get a whetstone wet.

The two words, of course, have no etymological relationship.
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Re: So. Guilds.
« Reply #145 on: February 27, 2013, 08:00:43 pm »
0

Yes, your appetite is sharpened and you lips are moistened. Wouldn't seem to work too well the other way around.
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Re: So. Guilds.
« Reply #146 on: February 28, 2013, 09:20:50 am »
+5

I dunno about ya'll's appetites but I'm simply wet with anticipation. ;D
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Re: So. Guilds.
« Reply #147 on: March 01, 2013, 02:18:12 pm »
+3

Now we just have to wait for the next Iso update for a sneak preview.  ;D
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Re: So. Guilds.
« Reply #148 on: March 05, 2013, 10:14:52 am »
0

Now we just have to wait for the next Iso update for a sneak preview.  ;D

Did Dougz even program Guilds cards?
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Re: So. Guilds.
« Reply #149 on: March 05, 2013, 10:20:37 am »
0

Now we just have to wait for the next Iso update for a sneak preview.  ;D

Did Dougz even program Guilds cards?

Yes. At one point it was revealed how much code it took to implement each set on isotropic, and Guilds was on the list.
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Re: So. Guilds.
« Reply #150 on: March 05, 2013, 10:22:54 am »
0

Now we just have to wait for the next Iso update for a sneak preview.  ;D

Did Dougz even program Guilds cards?

Yes. At one point it was revealed how much code it took to implement each set on isotropic, and Guilds was on the list.

That's right.  I remember we were all boggled by the sheer amount of code needed for Dark Ages.
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Re: So. Guilds.
« Reply #151 on: March 11, 2013, 11:59:12 am »
0

Mid-March and still no info from Rio Grande Games. I'm starting to wonder if maybe they're timing the release of Guilds info to correspond with isotropic's going down as a way to soften the blow.
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Re: So. Guilds.
« Reply #152 on: March 11, 2013, 02:50:44 pm »
0

Mid-March and still no info from Rio Grande Games. I'm starting to wonder if maybe they're timing the release of Guilds info to correspond with isotropic's going down as a way to soften the blow lure more people to Goko.
FTFY
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Re: So. Guilds.
« Reply #153 on: March 11, 2013, 03:35:34 pm »
0

Mid-March and still no info from Rio Grande Games. I'm starting to wonder if maybe they're timing the release of Guilds info to correspond with isotropic's going down as a way to soften the blow lure more people to Goko.
FTFY

Well, unless they're actually releasing the Guilds cards on Goko on March 15th (unlikely), that doesn't make all that much sense. I'm talking about just putting the blurb up on Rio Grande's page, including a flavor paragraph and what Guilds is all about mechanics-wise.
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Re: So. Guilds.
« Reply #154 on: March 11, 2013, 03:59:59 pm »
0

Yeah, but I was talking about Goko maybe mentioning it will have Guilds the same day as when RGG releases it.
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Re: So. Guilds.
« Reply #155 on: March 11, 2013, 06:22:02 pm »
0

Yeah, what is Goko going to be doing on March 15th (or 16th)?
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Re: So. Guilds.
« Reply #156 on: March 12, 2013, 05:30:39 am »
+4

Yeah, what is Goko going to be doing on March 15th (or 16th)?

Crashing?  ::)

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Re: So. Guilds.
« Reply #157 on: March 12, 2013, 05:48:57 am »
0

Yeah, what is Goko going to be doing on March 15th (or 16th)?

Crashing?  ::)
I doubt whether it's going to be DoS'd.

I won't be going there during work hours.  :)
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Re: So. Guilds.
« Reply #158 on: March 13, 2013, 10:01:36 am »
0

Yeah, but I was talking about Goko maybe mentioning it will have Guilds the same day as when RGG releases it.

I actually wouldn't be that surprised if physical Guilds had a card to redeem for digital Guilds on Goko, which is what everyone has been complaining about not being able to do with the other sets - since Goko is actually a thing now, it certainly seems possible for that to happen.
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Re: So. Guilds.
« Reply #159 on: March 13, 2013, 10:07:13 am »
+2

Yeah, but I was talking about Goko maybe mentioning it will have Guilds the same day as when RGG releases it.

I actually wouldn't be that surprised if physical Guilds had a card to redeem for digital Guilds on Goko, which is what everyone has been complaining about not being able to do with the other sets - since Goko is actually a thing now, it certainly seems possible for that to happen.

I am willing to be £1 that this doesnt happen.
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Re: So. Guilds.
« Reply #160 on: March 13, 2013, 10:10:55 am »
0

Yeah, but I was talking about Goko maybe mentioning it will have Guilds the same day as when RGG releases it.

I actually wouldn't be that surprised if physical Guilds had a card to redeem for digital Guilds on Goko, which is what everyone has been complaining about not being able to do with the other sets - since Goko is actually a thing now, it certainly seems possible for that to happen.

I am willing to be £1 that this doesnt happen.

The pound sign just looks so weird.  You should switch to #1.
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Re: So. Guilds.
« Reply #161 on: March 13, 2013, 10:14:23 am »
0

Yeah, but I was talking about Goko maybe mentioning it will have Guilds the same day as when RGG releases it.

I actually wouldn't be that surprised if physical Guilds had a card to redeem for digital Guilds on Goko, which is what everyone has been complaining about not being able to do with the other sets - since Goko is actually a thing now, it certainly seems possible for that to happen.

I am willing to be £1 that this doesnt happen.

The pound sign just looks so weird.  You should switch to #1.

But I am willing to bet £1 that this doesnt happen, so changing it to #1 would be weird

(Ahh, i see whats happened, typo by me there but on the word be/t )
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Re: So. Guilds.
« Reply #162 on: March 13, 2013, 10:26:49 am »
0

Yeah, but I was talking about Goko maybe mentioning it will have Guilds the same day as when RGG releases it.

I actually wouldn't be that surprised if physical Guilds had a card to redeem for digital Guilds on Goko, which is what everyone has been complaining about not being able to do with the other sets - since Goko is actually a thing now, it certainly seems possible for that to happen.

I am willing to be £1 that this doesnt happen.

The pound sign just looks so weird.  You should switch to #1.

But I am willing to bet £1 that this doesnt happen, so changing it to #1 would be weird

(Ahh, i see whats happened, typo by me there but on the word be/t )

I got that you meant "bet."  I meant switch the pound sign to a pound sign.
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Re: So. Guilds.
« Reply #163 on: March 13, 2013, 10:30:32 am »
+1

Erm...so you are saying the Unit of currency symbol for the United Kingdom should be changed because it looks funny?

And if I saw #1 I would think Number 1.
Whereas £ has only one meaning.
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Re: So. Guilds.
« Reply #164 on: March 13, 2013, 10:56:17 am »
0

Erm...so you are saying the Unit of currency symbol for the United Kingdom should be changed because it looks funny?

And if I saw #1 I would think Number 1.
Whereas £ has only one meaning.

Is joke.
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Re: So. Guilds.
« Reply #165 on: March 13, 2013, 11:02:24 am »
+2

Is joke.

Well, it was an attempt at a joke. I think it probably came off as cultural ignorance more than anything.  :-\
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Re: So. Guilds.
« Reply #166 on: March 13, 2013, 11:03:22 am »
0

Is joke.

Well, it was an attempt at a joke. I think it probably came off as cultural ignorance more than anything.  :-\

I was poking fun at the fact that "pound sign" can mean two different things.  Jeebus, people.
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Re: So. Guilds.
« Reply #167 on: March 13, 2013, 11:22:46 am »
0

Is joke.

Well, it was an attempt at a joke. I think it probably came off as cultural ignorance more than anything.  :-\

I was poking fun at the fact that "pound sign" can mean two different things.  Jeebus, people.
Those American IVRSs tend to irritate me by asking me to press the "pound key" while my phone has no British layout. What's wrong with "hash key"?

Not that German IVRSs are that much better in asking me to press the Ruta key.
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Re: So. Guilds.
« Reply #168 on: March 13, 2013, 11:28:16 am »
0

Is joke.

Well, it was an attempt at a joke. I think it probably came off as cultural ignorance more than anything.  :-\

I was poking fun at the fact that "pound sign" can mean two different things.  Jeebus, people.
Those American IVRSs tend to irritate me by asking me to press the "pound key" while my phone has no British layout. What's wrong with "hash key"?

Not that German IVRSs are that much better in asking me to press the Ruta key.

I prefer the term "octothorpe."  Mainly because it's fun to say.
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Re: So. Guilds.
« Reply #169 on: March 13, 2013, 11:29:01 am »
0

Is joke.

Well, it was an attempt at a joke. I think it probably came off as cultural ignorance more than anything.  :-\

I was poking fun at the fact that "pound sign" can mean two different things.  Jeebus, people.
Those American IVRSs tend to irritate me by asking me to press the "pound key" while my phone has no British layout. What's wrong with "hash key"?

Not that German IVRSs are that much better in asking me to press the Ruta key.

This always annoyed me as a kid.

"Press pound."  "Which one's pound?"  "That one."  "No, that's a number sign."
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Re: So. Guilds.
« Reply #170 on: March 13, 2013, 12:48:21 pm »
+2

What is the most efficient breakfast food?

hash browns

:)
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Re: So. Guilds.
« Reply #171 on: March 13, 2013, 01:13:59 pm »
0

What is the most efficient breakfast food?

hash browns

:)

I disagree.  Both eggs and bacon are more calorie-dense and take less time to cook.
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Re: So. Guilds.
« Reply #172 on: March 13, 2013, 04:00:46 pm »
+2

What is the most efficient breakfast food?

hash browns

:)

I disagree.  Both eggs and bacon are more calorie-dense and take less time to cook.

Maybe yours just need a better hash function.
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Re: So. Guilds.
« Reply #173 on: March 13, 2013, 04:16:54 pm »
+2

What is the most efficient breakfast food?

hash browns

:)

I disagree.  Both eggs and bacon are more calorie-dense and take less time to cook.

Maybe yours just need a better hash function.

Do you have one that is cereal-izable?
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Re: So. Guilds.
« Reply #174 on: March 13, 2013, 04:37:50 pm »
+3

Orange jui-ceeing how lame these puns are getting?
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Re: So. Guilds.
« Reply #175 on: March 13, 2013, 04:42:43 pm »
+2

Orange jui-ceeing how lame these puns are getting?

No, im still playing Ketchup
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Re: So. Guilds.
« Reply #176 on: March 13, 2013, 05:02:58 pm »
+3

eggstoastbagelmuffinsfrench toastcerealpancakeswafflesleftoverssausage fruitgranolaoatmealcereal barsstring cheeseyogurtpizzasmoothiesandwich hamdonutspop tarts toaster strudelcinnamon rollbiscuitsmilkjuice
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Re: So. Guilds.
« Reply #177 on: March 13, 2013, 05:03:36 pm »
+2

Orange jui-ceeing how lame these puns are getting?

Hoo boy.  Jay needs to hurry up and release a blurb already before we start cannibalizing one another.
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Re: So. Guilds.
« Reply #178 on: March 22, 2013, 08:46:41 am »
+1

Is it bad that I have http://www.riograndegames.com/games.html?id=447 bookmarked (since mid-January no less) and check it periodically, since when RGG updates, that's the first blank game? So... either I'll see the Guilds ASAP or some other RGG games.

Nice try. My extension notified me, but it's: "Power Grid: Quebec/Baden-Württemberg"

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Re: So. Guilds.
« Reply #179 on: March 22, 2013, 12:15:11 pm »
0

Lucky number 448?
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Re: So. Guilds.
« Reply #180 on: March 22, 2013, 12:24:37 pm »
0

#422 is still unused, and it's right after Dark Ages (#421).
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Re: So. Guilds.
« Reply #181 on: March 22, 2013, 01:21:42 pm »
0

It's almost April.  When are we going to get info?
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Re: So. Guilds.
« Reply #182 on: March 22, 2013, 01:24:43 pm »
0

Stealth release! The info will appear on RGG's website sometime during the week following the game's release.
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Re: So. Guilds.
« Reply #183 on: March 22, 2013, 01:39:58 pm »
0

Stealth release! The info will appear on RGG's website sometime during the week following the game's release.

Somehow I feel that would not go over very well.
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Re: So. Guilds.
« Reply #184 on: March 22, 2013, 01:46:57 pm »
+1

Stealth release! The info will appear on RGG's website sometime during the week following the game's release.

Somehow I feel that would not go over very well.

Have you checked your local game store recently? Maybe it's already happened!
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Re: So. Guilds.
« Reply #185 on: March 22, 2013, 05:25:31 pm »
0

Stealth release! The info will appear on RGG's website sometime during the week following the game's release.

Somehow I feel that would not go over very well.

Have you checked your local game store recently? Maybe it's already happened!

If only.
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Re: So. Guilds.
« Reply #186 on: March 22, 2013, 07:08:38 pm »
0

Stealth release! The info will appear on RGG's website sometime during the week following the game's release.

Sounds like a great idea! Why would you want to tell your customers you have a new product for them?
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Re: So. Guilds.
« Reply #187 on: March 22, 2013, 09:54:03 pm »
0

Is it bad that I have http://www.riograndegames.com/games.html?id=447 bookmarked (since mid-January no less) and check it periodically, since when RGG updates, that's the first blank game? So... either I'll see the Guilds ASAP or some other RGG games.

Nice try. My extension notified me, but it's: "Power Grid: Quebec/Baden-Württemberg"

Yup, same happened to me.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: So. Guilds.
« Reply #188 on: March 22, 2013, 10:00:50 pm »
+1

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Re: So. Guilds.
« Reply #189 on: March 23, 2013, 03:43:23 pm »
0

Should we start a betting pool for when information will be released?
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Re: So. Guilds.
« Reply #190 on: March 23, 2013, 03:52:46 pm »
0

I'm guessing May 11th, 2013.
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Re: So. Guilds.
« Reply #191 on: March 23, 2013, 03:55:04 pm »
+1

I'm betting no info will ever be revealed, it will just come out at some point.

(note that I don't actually think this will happen, just this way, if they don't do any previews, at least I win a bet :P. And if I lose the bet, then I get previews! win-win)
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Re: So. Guilds.
« Reply #192 on: March 23, 2013, 04:02:49 pm »
+1

April 1st, for lolz and trollz
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But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: So. Guilds.
« Reply #193 on: March 23, 2013, 07:38:50 pm »
0

June 8, 2013
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Re: So. Guilds.
« Reply #194 on: March 23, 2013, 08:45:59 pm »
0

Origins is 12-16 June.  That would be my guess.
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Re: So. Guilds.
« Reply #195 on: March 23, 2013, 10:36:07 pm »
0

Origins is 12-16 June.  That would be my guess.

I really don't want to have to wait that long :/
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Re: So. Guilds.
« Reply #196 on: March 24, 2013, 08:39:50 am »
+1

Huh. Guess we were all wrong. The correct answer was 'tomorrow'. Well, today now.
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Re: So. Guilds.
« Reply #197 on: March 24, 2013, 09:51:58 am »
+1

Or yesterday, for people reading this tomorrow.
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Re: So. Guilds.
« Reply #198 on: March 24, 2013, 10:12:09 am »
0

Or yesterday, for people reading this tomorrow.
In about 45 munites this will be true over here.
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Re: So. Guilds.
« Reply #199 on: March 24, 2013, 10:22:37 am »
0

Or yesterday, for people reading this tomorrow.
In about 45 munites this will be true over here.

OMG we have time travelers in our midst.
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Re: So. Guilds.
« Reply #200 on: March 24, 2013, 11:12:49 am »
0

Pretty sure Jay is just trolling us.  That is, with regards to when he feels like releasing information.
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Re: So. Guilds.
« Reply #201 on: March 24, 2013, 03:04:15 pm »
+1

Not sure if this was posted somewhere yet. But I just came here to post this:

http://www.riograndegames.com/games.html?id=448

Quote
Jobs, everyone’s worried about jobs. Whatever happened to tilling the fields in obscurity? The economy is just a trick, like stealing someone's nose, but lately people seem to have seen through it, like when you realize someone hasn’t really stolen your nose. So now everyone’s joining a guild, learning a craft, and working on a masterpiece - a painting so beautiful it blinds you, or a cheese grater so amazing that you never eat cheese again. The only people left tilling the fields are the ones doing it ironically. The guilds cover everything - ironic tilling, butchering, baking, candlestick making, shoemaking, cheesemaking, cheese destruction. Your advisor is convinced that somehow, control of the stonecutters is key to world domination. Very well. You will have stone handled so expertly that the world trembles before you.

This is the 8th addition to the game of Dominion. It adds 13 new Kingdom cards to Dominion. It has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them.

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Re: So. Guilds.
« Reply #202 on: March 24, 2013, 03:05:32 pm »
0

The theme is great. My guess: We'll finally get a card that is called Investment.
The Expansion Icon is a Coin.

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Re: So. Guilds.
« Reply #203 on: March 24, 2013, 03:11:44 pm »
+1

The mechanisms introduced are something I've dabbled in myself with some fan cards.

I'm curious as to what choices Donald's made and how he's solved some of the obstacles.
Probably in an obvious "why didn't I think of that" way. :)
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Re: So. Guilds.
« Reply #204 on: March 24, 2013, 03:17:32 pm »
+1

The Expansion Icon is a Coin.

Where did you learn this?
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Re: So. Guilds.
« Reply #205 on: March 24, 2013, 03:30:39 pm »
+4

The Expansion Icon is a Coin.

Where did you learn this?

I think he's guessing.

I hope the icon is a block of cheese. I guess that it will be some sort of stone cutter icon.
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Re: So. Guilds.
« Reply #206 on: March 24, 2013, 03:32:43 pm »
0

The Expansion Icon is a Coin.

Where did you learn this?

Yeah, I was just guessing. Sorry for the confusion.

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Re: So. Guilds.
« Reply #207 on: March 24, 2013, 03:55:00 pm »
+1

Did he say "Blessed are the cheesemakers"?
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Re: So. Guilds.
« Reply #208 on: March 24, 2013, 04:42:25 pm »
0

Did he say "Blessed are the cheesemakers"?
What's so special about the cheesemakers?
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Re: So. Guilds.
« Reply #209 on: March 24, 2013, 06:42:11 pm »
0

I have an idea for previews... What about... A card name, or a cost & type, or artwork?  Speculation without much useful information this way? :)
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Re: So. Guilds.
« Reply #210 on: March 24, 2013, 08:53:45 pm »
0

Did he say "Blessed are the cheesemakers"?
What's so special about the cheesemakers?
Don't know, but speaking as a cheesemaker, I like being special.
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Re: So. Guilds.
« Reply #211 on: March 24, 2013, 08:59:29 pm »
+2

Did he say "Blessed are the cheesemakers"?
What's so special about the cheesemakers?
It's a metaphor.  I'm certain he means any purveyor of dairy products.
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Re: So. Guilds.
« Reply #212 on: March 24, 2013, 11:10:06 pm »
0

Did he say "Blessed are the cheesemakers"?
What's so special about the cheesemakers?
It's a metaphor.  I'm certain he means any purveyor of dairy products.

See, if you hadn't been goin' on, we'd've heard that, bignose.
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Re: So. Guilds.
« Reply #213 on: April 03, 2013, 06:21:31 pm »
0

Now the RioGrande Homepage is newly designed. It doesn't look much better in my opinion, but I can now delete all my watched pages.  :P

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Re: So. Guilds.
« Reply #214 on: April 13, 2013, 12:13:16 am »
+1

Tum tee tum tee tum...

So when do you think we'll get a release date?
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Re: So. Guilds.
« Reply #215 on: April 13, 2013, 02:39:00 am »
0

Tum tee tum tee tum...

So when do you think we'll get a release date?
When it is released?
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Re: So. Guilds.
« Reply #216 on: April 13, 2013, 02:52:20 am »
0

Or a week AFTER it's released. We'll all find out when one of us randomly sees it in-store.
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Re: So. Guilds.
« Reply #217 on: April 13, 2013, 10:55:44 am »
0

Spring 2013
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Re: So. Guilds.
« Reply #218 on: April 13, 2013, 11:57:02 am »
+4

Tum tee tum tee tum...

So when do you think we'll get a release date?
When it is released?

I send an email by the contact form on the rio grande web site. And the answer is
Quote
We are hoping for June. Thanks

Jay
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Re: So. Guilds.
« Reply #219 on: April 13, 2013, 12:10:17 pm »
0

Tum tee tum tee tum...

So when do you think we'll get a release date?
When it is released?

I send an email by the contact form on the rio grande web site. And the answer is
Quote
We are hoping for June. Thanks

Jay

Curses.  Two more months.
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Re: So. Guilds.
« Reply #220 on: April 13, 2013, 12:50:49 pm »
0

Tum tee tum tee tum...

So when do you think we'll get a release date?
When it is released?

I send an email by the contact form on the rio grande web site. And the answer is
Quote
We are hoping for June. Thanks

Jay

Curses.  Two more months.

June is fine with me. I'm just hoping to get it before August. I'm guessing I'll be doing less gaming right after my first child is born.
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Re: So. Guilds.
« Reply #221 on: April 13, 2013, 06:49:03 pm »
0

I send an email by the contact form on the rio grande web site. And the answer is
We are hoping for June. Thanks

Jay



I had just been assuming Origins.  Most "spring" releases have actually been "late spring" and it would seem to make sense that, if it's ready the last week of May, to just hold it until Origins...

Nailed it.
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Re: So. Guilds.
« Reply #222 on: April 14, 2013, 02:48:46 am »
0

June. So they lied to us.  :P
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Mad, I tell you.

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Re: So. Guilds.
« Reply #223 on: April 14, 2013, 03:17:38 am »
0

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Re: So. Guilds.
« Reply #224 on: April 14, 2013, 03:28:57 am »
0

Lied how? Spring is typically March 20- June 21, right?
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Re: So. Guilds.
« Reply #225 on: April 14, 2013, 05:49:35 am »
0

Lied how? Spring is typically March 20- June 21, right?
Omg you are right. That has gotta be the stupidest thing I have ever said... :-[
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Re: So. Guilds.
« Reply #226 on: April 14, 2013, 10:52:00 am »
0

Lied how? Spring is typically March 20- June 21, right?
Omg you are right. That has gotta be the stupidest thing I have ever said... :-[

Lied in the spirit of things.  When people think "Spring," they don't think "June."  June is summer.  If you say you're releasing in "Spring", the expectation is March-May.
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Re: So. Guilds.
« Reply #227 on: April 14, 2013, 11:11:56 am »
0

Here's something I don't understand.  Weather-wise, I think of the "peak" of summer as the midpoint between June 21 and Sept 21, which makes sense.  But then why is the longest day of the year the first day of summer?  Shouldn't the longest day of the year be the middle day of summer?
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Re: So. Guilds.
« Reply #228 on: April 14, 2013, 11:20:02 am »
+1

Turns out Yahoo! Answers has the best answer!

Quote
Astronomically speaking you would be justified in calling the summer solstice the middle of summer. In fact, the Celtics have a festival held near the summer solstice called the Midsummer's Day festival, so they know that astronomically it is the middle of summer. But meteorological summer is based on average temperature and not the position of the sun. The Earth has a large heat capacity, which means it takes a long time to warm up and a long time to cool off. The result is the the weather doesn't get really hot until well after the peak solar heating has already come and gone. And the same for winter. The coldest weather doesn't come until quite some time after the date of minimum heating has been passed.
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Re: So. Guilds.
« Reply #229 on: April 14, 2013, 11:38:10 am »
0

I was going to give that explanation, roughly, but that said it better than I could.
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Re: So. Guilds.
« Reply #230 on: April 14, 2013, 11:38:38 am »
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theory, roughly speaking, you should of the longest day of the year as being the day when average temperatures are increasing most rapidly.  That isn't the same thing as the hottest day.  Again speaking in averages, you should expect the hottest day to take place some time AFTER the longest day.
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Re: So. Guilds.
« Reply #231 on: April 14, 2013, 11:48:24 am »
0

We already had this discussion elsewhere, but I can't remember where.

Astronomers define the seasons with the solstices and equinoxes as the start of the seasons.  Meteorologists use the first of the month in question, e.g. 01 June for summer.  Celts and neopagans, and many Asians use the solstices and equinoxes as the midpoint of the seasons.
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Re: So. Guilds.
« Reply #233 on: April 14, 2013, 12:42:01 pm »
+2

Turns out Yahoo! Answers has the best answer!

Quote
Astronomically speaking you would be justified in calling the summer solstice the middle of summer. In fact, the Celtics have a festival held near the summer solstice called the Midsummer's Day festival, so they know that astronomically it is the middle of summer. But meteorological summer is based on average temperature and not the position of the sun. The Earth has a large heat capacity, which means it takes a long time to warm up and a long time to cool off. The result is the the weather doesn't get really hot until well after the peak solar heating has already come and gone. And the same for winter. The coldest weather doesn't come until quite some time after the date of minimum heating has been passed.

I have always thought of it something like this. Now that I think about it, I wonder if it is sort of like acceleration vs velocity vs position in physics. The amount the sun warms the Earth is like acceleration, and it goes through a periodic cycle. The difference of day-to-day temperatures is like speed. And the temperature on a given day is like position. So, the warming (acceleration) peaks on the summer solstice, which is before the peak of the day-to-day temps (speed), which is before the peak of actual temperature (position). This would lead to something that looks like these graphs:



I might be slightly off in this metaphor, but I'm guessing it works something like that.
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Re: So. Guilds.
« Reply #234 on: April 14, 2013, 12:49:59 pm »
+2

That's essentially correct, Schneau.  The hottest day is when temperature is largest.  The longest day is (statistically) when the derivative of temperature is largest.

This same effect shows up in all sorts of system dynamics with negative feedback loops causing oscillation about an equilibrium.

To use a finance/ economics example, the day is which stock prices increase the most is not when you want to sell.  Even though the stock price doesnt increase as much in the following days, it is still going up.  You want to sell just when the price is about stop increasing and begin to decrease (modulo transaction costs).
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Re: So. Guilds.
« Reply #235 on: April 14, 2013, 01:52:06 pm »
0

That's essentially correct, Schneau.  The hottest day is when temperature is largest.  The longest day is (statistically) when the derivative of temperature is largest.

This same effect shows up in all sorts of system dynamics with negative feedback loops causing oscillation about an equilibrium.

To use a finance/ economics example, the day is which stock prices increase the most is not when you want to sell.  Even though the stock price doesnt increase as much in the following days, it is still going up.  You want to sell just when the price is about stop increasing and begin to decrease (modulo transaction costs).

You said it much better than me. Thanks!
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Re: So. Guilds.
« Reply #236 on: April 14, 2013, 02:43:39 pm »
0

Even so, we still get weather typical of the season before the solstice or equinox - have any of you (in the northern hemisphere) ever gone outside in early June and thought "wow, typical spring weather!"?  Yes, putting "midsummer" in the actual middle of summer doesn't make meteorological sense, but putting it smack dab at the beginning doesn't make sense either.  If I were in charge of season labelling, then Dec 1 through Feb 28/29 would be winter, Mar 1 through May 30 would be spring, June 1 through Aug 31 would be summer, and Sep 1 through Nov 30 would be autumn.  So, by MY definition of "spring," Jay was lying.  :P
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Re: So. Guilds.
« Reply #237 on: April 14, 2013, 02:46:04 pm »
0

That's essentially correct, Schneau.  The hottest day is when temperature is largest.  The longest day is (statistically) when the derivative of temperature is largest.

Do you mean integral? The largest derivative of temperature would correspond to the most rapid increase.

At any rate the length of a day is with reference to the time the sun is in the sky. Temperature is beholden to a number of other factors.
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Re: So. Guilds.
« Reply #238 on: April 14, 2013, 02:46:48 pm »
0

Here's something I don't understand.  Weather-wise, I think of the "peak" of summer as the midpoint between June 21 and Sept 21, which makes sense.  But then why is the longest day of the year the first day of summer?  Shouldn't the longest day of the year be the middle day of summer?

It's the 21st day of summer.

Edit: Well at least the way I was taught growing up, seasons (officially) begin on the first day of their respective months. Of course being Australian, Spring begins on September 1 for me.
« Last Edit: April 14, 2013, 02:48:22 pm by NoMoreFun »
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Re: So. Guilds.
« Reply #239 on: April 14, 2013, 02:49:21 pm »
0

Here's something I don't understand.  Weather-wise, I think of the "peak" of summer as the midpoint between June 21 and Sept 21, which makes sense.  But then why is the longest day of the year the first day of summer?  Shouldn't the longest day of the year be the middle day of summer?

It's the 21st day of summer.

Edit: Well at least the way I was taught growing up, seasons (officially) begin on the first day of their respective months. Of course being Australian, Spring begins on September 1 for me.

See, that makes sense.  In the US, we start seasons on the solstice/equinox.
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Re: So. Guilds.
« Reply #240 on: April 14, 2013, 03:26:38 pm »
0

In Ohio, and other midwest/great lakes states, Summer is July-August, Winter is Nov-April, and spring/fall fill the gaps, respectively.
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Re: So. Guilds.
« Reply #241 on: April 14, 2013, 03:49:29 pm »
+2

Even so, we still get weather typical of the season before the solstice or equinox - have any of you (in the northern hemisphere) ever gone outside in early June and thought "wow, typical spring weather!"?  Yes, putting "midsummer" in the actual middle of summer doesn't make meteorological sense, but putting it smack dab at the beginning doesn't make sense either.  If I were in charge of season labelling, then Dec 1 through Feb 28/29 would be winter, Mar 1 through May 30 would be spring, June 1 through Aug 31 would be summer, and Sep 1 through Nov 30 would be autumn.  So, by MY definition of "spring," Jay was lying.  :P

That definition is the one used by meteorologists and, as NoMoreFun notes, Aussies.

That's essentially correct, Schneau.  The hottest day is when temperature is largest.  The longest day is (statistically) when the derivative of temperature is largest.

Except that it isn't.  The longest day (21 Jun) comes well after the day when the derivative of temperature is highest (around 01 May).  Temperature only lags insolation by a month or so, not three months.

In Ohio, and other midwest/great lakes states, Summer is July-August, Winter is Nov-April, and spring/fall fill the gaps, respectively.

01 Oct to 30 Nov: Almost Winter
01 Dec to 30 Mar: Winter
01 Apr to 15 May: Still Winter
16 May to 30 Sept: Construction
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Re: So. Guilds.
« Reply #242 on: April 15, 2013, 03:40:06 am »
0

Even so, we still get weather typical of the season before the solstice or equinox - have any of you (in the northern hemisphere) ever gone outside in early June and thought "wow, typical spring weather!"?

Depends on your definition of "typical".  Fun fact -- it snowed today!
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Re: So. Guilds.
« Reply #243 on: April 15, 2013, 10:47:10 am »
+1

If only this thread were actually able to talk about Guilds cards, and not be a pages-long discussion on what "spring" actually means.
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Re: So. Guilds.
« Reply #244 on: April 15, 2013, 10:52:19 am »
+3

If only this thread were actually able to talk about Guilds cards, and not be a pages-long discussion on what "spring" actually means.

...then this wouldn't be f.DS, would it?

We are quite literally discussing edge cases for Spring.  It's like a tiny microcosm of the forum.
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Re: So. Guilds.
« Reply #245 on: April 15, 2013, 11:06:22 am »
+3

Dominion: Seasons. 
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Re: So. Guilds.
« Reply #246 on: April 15, 2013, 11:17:12 am »
+20

If only this thread were actually able to talk about Guilds cards, and not be a pages-long discussion on what "spring" actually means.

...then this wouldn't be f.DS, would it?

We are quite literally discussing edge cases for Spring.  It's like a tiny microcosm of the forum.

Turns out that it literally depends on the kingdom.
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Re: So. Guilds.
« Reply #247 on: April 15, 2013, 02:40:36 pm »
0

Previously, Donald had mentioned that he wasn't likely to do previews because he wasn't given a firm release date. Since RGG thinks "June", can I hope that Donald might be able to do previews? If it does release at Origins, that is a firm release date, right? Previews? Please? ;D
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Re: So. Guilds.
« Reply #248 on: April 15, 2013, 02:45:38 pm »
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Given the last couple expansions, I don't think we should expect previews until at least late May...
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Re: So. Guilds.
« Reply #249 on: April 15, 2013, 02:52:33 pm »
0

Given the last couple expansions, I don't think we should expect previews until at least late May...
I am just hoping to get them at all! May is fine. The way I had read DXV's previous comments, it sounded pretty pessimistic about seeing any previews.
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Re: So. Guilds.
« Reply #250 on: April 15, 2013, 08:20:41 pm »
0

Given the last couple expansions, I don't think we should expect previews until at least late May...
I am just hoping to get them at all! May is fine. The way I had read DXV's previous comments, it sounded pretty pessimistic about seeing any previews.

Yeah, considering he hasn't even logged on here to the forums in over a month, I wonder if we've lost his favor.
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Re: So. Guilds.
« Reply #251 on: April 15, 2013, 08:48:19 pm »
0

Given the last couple expansions, I don't think we should expect previews until at least late May...
I am just hoping to get them at all! May is fine. The way I had read DXV's previous comments, it sounded pretty pessimistic about seeing any previews.

Yeah, considering he hasn't even logged on here to the forums in over a month, I wonder if we've lost his favor.

He was just tired of the isotropic vs. Goko arguments I think.
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Re: So. Guilds.
« Reply #252 on: April 15, 2013, 08:51:21 pm »
0

Turns out Yahoo! Answers has the best answer!

Quote
Astronomically speaking you would be justified in calling the summer solstice the middle of summer. In fact, the Celtics have a festival held near the summer solstice called the Midsummer's Day festival, so they know that astronomically it is the middle of summer. But meteorological summer is based on average temperature and not the position of the sun. The Earth has a large heat capacity, which means it takes a long time to warm up and a long time to cool off. The result is the the weather doesn't get really hot until well after the peak solar heating has already come and gone. And the same for winter. The coldest weather doesn't come until quite some time after the date of minimum heating has been passed.
"Long time to cool off and a long time to warm up" yeah right. Tell that to April in Utah.
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Re: So. Guilds.
« Reply #253 on: April 16, 2013, 12:15:38 am »
0

Given the last couple expansions, I don't think we should expect previews until at least late May...
I am just hoping to get them at all! May is fine. The way I had read DXV's previous comments, it sounded pretty pessimistic about seeing any previews.

Yeah, considering he hasn't even logged on here to the forums in over a month, I wonder if we've lost his favor.

He just posted a jokey post in the Dominion: Guilds forum of BoardGameGeek... I'd hate to think he prefers them over us now.  Eurgh.  BGG.
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Re: So. Guilds.
« Reply #254 on: April 16, 2013, 01:23:28 am »
0

Nice, he quoted me in his last post.

YOU'RE WELCOME!

And for the record, I like leftovers.
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Re: So. Guilds.
« Reply #255 on: April 16, 2013, 03:15:38 am »
0

Nice, he quoted me in his last post.

YOU'RE WELCOME!

And for the record, I like leftovers.

Wait, are we f.dsers leftovers to DXV now?
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Re: So. Guilds.
« Reply #256 on: April 16, 2013, 08:09:16 am »
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Wasn't he always more active there, in a sense? There are lots more people there than here, it only makes sense.

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Re: So. Guilds.
« Reply #257 on: April 16, 2013, 08:52:48 am »
+1

Wasn't he always more active there, in a sense? There are lots more people there than here, it only makes sense.

Indeed.  He also, notably, has other published games he might feel the need to talk about.
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Re: So. Guilds.
« Reply #258 on: April 16, 2013, 10:54:58 pm »
0

I'm sure it gets under his skin that a large part of the games' fan base will never be happy with the goko decision.  I'm not sure how he could have expected otherwise.  However, he could just ignore the iso threads... Pretty easy to do.  And with a new Dom game coming out within 2-3 months, his absence is fairly notable and noticeable.
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Re: So. Guilds.
« Reply #259 on: April 16, 2013, 11:27:31 pm »
+2

I'm sure it gets under his skin that a large part of the games' fan base will never be happy with the goko decision.  I'm not sure how he could have expected otherwise.  However, he could just ignore the iso threads... Pretty easy to do.  And with a new Dom game coming out within 2-3 months, his absence is fairly notable and noticeable.

I would guess that it doesn't bother him, especially because it wasn't his decision anyway.
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Re: So. Guilds.
« Reply #260 on: April 17, 2013, 12:21:49 am »
0

He only really popped in and out infrequently anyway - I guess we all just got used to the "ask donald x questions" thread.  Oh, and him yelling at people.
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Re: So. Guilds.
« Reply #261 on: April 17, 2013, 02:05:05 am »
0

He only really popped in and out infrequently anyway - I guess we all just got used to the "ask donald x questions" thread.  Oh, and him yelling at people.

Yelling, dude? Really? I guess I just read his tone differently than you. He always seemed calm to me.
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Re: So. Guilds.
« Reply #262 on: April 17, 2013, 02:28:23 am »
+1

He only really popped in and out infrequently anyway - I guess we all just got used to the "ask donald x questions" thread.  Oh, and him yelling at people.

Yelling, dude? Really? I guess I just read his tone differently than you. He always seemed calm to me.
Yes, being calm is the best way to shout sometimes.
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Re: So. Guilds.
« Reply #263 on: April 17, 2013, 04:03:07 am »
+1

Yelling, dude? Really?

More doing that "dude" thing.
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Re: So. Guilds.
« Reply #264 on: April 17, 2013, 07:58:51 am »
0

He only really popped in and out infrequently anyway - I guess we all just got used to the "ask donald x questions" thread.  Oh, and him yelling at people.
Man, (heh, see what I did), he did not 'yell' that much. And I don't think he complained any more than you did. Though people complained at him a lot more. Also, he did a heckuvalot more than just the interview with Donald X threads - maybe you just weren't around or don't remember.

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Re: So. Guilds.
« Reply #265 on: April 17, 2013, 08:00:56 am »
+6

He certainly did a lot more than other game designers usually do after their games are published.
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Re: So. Guilds.
« Reply #266 on: April 17, 2013, 10:28:58 am »
+3

I'm sure it gets under his skin that a large part of the games' fan base will never be happy with the goko decision.  I'm not sure how he could have expected otherwise.  However, he could just ignore the iso threads... Pretty easy to do.  And with a new Dom game coming out within 2-3 months, his absence is fairly notable and noticeable.

I assume he was hopeful we wouldn't act like entitled assholes about the free game he gave us to play online for years after it was taken down. And regardless of where you stand on the current quality of Goko, the community discourse has largely been dominated by people acting like entitled assholes.
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Re: So. Guilds.
« Reply #267 on: April 17, 2013, 10:47:31 am »
0

I'm sure it gets under his skin that a large part of the games' fan base will never be happy with the goko decision.  I'm not sure how he could have expected otherwise.  However, he could just ignore the iso threads... Pretty easy to do.  And with a new Dom game coming out within 2-3 months, his absence is fairly notable and noticeable.

I assume he was hopeful we wouldn't act like entitled assholes about the free game he gave us to play online for years after it was taken down. And regardless of where you stand on the current quality of Goko, the community discourse has largely been dominated by people acting like entitled assholes.
I'm not sure that's a fair or accurate.  Certainly there were a few entitled assholes.  But the vast majority of the iso community was willing to pay, etc to keep it online.  I know some even sent money to Dougz. 
EHal-  true it may be that it wasn't his choice.  But he didn't disagree with it, fight it, object, etc.  He vocally defended the move at almost every opportunity. And yes,   I'm sure all the griping and complaining has probably driven him away....but what did they expect would happen?  Iso really was a community...that community was destroyed by goko/RGG. It remains to be seen whether goko will develop into a real community beyond its interface.
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Re: So. Guilds.
« Reply #268 on: April 17, 2013, 11:01:11 am »
+5

Good lord. The "seasons" derailment was bad enough, but now this thread is becoming another iso vs. Goko debate? Knock it off.
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Re: So. Guilds.
« Reply #269 on: April 17, 2013, 11:09:16 am »
0

Well, "yelling" is perhaps too harsh of a word.  And, yes, he was around moderately frequently, but he was there a lot more with the asking questions thread.
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Re: So. Guilds.
« Reply #270 on: April 17, 2013, 01:26:39 pm »
0

I'm sure it gets under his skin that a large part of the games' fan base will never be happy with the goko decision.  I'm not sure how he could have expected otherwise.  However, he could just ignore the iso threads... Pretty easy to do.  And with a new Dom game coming out within 2-3 months, his absence is fairly notable and noticeable.

Bolding mine.
Good lord. The "seasons" derailment was bad enough, but now this thread is becoming another iso vs. Goko debate? Knock it off.

Yeah...

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Re: So. Guilds.
« Reply #271 on: April 17, 2013, 01:28:01 pm »
0

He only really popped in and out infrequently anyway
he was around moderately frequently
???

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Re: So. Guilds.
« Reply #272 on: April 17, 2013, 05:47:41 pm »
+2

However, he could just ignore the iso threads... Pretty easy to do. 

That would probably just leave him reading the Forum Members Map thread!
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Re: So. Guilds.
« Reply #273 on: April 19, 2013, 06:44:03 am »
+2

Back to Guilds, I noticed this text in the Dark Ages rules:
Quote
If you use Band of Misfits as a
Throne Room (from Dominion), King's Court (from Prosperity),
or Procession

To my knowledge there is currently no way to ever have KC cost less than BoM - the best you can do is make them both $0 - but this may be a small Guilds spoiler. It's not uncommon for rules to incorporate some info about future expansions. When you read the rules for the first time things sometimes don't seem to make sense. Rules may seem more complicated or confusing than need be, but as new expansions come out you can see why the original rules had to be formulated that way.

In this case we can imagine there might be a card in Guilds that looks like the following:
Discounter - Action - $4
+1 Buy
Name a card. While this is in play that card costs $3 less.


As Guilds deals with paying more for cards and might otherwise modify costs, I think this might be a good fit.

Obligatory convoluted example:
- Play Spy, opponent reveals Silver, let him keep it
- Play Village
- Play Discounter, name Silver
- Play Swindler
- Give Curse
- Profit $$$$ (barring obligatory edge cases)
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Re: So. Guilds.
« Reply #274 on: April 19, 2013, 08:35:35 am »
+1

I think Donald said the card that reduced cost of a specific card was dropped from DA for being too complicated or something.
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Re: So. Guilds.
« Reply #275 on: April 19, 2013, 08:40:14 am »
0

I think Donald said the card that reduced cost of a specific card was dropped from DA for being too complicated or something.
And then they didn't remember to drop it from the rules.
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Re: So. Guilds.
« Reply #276 on: April 19, 2013, 08:52:23 am »
0

I think Donald said the card that reduced cost of a specific card was dropped from DA for being too complicated or something.
Oh, okay, so the rules have some leftover information.

But what would be the problem with a card like that other than that it might be hard to remember which cards have been named? You could temporarily put a token on card piles that have lowered costs...
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Re: So. Guilds.
« Reply #277 on: April 19, 2013, 03:19:52 pm »
0

It also wouldn't need to be by $3 - just one is enough, because you can play such a card multiple times - such as by KCing it.

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Re: So. Guilds.
« Reply #278 on: April 19, 2013, 04:41:21 pm »
0

It also wouldn't need to be by $3 - just one is enough, because you can play such a card multiple times - such as by KCing it.

But it would have to be more than just $1 in order to make the card worth buying.  Or give it some other ability.
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Stealth Tomato

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Re: So. Guilds.
« Reply #279 on: April 19, 2013, 05:09:02 pm »
+1

Back to Guilds, I noticed this text in the Dark Ages rules:
Quote
If you use Band of Misfits as a
Throne Room (from Dominion), King's Court (from Prosperity),
or Procession

To my knowledge there is currently no way to ever have KC cost less than BoM - the best you can do is make them both $0 - but this may be a small Guilds spoiler. It's not uncommon for rules to incorporate some info about future expansions. When you read the rules for the first time things sometimes don't seem to make sense. Rules may seem more complicated or confusing than need be, but as new expansions come out you can see why the original rules had to be formulated that way.

In this case we can imagine there might be a card in Guilds that looks like the following:
Discounter - Action - $4
+1 Buy
Name a card. While this is in play that card costs $3 less.


As Guilds deals with paying more for cards and might otherwise modify costs, I think this might be a good fit.

That's incredibly strong. On its own, it very easily allows double-$5 buys very early, and double-$4 buys even earlier. Take off the +buy and maybe it's more balanced.

I'd think something more like this:
Discounter - Action - $4
+1 Card
+1 Action
+1 Buy
Put a Discount token on top of a Supply pile other than Discounter. Cards cost $1 less per Discount token on top of their Supply pile.

It doesn't provide much on its own (really just the first opportunity to buy the card you've discounted) but causes some crazy shifts to the game and provides interesting opportunities to end the game (e.g. discount a card to 0, immediately kill the pile). The one problem I see are kiloturn endings where one player discounts the Provinces to 0 or 1 and immediately kills the pile. I tried to mitigate that by disallowing players from spamming Discounter by immediately discounting the Discounters, but it still seems like Province discounting would be rampant, and I don't want to disallow Victory cards because that makes the card less interesting.

The other option is to include a drawback for buying discounted cards, but it's difficult to come up with one that's not either pointless or overkill. You obviously can't have it throw junk per discount token, since that would be too much (and cause Discounter to function as a slightly modified Embargo). You can't have it throw one regardless of # of discount tokens, since that would be too little and cause it to still function as an Embargo for the first discount. -VP is out of the question for the obvious reasons. Limiting buys of a discounted card also makes it less interesting. Having buys take discount tokens off the pile makes it too strong and less interesting.

Overall, the more I think about it, the more I see it as a terrible idea: it's awesome for kiloturn strategies and really isn't that useful otherwise, and I see that as a mark of a badly designed card. Thoughts?
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Re: So. Guilds.
« Reply #280 on: April 20, 2013, 01:27:02 am »
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That discount token plus the three generic + effects make it a $4 market.
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shMerker

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Re: So. Guilds.
« Reply #281 on: April 22, 2013, 12:55:16 pm »
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Not really. Market gives you $1 once on anything. This gives up to $10 toward a specific thing split between all players. If you discount a card that your opponent wants without also emptying the pile you may end up doing more harm than good.
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GendoIkari

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Re: So. Guilds.
« Reply #282 on: April 22, 2013, 01:30:26 pm »
0


In this case we can imagine there might be a card in Guilds that looks like the following:
Discounter - Action - $4
+1 Buy
Name a card. While this is in play that card costs $3 less.


That's insanely overpowered... it's strictly better than a Terminal Gold, which most say would be balanced at $5.
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Re: So. Guilds.
« Reply #283 on: April 22, 2013, 01:46:50 pm »
+4


In this case we can imagine there might be a card in Guilds that looks like the following:
Discounter - Action - $4
+1 Buy
Name a card. While this is in play that card costs $3 less.


That's insanely overpowered... it's strictly better than a Terminal Gold, which most say would be balanced at $5.

It's not strictly better.  Suppose your hand is 6 Estates and X, and you have a +Buy (thanks to Wharf).  You are currently in the lead, one pile is out and Estates and Poor Houses are both low -- only one left of each!  With a terminal Gold, you could buy both the Estate and the PH to end the game with a win.  But with Discounter instead, you would not be able to buy both the Estate and the PH.

EDGE CASES.
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Re: So. Guilds.
« Reply #284 on: April 22, 2013, 02:09:04 pm »
0


In this case we can imagine there might be a card in Guilds that looks like the following:
Discounter - Action - $4
+1 Buy
Name a card. While this is in play that card costs $3 less.


That's insanely overpowered... it's strictly better than a Terminal Gold, which most say would be balanced at $5.

It's not strictly better.  Suppose your hand is 6 Estates and X, and you have a +Buy (thanks to Wharf).  You are currently in the lead, one pile is out and Estates and Poor Houses are both low -- only one left of each!  With a terminal Gold, you could buy both the Estate and the PH to end the game with a win.  But with Discounter instead, you would not be able to buy both the Estate and the PH.

EDGE CASES.
Haha, well, I wasn't attempting to design a perfect card, rather provide an example. :)
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shMerker

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Re: So. Guilds.
« Reply #285 on: May 01, 2013, 02:36:28 pm »
+5

I really hope there's a Cheese-maker card because then I can play it with Procession and have Processed cheese-maker.
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