So all in all, I think I've learned that Adventures breaks more from the traditional "ABC" of Dominion more than I thought.
So all in all, I think I've learned that Adventures breaks more from the traditional "ABC" of Dominion more than I thought.
Any time I teach someone Dominion I explain, "for every rule I teach you there's at least one card that breaks it." Now with Adventures it's basically "SABC" for turn order.
So all in all, I think I've learned that Adventures breaks more from the traditional "ABC" of Dominion more than I thought.
Any time I teach someone Dominion I explain, "for every rule I teach you there's at least one card that breaks it." Now with Adventures it's basically "SABC" for turn order.
S?
Adventures is by far my favorite expansion.
Adventures is by far my favorite expansion.
Would you say it is awesome? Or is it ..... beyond awesome?
Pillage is often not all that great.
Pillage is often not all that great.
I disagree. If you can play a Pillage a turn, your opponent is going to straight out get wrecked. Losing a single card a turn that you get to pick is just so devastating.
Pillage is often not all that great.
I disagree. If you can play a Pillage a turn, your opponent is going to straight out get wrecked. Losing a single card a turn that you get to pick is just so devastating.
I said it is often not that great. Usually, it's pretty hard to play Pillage every turn.
So its . . . awe-all instead of awe-some?That was awe-full
So its . . . awe-all instead of awe-some?That was awe-full
I don't like Adventures.
Far too many cards have arbitrarily large effects to ensure that they get used (+3 Cards, +$3 on Haunted Woods\Swamp Hag; gain Gold with Treasure Trove which is itself a Silver; just Gear; trash multiple cards with Warrior; Distant Lands doesn't occupy space in your deck and is worth 4VP; Duplicate copies cards costing up to $6, often acting similarly to Distant Lands in its ability to gain Duchies). The vanilla bonus tokens were a terrible idea that commonly homogenize strategy by encouraging players to piledrive whatever they Train\Lost Art\Pathfind--as though Dominion didn't already have some issues with monolithic card strategies.
I don't believe that many cards are necessarily ridiculous (only the Page line and Gear are stupid), but I feel like a lot of subtlety is lost in Adventures.
I don't like Adventures.
Far too many cards have arbitrarily large effects to ensure that they get used (+3 Cards, +$3 on Haunted Woods\Swamp Hag; gain Gold with Treasure Trove which is itself a Silver; just Gear; trash multiple cards with Warrior; Distant Lands doesn't occupy space in your deck and is worth 4VP; Duplicate copies cards costing up to $6, often acting similarly to Distant Lands in its ability to gain Duchies). The vanilla bonus tokens were a terrible idea that commonly homogenize strategy by encouraging players to piledrive whatever they Train\Lost Art\Pathfind--as though Dominion didn't already have some issues with monolithic card strategies.
I don't believe that many cards are necessarily ridiculous (only the Page line and Gear are stupid), but I feel like a lot of subtlety is lost in Adventures.
My impression is that Adventures suffers of power creep about to the same degree as Seaside. The set has very few situational cards, and many Kingdom-definers. The good thing is that most of Adventures' powerhouses leave a lot of space to build different decks, since they are either very non-terminal (Treasure Trove, some reserves); or they do only one thing, albeit very well (Champion, token events).
With the possible exception of Gear-BM, I don't really see a problem with the power of Adventures cards, since they are no Cultists, and everybody loves their Wharf.
My impression is that Adventures suffers of power creep about to the same degree as Seaside. The set has very few situational cards, and many Kingdom-definers. The good thing is that most of Adventures' powerhouses leave a lot of space to build different decks, since they are either very non-terminal (Treasure Trove, some reserves); or they do only one thing, albeit very well (Champion, token events).
With the possible exception of Gear-BM, I don't really see a problem with the power of Adventures cards, since they are no Cultists, and everybody loves their Wharf.
I don't think that power creep is a thing in Dominion. Even if cards get more powerful over time, it's not inherently an issue because you don't have to buy the latest expansion just so that you can be competitive against your opponent who has it.
My impression is that Adventures suffers of power creep about to the same degree as Seaside. The set has very few situational cards, and many Kingdom-definers. The good thing is that most of Adventures' powerhouses leave a lot of space to build different decks, since they are either very non-terminal (Treasure Trove, some reserves); or they do only one thing, albeit very well (Champion, token events).
With the possible exception of Gear-BM, I don't really see a problem with the power of Adventures cards, since they are no Cultists, and everybody loves their Wharf.
I don't think that power creep is a thing in Dominion. Even if cards get more powerful over time, it's not inherently an issue because you don't have to buy the latest expansion just so that you can be competitive against your opponent who has it.
I used power creep to name the phenomenon of cards getting more powerful over time. I'm afraid the term might have brought with it some connotations from CCGs, but I was not referring to that. (economics and having to spend money to stay competitive)
My impression is that Adventures suffers of power creep about to the same degree as Seaside. The set has very few situational cards, and many Kingdom-definers. The good thing is that most of Adventures' powerhouses leave a lot of space to build different decks, since they are either very non-terminal (Treasure Trove, some reserves); or they do only one thing, albeit very well (Champion, token events).
With the possible exception of Gear-BM, I don't really see a problem with the power of Adventures cards, since they are no Cultists, and everybody loves their Wharf.
I don't think that power creep is a thing in Dominion. Even if cards get more powerful over time, it's not inherently an issue because you don't have to buy the latest expansion just so that you can be competitive against your opponent who has it.
I used power creep to name the phenomenon of cards getting more powerful over time. I'm afraid the term might have brought with it some connotations from CCGs, but I was not referring to that. (economics and having to spend money to stay competitive)
We don't know how powerful the cards are yet, wait until widespread play. But to me, it seems the cards are all very well balanced. Scout's always been obsolete, but certain cards will always be better or worse in decks. Wharf is garbage in a game with Ironworks/Gardens/Silk Road, for example.
Scout's actually really legit with Adventures now. Just give Scout a card draw, it's a cheap Cartographer, but better.
I'd be cool if Adventures had a way to modify a card so that when you played that card, you also drew a card in addition to whatever else the card does.
I'd be cool if Adventures had a way to modify a card so that when you played that card, you also drew a card in addition to whatever else the card does.
But you wouldn't be cool if Adventures didn't have such a way to modify a card?
Intresting way to type a conditional...I'd be cool if Adventures had a way to modify a card so that when you played that card, you also drew a card in addition to whatever else the card does.
But you wouldn't be cool if Adventures didn't have such a way to modify a card?
A =>B ~=> ~A => ~B
I'd be cool if Adventures had a way to modify a card so that when you played that card, you also drew a card in addition to whatever else the card does.
But you wouldn't be cool if Adventures didn't have such a way to modify a card?
A =>B ~=> ~A => ~B
I'd be cool if Adventures had a way to modify a card so that when you played that card, you also drew a card in addition to whatever else the card does.
But you wouldn't be cool if Adventures didn't have such a way to modify a card?
A =>B ~=> ~A => ~B
The majority of the joke consisted of pointing out the typo, though.
The problem is power creep. When Adventures cards appear, I don't care about any of the other sets' cards.I don't like Adventures.
Far too many cards have arbitrarily large effects to ensure that they get used.
Arbitrarily large to ensure they get used? Dude, that's the whole point of card testing and balancing. The only thing I can agree with is Warrior - I really don't understand why there's a "for each Traveller you have in play" clause there.
Haunted Woods and Swamp Hag have such large bonuses on your next turn because they do nothing on the turn they are played, which some players think actually makes them weaker than you seem to be suggesting.I don't think either of these cards are problems, just indicative of the power creep. Compare Tactician, which has you in the majority of cases lose your turn. +3 Cards is seriously close enough, but +3 Cards is necessary or else Haunted Woods would just be the crappy Wharf. (Swamp Hag is actually pretty weak, and oddly turns the player advantage on its head)
The whole POINT of Treasure Trove is to just flood your deck with Treasures - the decision to have you gain a Gold and a Copper doesn't seem arbitrary at all.If you aren't relying upon certain cards to collide (like Smithy\Village if you're trying to draw your deck), Treasure Trove is stupidly good. I've bought it on most boards it appears upon (the only one I can immediately think of where I didn't buy it was a board with Fool's Gold). Compare Treasure Trove to cards like Market Square or Tunnel which require you to line up cards to get the Gold, or in the case of Soothsayer or either of the two aforementioned cards, Treasure Trove is actually good the turn you get the Gold in addition to gaining Gold.
Distant Lands only gives you points if you actually manage to play it, which makes it worse than a Duchy to buy on your last turn.When you hit $5 after your second shuffle it is likely time to start buying Distant Lands. With 3 Distant Lands on your Tavern Mat (not even in your deck) you have 2 Provinces, so unless the tiny bit of momentum you lose by picking up Distant Lands let another player buy 6 Provinces you are in a wildly better place than a player ignoring Distant Lands. Compare to Island, which is worth a third of a Province rather than two thirds, in a game where one point can make a huge difference.
Duplicate is able to gain more expensive cards because it's a) slower than other gainers and b) requires that you actually have the funds to buy the card you'd be gaining in the first place.Except that Duplicate can duplicate duplicated cards which is just silly. There is no better Duchy gainer in Dominion than Duplicate. Having 2 Duplicates on your Tavern mat lets you gain 9VP from a single Duchy purchase, allowing you to effectively have those points without dealing with them in your deck.
And the bonus tokens actually make less-used cards, such as cheap cantrips, more viable, which actually adds variety to strategies.Except that the bonus tokens often make cards like Pearl Diver and Pawn so incredibly strong that there is no longer anything else to do on the board, thus reducing strategies.\
I'd be cool if Adventures had a way to modify a card so that when you played that card, you also drew a card in addition to whatever else the card does.
But you wouldn't be cool if Adventures didn't have such a way to modify a card?
A =>B ~=> ~A => ~B
The majority of the joke consisted of pointing out the typo, though.
Still, it should have gone, "So if you're not cool then Adventures does not have such a way to modify a card?"
I wouldn't say it's my favorite set (that's Cornucopia or Alchemy)
I'd be cool if Adventures had a way to modify a card so that when you played that card, you also drew a card in addition to whatever else the card does.
But you wouldn't be cool if Adventures didn't have such a way to modify a card?
A =>B ~=> ~A => ~B
The majority of the joke consisted of pointing out the typo, though.
Still, it should have gone, "So if you're not cool then Adventures does not have such a way to modify a card?"
Or simply "So Adventures does not have such a way to modify a card?" :P
Wait there is actually a +1 Card token, right?
Wait there is actually a +1 Card token, right?
See, I didn't quite get your original joke, because Seprix was specifically talking about how with Adventures, you could add the +1 card token to Scout.
Of course what he's missing is that that doesn't make Scout more powerful relative to any other cards, because that +1 card token could have gone on better cards instead.
I suggest you change your name and move to the other coast, rather than try to face the embarrassment.
I guess the real question to ask ourselves is what would Dominion be like today if Events had existed since the beginning.
definitely notI guess the real question to ask ourselves is what would Dominion be like today if Events had existed since the beginning.
Cache would be a $5 event that gained a Gold and two Coppers. And there would be much rejoicing! Or is that just me?
I find the Duplicating Duchy comment kind of funny when HoP already exists. Sure, it costs one more and can't called on, but it is nonterminal and can even gain Provinces, sometimes all in a single turn.Artificer also offers card gaining that can scale up to 11 coins. Getting big hands is trivial in some kingdoms. (I don't see multi-province artificer turns being a thing, though, unless Scrying Pool)
Let's Discuss "Let's Discuss Adventures"!
Thanks so much to Wero for keeping this up. I initially tried to write a long OP for every card each day but real life quickly got in the way. Wero never missed a beat though and kept things going! Woo!
Being able to go to FDS every day and being able to read at least one new strategy discussion every day was great. I hope we can keep this discussion momentum going into the future. What other ideas do we have to generate regular, recurring discussions?
Let's Discuss "Let's Discuss Adventures"!
Thanks so much to Wero for keeping this up. I initially tried to write a long OP for every card each day but real life quickly got in the way. Wero never missed a beat though and kept things going! Woo!
Being able to go to FDS every day and being able to read at least one new strategy discussion every day was great. I hope we can keep this discussion momentum going into the future. What other ideas do we have to generate regular, recurring discussions?
I think it might be cool to periodically necro these threads as people get more experience with Adventures online. Other than that, we have a whole lot of discussion on the horizon with Empires. I'm also thinking it'd be cool to start some discussion on certain deck types or types of combos, which I might do in the near future. I've also really enjoyed these threads, so I can second in thanking everyone who led them. And as far as I'm aware, these came out of one of the big forum arguments (the King's Court one)? Just goes to show that everything really can have an upside.
...
Let's Discuss "Let's Discuss Adventures"!I would really like to see the community revisit some of the very old articles from the blog and look at how things have changed from both (1) more time playing with the cards, and (2) more cards being available. Stuff like "What tokens enable Philosopher's Stone/Herbalist?" or "How does the strategy on this board change if you add Events A and B?"
Thanks so much to Wero for keeping this up. I initially tried to write a long OP for every card each day but real life quickly got in the way. Wero never missed a beat though and kept things going! Woo!
Being able to go to FDS every day and being able to read at least one new strategy discussion every day was great. I hope we can keep this discussion momentum going into the future. What other ideas do we have to generate regular, recurring discussions?
Let's Discuss "Let's Discuss Adventures"!I would really like to see the community revisit some of the very old articles from the blog and look at how things have changed from both (1) more time playing with the cards, and (2) more cards being available. Stuff like "What tokens enable Philosopher's Stone/Herbalist?" or "How does the strategy on this board change if you add Events A and B?"
Thanks so much to Wero for keeping this up. I initially tried to write a long OP for every card each day but real life quickly got in the way. Wero never missed a beat though and kept things going! Woo!
Being able to go to FDS every day and being able to read at least one new strategy discussion every day was great. I hope we can keep this discussion momentum going into the future. What other ideas do we have to generate regular, recurring discussions?
Why are we having forced discussions? If there's something you actually want to discuss (i.e. either you have something useful to say, or a useful question to ask (and to be very honest, "how does Smithy compare against Count" or "what is the exact number of Libraries you want in every game ever" or "what turn is the best time to buy Remodel" or "how does Village combo with Herbalist" aren't really the kind of questions we need to be asking about the base set right now)), make a thread on that subject or necro an existing one, because that is much more likely to inspire others to have something interesting to say on the subject as well, and you can do it whenever you want instead of waiting for all of the 134 discussions that are scheduled to be had before the discussion about the card you want to discuss. If there isn't anything you really want to discuss, why discuss anything?
It also stimulates discussion in areas where we might not otherwise go. Like right now, where we're actually discussing Adventurer. When was the last time we had a strategy discussion about that? Maybe some brief mentions as part of covering Qvist rankings or something. Perhaps we will discover an amazing, heretofore unknown combo, or we'll help someone discover a surprising strategy to use in a championship match. Or not, but there's no real loss, and it does mean we keep talking about stuff.Why are we having forced discussions? If there's something you actually want to discuss (i.e. either you have something useful to say, or a useful question to ask (and to be very honest, "how does Smithy compare against Count" or "what is the exact number of Libraries you want in every game ever" or "what turn is the best time to buy Remodel" or "how does Village combo with Herbalist" aren't really the kind of questions we need to be asking about the base set right now)), make a thread on that subject or necro an existing one, because that is much more likely to inspire others to have something interesting to say on the subject as well, and you can do it whenever you want instead of waiting for all of the 134 discussions that are scheduled to be had before the discussion about the card you want to discuss. If there isn't anything you really want to discuss, why discuss anything?
Because of inertia. If no discussion thread exists, people tend not to start a discussion. If a discussion thread is made, people become more inclined to contribute and voice their opinion.
Let's Discuss "Let's Discuss Adventures"!I would really like to see the community revisit some of the very old articles from the blog and look at how things have changed from both (1) more time playing with the cards, and (2) more cards being available. Stuff like "What tokens enable Philosopher's Stone/Herbalist?" or "How does the strategy on this board change if you add Events A and B?"
Thanks so much to Wero for keeping this up. I initially tried to write a long OP for every card each day but real life quickly got in the way. Wero never missed a beat though and kept things going! Woo!
Being able to go to FDS every day and being able to read at least one new strategy discussion every day was great. I hope we can keep this discussion momentum going into the future. What other ideas do we have to generate regular, recurring discussions?
Maybe a "Let's Discuss Base Set Cards" series? And then move on through each expansion? Maybe jsh can once again offer up his opinions on the art, and maybe actually finish this time. ;D
There isn't a power creep, more like a complexity creep.
But this is not a bad thing, because later expansions are mostly bought by experienced players and they do like the added complexity.
Why are we having forced discussions? If there's something you actually want to discuss (i.e. either you have something useful to say, or a useful question to ask (and to be very honest, "how does Smithy compare against Count" or "what is the exact number of Libraries you want in every game ever" or "what turn is the best time to buy Remodel" or "how does Village combo with Herbalist" aren't really the kind of questions we need to be asking about the base set right now)), make a thread on that subject or necro an existing one, because that is much more likely to inspire others to have something interesting to say on the subject as well, and you can do it whenever you want instead of waiting for all of the 134 discussions that are scheduled to be had before the discussion about the card you want to discuss. If there isn't anything you really want to discuss, why discuss anything?
Because of inertia. If no discussion thread exists, people tend not to start a discussion. If a discussion thread is made, people become more inclined to contribute and voice their opinion.
It also stimulates discussion in areas where we might not otherwise go. Like right now, where we're actually discussing Adventurer.
It also stimulates discussion in areas where we might not otherwise go. Like right now, where we're actually discussing Adventurer.
And nobody has said anything useful that we didn't already know.
Why are we having forced discussions? If there's something you actually want to discuss (i.e. either you have something useful to say, or a useful question to ask (and to be very honest, "how does Smithy compare against Count" or "what is the exact number of Libraries you want in every game ever" or "what turn is the best time to buy Remodel" or "how does Village combo with Herbalist" aren't really the kind of questions we need to be asking about the base set right now)), make a thread on that subject or necro an existing one, because that is much more likely to inspire others to have something interesting to say on the subject as well, and you can do it whenever you want instead of waiting for all of the 134 discussions that are scheduled to be had before the discussion about the card you want to discuss. If there isn't anything you really want to discuss, why discuss anything?
Because of inertia. If no discussion thread exists, people tend not to start a discussion. If a discussion thread is made, people become more inclined to contribute and voice their opinion.
Well, that's precisely what I was suggesting. Start a discussion iff you have something to say.It also stimulates discussion in areas where we might not otherwise go. Like right now, where we're actually discussing Adventurer.
And nobody has said anything useful that we didn't already know.
Literally all discussions are "forced". You can't deny that starting these threads has led to useful discussions that wouldn't have happened if they didn't start. I want to talk about Dominion, that's why I log in here. No harm in creating new opportunities to do so.
Literally all discussions are "forced". You can't deny that starting these threads has led to useful discussions that wouldn't have happened if they didn't start. I want to talk about Dominion, that's why I log in here. No harm in creating new opportunities to do so.
Well, I can't say for sure, but off the top of my head, I certainly don't remember any useful discussions resulting from these threads. Instead, I remember useful discussions resulting from people asking kingdom-specific questions on the Help board, good players posting interesting games also on the Game Reports board, people posting articles on the Articles board, and occasionally there's something useful on the Dominion General board as well (but that's pretty rare).
You already have infinite opportunities to talk about Dominion simply by logging in.
Literally all discussions are "forced". You can't deny that starting these threads has led to useful discussions that wouldn't have happened if they didn't start. I want to talk about Dominion, that's why I log in here. No harm in creating new opportunities to do so.
Well, I can't say for sure, but off the top of my head, I certainly don't remember any useful discussions resulting from these threads.
Yeah, and we're using some of those infinite opportunities to talk about specific cards on a regular schedule. How is "let's talk about specific cards" not covered under that umbrella? If you don't like them don't read them. You can't simeltaneously argue that we can discuss dominion as much as we want but that we shouldn't have certain kinds of dominion discussion because they're "forced".
Well, even if you didn't find them useful, if at least one person found them useful then they'd be worth it. Since there's more than one person defending the usefulness of the discussions, I'd say they fulfilled their purposes.
Awaclus,
I like these threads. I have the feeling I gain benefit from them. If not information, than enjoyment. Do you think I am misguided, as in the case with alternative medicine (where people think there is a causal relationship between 'taking homeopathic stuf' and 'getting cured'), or not?
Awaclus,
I like these threads. I have the feeling I gain benefit from them. If not information, than enjoyment. Do you think I am misguided, as in the case with alternative medicine (where people think there is a causal relationship between 'taking homeopathic stuf' and 'getting cured'), or not?
Not in the exact same sense as people who feel like they are physically cured by alternative medicine, but basically yes. I do believe that you could be doing better stuff with your time, both in terms of enjoyment and getting better at Dominion.
Why are we having forced discussions? If there's something you actually want to discuss (i.e. either you have something useful to say, or a useful question to ask (and to be very honest, "how does Smithy compare against Count" or "what is the exact number of Libraries you want in every game ever" or "what turn is the best time to buy Remodel" or "how does Village combo with Herbalist" aren't really the kind of questions we need to be asking about the base set right now)), make a thread on that subject or necro an existing one, because that is much more likely to inspire others to have something interesting to say on the subject as well, and you can do it whenever you want instead of waiting for all of the 134 discussions that are scheduled to be had before the discussion about the card you want to discuss. If there isn't anything you really want to discuss, why discuss anything?
Because of inertia. If no discussion thread exists, people tend not to start a discussion. If a discussion thread is made, people become more inclined to contribute and voice their opinion.
Well, that's precisely what I was suggesting. Start a discussion iff you have something to say.It also stimulates discussion in areas where we might not otherwise go. Like right now, where we're actually discussing Adventurer.
And nobody has said anything useful that we didn't already know.
Awaclus,
I like these threads. I have the feeling I gain benefit from them. If not information, than enjoyment. Do you think I am misguided, as in the case with alternative medicine (where people think there is a causal relationship between 'taking homeopathic stuf' and 'getting cured'), or not?
Not in the exact same sense as people who feel like they are physically cured by alternative medicine, but basically yes. I do believe that you could be doing better stuff with your time, both in terms of enjoyment and getting better at Dominion.
There is no substitute for simply playing the game, but talking about cards and situations is clearly beneficial to newer players and sometimes even veterans of the game. Just because you've been around the block and clearly know everything there is to know does not means others do. I don't see a reason not to have discussion about older cards at all.
You're misreading. What I'm saying is that there are plenty of people who have something to say that won't start discussions on their own.
I mean, the second part is a productivity argument (ends-means). People can very often be wrong about that. But regarding first part - a pure consumption good - it's pretty mind baffling that you take a 'I know better' attitude on that. :D
I haven't "been around the block", I'm pretty new here.
You're misreading. What I'm saying is that there are plenty of people who have something to say that won't start discussions on their own.
Well, apparently those people still won't say anything if someone else starts the discussion, judging from how largely absent they've been here.
The evidence is not with you. I notice that you yourself have participated in the discussion threads. Donald has participated. Many others have as well, most of whom aren't usually topic starters.
There isn't a power creep, more like a complexity creep.I agree that there's complexity creep, but not that it's not bad. It's bad. It's just unavoidable. There aren't enough simple things to do.
But this is not a bad thing, because later expansions are mostly bought by experienced players and they do like the added complexity.
There isn't a power creep, more like a complexity creep.I agree that there's complexity creep, but not that it's not bad. It's bad. It's just unavoidable. There aren't enough simple things to do.
But this is not a bad thing, because later expansions are mostly bought by experienced players and they do like the added complexity.
The evidence is not with you. I notice that you yourself have participated in the discussion threads. Donald has participated. Many others have as well, most of whom aren't usually topic starters.
Yes, to not say anything useful. For instance, just now in the Adventurer thread, I said that Adventurer is useful when you super need more draw for your engine that already has other draw in it. That's pretty old news, I've been saying that for ages. Old news aren't useful.
Guys, stop torturing Awaclus. Don't make him say it flat out.
Those threads killed Awaclus's father.
There isn't a power creep, more like a complexity creep.I agree that there's complexity creep, but not that it's not bad. It's bad. It's just unavoidable. There aren't enough simple things to do.
But this is not a bad thing, because later expansions are mostly bought by experienced players and they do like the added complexity.
The good news is that, for each step up in complexity, the number of good new cards you can make is an order of magnitude larger than the previous step. Or thereabouts.
The evidence is not with you. I notice that you yourself have participated in the discussion threads. Donald has participated. Many others have as well, most of whom aren't usually topic starters.
Yes, to not say anything useful. For instance, just now in the Adventurer thread, I said that Adventurer is useful when you super need more draw for your engine that already has other draw in it. That's pretty old news, I've been saying that for ages. Old news aren't useful.
Maybe it's not useful or enjoyable for you, but that doesn't necessarily apply to others.
Sorry about your father.
The evidence is not with you. I notice that you yourself have participated in the discussion threads. Donald has participated. Many others have as well, most of whom aren't usually topic starters.
Yes, to not say anything useful. For instance, just now in the Adventurer thread, I said that Adventurer is useful when you super need more draw for your engine that already has other draw in it. That's pretty old news, I've been saying that for ages. Old news aren't useful.
Maybe it's not useful or enjoyable for you, but that doesn't necessarily apply to others.
Sorry about your father.
I'm pretty sure it's not useful for anyone, but I guess some are easily entertained.
I guess for Dominion this is only partially true. What I was mostly talking about is words; as you allow more words on a card, the number of cards (and good cards) you can make increases uh more than linearly. Let's say quadratically. But really the best type of complexity is adding new mechanics. When you add a new mechanic, the number of interesting cards you could create increases drastically, but in reality is sharply limited by mechanics being partitioned into sets. There are no Potion-cost Duration cards, etc. Not that those two mechanics necessarily interact in an interesting way, but you get the idea.The text explaining what a card does has to go somewhere. It can be taken off of a card by putting it into the rulebook. The coin tokens are a great example of this. "Take a coin token." So simple!
I guess for Dominion this is only partially true. What I was mostly talking about is words; as you allow more words on a card, the number of cards (and good cards) you can make increases uh more than linearly. Let's say quadratically. But really the best type of complexity is adding new mechanics. When you add a new mechanic, the number of interesting cards you could create increases drastically, but in reality is sharply limited by mechanics being partitioned into sets. There are no Potion-cost Duration cards, etc. Not that those two mechanics necessarily interact in an interesting way, but you get the idea.The text explaining what a card does has to go somewhere. It can be taken off of a card by putting it into the rulebook. The coin tokens are a great example of this. "Take a coin token." So simple!
Hiding the complexity in the rulebook doesn't mean getting rid of it. The actual reduction in complexity is due to doing the same thing over and over on different cards. You have to learn it once, and learn the thing that will identify it, that's an extra thing. But then it can be on eight cards and you only learned two things.
There are a lot of players though who really appreciate not having to look at the rulebook, being able to just play Dominion with random cards and know what they do from the card text. The game gets worse for them with each thing like coin tokens.
I guess for Dominion this is only partially true. What I was mostly talking about is words; as you allow more words on a card, the number of cards (and good cards) you can make increases uh more than linearly. Let's say quadratically. But really the best type of complexity is adding new mechanics. When you add a new mechanic, the number of interesting cards you could create increases drastically, but in reality is sharply limited by mechanics being partitioned into sets. There are no Potion-cost Duration cards, etc. Not that those two mechanics necessarily interact in an interesting way, but you get the idea.The text explaining what a card does has to go somewhere. It can be taken off of a card by putting it into the rulebook. The coin tokens are a great example of this. "Take a coin token." So simple!
Hiding the complexity in the rulebook doesn't mean getting rid of it. The actual reduction in complexity is due to doing the same thing over and over on different cards. You have to learn it once, and learn the thing that will identify it, that's an extra thing. But then it can be on eight cards and you only learned two things.
There are a lot of players though who really appreciate not having to look at the rulebook, being able to just play Dominion with random cards and know what they do from the card text. The game gets worse for them with each thing like coin tokens.
Guys, stop torturing Awaclus. Don't make him say it flat out.
Those threads killed Awaclus's father.
But I'm not dead.
Guys, stop torturing Awaclus. Don't make him say it flat out.
Those threads killed Awaclus's father.
But I'm not dead.
You are... from a certain point of view.
There are a lot of players though who really appreciate not having to look at the rulebook, being able to just play Dominion with random cards and know what they do from the card text. The game gets worse for them with each thing like coin tokens.
One thing that was annoying at first was organizing all of the tokens. We finally settled on ziploc snack size bags that can hold a Tavern Mat and associated tokens of same color.
Like, for example, go smash your head against the wall. It is, very likely, far more enjoyable than talking with Awaclus.
Like, for example, go smash your head against the wall. It is, very likely, far more enjoyable than talking with Awaclus.
Yay! Another great WW quote about Awaclus to use! I am bookmarking this one for sure!
(With a slight edit)