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Messages - Donald X.

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6076
Rules Questions / Re: Ironworks + Trader
« on: October 31, 2011, 11:51:08 am »
In case this is helpful, let's consider the card, Throw in a Silver, which reads, "when you would gain a card other than Silver, you may reveal this from your hand. If you do, you also gain a Silver."

I play Ironworks, gaining an Estate, and reveal Throw in a Silver. Do you expect to get bonuses for both cards from Ironworks?

6077
Rules Questions / Re: Ironworks + Trader
« on: October 31, 2011, 11:38:34 am »
I don't think that matters to Ironworks.  If Trader had said "Whenever you would gain a card, gain a Silver from an opponent's hand instead." I still think Ironworks should get you +$1.

Ironworks says, Gain a card.  Then Traders interrupts, and does a bunch of magic, the end result being, you gain a Silver.  Now when you lift it off the "stack", Ironworks says, now, here's the relevant bonus based on whatever card you gained.  Ironworks doesn't know you originally chose Great Hall and now have a Silver, Ironworks doesn't care that there's a Quarry in play and you got to pick something that's >$4.  All it cares is, it asked you to gain something, and now you have gained a Silver, so that's your bonus.  It's a new "gain" event, but it's still a gain event!
Ironworks is referring to a specific card, and that card is not the Silver that Trader got you. So you get no bonus. You could gain ten cards in-between playing Ironworks and getting to "if it is...;" whatever, the bonuses you get are for the card Ironworks is referring to, and not to anything else.

We could phrase Ironworks so that it worked however we wanted. "During the resolution of this action, when you gain a card, if it is..." But Ironworks has the phrasing it has, and that includes giving you a bonus based on the qualities of a specific card.

Quote
I play Upgrade-Into-Hand, which reads "Trash a card from your hand and gain one that costs exactly $1 more.  Put it into your hand."  I use it on a Forge, gaining a Peddler.  But wait!  Traders interrupts, and gains me a Silver instead.  That Silver should still go into my hand.
You are incorrect. Any similarities between Trader gaining you a card and Ironworks or Upgrade-Into-Hand gaining a card are irrelevant; you did not gain the card you were supposed to, the card being referred to by "it" is undefined, thus you get nothing / put nothing in your hand.

6078
Rules Questions / Re: Ironworks + Trader
« on: October 31, 2011, 11:14:08 am »
Trader says, "you were going to get something, but instead you're getting this."
The key is, Trader does not replace "what you were getting" with Silver; it replaces "you getting something" with a new event, which happens to be you getting Silver.

This is already cemented in place by the FAQ for Trader; if Thief steals Copper and you use Trader to get Silver instead, you don't take the Silver from the trash; if you buy Nomad Camp and reveal Trader, the Silver does not go on your deck.

The original event Ironworks generated did not happen; the fact that you happen to be gaining a Silver now is just confusing the issue.

6079
Rules Questions / Re: Ironworks + Trader
« on: October 29, 2011, 12:02:06 pm »
btw I switched to "you get nothing" on the strength of an "a" I wasn't paying attention to.

6080
Rules Questions / Re: Ironworks + Trader
« on: October 29, 2011, 03:39:59 am »
you have to pick a card in the supply
Is the same then true for the card named in contraband?
I guess my question is, does the "in the supply" requirement come from the fact that it's a "gain", or is it true for any time you have to pick a card?
Contraband does not require you to name a card in the supply, and this is in its FAQ. Wishing Well doesn't say but it's the same, you do not have to name a supply card.

Gained cards come from the supply unless otherwise specified. Workshop etc. don't say this explicitly because by having it be a rule I get to save on all that extra text.

6081
Rules Questions / Re: Ironworks + Trader
« on: October 29, 2011, 03:20:46 am »
Thinking more about it, I'm not actually happy with my explanation, or even Donald's ruling, really. If you don't have to actually gain the card to get the benefit, what stops you from just naming a card you can't gain (say one that's not in the supply)? You choose to gain a great hall, which is less than $4. You can't, since there are none, so you gain nothing, but you still do the +1 card/+1 action part?

Or maybe there is just an implicit assumption that "gain a card costing up to $4" means gain a card that is in the supply and costs up to $4?
What stops you is, you have to pick a card in the supply. You have to pick one if you can and don't get to if you can't.

6082
The Bible of Donald X. / Re: The Secret History of the Dominion Promos
« on: October 25, 2011, 07:35:17 am »
Governor: So Jay wanted a Carcassonne-related promo for its anniversary and got Walled Village. Then he wanted another promo. The idea behind this promo was, that Stash had gone up at the BGG store paired with blanks, and well let's not do that again. So we needed another promo so it could be paired with Walled Village.

Jay initially thought, well, Power Grid was coming on its 10th anniversary too, or at least the original German version was (Funkenschlag), so how about something that tied in with Power Grid. He wanted it to be a green card of course. And we sat down and talked with Friedemann Friese about what could possibly be done. It wasn't sounding great. The flavor for Power Grid is not medieval, and then there wasn't an obvious mechanical thing to do that connected the games.

I said, are there any other games with anniversaries coming up? And Jay said, as a matter of fact. Puerto Rico was also having an anniversary. And well simulating Puerto Rico on a Dominion card was easy; the only issue was making the text fit, which I cleverly managed via "you get the version in parentheses." So while the previous promos were expansion outtakes, this one is a new card.

The first version of the card had +1 Card +1 Action, with the first option only giving you +2 Cards, i.e. it worked out the same as now if you wanted the cards, but gave you an extra card if you picked one of the other two things. The idea had been, that the bonus the other players get does not involve them spending a card or using an action, so it would be easier to balance the card if it also didn't cost you a card or an action. But the three options were not sufficiently balanced; the Remodel was especially crazy. So now you still get the same total number of cards if you pick cards, but you don't get a free card with your Gold or Remodel.

Governor will show up in the BGG store someday. I don't know if it will be paired with Walled Village, but as you may know, Walled Village has already been available for a while by itself, so it seems unlikely. There's a lesson there for all of us.

6083
Rules Questions / Re: Possession + Trader
« on: October 21, 2011, 07:56:48 am »
Alice Possesses Bob and makes Bob buy Copper. Bob now "would gain" a Copper, so

1) Alice makes Bob reveal a Trader: Bob instead gains a Silver.
2) The Copper that Bob "would gain", Alice now gains instead, as per Possession.
No. Possession fails to transfer that Copper because no Copper is being gained now. Possession is trying to change "Bob gains Copper" into "Alice gains Copper" and there is no longer a "Bob gains Copper" to change.

6084
Rules Questions / Re: Possession + Trader
« on: October 21, 2011, 03:39:26 am »
Alice plays Possession and Bob is next. Bob's hand contains a Trader. Can Alice make Bob buy a Copper and reveal Bob's Trader to turn it into a Silver (which Alice will then gain, via Possession), or does Possession's gaining rule cut out the possibility of Trader's reaction?
Alice can make Bob buy Copper and reveal Bob's Trader to get Silver instead.

Possession and Trader are both "when Bob would gain a card." It's Bob's turn so he gets to order those two things, but Alice is possessing him so Alice gets to. It doesn't matter that one is optional and one is mandatory.

The timing rule is not different for Reactions vs. "things happening." If two people want to reveal Moat for an attack, they go in turn order, except that no-one bothers to wait because really.

6085
Rules Questions / Re: Embassy in Hinterlands is an exception?
« on: October 18, 2011, 07:41:07 pm »
It surprises me a bit if Donald doesn't want to stick to the rules as printed now, since I read him earlier saying something like that he didn't want errata so that there are different rules for people "in the know" and people who just buy the game and play with the rules as printed, never looking it up on the net.
I am sticking with the rules as printed, that is what I am doing. The Hinterlands rulebook has the timing rule and that's what I'm going by.

6086
Dominion General Discussion / Re: The Purpose of Thief
« on: October 17, 2011, 10:04:39 pm »
In Donald's revealing of the spoiler cards, he mentions that Thief's purpose is not only to steal Silver and Gold from opponents. More than one person on BGG called him out on it, saying that if that is not the purpose, what is? I am equally confused, especially when Donald replied to that with: "Why would I ever buy a Chapel in a game without Witch, that's what I want to know." This thread is for the answering of that specific question.

The only thing I can come up with is if one were to try to make an engine that played multiple Thieves a turn to lock opponents out of treasure.
The purpose of Thief, like that of all Dominion cards, is to make Dominion a fun game. Now you know!

And the reason why you might buy a Chapel without Witch on the table is either you have experience with the game, or have advice from people who do. You can go on that journey yourself, or ask people who've been. You can't ask me though, because man, what fun is that.

6087
Dominion General Discussion / Re: [spoiler] Full Hinterlands card list
« on: October 17, 2011, 06:39:50 pm »
Does Chancellor trigger Tunnel? It doesn't say to discard your deck, instead it states to place the deck in the discard pile, which would cause Tunnel to be discarded. It's a semantic distinction but still good to know.
Chancellor, Trusty Steed, and Tunnel having been trashed during a Possession turn do not trigger Tunnel.

6088
Puzzles and Challenges / Re: Blooki's Puzzle #7 - Savvy Shopper
« on: October 14, 2011, 11:10:32 am »
Hmm, I had thought you could put 30 embargo tokens on something and use trader, but that actually only gets you 10 silvers, not 30.

I thought this too and actually went on Isotropic to test out what the implemented ruling is only to discover what you did.
That's a bug.

6089
Dominion General Discussion / Re: Hinterlands release
« on: October 07, 2011, 03:59:40 am »
Are there more details on the timing of Hinterlands' release? Is it confirmed that the expansion will debut at Essen? Is there an estimated timeframe for when stores will start receiving copies?
I still expect it to come out at Essen.

Amazon lists it as coming out Nov. 20. I don't know if that's accurate, but my guess is that it will not be in stores until a few weeks after Essen.


6090
Dominion General Discussion / Re: Why's it called a cantrip?
« on: October 05, 2011, 03:47:39 am »
I don't have my old Duelist magazines with me, but I believe that Magic had cantrips before D&D did; 3rd edition D&D came out in like 2000, while the original cantrips came out in the Ice Age magic expansion, which I believe was in 1995.

edit - I'm well aware that D&D is older than that, but I don't remember the word "cantrip" in earlier editions.
In D&D cantrips go back to Unearthed Arcana in 1985.

Using my google-fu I see that 'cantrip' is a very old Scottish word meaning a trick or a small bit of magic.  Therefore it's very unlikely that it was invented by the designers of D&D or Magic: The Gathering.  Havins said that, I think you can see why both of those games would use it quite independent of the other, just as they both use words like 'golem,' 'necromancer' and 'sorcery.'
Since you quoted my post, it looks like you're responding to me, when in fact you neither refute, agree with, or otherwise interact with my correct assertion that, in D&D, cantrips go back to Unearthed Arcana in 1985.

That's the internet for you!

Also Magic got the term from D&D. I know this because the people who work on Magic have said it flat out, starting with the people who worked on Ice Age, where they introduced cantrips. So no, not like, well not like necromancer and sorcery. Golem was a poor example since Magic's Golems started out as D&D Golems rather than Jewish ones.

6091
Dominion General Discussion / Re: Why's it called a cantrip?
« on: October 02, 2011, 07:36:35 pm »
I don't have my old Duelist magazines with me, but I believe that Magic had cantrips before D&D did; 3rd edition D&D came out in like 2000, while the original cantrips came out in the Ice Age magic expansion, which I believe was in 1995.

edit - I'm well aware that D&D is older than that, but I don't remember the word "cantrip" in earlier editions.
In D&D cantrips go back to Unearthed Arcana in 1985.

6092
I doubt it's for balance reasons. It probably just got written that way at first, and there was no need to change it. It came out as part of intrigue, where a bunch of the cards have "if" in the text, so it makes sense.
Yeah, the reason here is just "seemed natural, didn't think about it." It's the kind of thing I consider more these days.

6093
Dominion General Discussion / Re: Any progress on the app?
« on: September 30, 2011, 01:02:42 pm »
At the same time I do not expect it in any forms by Essen, so I expect Hinterlands will show up on isotropic on cue.

6094
Other Games / Re: Are any Dominion inspired games worth playing?
« on: September 30, 2011, 03:04:37 am »
I wonder if that qualifies me (us?) as an Uncivilized Dominion "Matrix" Barbarian of Statistics ;)
Or a "dominatrix," for short.

6095
Dominion General Discussion / Re: Anyone speak Spanish? How about Ukrainian?
« on: September 23, 2011, 08:34:21 am »
My Ukrainian's a bit rusty but I think I can manage these particular translations.

The Ukrainian one, after I answered the questions, he said, now how about another interview, and I said, how about later, and went on to say, you know on the question about, was game design a job or hobby or what, I managed not to say that doing interviews was work. And he apparently misunderstood, and repeated this as if it were an answer to him saying thanks, and as if I meant that doing interviews was no work at all. Anyway when people ask me if they can ask me questions, I answer them, starting with that one, but I do not always give it my all. Which is to say, the Spanish one was a lot of questions and I was somewhat terse and perhaps look bad as a result. I did not mean to suggest that no games are worth playing other than Magic and my games; it's just, if I name five games, I'm doing Magic a disservice. And when I said how Dominion didn't take much from Magic, as I previously have, it's not that I personally haven't gotten much from Magic - I got serious about being a game designer because of Magic. But I did not think, "if only I could take Magic's deckbuilding and turn it into a game." Dominion has more in common with tableau-building games than with Magic.

Anyway here they are.

Quote
1. In spite of the fact that you are a well-known person, can you introduce yourself to our readers?

I'm Donald X. Vaccarino, the world-famous game designer. I made Dominion and some other games that may be out by the time you read this.

2. How do you consider the fact that earlier there were rumors about your name among board game fans? They thought it was an anagram, under which a group of authors was hidden, and Donald X. Vaccarino doesn’t exist. Perhaps this is because it is difficult for some people to believe that this game could be designed by one person, besides who hasn’t been noticed especially in the industry of board games. How often journalists ask this question?

I think part of why there were these rumors is, because Bernd Brunnhofer of Hans im Gluck had previously used a pseudonym for his own games. It didn't really bother me, and no-one talks about it anymore, though they did a bunch in 2008.

3. Aren’t you of your creation? Are there any changes in your life caused with the release of this game?

Aren't I what of my creation? I will pretend you said "proud." Yes. Here's a pat on the back for Donald X. Vaccarino.

Making Dominion has certainly changed my life. I make games for a living, although I've also had to spend endless hours playtesting Dominion expansions.

4. What is most likely we will see: a new game with the deck-building mechanics or completely a new game with new mechanics by Donald X. Vaccarino?

I have 1-3 new games coming out at Essen this year (2011). So, a new game with new mechanics! Kingdom Builder has already been announced.

5. What can you say about the industry of board games and CCG, and how long will their friendship last? Board games with CCG mechanics is appearing continuously, as people like them and they buy these games. What can you say about the relatives of the Dominion, games which appeared after the stunning success of the Dominion? Which of these games with the deck-building mechanics like best?

I'm not sure what you mean by the first part and don't think I agree. Board games don't have CCG mechanics. Magic has really two mechanics to call its own: 1) you buy random packs of cards; 2) each player has their own deck. Board games have not really been copying these mechanics, or the specific resource system and combat of Magic. Stuff like getting combos between different Magic cards, that all came from earlier games, from WizWar and Cosmic Encounter. Dominion does take "you have your own deck" from Magic, but they aren't really relatives beyond that. Magic is a game of resource management and a particular kind of combat and so on; Dominion is a game of building a deck.

There are two kinds of relatives to Dominion: Dominion clones, and actual new games with a deckbuilding component, like Eminent Domain or A Few Acres of Snow. The clones I have zero respect for. The actual new games don't bother me at all, I am pleased people are going places with the mechanic, and only hope that they don't go anywhere I'm planning on going.

I have not played anyone else's deckbuilding game; I am too busy playtesting Dominion expansions and new games of my own.

6. Are you still playing Magic the Gathering? What can you say about the format of the LCG? What do think about such game? Do you think LCG are fairer to the player and his wallet than the usual standard CCG? Or think this is almost the same thing when concerns the money spending? And if we consider the problem in such a perspective, do you think that games similar to the Dominion are good alternative to such systems? Can we say that Dominion Generation has taken the best of the CCG and left no controversial economic distribution model?

I stopped playing Magic when I made Dominion, because I no longer had any friends who wanted to play it. It was my favorite game for many years, and I still follow the news of new expansions, but I don't see myself ever getting back into it.

The LCG format must be doing okay, but I wouldn't have guessed it was worth pursuing. It's nice that you can just buy all of the cards, rather than the random cards in Magic packs, but in my experience a given person only has time in their life for a single CCG, and I would think an LCG would take that same hunk of time. So, why not just play Magic? You'll have more people to play it with, and you can play it like an LCG if you want - just buy a certain amount of cards and play with those.

The LCG way of selling cards is not remotely the same as the CCG way. Even if you spend a lot of money on an LCG. When you buy a lot of Magic cards, it does not take long to get to the point where you are really just getting one card per pack - you have multiples of all the rest. An LCG isn't like that and so much for that.

Again I think all Dominion takes from Magic is, you have your own deck. The combinatorics thing predates Magic, and Magic is not a game of building a deck like Dominion is. I know people compare them a lot because you build a deck in order to play Magic, but really the only common ground there is that each player has their own deck. Now, I don't wish to underrate Magic; I had not played WizWar or Cosmic Encounter when I first played Magic; for me, the idea of interacting rules on cards came from Magic. But I know Magic didn't originate that idea.

So anyway, if what you like about Magic is the combos, you can get that from a bunch of games, whether they have deckbuilding or not. It's a great thing but it's not unique to Dominion and Magic. Instead of building a deck, you can build a tableau, such as in San Juan and Race for the Galaxy.

Instead you could say, that what you want is a good game; then of course it's nice if your good game does not have Magic's distribution model.

7. If we are talking about investing in favorite games, how many additions are still waiting for the Dominion?

I am planning on having eight expansions total; Hinterlands, this October, is the sixth.

8. Which game from the new products in 2010 do you like the most? And what game do you play most often now?

I play Dominion most often, followed by new games I'm working on. I rarely play games from other designers these days; if you want to design games for a living, you don't have a lot of time to play games that aren't yours. I played one game of Roll for the Galaxy this year, which I liked. It's not out yet.

9. What is the game design for you: work, hobby or vocation?

Thinking about games, making them, and playtesting them is all good times. Trying to get them published and proofreading rulebooks and so on is all work.

10. What do you think about the transfer of board games to mobile devices? Doesn’t you think that this throw away the most important element - communication?

I like computer games, which are often solitaire, so I don't see it as a problem at all. When you are alone on the train, play a game on your phone. When you get home, have some friends over and play in person. Playing a board game on a phone is different from in person, but it can still be fun. I don't expect board games to be so big vs. other kinds of games on phones, because there's so much you can do in a phone game that you can't do in a board game.

11. What future for board and card games do you see?

I haven't given this any thought. They've been around for a long time, so I don't see them going away. There's a lot of competition for your entertainment time now, but people are still playing games.

12. Do you play Dominion well?

Yes! I am still making mistakes, but I am a fine player.

Quote
* How do you start at the boardgames?

If you mean, how did I start playing boardgames, I really didn't get heavily into them until introduced to German games by my Magic-playing friends in the mid-90s. If you mean, how do I start working on a boardgame, I start with a mechanic usually, one of the many I've got sitting around waiting to be turned into games.

* Which was your first game that you get as a gift or you bought?

Basic D&D, back when there was no Advanced D&D.

* How much time do you use in a week for boardgames?

I work on them every day, and play two evenings and an afternoon each week.

* How much time do you spend to finish a game (idea, test...)?

It varies a huge amount from game to game. The big thing is, does the game have rules on cards that have to be balanced (some games have rules on cards that don't have to be balanced, and of course some games don't have rules on cards). That situation will just take up as much playtesting time as you give it. Other things may just be a matter of how fun they are, or doing the math.

So for example, Dominion has rules on cards that have to be balanced; the original game took me a matter of hours to finish, and then playtesting the cards after that took months. Nefarious does not have rules on cards to balance - there are rules on cards that don't have to be balanced, where I just needed to decide if they were fun enough, and stats on cards that I balanced with math. So it went very quickly.

* What can you tell us abour your first games?

My oldest games were just my fixed-up versions of existing games. When I started seriously making games, I made a lot of games where the rules were different every time.

* How did you get the idea to make the game Dominion?

The initial idea was the solution to a problem in another game I was working on. In that game, you were going to have your own deck of cards, with cards for each of your characters in a party of adventurers. When you drew a Sword card for your Paladin, that let your Paladin use his sword once. I realized at some point that the math for this game was too hard - an attack card might just be "deal 3 damage per level of Sword skill," but that meant, you had to look two places, multiply the numbers, remember that total, look at your next card, look at your character, multiply the numbers, remember that total... And this was all just to see if you wanted to attack or not. The cards really had to be as simple as "do 3 damage," but I still wanted your characters to be built up over the course of the game. And the solution was to have you build a deck, gradually adding cards that did better things as a way of building up your character.

Once I had that idea I realized I could make a separate game with just the deck-building premise, and none of the other stuff from this game. It sounded cool, although it took me months to get around to making it.

* Do you really expect the success that Dominion has get?

I expected it to be a big hit for gamers, based on how much my friends liked it. I did not expect to win the SdJ.

* What do you feel when you design such a successful game? How do you feel about winning the Spiel des Jahres?

Well, it's great to be successful. I don't have anything interesting to say about it. Winning the SdJ was great.

* Can you tell us your strategy when you play Dominion? Do you play your own games?

I play almost nothing but my own games - that's the only way to get enough playtesting done. The first strategic advice I have for you for Dominion is, have a strategy.

* Do you have any new expansion for Dominion?

An expansion called Hinterlands is coming out at Essen this year, and there are two more expansions planned after that.

* What can you tell us about your 2 new games: "Kingdom Builder" and "Nefarious"?

Kingdom Builder is a game of putting pieces on a board. Your pieces do three things: they score for you, they gain you abilities, and they limit future plays. There are different scoring methods and abilities available each game.

Nefarious has two rules that change each game, making each game a small puzzle to be solved. You invest in what you think the other players will do and choose which inventions to build, based on what the rules are this time.

* If you could design a game in the history of games... which one would be that one?

I'm happy being the guy who made my games.

* Which other designer do you admire?

Reiner Knizia, Richard Garfield.

* Can you tell us your top 5 games?

Among games that aren't mine, it's a big step down after Magic: The Gathering.

* What was the last game that you played and you get addicted?

If you mean, that isn't one of my games, then Magic: The Gathering.

* Any future project?

Yes, all the time, many future projects. Any announcements are up to the publishers, once I find publishers for them.

* Any advise for the new designers?

Go to conventions to show your games to publishers. That's the advice I was looking for when I started out.

6096
Rules Questions / Re: Reaction cards
« on: September 15, 2011, 07:11:37 pm »
Isotropic has it right.

By far the simplest way for Moat to work is to have it revealed before the attack card does anything, including choices that may end up with the attack not actually doing anything to you. We don't need to make any distinction between the kinds of things an action card can do, or ask what counts as hurting you and what doesn't; you just play Moat before anything happens.

Now reaction cards like Watchtower can happen in the middle of an attack, because they look for a very specific thing happening.

6097
Other Games / Re: Donald X.'s new game Kingdom Builder
« on: September 08, 2011, 05:46:46 am »
I like that it's borrowed what I think is the best thing about Dominion, the fact that every game is different. It would be interesting working out how all the different Kingdom Builder cards interact with each other.

At this stage I'm not sure if games will be more or less varied than in Dominion. The Dominion base game has (25 choose 10) = 3,268,760 combinations, while this has a measly (10 choose 3) = 120. But possibly using a much smaller subset of the overall cards will mean that any two games are likely to be more different than any two Dominion base games.
I am all about games being different every time.

In Kingdom Builder the board varies too. So it's 120 times the number of possible boards. The 120 is the most significant part of that though.

6098
Feedback / Re: Cursing on the dominion strategy forum
« on: September 07, 2011, 06:13:03 pm »
Swearing is bacon at midnight, and anyone who objects to it is a mustard-encrusted rat fancier.

In general the issue of taboo words comes down to, 1) taboo words are useful, fulfilling a specific need, and 2) they aren't taboo unless you don't say them.

When you call someone a re-run of a clips episode, a pillow with no cool side, or a boat that can't hold a goat a fox and a cabbage at the same time, them's fightin' words, and the point of fightin' words, like Caine's kung fu, is, not to have to fight. Your vile epithets make it utterly clear that you are ready for blood, and, like throwing your steering wheel out the window in a game of chicken, give the opposition a clear opportunity for backing down.

But again, words only have such power when you don't use them otherwise. When I say "fuck fuckity fuck fuck fuck," some people may think I'm a South Park fan, or at least was before it went bad, but no-one thinks fisticuffs are imminent. Fuck has lost its power and well I blame the goddamn motherfucking internet.

There are still a few words with power left, and I think we should preserve that power. A word filter is a fine approach here. I wouldn't bother with damn etc.; I'd just cover hate speech, and add more words as they come up. Here's one to get you started: gypsy. Offensive to some Romani people. Which is why it's not the name of a Dominion card.

Of course most of the cussin' on these boards is just people quoting chat logs from games with teenagers. Lock that thread and probably the only offensive thing left will be me.

6099
Rules Questions / Re: Reaction Quandaries
« on: August 22, 2011, 04:36:09 pm »
I would encourage you, though, to encourage whoever's responsible for writing the Hinterlands rulebook to mention explicitly in it that "if multiple people can reveal Reactions in response to the same event, they do so in turn order", if that's appropriate to the Reactions that exist in Hinterlands and it's not too late to do so.

..."The SdJ logo thing"?
It's me these days, and that rulebook is done already.

If we wish to use the SdJ logo on the Dominion box, which we do, it must have the same rules as the German version. The German version is what actually got the award.

6100
Rules Questions / Re: Another rules quandary
« on: August 22, 2011, 04:32:51 pm »
We finally have an official ruling on the legallity of an automatic point counter?
A point counter is for sure a game variant, not allowed by the rules.

I encourage people to play whatever game variants they want, provided they comply with local laws and are agreed upon by all players.

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