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Messages - Donald X.

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4676
Goko Dominion Online / Re: Dominion Online set selection
« on: March 28, 2014, 11:11:29 pm »
So Donald, do you prefer the "5-from-2 with weighted set selection" or the "weighted card ratio with even set selection"? I think they both seem fine.
Possibly it's more fun to play with 4 Alchemy cards than 5. There's a certain something to keeping it even too though.

The promos could possibly be associated with expansions for this, just treated like cards in a certain expansion. Yes you might own the promos but not the expansions and be using this mode. Something like

Envoy - Intrigue
Black Market - Seaside
Stash - Prosperity
Walled Village - Hinterlands
Governor - Dark Ages

4677
Goko Dominion Online / Re: Dominion Online set selection
« on: March 28, 2014, 04:49:16 pm »
The main thrust of the Alchemy example was to show that there isn't an algorithm that can be generalized that picks exactly 2 sets and keeps an approximately equal frequency of cards. But despite the fact that you used to be a computer programmer, you seem to be studiously avoiding considering any specific set-picking method. For some reason.
I haven't devoted any work to it because it's an unimpressive problem and working on it isn't getting me anything. I have games to work on; this is something for a programmer on this project to do. I have zero worries that something good is impossible, and you are not making me write code.

Fine, how about this as a compromise? 2 sets are picked from an unweighted random list of sets you own. But instead of exactly 5 cards from each, the number of cards is slightly weighted by set size. So if the 2 sets are the same order of magnitude, 5 cards from each. If one is larger than the other, 6 cards from the larger set and 4 from the smaller set. Finally, if one is all of Dark Ages and the other is small (like Guilds or the half of Intrigue you own or whatever), 7 cards from Dark Ages and 3 from the small set.
That sounds fine.

EDIT: Unless "Promo" counts as a set for these purposes. Then I'm all good.
Or if promos can show up in any expansion slot. Counting promos as a set seems problematic for people who have fewer than I don't know five of them.

4678
Dominion General Discussion / Re: Interview with Donald X.
« on: March 28, 2014, 04:09:02 pm »
Have you ever considered doing an action/treasure dual card? Did you consider that it wasn't interesting enough to justify the ensuing rules confusions?
It doesn't have a lot to offer beyond "wow there wasn't one of those before," and yes, would be confusing.

4679
Goko Dominion Online / Re: Dominion Online set selection
« on: March 28, 2014, 04:12:14 am »
I think you and I just see this differently. I'm getting the feeling that you see this mode as "novel thing to try once and then go back to full random". Whereas I want to use it to play all my games, so an approximately even distribution is important to me. If this mode doesn't have that, I'll just never use it.
No, I see it as something some people might often do. IRL a significant impetus is not having to cart everything around, but by playing with multiple cards from a set, you get more of a functional theme to your game, and some cards play better. It might seem less intimidating too.

I also like having an option for generating the set-of-10 in some pre-established way that isn't pure random. I wouldn't want two but one seems good. I don't want it to have options, it's quick and easy. Sure it would have some novelty but you might stick with it.

I'm not trying to pick something that maximizes the pleasure of one individual, you or me or whoever. It seems easier to grok as "5 cards from each of two sets," even with a catchy name. It doesn't need to include "maybe 10 from the same set" in the same way it doesn't need "sometimes it's 5 treasures or 5 attacks or 5 whatever."

The case where someone just has base and Alchemy isn't too interesting here. Yes this mode won't be so exciting for them (when they host / provide the sets); they are already always () seeing a random mix from those two sets.

Man, all this other stuff is also "there for me via hosting". It all just depends on whether people leave the checkbox for "I'm OK with others choosing the exact table" checked. I have no idea how that will go.
Again I would flag "they picked a card for the 1st slot" but not "they wanted the 1st slot to be from a particular expansion."

4680
Rules Questions / Re: Overgrown estate + market square
« on: March 27, 2014, 08:03:08 pm »
Oops, I accidentally deleted your post while intending to click "quote." Sorry about that. I don't see how to undo it. Anyway we won't forget your post, this is what it said:

Quote from: jl8e
“Interact” was a poor choice of words on my part. Reactions can trigger each other, but there aren’t any reactions that cancel other reactions, for instance. Trader is the only reaction that effectively alters the way another reaction behaves, and that just isn’t enough to need a complex timing structure.
Counterspell works fine as a "reaction." That's how it worked in Portal even (the for-beginners Magic expansion with simpler rules).

The main trick is you have cards called "reactions" (not like Dominion ones, but like Dominion's were originally) that tell you when you can play them. You can only play them then. Counterspell says "Play only when a spell is played. Counter that spell."

4681
Goko Dominion Online / Re: Alchemy lvl 15 Help
« on: March 27, 2014, 05:57:53 pm »
when was dominion invented anyways
2006, came out in 2008


Ahhhhhhhhhhhhhhh i have been enlightened!
that's what she said

4682
Goko Dominion Online / Re: Alchemy lvl 15 Help
« on: March 27, 2014, 05:55:02 pm »
when was dominion invented anyways
2006, came out in 2008

4683
Dominion General Discussion / Re: Interview with Donald X.
« on: March 27, 2014, 05:54:23 pm »
Not that I'm suggesting you get into it now. If you'd been born a decade or two later, though, it's likely that it would be one of your favorite games.
I don't play Magic much anymore, but you know, I've got the cards, I could whip out a cube. CCG after CCG died because it turns out people pretty much just want to play one CCG; they require so much time/money and you need opponents. Pokémon succeeded by going after a different audience than Magic, that was the key thing to do.

Anyway yes, I am not so interested in getting into Pokémon at this point.

4684
Goko Dominion Online / Re: Dominion Online set selection
« on: March 27, 2014, 05:49:09 pm »
In my original proposal, the idea is that when you choose "Classic" mode (equal cards from [up to] 2 sets), you'd be able to force one or both expansions if you chose and still have it ranked casual. This takes care of "I just bought Guilds and want to play it" and has the further advantage that you can match together multiple such requests that don't conflict. Like one player says, "half Guilds", and another says, "half Hinterlands" (or even "half Guilds and half Hinterlands"). You can match those two together as long as one of them owns both. That's complex, but it's all behind-the-scenes complexity.
I see. Well it's more options in this window - optionally pick the expansions for "classic." That does handle it though, I think it's more likely that someone wants to play with their new set than it is that they want to pick some specific weird cocktail. OTOH I don't need to punish cocktails for casual; I remain unscared of the worst case for picking expansions for slots.

I guess I don't consider ownership-agnostic matchmaking to be "unfriendly". It's not like it's malevolently matching up haves with haves and have-nots with have-nots.
If matchmaking is appealing for haves over hosting, then the new system would reduce how often have-nots see expansions vs. the current system. The matchmaking could just give you what you get now, but in this scenario would not. That is the unfriendly thing - taking something away (via how the system gets used).

The advantage of having it scale automatically and default to some reasonable range like ±1000 is that players never even have to touch it and their opponents' skills will automatically adjust to them.
I think/agree that for most players the best thing would just be an on/off button for "match me with someone +/- 1000" (or whatever is good). Obv. some players would want more control, and then the question is, how bad is it for them not to have it, what % of players is that.

Please do not wave your hand and say, "It'll be some good way." My whole point is that there likely isn't "some good way".
Your point is that there's no good way to get the cards to show up precisely even amounts when picking to play 5 cards each from two expansions. I don't value that goal though, I do not remotely need them to show up precisely even amounts.

I don't want it to be "sometimes it's all one set" because that is not "5 cards each from two expansions." The mode becomes "sometimes 5 cards each from two sets, sometimes 10 cards from one set."

And if you want 10 cards from one set, it's there for you, via hosting.

I'm sorry, I was under the impression that you weren't concerned about the people who wanted to see oft-hated cards the usual amount.
I am concerned about everybody, and am there for them.

I still think the easiest way to do hate-list is have it be the union in Casual and either the intersection or not used at all in Pro. That way you can leave it off the automatch options screen.
It still seems like some pros would actually hate the intersection, would feel like other pros either had an unfair advantage over them in games they weren't in (if they didn't hate-list stuff) or else like they weren't getting to play with all the cards (if they did). So uh dunno there.

The intersection for casual wouldn't need to be an option, because you could just not hate-list. The union for casual, it sounds reasonable but I dunno.

If the system had the intersection for casual and nothing for pro, I think the only complaint could be "I want more veto-ing than this dammit." It's a straight improvement over the current "no-vetoing at all" system. If someone is going to quit any game with Tournament though, we are confining them to hosting games, picking the expansions, and not buying Cornucopia. If casual has either the union or it's an option, we are confining them to casual but maybe they can feel like "if you want to be a pro you have to be able to stomach Tournament." It's a harsh world out there.

So then, if union is mandatory for casual and pro has no hate-list, then if you want a hate-list you play casual and if you want no hate-list you play pro, those options are there for you without an uh option. Because you hate Tournament, you never get to play with Possession; Possession will be there for you if you can stomach some Tournaments. I dunno it doesn't seem so unreasonable.

The intersection is very friendly. If pros mostly liked it then for sure I would have it there. Again there are the noted potential problems. I don't know how many pros care that much but obv. a nonzero number. For casual, the point of an option rather than always-union would be, to see hated cards more often, which would include your own. Maybe it's not that great.

Any hate-list I think should be small. If it were intersection only then man it could be as many cards as you wanted. Once it's union I don't want it to be, "wow I hate Possession but if I play casual I will never see a single attack."

4685
Goko Dominion Online / Re: Alchemy lvl 15 Help
« on: March 27, 2014, 04:25:02 pm »
It is my opinion. I said it. I don't see any problem. The main point is even playing bots is better then playing adventures. They are not the same thing. And like, nearly everyone agrees. Yes DXV plays bots, but I doubt its because its more fun. It more out of convenience. Its faster and no waiting for a game needed.
Well I am in the unique position of being me, which changes how non-bot games go.

The bots have some advantages for new players - they're good enough to beat you, you aren't making somebody angry at how long you're thinking. For experienced players, if you just want to spend a few minutes playing, they play quickly, are there immediately, and won't mind if you quit (though they need to fix the quit% thing). It doesn't need to be about learning.

As people have said, the adventures will be overhauled, I have been promised that this will happen soon. The biggest thing is that you won't be expected to zap your way to competitiveness vs. a bot that starts with 3 Provinces. There will be rules twists spicing up act 3's (4 for Dark Ages). Some individual levels will vary things in whatever mildly interesting way. Most of the actual sets of 10 cards are unchanged.

In the meantime, if you are hungry for adventure levels, Dark Ages Act 3 does not ramp up to needing more than the 2 zaps they give you. Prosperity Act 1 ramps up, but you can beat most of it by being better with Goons than the bots are. And otherwise you can play the early levels of act 1's.

4686
Dominion General Discussion / Re: Interview with Donald X.
« on: March 27, 2014, 04:13:06 pm »
I like psychology.

You mean psychology as in Poker? Or as in Risk or Catan?
Poker, or especially, players make (effectively or actually) simultaneous decisions where they care what everyone else does, like in dilemmas or rock-paper-scissors.

4687
Rules Questions / Re: Overgrown estate + market square
« on: March 27, 2014, 04:01:29 pm »
No, a stack is a computing thing that's just way too much to ask of players. It's a significant flaw in Magic imo. What you want is an implicit stack like Dominion has - just having a game complex enough for multiple "when x happens" rules means you may have some feed off each other, but it can be clear what happens without bringing stacks into it.
It’s probably an inevitable feature of any game that allows a free-for-all reaction environment with effects that can affect other effetcts like Magic has.

Dominion’s reactions can’t interact with each other, so less-complicated timing rules work just fine.
Magic could get by just fine with an implicit stack. You wouldn't be able to, say, play your draw-cards instant at a random time, but they have shifted away from that stuff anyway. Reactive stuff would really be reactive. You would lose a little flexibility - my go-to example is, you wouldn't end up with Giant Growths phrased in a way that would let me stop an Orgg from attacking - but it so wouldn't matter.

Dominion's reactive things do interact with each other (though they aren't all marked as reactions). In this thread, Border Village / Watchtower.

4688
Goko Dominion Online / Re: It's not you, it's them
« on: March 27, 2014, 03:56:47 pm »
Anyone still having this problem is advised by Calvin from Making Fun to clear their cache.

4689
Dominion General Discussion / Re: Interview with Donald X.
« on: March 27, 2014, 06:18:55 am »
Are you saying that Chess is too complicated because it's hard to memorise the rules well enough to see all the legal moves, while the unlearnable rules of Magic leave you with interesting decisions? While you could say the rules are on the card, I'd contest the underlying assumption that the basic rules of Magic (turn sequence, LIFO resolution of some spells and effects, assigning damage) are easier to understand than the basic rules of chess, including en passant and 50 moves draw.
There is nothing positive about the level of complexity Magic has. I try to avoid making games where it's as hard to see the moves as in Chess, or as hard to learn the rules as in Magic. I liked Magic despite that flaw; there are also people who like Chess.

4690
Dominion General Discussion / Re: Interview with Donald X.
« on: March 27, 2014, 04:22:28 am »
Could anyone think of an example where you have more fun the worse you are doing?
Sometimes, Dominion! I can have a deck with no victory cards that's otherwise awesome. I'm doing all my stuff, and losing.

4691
Dominion General Discussion / Re: Interview with Donald X.
« on: March 27, 2014, 02:10:21 am »
Did you test a Knight that was a Treasure instead of an Action? Or a $6 Knight?
No. There were 12 Knights originally, including several that didn't make it, including a "when-gain, play" Knight, a couple that gave resources based on what they trashed (back when they could trash any card), and one that could turn into a Duchy he trashed. Later on, with them looking mostly like they do now, Sir Martin and Sir Bailey were the tricky slots. They all cost $5, Sir Bailey with +2 Buys (then later +$1 +2 Buys) sucked, and Sir Martin tried a few Warehouse-type things. As you know Sir Martin ended up costing $4 and getting +2 Buys, and Sir Bailey got +1 Card +1 Action.

4692
Dominion General Discussion / Re: Interview with Donald X.
« on: March 26, 2014, 11:04:19 pm »
After going into Dominion and this forum and some derivatives (like watching Richard Garfield talk about game design) I started to assess how well or bad designed a game is. Can I ask for your input as to which well known games' design is really good or really bad? (and, if it is not too annoying for you, why?). This is a really ample question, but even a few examples would be great.
This question is just too broad.

I often use Risk as a bad example. Consider a game of Scrabble in which the player who's losing only gets 3 tiles. That's Risk. I like having armies on a map and rolling lots of dice; I'm not big on eliminating players with hours left in the game, voting on who wins, giving me less fun the worse I'm doing.

It's cool that Chess gives different powers to the different pieces. In practice it means that new players not only don't know how to play well, it's hard just seeing what the legal moves are. In general I only play games with people who like a certain amount of randomness; no-one wants to feel stupid because it's technically possible to work out many moves in advance and they aren't doing it.

I often say, it has to be fun to lose. Having fun is really want matters; a game can be anything beyond that. The first chapter of Knizia's book Dice Games Properly Explained consists of nothing but games with no decisions. He doesn't introduce each one with, "if you thought that was stupid, check this out;" instead it's, "here's a fun one, best with 3 to 6 players."

I personally love interacting rules on cards. I like novel experiences. I like psychology. I pursue those things but games can also be fun that are just rituals, or that have lots of anagramming, or you know, whatever it is.

For many years my favorite game was Magic. The novel experiences, the interacting rules on cards. There's a good amount of randomness, there are good decisions. At the same time the rules are unlearnable and sometimes you don't get to play. And it was still the best game ever.

4693
Rules Questions / Re: Overgrown estate + market square
« on: March 26, 2014, 10:39:56 pm »
We're getting into the interview thread now, but was there ever a time that you were considering having a "stack" in Dominion?
No, a stack is a computing thing that's just way too much to ask of players. It's a significant flaw in Magic imo. What you want is an implicit stack like Dominion has - just having a game complex enough for multiple "when x happens" rules means you may have some feed off each other, but it can be clear what happens without bringing stacks into it.

4694
Dominion General Discussion / Re: Interview with Donald X.
« on: March 26, 2014, 07:37:29 pm »
I'm guessing you're not willing to give away too much about the promo, but: is the promo an old idea that you fixed up, or something new that you came up with to be a promo?
It's an old idea. I playtested versions of several old ideas and we liked this one the best.

4695
Goko Dominion Online / Re: Dominion Online set selection
« on: March 26, 2014, 07:35:14 pm »
I think we mostly agree. I was aiming for "if you manually create the board, it's automatically an unrated game" because that's very easy to remember and understand.

Part of my bias is also that I don't see unrated games as being such a penalty.
Well that may be so, it's hard for me to evaluate personally. Okay let's take the case of, you just bought Guilds, you want to play with Guilds. Everyone was like that when Guilds came out. So they all force 4 Guilds and none of the games are rated and I would think plenty of people wouldn't like that. Whereas if today I feel like playing with Develop and that's automatically unrated that doesn't seem so bad.

So, maybe "pick a card" forces you to be unrated, but "pick an expansion for this slot," I bet people would prefer to be able to play rated games of that.

I guess we'll have to agree to disagree that repeatedly playing the same (perfectly valid, non-trap) board a hundred times [is/is not] OK to rate. If you don't see a problem with it, I don't think I'm going to convince you.
Well it gives you an edge, no question. Doing it by forcing 10 cards from a small set seems just so unlikely to be an issue. No-one is thinking, "I want to cheat. I know, I will play all-Cornucopia games with 3 cards banned and get great at those 10 cards." I might force it to be unrated anyway just to close a loophole, but the special-case seems weird/complex. A game is rated unless you pick a card, or want at least N cards from one small set. The non-special-case - if you force an expansion, it's unrated - puts me back to, I just bought Guilds, my games are all unrated, this sucks.

I didn't think of a button for "repeat that last set of 10," I bet some people would like that enough to want to make it not as much trouble as it would otherwise be.

Right, but again, that means that players who pick more than 1 are just waiting around, wondering why nobody is joining their game.
Let's say the option is more like you have it - on the list of possible ways to generate the card lists there's "pick 'em," and it's never what happens for two normal matched players (you have to host to make it happen), but checking it means you are okay with it.

Let me be more clear. What I'm suggesting is the abolishment of "minimum # of sets" setting and that players are matched without taking that variable into consideration at all. If you bought all the sets, well then all the games you play will have access to all the cards because the player with more cards hosts. If you bought nothing, sometimes you get matched to someone with bought cards, sometimes not.
I have to be able to play with my friends. So, I can host a game, call it "all cards," invite someone (who is not actually my friend it turns out), play a game with my cards. They have no cards, I've got everything, hooray for them. This works regardless of how matchmaking works. So... why not be friendly with the matchmaking?

Maybe if the matchmaking is unfriendly, people with expansions still use it, because it's easy and hey they have the expansions. Making Fun might like the idea, like I said, I dunno.

Is that what most people will prefer? I think it's probably a huge pain in the neck to manually modify your settings as your rating goes up/down. Having it automatically slide so that you're playing opponents about at your skill level is arguably the most of the point of having a rating, and I'm not sure why anybody would prefer the manual system.
I have never done any ratings-related stuff so I don't know how it goes, but I would imagine your rating doesn't endlessly change giant amounts? You build it up and then it's actually telling us about how good you are.

The question is, do you want to enforce seeing cards with approximately equal frequency? If not, great. You can just pick two expansions randomly and you'll see each Hinterlands card about half as often as each Alchemy card, and each Dark Ages card with even less frequency, etc.
Uh, whatever, it would be some good way. Maybe we pick Alchemy less often because it's smaller but still take 5 cards from it when we pick it. You don't need to see all cards with precisely equal frequency. This is a particular special mode for a particular experience where set themes are reinforced via having multiple cards from a set; you can get flat random from the pure random option.

EDIT: Sorry, misunderstood. You meant how I took it off of the list of options. Yeah, either the hate list should apply to Pro or it shouldn't. Period. I don't care which way it goes. Obviously it should apply to Casual games or what's the point? Having a setting of "Union of hated cards/Intersection of hated cards" is just another needless option that complicates the automatch interface and makes it harder to find games.
But, whatever modes it applies to, "intersection of hated cards" offends no-one except with regards to leaderboard accuracy; union of hated cards also may mean not getting to play with cards you like that lots of people don't. In casual, I may be willing to let my opponent veto cards that I don't veto myself; I may not.

I understand that it's a feature. I had assumed that the feature was primarily there for groups of people who knew each other in real life to jump online and play with the cards without everybody needing to buy them. If it was actually intended to (also) enable about half the random-match players to not buy into the system, well color me surprised.
Well I can't ask Ted what he intended. To me it's mimicking the situation IRL where only one player needs to buy a game. You can bring Dominion to a public game night and play against random people who don't own it. The online game can be greedier but I can let Making Fun worry about that.

4696
Dominion General Discussion / Re: Interview with Donald X.
« on: March 26, 2014, 06:49:56 pm »
Yeah, thats what you are saying, but what they are hearing is : lalalalalala new cards lalala duration lalalala

Hope is an amazing thing!
Well there's a new card, the upcoming promo. If there's one a year, with five promos already, it will only be... a bunch of years before you can group them together and call them an expansion.

4697
Rules Questions / Re: Overgrown estate + market square
« on: March 26, 2014, 06:37:48 pm »
The general rule is, for any "when x happens, do y," y happens directly *after* x happens. I would apply this to all games that don't specify otherwise (Magic: The Gathering is a significant exception). For example: "When you pass Go, collect $200." When do you collect $200? Directly *after* passing Go.

Why is MTG an exception? "When a creature enters the battlefield, gain 1 life"... you gain the 1 life after the creature is actually on the battlefield.
The "after" isn't different in Magic, but the "directly" is.

Obv. in any game it might be the case that four things have to happen "when x happens." They probably can't all happen at once; so some things don't happen immediately. And possibly other effects feed off of some of those things - there's a "when x happens do y" and "when y happens do z" and z happens before we get to the second "when x happens." That's how it is in Dominion.

In Magic however you can do a broad class of things in response to other things, whether they relate or not; x happens, there's a "when x happens" ability on the table, it goes on the stack, and I decide randomly to play a card-drawing spell that resolves first, then do some other things. The "when x happens" thing sits there, hanging around, until there's nothing else we want to do ahead of it.

Magic does have a lot of "replacements" too (when x would happen), and those obv. come first, but that's not an exception and not what I was talking about.

I am glad you guys are on top of the when-gain / Watchtower / lose-track madness.

4698
Dominion General Discussion / Re: Interview with Donald X.
« on: March 26, 2014, 06:27:22 pm »
Everybodies reading this and taking away there is a new set coming right?
I have not changed my stance that doing a spin-off would be better. I am constantly playtesting stuff; it just isn't Dominion expansions.

4699
Dominion General Discussion / Re: Interview with Donald X.
« on: March 26, 2014, 06:25:41 pm »
OTOH, they could just indicate that it's an expansion to an expansion or something.
I think it's obv. not great to limit your audience like that, although sometimes people do it. We would just include VP tokens if we wanted them that badly.

This is a thing about the fabled Treasure Chest concept. I don't think we would have a potion-coster without potions; thus I don't think we'd have a potion-coster. I don't think we would have a looter with no Ruins. I don't think we'd use VP tokens or coin tokens without providing them. Then you realize that a card with the variety thing from Cornucopia doesn't actually tie into Cornucopia so much, and so the answer really is that if I did a Treasure Chest I might just limit it to more cards for the large sets. But even without requiring components you might not have, it still wouldn't be as good as doing a new thing.

4700
Dominion General Discussion / Re: Interview with Donald X.
« on: March 26, 2014, 06:21:26 pm »
So this is in relation to your talk about the possibility of doing more duration cards (until Jay suggested something new), as well as your detailed explanation of the new VP card possibilities.

Would you ever consider doing more VP token cards as an alternative/supplement to more VP cards? They seem to fill the role of providing new paths to victory without really clashing with other stuff (for example: if Duke and Feodum were in the same set it would seem redundant, but you have 3 VP token cards in a single set without them really encroaching on each other). It seems like all of the "classic" things you can do with VP tokens were used, but especially with new mechanics like overpay and on-trash that there are some possibilities for new things.

It does have the duration problem of "isn't a new thing better", but it seems to provide new routes for "how do we create different victory paths since all the classic VP cards are in sets".
VP tokens aren't really a great wellspring of potential cards; you have to worry about "what if we just sit there making VP tokens, never ending the game." You can do various things that I didn't do that don't have that problem; I am just saying, it's not fantastic.

VP tokens require including VP tokens. It's a plus and a minus but more a minus. Hinterlands isn't much cheaper than Seaside but it's still cheaper. Tokens in general are a good thing to look at for an easy way to get new simple cards (note that I went straight to tokens when I needed to make an extra set, Guilds). I already did VP tokens so I would lean towards something else.

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