So, instead of Copper, Silver and Gold, to me it would make more sense to have a Coppermine, Silvermine and Goldmine. Themewise, this would mean that everytime you play a treasure mine it generates some coin for you which you can immediately spend.AFAIR, Donald said that it once was like that but got changed for other reasons.
I'm curious as to what those reasons would have been.So, instead of Copper, Silver and Gold, to me it would make more sense to have a Coppermine, Silvermine and Goldmine. Themewise, this would mean that everytime you play a treasure mine it generates some coin for you which you can immediately spend.AFAIR, Donald said that it once was like that but got changed for other reasons.
I'm curious as to what those reasons would have been.So, instead of Copper, Silver and Gold, to me it would make more sense to have a Coppermine, Silvermine and Goldmine. Themewise, this would mean that everytime you play a treasure mine it generates some coin for you which you can immediately spend.AFAIR, Donald said that it once was like that but got changed for other reasons.
I see, I'm still sad that the ... mine variant didn't win out. :-[I'm curious as to what those reasons would have been.So, instead of Copper, Silver and Gold, to me it would make more sense to have a Coppermine, Silvermine and Goldmine. Themewise, this would mean that everytime you play a treasure mine it generates some coin for you which you can immediately spend.AFAIR, Donald said that it once was like that but got changed for other reasons.
http://forum.dominionstrategy.com/index.php?topic=115.0
See "Estate, Duchy, Copper, Silver, Gold"
I mean, there's some medieval thing going on, but if you would have slapped a random license on it (Star Wars/Trek, Lord of the Rings, Harry Potter, Manga!) it would still be a great game, so the theme is pretty much interchangeable.
Why don't you lose the money you spend? To me this seems counter intuitive and I don't know what this represents. I mean, I understand it gameplay wise, but I find it curious that you can spend 3 Copper and get 3 Copper and a Silver back, profit!!!
Income makes sense, so your treasures are essentially taxes?
I know your entire deck represents your kingdom to which you add land (Victory cards), infrastructure (Bridge, Highway), people (Smithy, Witch), settlements (Village, City), buildings/rooms (Laboratory, Throne Room) and coin for your vault.
(A smithy is a place, not a person.)
FWIW Copper/Silver/Gold was originally going to be named Copper Mine/Silver Mine/Gold Mine (http://boardgamegeek.com/article/3857454#3857454), but it was simplified.
Part of the reason I'm so aware of the poor theme in Dominion is because Magic does it so damn well.What?
... there's no narrative, universe rules or even reality to adhere to.
I really don't like, but also don't mind these discussions. Dominion is a Eurogame (http://boardgamegeek.com/wiki/page/Eurogame) and not an Ameritrash game (http://boardgamegeek.com/wiki/page/Ameritrash). It has per definition limited theme. If you want more theme, re-theme it for yourself or play another game.
I really don't like, but also don't mind these discussions. Dominion is a Eurogame (http://boardgamegeek.com/wiki/page/Eurogame) and not an Ameritrash game (http://boardgamegeek.com/wiki/page/Ameritrash). It has per definition limited theme. If you want more theme, re-theme it for yourself or play another game.
I'm not sure this distinction makes any sense to me, as presented by BGG at least.
Eurogame | Ameritrash | |
Luck | Few luck elements | Highly luck-based |
Conflict | Indirect/Untargeted | Direct/Targeted |
Game Design | Mechanics more important than theme | Theme and Storytelling dictates Mechanics |
Theme | Medieval/Economic | Fantasy/SciFi |
Components | e.g. Wooden Cubes | e.g. Plastic Miniatures |
But, what I do mind, is when a theme is sort of inconsistent. Dominion is mostly consistent in theme. But there are a few exceptions like Wandering Minstrel as name for a village. To answer Davio's question 3: +2 Actions means more workers, DXV said that somewhere. So I'm fine with any place which has at least a group of people, so I'm fine with Festival too. But "Wandering Minstrel" is ridiculous.
I really don't like, but also don't mind these discussions. Dominion is a Eurogame (http://boardgamegeek.com/wiki/page/Eurogame) and not an Ameritrash game (http://boardgamegeek.com/wiki/page/Ameritrash). It has per definition limited theme. If you want more theme, re-theme it for yourself or play another game.
I'm not sure this distinction makes any sense to me, as presented by BGG at least.
Why?
Eurogame Ameritrash Luck Few luck elements Highly luck-based Conflict Indirect/Untargeted Direct/Targeted Game Design Mechanics more important than theme Theme and Storytelling dictates Mechanics Theme Medieval/Economic Fantasy/SciFi Components e.g. Wooden Cubes e.g. Plastic Miniatures
Better? ... and yeah I know, that it's not that easy, but it's just a quick overview.
I really don't like, but also don't mind these discussions. Dominion is a Eurogame (http://boardgamegeek.com/wiki/page/Eurogame) and not an Ameritrash game (http://boardgamegeek.com/wiki/page/Ameritrash). It has per definition limited theme. If you want more theme, re-theme it for yourself or play another game.
I'm not sure this distinction makes any sense to me, as presented by BGG at least.
Why?
Eurogame Ameritrash Luck Few luck elements Highly luck-based Conflict Indirect/Untargeted Direct/Targeted Game Design Mechanics more important than theme Theme and Storytelling dictates Mechanics Theme Medieval/Economic Fantasy/SciFi Components e.g. Wooden Cubes e.g. Plastic Miniatures
Better? ... and yeah I know, that it's not that easy, but it's just a quick overview.
It's a little misleading to talk about individual components of Eurogames/Ameritrash, since you can obviously have Eurogames with direct conflict and Ameritrash with indirect conflict, and so on. A better way to look at it (and hinted at by DXV) is that every game design must prioritize something (http://www.boardgamegeek.com/article/1268120#1268120). Eurogames choose elegance. Ameritrash chooses drama. Wargames choose realism.
But, what I do mind, is when a theme is sort of inconsistent. Dominion is mostly consistent in theme. But there are a few exceptions like Wandering Minstrel as name for a village. To answer Davio's question 3: +2 Actions means more workers, DXV said that somewhere. So I'm fine with any place which has at least a group of people, so I'm fine with Festival too. But "Wandering Minstrel" is ridiculous.
Wandering Minstrel plays sweet, sweet music, leading your peoples to, erm, produce more workers.
*shrug* I pointed out several instances where Magic attempts to ground its mechanics in its art/concepts. There's a lot of work done to have the mechanics match the art, the set, the themes of the block, etc. Maybe we're talking about two different things.
it occurs to me that you will probably making a trade-off in this discussion between making the system as a whole make sense and making any given card make senseSo in Magic the individual cards can be very coherent in and of themselves, but the system of it all is very very abstract in my opinion.
Similarly trading a card for a better one is usually a verb suitable for a Roxy Music song.I just wanted to point out that I +1'd this post entirely for this line. And I'm looking forward to "Love is the Drug" appearing in Guilds.
I think Settlers is considered a Eurogame.I think Settlers is considered THE Eurogame. (in the sense of:
The Settlers of Catan, first published in 1995, paved the way for the genre in the United States and outside Europe.[citation needed] It was neither the first "German game" nor the first such game to find an audience outside Germany, but it became much more popular than any of its predecessors.)
I'd be more likely to disbelieve that Swindler or Mountebank attacks everyone. If you want to attack everybody with your army you just need a bigger army. If you want to swindle everyone you need a really busy swindler.
... there's no narrative, universe rules or even reality to adhere to.
Action - $3.14
Schrodinger's Cat
Throw your deck at the wall. Put all the cards that fell face up in your hand.
I'm a huge fan of cooperative games like Arkham Horror and Pandemic, which have too much luck to be anything but Ameritrash.