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Other Games / Re: Dominion clones
« on: March 21, 2018, 08:51:51 am »The push your luck aspect turned me off when I read about it here, but when I played the game, it didn't bother me at all. It always seemed pretty clear whether it was a good idea to push or not that turn.
I hadn't even considered how the push-your-luck aspect might be unappealing to someone hearing about the game. I'll have to keep in mind when talking about it that you're never forced to push your luck (with the exception of an amulet in one of the expansions, but you're not forced to keep that amulet either). When I teach the game, I tell people not to fear spoiling. Sometimes you just want to do it to mill through your deck and flip over your mana token.
The push your luck aspect is fine. The whole assembling a card thing is really dumb when there is little difference between playing a Gold-Copper-Pouch and Pouch-Silver-Silver on the same turn versus a Gold-Silver-Copper and Pouch-Pouch-Silver on the same turn. It ends up having a bad ratio between, this is adding something to the game vs. I have to pull this little plastic sleeve open and stick something in. Like Dominion but half the cards have Chancellor text and technically the Chancellor text adds a little strategy but...no.
If you're looking at just mana production, then I see the coin analogy, but there are other resources to consider. The spirit symbols are usually best to put all on one card since it helps to afford a vale card with one card rather than spread across two cards that may not come up together. There are also cards that benefit from having more helmets, so you have to place those with care. And well, I'd prefer to load a lot of mana onto one card because then I may get 5 mana from that one card rather than have it spread out. It also makes it easy to know that it is not the time to push my luck.
I have no idea where you're going with the Chancellor analogy though.
Mystic Vale suffers from being a bit too simple. But card crafting is a brilliant new mechanism and I expect it to shine in the more elaborate upcoming Edge of Darkness.
The base game is pretty simple. On top of that, you see the same cards over and over. The expansions provide additional variety. The expansions also introduced leaders—one of which takes up a blank card, has a unique special ability, and can be upgraded—and amulets—one of which replaces your mana token and gives you a unique ability when flipped. I don't feel that these things are all balanced, but they suggest a draft system where each player picks a leader in order. Then in reverse order, each player picks an amulet. So, the player with the best leader likely has the worst amulet and vice versa. That's the theory, at least, though one leader is quite potent. My wife stomped me 60-something to 30-something. I think she would've won anyway, but that leader really catapulted her into the lead. I'm okay with the swinginess of leaders and amulets, but it is good that these additions are optional.
But I am looking forward to a new game with a finely honed card-crafting system. Mystic Vale was the first of its kind, and I think it's a good entry. A better version of it would interest me greatly.