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	<title>Dominion | BoardGameGeek</title>
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		<link>http://www.boardgamegeek.com/</link>
		<title>Dominion | BoardGameGeek</title>
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 	<pubDate>Tue, 10 Nov 2009 04:24:48 +0000</pubDate>
	<lastBuildDate>Tue, 10 Nov 2009 04:24:48 +0000</lastBuildDate>
   <link>http://www.boardgamegeek.com/</link>
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   	<item>
		<title>Reply: Dominion:: Variants:: Re: Reducing start player advantage.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bsushort&#039;&gt;bsushort&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;theotherring wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;While having an extra turn is an advantage, the rules do give the tiebreak to the player with fewer turns, FWIW&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Of course, so does giving them another turn.  It's almost assured they could at least buy an Estate with that turn, thus breaking the tie.&lt;br&gt;&lt;br&gt;I prefer for everyone to get the same number of turns, you can't buy anything that is out of supply, but being later in turn order is still the tiebreak.  (Even with equal turns, first player had first opportunity to play attacks, and had fewer turns with empty piles).
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<link>http://www.boardgamegeek.com/article/4186591#4186591</link>
<guid>http://www.boardgamegeek.com/article/4186591#4186591</guid>
<pubDate>Tue, 10 Nov 2009 04:24:48 +0000</pubDate>
<dc:creator>bsushort</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Reducing start player advantage.</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Buggy&#039;&gt;Buggy&lt;/a&gt;&lt;/p&gt;
	Hm, I always thought that it was a tactical advantage to go last.  You get to see what everyone else is doing and then plan your strategy around that.
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<link>http://www.boardgamegeek.com/article/4186576#4186576</link>
<guid>http://www.boardgamegeek.com/article/4186576#4186576</guid>
<pubDate>Tue, 10 Nov 2009 04:21:04 +0000</pubDate>
<dc:creator>Buggy</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Wasteland</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Buggy&#039;&gt;Buggy&lt;/a&gt;&lt;/p&gt;
	I like the idea of making it an Action/Victory &quot;Trash this card.&quot;  I also like the idea of making it worth 1 VP for each differently named victory card in the Trash.  Thanks!
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<link>http://www.boardgamegeek.com/article/4186570#4186570</link>
<guid>http://www.boardgamegeek.com/article/4186570#4186570</guid>
<pubDate>Tue, 10 Nov 2009 04:19:08 +0000</pubDate>
<dc:creator>Buggy</dc:creator>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/monteslu&#039;&gt;monteslu&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;yudp wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;monteslu wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The font I'm using is:&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.dafont.com/optimusprinceps.font&quot; rel=&quot;nofollow&quot;&gt;http://www.dafont.com/optimusprinceps.font&lt;/A&gt;&lt;br&gt;&lt;br&gt;Not the official, but close I think.&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;FWIW the official font used for the card titles is Trajan Pro.&lt;br&gt;This is an open type font, so it should be freely available.&lt;br&gt;&lt;br&gt;The body text is good old fashioned Times.&lt;br&gt;&lt;br&gt;Hope this helps&lt;br&gt;Dale&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Thanks for the heads up.  Looks like it's 35-65 bucks on most sites.  Can't find a legally free source.&lt;br&gt;&lt;br&gt;Funny how someone can charge money like that for ~40KB file that was created 19 years ago :)&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/4186469#4186469</link>
<guid>http://www.boardgamegeek.com/article/4186469#4186469</guid>
<pubDate>Tue, 10 Nov 2009 03:48:13 +0000</pubDate>
<dc:creator>monteslu</dc:creator>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/yudp&#039;&gt;yudp&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;monteslu wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The font I'm using is:&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.dafont.com/optimusprinceps.font&quot; rel=&quot;nofollow&quot;&gt;http://www.dafont.com/optimusprinceps.font&lt;/A&gt;&lt;br&gt;&lt;br&gt;Not the official, but close I think.&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;FWIW the official font used for the card titles is Trajan Pro.&lt;br&gt;This is an open type font, so it should be freely available.&lt;br&gt;&lt;br&gt;The body text is good old fashioned Times.&lt;br&gt;&lt;br&gt;Hope this helps&lt;br&gt;Dale&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/4186404#4186404</link>
<guid>http://www.boardgamegeek.com/article/4186404#4186404</guid>
<pubDate>Tue, 10 Nov 2009 03:22:26 +0000</pubDate>
<dc:creator>yudp</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Dominion: All About Money - 15 card ideas</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jlerpy&#039;&gt;Jlerpy&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This one has a money theme. The intention was to make some more Treasure cards but some other types showed up aswell. As always, comments and fixes are welcome.&lt;br&gt;&lt;br&gt;Artifact&lt;br&gt;Cost: 4&lt;br&gt;Treasure&lt;br&gt;3 Coins.&lt;br&gt;Once all 3 coins are spent from Artifact, return it to the Supply.[/quote]&lt;br&gt;&lt;br&gt;Probably better to reword it as something like:&lt;br&gt;Pick one: &lt;br&gt;+2 coins&lt;br&gt;+3 coins and return Artifact to the Supply.&lt;br&gt;&lt;br&gt;Otherwise it does sound too much like it requires tracking over time.&lt;br&gt;&lt;br&gt;[quote]Bronze&lt;br&gt;Cost: 2&lt;br&gt;Treasure&lt;br&gt;*Requires a token for each player, with side 1 showing money bags and side 2 showing some coins. At the beginning, the side of the money bags is shown.&lt;br&gt;Depending on your token this card has different values. Flip the token after the turn you buy with coin(s) from Bronze.&lt;br&gt;Money bags side: 1 Coin, 1 Green coin*, 1 Black coin*.&lt;br&gt;Coins side: 1 Coin.&lt;br&gt;*Explained later.[/quote]&lt;br&gt;&lt;br&gt;Tokens noooooooooo!!&lt;br&gt;&lt;br&gt;[quote]Cartographer&lt;br&gt;Cost: 6&lt;br&gt;Action&lt;br&gt;+2 Coins, +1 Action&lt;br&gt;Look at the top 10 cards of your deck. You may discard one of them.[/quote]&lt;br&gt;&lt;br&gt;Overpowered and yet fairly uninteresting.&lt;br&gt;&lt;br&gt;[quote]Conqueror&lt;br&gt;Cost: 4&lt;br&gt;Action&lt;br&gt;+1 Green coin*&lt;br&gt;All of your coins count as Green coin* this turn.&lt;br&gt;*Explained later.[/quote]&lt;br&gt;&lt;br&gt;Somewhat interesting, but seems like it works as kind of a double-Bridge but only for Victory cards.&lt;br&gt;&lt;br&gt;[quote]Economic Victory&lt;br&gt;Cost: 5&lt;br&gt;Action&lt;br&gt;*Requires a scoring track with VP symbol, with points of 0, 6, 12, 18... etc. For different player numbers, there should be some indication just like the number of Provinces are limited for different player counts.&lt;br&gt;Set this card aside. You may buy 6 VPs on the scoring track for 10 coin anytime this card is set aside. Discard it after buying.[/quote] &lt;br&gt;&lt;br&gt;Way too complicated. Why not just make it that you pay 10 coins and set it aside. If you still have any in your deck at the end, trash them. Any set aside count as 6 Victory Points each.&lt;br&gt;&lt;br&gt;[quote]Gem&lt;br&gt;Cost: 5&lt;br&gt;Treasure&lt;br&gt;Equals the value of another treasure card in hand. If no other treasure card is in hand, Gem is worth 1 coin.[/quote]&lt;br&gt;&lt;br&gt;Wacky, but I kind of like it. Don't know about costing.
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<link>http://www.boardgamegeek.com/article/4186295#4186295</link>
<guid>http://www.boardgamegeek.com/article/4186295#4186295</guid>
<pubDate>Tue, 10 Nov 2009 02:48:42 +0000</pubDate>
<dc:creator>Jlerpy</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Reducing start player advantage.</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/theotherring&#039;&gt;theotherring&lt;/a&gt;&lt;/p&gt;
	While having an extra turn is an advantage, the rules do give the tiebreak to the player with fewer turns, FWIW
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<link>http://www.boardgamegeek.com/article/4186280#4186280</link>
<guid>http://www.boardgamegeek.com/article/4186280#4186280</guid>
<pubDate>Tue, 10 Nov 2009 02:45:26 +0000</pubDate>
<dc:creator>theotherring</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Reducing start player advantage.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jocose&#039;&gt;jocose&lt;/a&gt;&lt;/p&gt;
	Maybe we were doing something wrong, we played our first five games this weekend, I do not recall the starting player ever winning. We were ending the game as soon as a third stack was empty, no &quot;extra&quot; or round completing turns.
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<link>http://www.boardgamegeek.com/article/4186173#4186173</link>
<guid>http://www.boardgamegeek.com/article/4186173#4186173</guid>
<pubDate>Tue, 10 Nov 2009 02:15:26 +0000</pubDate>
<dc:creator>jocose</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Reducing start player advantage.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Frank+Burbach&#039;&gt;Frank Burbach&lt;/a&gt;&lt;/p&gt;
	For what it's worth, when we play around here, we finish the &quot;round&quot;, but you cant' buy anything that's unavailable, i.e. no &quot;proxy&quot; purchases.  It mitigates the start player advantage somewhat.
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<link>http://www.boardgamegeek.com/article/4186139#4186139</link>
<guid>http://www.boardgamegeek.com/article/4186139#4186139</guid>
<pubDate>Tue, 10 Nov 2009 02:04:44 +0000</pubDate>
<dc:creator>Frank Burbach</dc:creator>
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		<title>Thread: Dominion:: Variants:: Reducing start player advantage.</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/eimative&#039;&gt;eimative&lt;/a&gt;&lt;/p&gt;
	&lt;i&gt;*** Redundant Post clause ***&lt;br&gt;I apologize in advance if this post is similar to a previous one, I saw over a hundred pages to dig through and felt overwhelmed.&lt;/i&gt;&lt;br&gt;&lt;br&gt;In Dominion the start player always gets as many (OR 1 more) turns then everyone else. Aside from playing several games where everyone gets to be start player once, I was wondering if this may be a balanced and suitable alternative:&lt;br&gt;&lt;br&gt;&lt;b&gt;Let all players finish the current &quot;round&quot; AND allow them to buy up to 1 copy of whichever card was just purchased to trigger the game end.&lt;/b&gt;&lt;br&gt;&lt;br&gt;Let's say there are 4 players (A,B,C, and D) and player A started the game and player B has just ended the game by buying the last card. This means that both players A and B have had one more turn in the game then players C and D. Seemingly unfair. So, to even the game let both players C and D have one more turn AND allow them to buy any remaining cards and/or up to 1 'proxy copy' of whatever card ended the game (be it the last Province or the last card from the 3rd stack). Allowing the other players an equal chance to win the game, &quot;had they had one more turn&quot;.&lt;br&gt;&lt;br&gt;Your thoughts are welcome on this.
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<link>http://www.boardgamegeek.com/thread/461742</link>
<guid>http://www.boardgamegeek.com/thread/461742</guid>
<pubDate>Tue, 10 Nov 2009 01:45:14 +0000</pubDate>
<dc:creator>eimative</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Wasteland</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jeffwolfe&#039;&gt;jeffwolfe&lt;/a&gt;&lt;/p&gt;
	To get over the fact that it's not useful with all setups, perhaps you could make it an Action/Victory card.  The Action would be: &quot;Trash this card.&quot;&lt;br&gt;&lt;br&gt;To get over it being overpowered, perhaps you could make it &quot;Worth 1VP for each differently named Victory card in the trash.&quot;  Or maybe, &quot;Worth 1 VP for each Wasteland in the trash, plus 1 VP for each differently named non-Wasteland Victory card in the trash.&quot;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/4185662#4185662</link>
<guid>http://www.boardgamegeek.com/article/4185662#4185662</guid>
<pubDate>Mon, 09 Nov 2009 23:53:12 +0000</pubDate>
<dc:creator>jeffwolfe</dc:creator>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/monteslu&#039;&gt;monteslu&lt;/a&gt;&lt;/p&gt;
	The font I'm using is:&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.dafont.com/optimusprinceps.font&quot; rel=&quot;nofollow&quot;&gt;http://www.dafont.com/optimusprinceps.font&lt;/A&gt;&lt;br&gt;&lt;br&gt;Not the official, but close I think.&lt;br&gt;&lt;br&gt;There's some other links and I describe how I did the mixed types here:&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/430615&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/430615&lt;/A&gt;&lt;br&gt;&lt;br&gt;Buggy has been doing some really good ones lately, he might have some pointers as well.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/4185657#4185657</link>
<guid>http://www.boardgamegeek.com/article/4185657#4185657</guid>
<pubDate>Mon, 09 Nov 2009 23:51:50 +0000</pubDate>
<dc:creator>monteslu</dc:creator>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;monteslu wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I know that I like to see them come up one at a time with an illustration.&lt;br&gt;&lt;br&gt;Sure, that eliminates a bunch of text-only great ideas(some in large batches), but it seems to help with the info overload.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Do you have links to images/fonts to work with?
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<link>http://www.boardgamegeek.com/article/4185629#4185629</link>
<guid>http://www.boardgamegeek.com/article/4185629#4185629</guid>
<pubDate>Mon, 09 Nov 2009 23:43:36 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;masonlouie wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;byronczimmer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#6F0C0C&gt;&lt;b&gt;rrenaud wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The discussion on a geeklist with all cards will tend to lose focus.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;I also wouldn't mind having it explained how a geeklist &lt;b&gt;focused&lt;/b&gt; on just fan-made cards could possibly lose focus, especially if each card has its own private forum (geeklist entry) inside the larger context.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I think what Rob is talking about the &lt;a href=&quot;http://www.boardgamegeek.com/article/4181593#4181593&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;info overload problem&lt;/a&gt; metzgerism originally voiced that I responded too. Namely, if you have all the cards in one big fat list and your Constitution check fails, your eyes glaze over and you find yourself doing something else.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Thanks for the name drop :)&lt;br&gt;&lt;br&gt;I found myself wanting to see a more formalized method for presenting fan cards and custom mechanics in the last week, but the thought is that any system is prescribed will just be ignored.&lt;br&gt;&lt;br&gt;The best thing that we can do, IMO, is respond constructively only to single-card posts, and ask people who post multiple cards to pare it down to singles. For mechanics and &quot;cards that need other cards/things to work,&quot; minimize your reliance on over-introduction of new concepts - both in presentation and conceptualization.&lt;br&gt;&lt;br&gt;In plain English: if it needs many specific other cards to work right, try again.
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<link>http://www.boardgamegeek.com/article/4185624#4185624</link>
<guid>http://www.boardgamegeek.com/article/4185624#4185624</guid>
<pubDate>Mon, 09 Nov 2009 23:42:51 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Wasteland</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/monteslu&#039;&gt;monteslu&lt;/a&gt;&lt;/p&gt;
	:thumbsup:&lt;br&gt;Very interesting card.&lt;br&gt;&lt;br&gt;Agree with metzgerism that's it's too strong, but that's fixable.  Raise the price and make it 1vp per multiple vps in trash.&lt;br&gt;&lt;br&gt;You can potentially benefit from other people chapel-ing.  I don't know that dynamic has been created before.
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<link>http://www.boardgamegeek.com/article/4185261#4185261</link>
<guid>http://www.boardgamegeek.com/article/4185261#4185261</guid>
<pubDate>Mon, 09 Nov 2009 22:33:07 +0000</pubDate>
<dc:creator>monteslu</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Wasteland</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	I think that it's way too strong. Strategy adaptation aside, victory cards are really easy to toss, and having each one of them in the trash be worth 1 VP on this card is too too too much. Maybe 1 VP/4 cards or 1 VP/5 cards, but not a 1/1.
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<link>http://www.boardgamegeek.com/article/4185140#4185140</link>
<guid>http://www.boardgamegeek.com/article/4185140#4185140</guid>
<pubDate>Mon, 09 Nov 2009 22:14:04 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: Dominiom: don’t buy this game if…</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/irondeav&#039;&gt;irondeav&lt;/a&gt;&lt;/p&gt;
	Fine. Let's agree on disagree. I respect your opinion, though I do not agree with it, and I even hope that others will find it more valid than I did. Now, why don't we leave it as it is and let other Geeks decide if they find my review useful or not. This means I will not go against you any more, hoping that in return you will stoppicking on posters here.&lt;br&gt;&lt;br&gt;You have said your piece, I have said mine, let's put an end to this useless quarell.&lt;br&gt;&lt;br&gt;Irondeav out.
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<link>http://www.boardgamegeek.com/article/4185096#4185096</link>
<guid>http://www.boardgamegeek.com/article/4185096#4185096</guid>
<pubDate>Mon, 09 Nov 2009 22:05:15 +0000</pubDate>
<dc:creator>irondeav</dc:creator>
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		<title>Thread: Dominion:: Variants:: Fan Card - Wasteland</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Buggy&#039;&gt;Buggy&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/600255"><img src="http://images.boardgamegeek.com/images/pic600255_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;We're reaching the end of the set.  I'm running out of cards.  &lt;br&gt;&lt;br&gt;I did write up notes for the playtesters on this one:&lt;br&gt;&lt;br&gt;Wasteland:  Do not use Wasteland as one of your sets of Kingdom Cards if you have no other Kingdom Cards that trash cards.  Do not forget to only have 8 Wasteland cards available for a 2 player game.&lt;br&gt;&lt;br&gt;Yes, I know that this goes against the spirit of &quot;every card should be useful in every possible combination of Kingdom cards,&quot; but I did not make that one of my design goals for this fan expansion.
</description>
<link>http://www.boardgamegeek.com/thread/461664</link>
<guid>http://www.boardgamegeek.com/thread/461664</guid>
<pubDate>Mon, 09 Nov 2009 21:52:20 +0000</pubDate>
<dc:creator>Buggy</dc:creator>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/monteslu&#039;&gt;monteslu&lt;/a&gt;&lt;/p&gt;
	I know that I like to see them come up one at a time with an illustration.&lt;br&gt;&lt;br&gt;Sure, that eliminates a bunch of text-only great ideas(some in large batches), but it seems to help with the info overload.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4184580#4184580</link>
<guid>http://www.boardgamegeek.com/article/4184580#4184580</guid>
<pubDate>Mon, 09 Nov 2009 20:44:33 +0000</pubDate>
<dc:creator>monteslu</dc:creator>
	</item>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;byronczimmer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;rrenaud wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The discussion on a geeklist with all cards will tend to lose focus.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;I also wouldn't mind having it explained how a geeklist &lt;b&gt;focused&lt;/b&gt; on just fan-made cards could possibly lose focus, especially if each card has its own private forum (geeklist entry) inside the larger context.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I think what Rob is talking about the &lt;a href=&quot;http://www.boardgamegeek.com/article/4181593#4181593&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;info overload problem&lt;/a&gt; metzgerism originally voiced that I responded too. Namely, if you have all the cards in one big fat list and your Constitution check fails, your eyes glaze over and you find yourself doing something else.
</description>
<link>http://www.boardgamegeek.com/article/4184524#4184524</link>
<guid>http://www.boardgamegeek.com/article/4184524#4184524</guid>
<pubDate>Mon, 09 Nov 2009 20:39:23 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
	</item>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;byronczimmer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Is it possible to make a single geeklist which would house all fan-based cards?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I appreciate the thought as it would make certain tasks much easier, but I think the idea suffers from all the &lt;a href=&quot;http://www.boardgamegeek.com/article/4181660#4181660&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;problems of the single thread idea&lt;/a&gt; I outlined in the other post. Plus performance problems if geeklists don't segment hundreds and hundreds of card posts.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;monteslu wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I made one pretty early on, but it didn't get much traction:&lt;br&gt;	&lt;A target='_blank' href=&quot;http://boardgamegeek.com/geeklist/37241&quot; rel=&quot;nofollow&quot;&gt;http://boardgamegeek.com/geeklist/37241&lt;/A&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;When I got started, I didn't know this list existed. It took a big forum crawl to find it and it's &lt;i&gt;still&lt;/i&gt; hard to find when I wish to consult it. Which is the real test of such a master list, if a newbie or casual poster can easily find and post their awesome new version of Blood Money and/or the attack card killer that keeps getting reinvented to the list, then everyone's happy. Otherwise ppl will continue putting their ideas where they can see them, much to the chagrin of ppl who don't want to see them.
</description>
<link>http://www.boardgamegeek.com/article/4184411#4184411</link>
<guid>http://www.boardgamegeek.com/article/4184411#4184411</guid>
<pubDate>Mon, 09 Nov 2009 20:26:27 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<title>File: Dominion:: Dominion Tabbed Dividers for trading card box storage</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/happycamper&#039;&gt;happycamper&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/44521">Dominion Tabbed Dividers for trading card box storage</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/36218">Dominion</a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/44521</link>
<guid>http://www.boardgamegeek.com/filepage/44521</guid>
<pubDate>Mon, 09 Nov 2009 17:44:03 +0000</pubDate>
<dc:creator>happycamper</dc:creator>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/byronczimmer&#039;&gt;byronczimmer&lt;/a&gt;&lt;/p&gt;
	Bug reported:&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/461520&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/461520&lt;/A&gt;
</description>
<link>http://www.boardgamegeek.com/article/4182998#4182998</link>
<guid>http://www.boardgamegeek.com/article/4182998#4182998</guid>
<pubDate>Mon, 09 Nov 2009 16:58:07 +0000</pubDate>
<dc:creator>byronczimmer</dc:creator>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rrenaud&#039;&gt;rrenaud&lt;/a&gt;&lt;/p&gt;
	Boardgame families are cool.  Are they really new?  I notice there is none for RftG yet.&lt;br&gt;&lt;br&gt;If the geeklist posts show up on the boardgame family (or game designer page) when updated, then I have no objection to it.
</description>
<link>http://www.boardgamegeek.com/article/4182856#4182856</link>
<guid>http://www.boardgamegeek.com/article/4182856#4182856</guid>
<pubDate>Mon, 09 Nov 2009 16:36:29 +0000</pubDate>
<dc:creator>rrenaud</dc:creator>
	</item>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/byronczimmer&#039;&gt;byronczimmer&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;rrenaud wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt; I think just making sure that each fan made card is marked as variant would satisfy both of us.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;No, actually, the variants section is currently the problem.&lt;br&gt;&lt;br&gt;1) Not everyone uses the Variants section (I know, I know, same possible problem for a geeklist)&lt;br&gt;2) Many of the fan based cards are decidedly untested and without focus.&lt;br&gt;3) True variants, such as recommended lists of cards from the official printings, are lost in the noise.&lt;br&gt;&lt;br&gt;With the subscription system, forum posts and geeklists are transparent.  I also wouldn't mind having it explained how a geeklist &lt;b&gt;focused&lt;/b&gt; on just fan-made cards could possibly lose focus, especially if each card has its own private forum (geeklist entry) inside the larger context.&lt;br&gt;&lt;br&gt;As a note, browsing for fan-made content by going to Donald's page seems counterintutive, and I would instead recommend that the better way to catch all Dominion content is via: 	&lt;A target='_blank' href=&quot;http://boardgamegeek.com/boardgamefamily/2580&quot; rel=&quot;nofollow&quot;&gt;http://boardgamegeek.com/boardgamefamily/2580&lt;/A&gt;&lt;br&gt;However, I notice that the 'family' of Dominion does not automatically pick up geeklists for all children, which is actually a bug, so off to BGG-bugs to report it.&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4182682#4182682</link>
<guid>http://www.boardgamegeek.com/article/4182682#4182682</guid>
<pubDate>Mon, 09 Nov 2009 16:03:10 +0000</pubDate>
<dc:creator>byronczimmer</dc:creator>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/monteslu&#039;&gt;monteslu&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;byronczimmer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;There are a lot of fan made cards, and it's getting difficult to sift 'official' content from fan-made cards.&lt;br&gt;&lt;br&gt;Is it possible to make a single geeklist which would house all fan-based cards?&lt;br&gt;&lt;br&gt;Each geeklist entry is either:&lt;br&gt;(1) a single card idea&lt;br&gt;(2) another geeklist which links a 'set' of similar cards by the same author which are meant to be played with each other&lt;br&gt;---&gt; Main entry of a geeklist is a description of the set&lt;br&gt;---&gt; Each entry in a sublist is a card &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I can build the initial geeklist (or anyone can), but would people use it?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I made one pretty early on, but it didn't get much traction:&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://boardgamegeek.com/geeklist/37241&quot; rel=&quot;nofollow&quot;&gt;http://boardgamegeek.com/geeklist/37241&lt;/A&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4182469#4182469</link>
<guid>http://www.boardgamegeek.com/article/4182469#4182469</guid>
<pubDate>Mon, 09 Nov 2009 15:13:57 +0000</pubDate>
<dc:creator>monteslu</dc:creator>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rrenaud&#039;&gt;rrenaud&lt;/a&gt;&lt;/p&gt;
	I prefer forums over geeklists.  The discussion on a geeklist with all cards will tend to lose focus.  Also, I browse for Dominion things by going to 	&lt;A target='_blank' href=&quot;http://boardgamegeek.com/boardgamedesigner/10525&quot; rel=&quot;nofollow&quot;&gt;http://boardgamegeek.com/boardgamedesigner/10525&lt;/A&gt; and clicking active on the related links forum, to get all of the Dominion posts aggregated.  Geeklists, however, don't get added to the top of the list there when people reply to them.&lt;br&gt;&lt;br&gt;I think just making sure that each fan made card is marked as variant would satisfy both of us.
</description>
<link>http://www.boardgamegeek.com/article/4182443#4182443</link>
<guid>http://www.boardgamegeek.com/article/4182443#4182443</guid>
<pubDate>Mon, 09 Nov 2009 15:04:59 +0000</pubDate>
<dc:creator>rrenaud</dc:creator>
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		<title>Reply: Dominion:: General:: Re: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/banyan&#039;&gt;banyan&lt;/a&gt;&lt;/p&gt;
	Go for it.  That's probably a good idea.
</description>
<link>http://www.boardgamegeek.com/article/4182438#4182438</link>
<guid>http://www.boardgamegeek.com/article/4182438#4182438</guid>
<pubDate>Mon, 09 Nov 2009 15:04:08 +0000</pubDate>
<dc:creator>banyan</dc:creator>
	</item>
		<item>
		<title>Thread: Dominion:: General:: MASTER Fan card Geeklist request</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/byronczimmer&#039;&gt;byronczimmer&lt;/a&gt;&lt;/p&gt;
	There are a lot of fan made cards, and it's getting difficult to sift 'official' content from fan-made cards.&lt;br&gt;&lt;br&gt;Is it possible to make a single geeklist which would house all fan-based cards?&lt;br&gt;&lt;br&gt;Each geeklist entry is either:&lt;br&gt;(1) a single card idea&lt;br&gt;(2) another geeklist which links a 'set' of similar cards by the same author which are meant to be played with each other&lt;br&gt;---&gt; Main entry of a geeklist is a description of the set&lt;br&gt;---&gt; Each entry in a sublist is a card &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I can build the initial geeklist (or anyone can), but would people use it?
</description>
<link>http://www.boardgamegeek.com/thread/461498</link>
<guid>http://www.boardgamegeek.com/thread/461498</guid>
<pubDate>Mon, 09 Nov 2009 14:52:36 +0000</pubDate>
<dc:creator>byronczimmer</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea - &quot;Coastline&quot;</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/monteslu&#039;&gt;monteslu&lt;/a&gt;&lt;/p&gt;
	It's similar to the Gardens card:&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/396292"><img src="http://images.boardgamegeek.com/images/pic396292_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;If both are in play, I'd go with the gardens because 10 of any is easier than 6 VP cards.&lt;br&gt;&lt;br&gt;Maybe it could cost less or take less VP cards.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4182324#4182324</link>
<guid>http://www.boardgamegeek.com/article/4182324#4182324</guid>
<pubDate>Mon, 09 Nov 2009 14:40:25 +0000</pubDate>
<dc:creator>monteslu</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Dominion: All About Money - 15 card ideas</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/byronczimmer&#039;&gt;byronczimmer&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;masonlouie wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;I appreciate that you comment on card ideas and thus would like to make your reading easier, but I'm afraid your suggestion would piss ppl off more often than not. Consider Branko the Frog's &lt;a href=&quot;http://www.boardgamegeek.com/article/4168116#4168116&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;inquiry&lt;/a&gt;. I'm open to other ideas if you've got them.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;How about:&lt;br&gt;&lt;br&gt;One MASTER Geeklist for all fan made cards:&lt;br&gt;Single cards become a new entry on the MASTER list.&lt;br&gt;Sets of cards intended to go together are made as a separate geeklist  (with one card per entry) and are pointed to by the MASTER geeklist.&lt;br&gt;&lt;br&gt;This would present a nice packaging, lets people comment on individual cards (on their individual geeklist entries on either the main list or the set's sub-list) and creates a space where people who want fan cards can go, but doesn't decrease the signal-to-noise ratio in the forums.
</description>
<link>http://www.boardgamegeek.com/article/4181867#4181867</link>
<guid>http://www.boardgamegeek.com/article/4181867#4181867</guid>
<pubDate>Mon, 09 Nov 2009 12:05:21 +0000</pubDate>
<dc:creator>byronczimmer</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Dominion: All About Money - 15 card ideas</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;metzgerism wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;One at a time, please - at least that's the way I feel - and the same with new mechanics/card types...I'd like to see them introduced slowly.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;In general, most BGG readers don't like the fan cards because they like the game as is or simply like complaining on BGG more than playing. If I posted a separate thread for each of my cards, I suspect there would be a lot of protests. So I pack em' into batches of 10+ cards after ruminating on them (you don't want to know how many awful cards I've thought up).&lt;br&gt;&lt;br&gt;And then there's the converse problem. Near the beginning of time, ie when ppl started making fan cards, someone wanted to make a single thread to hold all the ideas. The problem, as I watched theatog do just this consolidation later in his own thread, is that almost no one digs deep into the dusty corners of BGG and therefore no one reads your new ideas. I've gone digging a few times and always find it a PITA since both Google and the built-in search are inadequate. The best I've come up with so far is using the non-linearity of links to connect thread to thread over time in my &lt;a href=&quot;http://www.boardgamegeek.com/thread/460136&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Playtest&lt;/a&gt; line of threads.&lt;br&gt;&lt;br&gt;Finally, some cards just need to be posted together. My &lt;a href=&quot;http://www.boardgamegeek.com/thread/460945&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Boost cards&lt;/a&gt; really need to be seen together to see their holistic and external balance considerations. Few ppl have the memory and patience to assemble a working picture from reading 16 BGG posts. I know I certainly don't. For the few ppl on this planet who have the time and inclination to think about my cards, I wish to make their lives easier. &lt;br&gt;&lt;br&gt;I appreciate that you comment on card ideas and thus would like to make your reading easier, but I'm afraid your suggestion would piss ppl off more often than not. Consider Branko the Frog's &lt;a href=&quot;http://www.boardgamegeek.com/article/4168116#4168116&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;inquiry&lt;/a&gt;. I'm open to other ideas if you've got them.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4181660#4181660</link>
<guid>http://www.boardgamegeek.com/article/4181660#4181660</guid>
<pubDate>Mon, 09 Nov 2009 10:04:22 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Dominion: All About Money - 15 card ideas</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This one has a money theme. The intention was to make some more Treasure cards but some other types showed up aswell. As always, comments and fixes are welcome.&lt;br&gt;&lt;br&gt;Artifact&lt;br&gt;Cost: 4&lt;br&gt;Treasure&lt;br&gt;3 Coins.&lt;br&gt;Once all 3 coins are spent from Artifact, return it to the Supply.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Sounds fine now - I forgot it was a Treasure card.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Cartographer&lt;br&gt;Cost: 6&lt;br&gt;Action&lt;br&gt;+2 Coins, +1 Action&lt;br&gt;Look at the top 10 cards of your deck. You may discard one of them.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;I agree with Mason here...this one is too many cards picked up to be a good card. Analysis Paralysis for sure. &lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Controller&lt;br&gt;Cost: 4&lt;br&gt;Action - Attack&lt;br&gt;+2 Cards&lt;br&gt;Discard a Treasure card from your hand. Each other player discards cards equal to the number of regular coins you discarded.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Underpriced - probably a Cost 5 because it's really a part-Militia, part-Smithy.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Gem&lt;br&gt;Cost: 5&lt;br&gt;Treasure&lt;br&gt;Equals the value of another treasure card in hand. If no other treasure card is in hand, Gem is worth 1 coin.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Ridiculously overpriced...much of the time this is going to be a Copper or Silver, but it costs significantly more. Cost 3.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Gold Mine&lt;br&gt;Action&lt;br&gt;Cost: 6&lt;br&gt;+1 Card&lt;br&gt;Discard 2 cards from your hand, one of which costs at least 2. If you do, Gain a Gold card.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;I like the effect okay, but it's just too easy to get Gold from it. I would say &quot;discard 2 cards costing exactly a total of 6&quot; or something like it. Most players will use a $6 turn to take a Gold - getting a whole gold for discarding a copper and an estate seems like a lot.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Silver Oversupply&lt;br&gt;Cost: 4&lt;br&gt;Action&lt;br&gt;+1 Buy, +1 Coin&lt;br&gt;Silver costs and produces 1 coin this turn.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Ehhhhh...needs testing.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Silver Stock&lt;br&gt;Cost: 5&lt;br&gt;Action - Victory&lt;br&gt;Set a Silver and another card aside.&lt;br&gt;Worth 1 VP for every 2 Silvers set aside this way.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Don't like it in it's current form.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Special Delivery&lt;br&gt;Cost: 3&lt;br&gt;Action&lt;br&gt;+2 Coins&lt;br&gt;The next card you buy goes on top of your deck.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;This is kinda the woodcutter/chancellor/black market with a different effect...I think that you should differentiate the buy phase, as Black Market does, saying &quot;you may buy a card and place it on the top of your deck, if you wish.&quot; This would also probably make it a cost 4 since it is virtually a +Buy with perks. Woodcutter plus.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Visitation&lt;br&gt;Cost: 4&lt;br&gt;Action - Duration&lt;br&gt;+1 Action&lt;br&gt;Put the top 3 cards from the top of your deck on this card face down. At the beginning of your next turn, draw one of them and discard the rest.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Useless. I won't have the actions to make sure that I get the card that I want - I'll buy almost any other Cost 3 or 4 over this.&lt;br&gt;&lt;br&gt;NOTE: I honestly don't care about new tokens, card types, etc, and there's some apathy in this post because there were so many cards...some are good, some are bad, but you  posted too many IMO.&lt;br&gt;&lt;br&gt;One at a time, please - at least that's the way I feel - and the same with new mechanics/card types...I'd like to see them introduced slowly.
</description>
<link>http://www.boardgamegeek.com/article/4181593#4181593</link>
<guid>http://www.boardgamegeek.com/article/4181593#4181593</guid>
<pubDate>Mon, 09 Nov 2009 09:14:58 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<item>
		<title>Reply: Dominion:: Variants:: Re: Dominion: All About Money - 15 card ideas</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gf1024&#039;&gt;gf1024&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;metzgerism wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This one has a money theme. The intention was to make some more Treasure cards but some other types showed up aswell. As always, comments and fixes are welcome.&lt;br&gt;&lt;br&gt;Artifact&lt;br&gt;Cost: 4&lt;br&gt;Treasure&lt;br&gt;3 Coins.&lt;br&gt;Once all 3 coins are spent from Artifact, return it to the Supply.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Does the card go back to the supply if you use only $2?&lt;br&gt;If yes, Cost 2.&lt;br&gt;If no, Cost 3.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;It says all 3 coins. So if you only spend 2 it stays.&lt;br&gt;It costs 4 because it is always as good as a Silver, and can be a one-shot Gold.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;metzgerism wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Cartographer&lt;br&gt;Cost: 6&lt;br&gt;Action&lt;br&gt;+2 Coins, +1 Action&lt;br&gt;Look at the top 10 cards of your deck. You may discard one of them.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Re-order them any way you choose? Put them back on the top of your deck? Put them in your hand?&lt;br&gt;Seems overpriced for it's effect.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;You just look at them, so order won't change and they go back on top of the deck. You can plan 2 turns ahead, +action and coins.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;metzgerism wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Gem&lt;br&gt;Cost: 5&lt;br&gt;Treasure&lt;br&gt;Equals the value of another treasure card in hand. If no other treasure card is in hand, Gem is worth 1 coin.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Ridiculously overpriced...much of the time this is going to be a Copper or Silver, but it costs significantly more. Cost 3.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I did make several other Treasure cards. Also, you wouldn't want to buy this before several Silvers/Gold. Most people get rid of Coppers and buy Golds, this card would get better as game goes. Later you might see it as 3-cost Gold.
</description>
<link>http://www.boardgamegeek.com/article/4181456#4181456</link>
<guid>http://www.boardgamegeek.com/article/4181456#4181456</guid>
<pubDate>Mon, 09 Nov 2009 07:55:32 +0000</pubDate>
<dc:creator>gf1024</dc:creator>
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		<item>
		<title>Reply: Dominion:: Variants:: Re: Dominion: All About Money - 15 card ideas</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Artifact&lt;br&gt;Cost: 4&lt;br&gt;Treasure&lt;br&gt;3 Coins.&lt;br&gt;Once all 3 coins are spent from Artifact, return it to the Supply.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Interesting. How do you do the accounting for this? Keep 3 counters for each Artifact? What if you buy 2 Artifacts how do you track that the coins have been spent? Or is it &quot;Play this card and then return it to the supply&quot;? I'm inclined to also limit the number of Artifacts available to heighten the scarcity, like have only 3 in the pile.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Bronze&lt;br&gt;Cost: 2&lt;br&gt;Treasure&lt;br&gt;*Requires a token for each player, with side 1 showing money bags and side 2 showing some coins. At the beginning, the side of the money bags is shown.&lt;br&gt;Depending on your token this card has different values. Flip the token after the turn you buy with coin(s) from Bronze.&lt;br&gt;Money bags side: 1 Coin, 1 Green coin*, 1 Black coin*.&lt;br&gt;Coins side: 1 Coin.&lt;br&gt;*Explained later.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Haven't read down yet, but warning lights are already flashing *Danger Too Complicated*&lt;/font&gt;.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Cartographer&lt;br&gt;Cost: 6&lt;br&gt;Action&lt;br&gt;+2 Coins, +1 Action&lt;br&gt;Look at the top 10 cards of your deck. You may discard one of them.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;9-10 cards to put back is too much a PITA especially during lategame. 5 cards is the max because you think about it like &quot;what am I going to do this turn and next.&quot; Beyond that and most ppl go into analysis paralysis stupor which is very un-Dominion. Go play Caylus or Agricola with smart and obsessive ppl until you work off this demon. :devil:&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Conqueror&lt;br&gt;Cost: 4&lt;br&gt;Action&lt;br&gt;+1 Green coin*&lt;br&gt;All of your coins count as Green coin* this turn.&lt;br&gt;*Explained later.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Controller&lt;br&gt;Cost: 4&lt;br&gt;Action - Attack&lt;br&gt;+2 Cards&lt;br&gt;Discard a Treasure card from your hand. Each other player discards cards equal to the number of regular coins you discarded.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;As much as I hate Treasure, the game doesn't work without it (see large games with Pirate Ship). This card is way too damaging in 4+ player games. You need some kind of stop mechanic like Militia or so.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Copper Shopper&lt;br&gt;Cost: 4&lt;br&gt;Action - Attack&lt;br&gt;+1 Coin, +1 Green coin*&lt;br&gt;Trash a Copper card from your hand. Each other player discards the top card of his deck and gains a Copper card, putting it on top of his deck.&lt;br&gt;*Explained later.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I like the name. The idea sounds like my &lt;a href=&quot;http://www.boardgamegeek.com/article/4093222#4093222&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Putpurse&lt;/a&gt; fix. Still don't have a good feeling about the Green coin thing as nothing else actually does anything with it. It's looking very gimmicky.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Economic Victory&lt;br&gt;Cost: 5&lt;br&gt;Action&lt;br&gt;*Requires a scoring track with VP symbol, with points of 0, 6, 12, 18... etc. For different player numbers, there should be some indication just like the number of Provinces are limited for different player counts.&lt;br&gt;Set this card aside. You may buy 6 VPs on the scoring track for 10 coin anytime this card is set aside. Discard it after buying.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I think you accidentally included a Race for the Galaxy card. :) This card is too complicated for what it is. And what it does is much like metzgerism's &lt;a href=&quot;http://www.boardgamegeek.com/thread/461208&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Coastline&lt;/a&gt;, which ain't bad, but not worth playing either. Actually it's a bit worse because there's no competition over the points, just buy the card and you have your own personal VP tableau. Very much a Race card.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Emerald&lt;br&gt;Cost: 6&lt;br&gt;Treasue&lt;br&gt;3 Green coin&lt;br&gt;&lt;br&gt;green coin:&lt;br&gt;-it can only buy victory card(s)&lt;br&gt;-all victory cards cost 1 less if you buy with at least 1 green coin&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Is the &quot;green coin:&quot; an extra ability like my &lt;a href=&quot;http://www.boardgamegeek.com/thread/460945&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Boost mechanic&lt;/a&gt; or is the text merely explaining what a green coin is and the card is actually Green Gold?&lt;br&gt;&lt;br&gt;So if I understand this right, if you buy one Province with this card, it costs 7. But if you gather +2 buy in addition to the +3 green coin, you could buy 3 Estates? Meaning, green coins serve as a weaker version of Bridge with more accounting?&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Gem&lt;br&gt;Cost: 5&lt;br&gt;Treasure&lt;br&gt;Equals the value of another treasure card in hand. If no other treasure card is in hand, Gem is worth 1 coin.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;This is hawkeyeop's &lt;a href=&quot;http://www.boardgamegeek.com/thread/441216&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Hidden Treasure&lt;/a&gt; that I turned into &lt;a href=&quot;http://www.boardgamegeek.com/article/3905195#3905195&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Treasure Room&lt;/a&gt;. I do like the clutch +1 coin part though. I'll add it to Treasure Room in a revision later.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Gold Mine&lt;br&gt;Action&lt;br&gt;Cost: 6&lt;br&gt;+1 Card&lt;br&gt;Discard 2 cards from your hand, one of which costs at least 2. If you do, Gain a Gold card.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;This card is costs too much for what it gives you and therefore will become useless for most games (see Adventurer). It's not a bad idea, but it has to be used sooner rather than later. Also, even if you get it in hand, it's a bad deal because you're playing 3 cards to gain one Gold that you can't even spend immediately. There's the +1 card to mute this a bit, but it's still too expensive to use. I made a card named &lt;a href=&quot;http://www.boardgamegeek.com/thread/439209&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Smirking Penny&lt;/a&gt; a while back that gets the timing right but is a little over-powered like Moneylender.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Loan&lt;br&gt;Cost: 5&lt;br&gt;Treasure&lt;br&gt;2 Coin&lt;br&gt;1 Black coin&lt;br&gt;&lt;br&gt;black coin:&lt;br&gt;-you must either trash a(n unused) card from hand (action you didn't play or treasure you don't spend or VP) or gain a curse - per black coin used; for each bc. you may decide individually&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Uh... why would anyone buy this card over Silver???&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Silver Oversupply&lt;br&gt;Cost: 4&lt;br&gt;Action&lt;br&gt;+1 Buy, +1 Coin&lt;br&gt;Silver costs and produces 1 coin this turn.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I like this idea a lot, but I think it needs to be stronger.&lt;br&gt;&lt;br&gt;&lt;b&gt;Gold Bust&lt;/b&gt;&lt;br&gt;Action - Duration&lt;br&gt;cost 4&lt;br&gt;Now and at the start of your next turn:&lt;br&gt;+2 coin&lt;br&gt;+1 buy&lt;br&gt;While Gold Bust is in play, Gold costs 2 and produces 1 coin.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Silver Stock&lt;br&gt;Cost: 5&lt;br&gt;Action - Victory&lt;br&gt;Set a Silver and another card aside.&lt;br&gt;Worth 1 VP for every 2 Silvers set aside this way.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I like this idea a lot too. But I'd expand it to allow both Silver and Gold. I'd also consider renaming it to Banker Shield. ;)&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Special Delivery&lt;br&gt;Cost: 3&lt;br&gt;Action&lt;br&gt;+2 Coins&lt;br&gt;The next card you buy goes on top of your deck.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Very elegant. It might need to cost 4 though.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gf1024 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Visitation&lt;br&gt;Cost: 4&lt;br&gt;Action - Duration&lt;br&gt;+1 Action&lt;br&gt;Put the top 3 cards from the top of your deck on this card face down. At the beginning of your next turn, draw one of them and discard the rest.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;This is basically a Caravan with an extra 2 cards getting cycled for some mini Chancelor action. On rare occasion, it might help against a Saboteur or the like. As is, it's too similar for my taste. I'd either skip this one or amplify it.&lt;br&gt;&lt;br&gt;&lt;b&gt;Prize Camel&lt;/b&gt;&lt;br&gt;Action - Duration&lt;br&gt;cost 4&lt;br&gt;+1 card&lt;br&gt;+1 action&lt;br&gt;At the start of your next turn, draw a card and discard the top 5 cards of your deck.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I like your attempt at building 2 treasure subtypes through the black and green coins, but with 78 standard cards (or almost 200 cards in my case), 3-4 dependent cards just won't work. Either make each card self-sufficient, make a lot of them that use the mechanic, require the use of certain standard ones, or do all of the above.&lt;br&gt;&lt;br&gt;P.S. Steven, please fix your formatting.
</description>
<link>http://www.boardgamegeek.com/article/4181453#4181453</link>
<guid>http://www.boardgamegeek.com/article/4181453#4181453</guid>
<pubDate>Mon, 09 Nov 2009 07:54:58 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<item>
		<title>Thread: Dominion:: Variants:: Dominion: All About Money - 15 card ideas</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gf1024&#039;&gt;gf1024&lt;/a&gt;&lt;/p&gt;
	This one has a money theme. The intention was to make some more Treasure cards but some other types showed up aswell. As always, comments and fixes are welcome.&lt;br&gt;&lt;br&gt;Artifact&lt;br&gt;Cost: 4&lt;br&gt;Treasure&lt;br&gt;3 Coins.&lt;br&gt;Once all 3 coins are spent from Artifact, return it to the Supply.&lt;br&gt;--&lt;br&gt;Bronze&lt;br&gt;Cost: 2&lt;br&gt;Treasure&lt;br&gt;*Requires a token for each player, with side 1 showing money bags and side 2 showing some coins. At the beginning, the side of the money bags is shown.&lt;br&gt;Depending on your token this card has different values. Flip the token after the turn you buy with coin(s) from Bronze.&lt;br&gt;Money bags side: 1 Coin, 1 Green coin*, 1 Black coin*.&lt;br&gt;Coins side: 1 Coin.&lt;br&gt;*Explained later.&lt;br&gt;--&lt;br&gt;Cartographer&lt;br&gt;Cost: 6&lt;br&gt;Action&lt;br&gt;+2 Coins, +1 Action&lt;br&gt;Look at the top 10 cards of your deck. You may discard one of them.&lt;br&gt;--&lt;br&gt;Conqueror&lt;br&gt;Cost: 4&lt;br&gt;Action&lt;br&gt;+1 Green coin*&lt;br&gt;All of your coins count as Green coin* this turn.&lt;br&gt;*Explained later.&lt;br&gt;--&lt;br&gt;Controller&lt;br&gt;Cost: 4&lt;br&gt;Action - Attack&lt;br&gt;+2 Cards&lt;br&gt;Discard a Treasure card from your hand. Each other player discards cards equal to the number of regular coins you discarded.&lt;br&gt;--&lt;br&gt;Copper Shopper&lt;br&gt;Cost: 4&lt;br&gt;Action - Attack&lt;br&gt;+1 Coin, +1 Green coin*&lt;br&gt;Trash a Copper card from your hand. Each other player discards the top card of his deck and gains a Copper card, putting it on top of his deck.&lt;br&gt;*Explained later.&lt;br&gt;--&lt;br&gt;Economic Victory&lt;br&gt;Cost: 5&lt;br&gt;Action&lt;br&gt;*Requires a scoring track with VP symbol, with points of 0, 6, 12, 18... etc. For different player numbers, there should be some indication just like the number of Provinces are limited for different player counts.&lt;br&gt;Set this card aside. You may buy 6 VPs on the scoring track for 10 coin anytime this card is set aside. Discard it after buying.&lt;br&gt;--&lt;br&gt;Emerald&lt;br&gt;Cost: 6&lt;br&gt;Treasue&lt;br&gt;3 Green coin&lt;br&gt;&lt;br&gt;green coin:&lt;br&gt;-it can only buy victory card(s)&lt;br&gt;-all victory cards cost 1 less if you buy with at least 1 green coin&lt;br&gt;--&lt;br&gt;Gem&lt;br&gt;Cost: 5&lt;br&gt;Treasure&lt;br&gt;Equals the value of another treasure card in hand. If no other treasure card is in hand, Gem is worth 1 coin.&lt;br&gt;--&lt;br&gt;Gold Mine&lt;br&gt;Action&lt;br&gt;Cost: 6&lt;br&gt;+1 Card&lt;br&gt;Discard 2 cards from your hand, one of which costs at least 2. If you do, Gain a Gold card.&lt;br&gt;--&lt;br&gt;Loan&lt;br&gt;Cost: 5&lt;br&gt;Treasure&lt;br&gt;2 Coin&lt;br&gt;1 Black coin&lt;br&gt;&lt;br&gt;black coin:&lt;br&gt;-you must either trash a(n unused) card from hand (action you didn't play or treasure you don't spend or VP) or gain a curse - per black coin used; for each bc. you may decide individually&lt;br&gt;--&lt;br&gt;Silver Oversupply&lt;br&gt;Cost: 4&lt;br&gt;Action&lt;br&gt;+1 Buy, +1 Coin&lt;br&gt;Silver costs and produces 1 coin this turn.&lt;br&gt;--&lt;br&gt;Silver Stock&lt;br&gt;Cost: 5&lt;br&gt;Action - Victory&lt;br&gt;Set a Silver and another card aside.&lt;br&gt;Worth 1 VP for every 2 Silvers set aside this way.&lt;br&gt;--&lt;br&gt;Special Delivery&lt;br&gt;Cost: 3&lt;br&gt;Action&lt;br&gt;+2 Coins&lt;br&gt;The next card you buy goes on top of your deck.&lt;br&gt;--&lt;br&gt;Visitation&lt;br&gt;Cost: 4&lt;br&gt;Action - Duration&lt;br&gt;+1 Action&lt;br&gt;Put the top 3 cards from the top of your deck on this card face down. At the beginning of your next turn, draw one of them and discard the rest.
</description>
<link>http://www.boardgamegeek.com/thread/461409</link>
<guid>http://www.boardgamegeek.com/thread/461409</guid>
<pubDate>Mon, 09 Nov 2009 06:41:38 +0000</pubDate>
<dc:creator>gf1024</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: 10-card set: Interaction?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GregF&#039;&gt;GregF&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;metzgerism wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I don't get it - are you saying that even when there are no attack cards, you should see interaction out of this deck? And is that based on indirect activities, like negotiation?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yes, primarily based on the other interaction inherent to the game: pile exhaustion and the end game. Some of the ones I was trying to call out with this setup: (spoiler-tagged because I do think it'd be more fun to play a few games and see the strategies emerge)&lt;br&gt;&lt;br&gt;[o]•Villages (and to a lesser extent Festivals) have a good chance of exhausting if most of the players want a few to go for a combo deck. Money is always valuable, especially in the early game, but if the other players are going for it, grabbing Silver first means you might wind up with no Villages at all.&lt;br&gt;•Gardens are limited, and if you're going for Gardens you want as many of them as you can. I usually see Gardens going in a &quot;Garden rush&quot; in the early mid-game where people grab as many Gardens as they can... but there's a question of when to start it. If you start your Gardens grab too early, you'll dilute your deck too much to finish the game strong. If you start it too late, the other people will get more Gardens than you.&lt;br&gt;•Also, if anyone goes for Gardens they almost certainly won't get any Provinces. So to exhaust the Provinces, the players going for Provinces need more than the usually three Provinces per player on average. They need to build a deck with that in mind- especially if they're considering a Chapel deck, which gets slowed down a lot by the more victory cards it needs.[/o]
</description>
<link>http://www.boardgamegeek.com/article/4180832#4180832</link>
<guid>http://www.boardgamegeek.com/article/4180832#4180832</guid>
<pubDate>Mon, 09 Nov 2009 02:58:41 +0000</pubDate>
<dc:creator>GregF</dc:creator>
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		<item>
		<title>File: Dominion:: Zombinion german rulebook v2.1</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jacun&#039;&gt;jacun&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/49061">Zombinion german rulebook v2.1</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/36218">Dominion</a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/49061</link>
<guid>http://www.boardgamegeek.com/filepage/49061</guid>
<pubDate>Mon, 09 Nov 2009 02:31:20 +0000</pubDate>
<dc:creator>jacun</dc:creator>
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		<item>
		<title>Reply: Dominion:: General:: Re: JavaScript randomizer optimized for iPhone/iPod Touch</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Asmor&#039;&gt;Asmor&lt;/a&gt;&lt;/p&gt;
	Just updated with 2 new filters.&lt;br&gt;&lt;br&gt;One to exclude all cards from the previous game, per Daichi's request. In this case, the 'differences' list which tells you which cards to add or remove from the last set won't be displayed (since you're removing all the old ones and everything is new).&lt;br&gt;&lt;br&gt;The other is to exclude all cards which distribute curses. Played with someone last night who wasn't terribly familiar with Dominion, and the second time we played there was a sea hag and it really ruined his enjoyment of that game. Cards excluded with this option are the witch, torturer, swindler and sea hag. Feel like I'm forgetting some, though.
</description>
<link>http://www.boardgamegeek.com/article/4180641#4180641</link>
<guid>http://www.boardgamegeek.com/article/4180641#4180641</guid>
<pubDate>Mon, 09 Nov 2009 01:50:54 +0000</pubDate>
<dc:creator>Asmor</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea - &quot;Coastline&quot;</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;metzgerism wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Title: &lt;b&gt;Coastline&lt;/b&gt;&lt;br&gt;Type: &lt;font color='#009900'&gt;Victory&lt;/font&gt;&lt;br&gt;Cost: 4&lt;br&gt;Text: Gain 1 Victory point for every 6 Victory cards in your deck (including this one).&lt;br&gt;&lt;br&gt;1) Is this a suitable card?&lt;br&gt;2) Should the cost be higher?&lt;br&gt;3) Should it be 1 VP/5 Victory Cards?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;It'd help if you made it into an image with a super cool picture! Just kidding. &lt;br&gt;&lt;br&gt;It's neither a good card nor a bad one because of its direction. My thinking is that a player always wants victory points, so rewarding a player for gaining victory points is redundant to slightly self-defeating. So the direction of this card, its implications, is usually a wash because there's already such a dimension built into every game.&lt;br&gt;&lt;br&gt;This card will encourage ppl to buy more Estates, which will cause cloggage (the self-defeating part) then timing calculus (which can usually surmount the induced muck). So there's some decisive meat to it. How much calculus you want to inflict upon ppl is up to you and is reflected in your 2nd and 3rd questions. But it could be anything as long as it suits your tastes. What you have is fine outside of 100k robot simulations performed by our resident math geniuses.&lt;br&gt;&lt;br&gt;Personally, I wouldn't play with this card because of the same reason why I don't play with Village and Mining Village in the same game; the redundancy doesn't buy me much and I'd rather have the opportunity to see something new and preferrably fun embodied in a different card.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4180560#4180560</link>
<guid>http://www.boardgamegeek.com/article/4180560#4180560</guid>
<pubDate>Mon, 09 Nov 2009 01:21:25 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea - &quot;Coastline&quot;</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Ceryon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;metzgerism wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Text: Gain 1 Victory point for every 6 Victory cards in your deck (including this one).&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;What does &quot;including this one&quot; mean for you? This one isn't a victory point.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;metzgerism wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Title: Coastline&lt;br&gt;Type: &lt;b&gt;Victory&lt;/b&gt;&lt;br&gt;Cost: 4&lt;br&gt;Text: Gain 1 Victory point for every 6 Victory cards in your deck (including this one).&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;It's a Victory &lt;b&gt;card&lt;/b&gt;, which is what the game recognizes. It would have a green border.&lt;br&gt;&lt;br&gt;&quot;Including this one&quot; tells the player not to forget that this is also a Victory card.
</description>
<link>http://www.boardgamegeek.com/article/4180085#4180085</link>
<guid>http://www.boardgamegeek.com/article/4180085#4180085</guid>
<pubDate>Sun, 08 Nov 2009 22:18:16 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Getting Customs</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GreenRock&#039;&gt;GreenRock&lt;/a&gt;&lt;/p&gt;
	Thanks for the advice, but where are you getting them. Just from individual jpegs?
</description>
<link>http://www.boardgamegeek.com/article/4179737#4179737</link>
<guid>http://www.boardgamegeek.com/article/4179737#4179737</guid>
<pubDate>Sun, 08 Nov 2009 19:57:20 +0000</pubDate>
<dc:creator>GreenRock</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea - &quot;Coastline&quot;</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Ceryon&#039;&gt;Ceryon&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;metzgerism wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Text: Gain 1 Victory point for every 6 Victory cards in your deck (including this one).&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;What does &quot;including this one&quot; mean for you? This one isn't a victory point.
</description>
<link>http://www.boardgamegeek.com/article/4179732#4179732</link>
<guid>http://www.boardgamegeek.com/article/4179732#4179732</guid>
<pubDate>Sun, 08 Nov 2009 19:55:29 +0000</pubDate>
<dc:creator>Ceryon</dc:creator>
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		<title>Thread: Dominion:: Variants:: Card Idea - &quot;Coastline&quot;</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	First attempt at a &quot;new card&quot; post - not really a fan of doing them but I thought this was an interesting enough idea. This was originally conceptualized from a post I made a few days ago for a card called &quot;Dominion.&quot;&lt;br&gt;&lt;br&gt;&lt;br&gt;Title: &lt;b&gt;Coastline&lt;/b&gt;&lt;br&gt;Type: Victory&lt;br&gt;Cost: 4&lt;br&gt;Text: Gain 1 Victory point for every 6 Victory cards in your deck (including this one).&lt;br&gt;&lt;br&gt;&lt;br&gt;1) Is this a suitable card?&lt;br&gt;2) Should the cost be higher?&lt;br&gt;3) Should it be 1 VP/5 Victory Cards?
</description>
<link>http://www.boardgamegeek.com/thread/461208</link>
<guid>http://www.boardgamegeek.com/thread/461208</guid>
<pubDate>Sun, 08 Nov 2009 18:22:01 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Getting Customs</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/baba44713&#039;&gt;baba44713&lt;/a&gt;&lt;/p&gt;
	The easies thing to do is to use sleeves. Print customs on thin paper and just insert them in fron of regular cards you aren't using in that particular game.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4179118#4179118</link>
<guid>http://www.boardgamegeek.com/article/4179118#4179118</guid>
<pubDate>Sun, 08 Nov 2009 15:40:58 +0000</pubDate>
<dc:creator>baba44713</dc:creator>
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		<title>Reply: Dominion:: Strategy:: Re: Analyzing a random cardset</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/UlyZed&#039;&gt;UlyZed&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Alexfrog wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Some initial thoughts on how to analyze a random cardset:&lt;br&gt;**********************&lt;br&gt;If so, use remodel to change 1pt cards into good stuff, &lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I'm not sure I understand. What do you mean by '1pt' cards?&lt;br&gt;&lt;br&gt;I have around 40 plays under my belt. I completely agree that the Chapel is the best pound-for-pound card in the game. However, I am unsure about Remodel. Trashing Estates for Silver or Actions is great, but there are plenty of sets without consistent options for two points. &lt;br&gt;&lt;br&gt;Seven Coppers at 0 points each doesn't give you a lot of options with Remodel even if you were lucky enough to trash your Estates sequentially.&lt;br&gt;&lt;br&gt;Thanks for the piece; after your Puerto Rico analysis I will read anything you write :).
</description>
<link>http://www.boardgamegeek.com/article/4178657#4178657</link>
<guid>http://www.boardgamegeek.com/article/4178657#4178657</guid>
<pubDate>Sun, 08 Nov 2009 10:28:54 +0000</pubDate>
<dc:creator>UlyZed</dc:creator>
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		<title>Thread: Dominion:: General:: Getting Customs</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GreenRock&#039;&gt;GreenRock&lt;/a&gt;&lt;/p&gt;
	I see a lot of people are make customs. Where can I get these? Is there a pdf? How are you guys printing them off? Thanks
</description>
<link>http://www.boardgamegeek.com/thread/461106</link>
<guid>http://www.boardgamegeek.com/thread/461106</guid>
<pubDate>Sun, 08 Nov 2009 10:19:40 +0000</pubDate>
<dc:creator>GreenRock</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: The Invasion of Game X</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Octavian&#039;&gt;Octavian&lt;/a&gt;&lt;/p&gt;
	&lt;font color='#FF0000'&gt;Feel free to continue your discussion in private.  No need to continue derailing this thread.  Thanks.&lt;/font&gt;
</description>
<link>http://www.boardgamegeek.com/article/4178524#4178524</link>
<guid>http://www.boardgamegeek.com/article/4178524#4178524</guid>
<pubDate>Sun, 08 Nov 2009 07:52:40 +0000</pubDate>
<dc:creator>Octavian</dc:creator>
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		<item>
		<title>Reply: Dominion:: Reviews:: Re: The Invasion of Game X</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ScottB&#039;&gt;ScottB&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;DaviddesJ wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;ScottB wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;All criticism is subjective and based on personal preferences.  I think your criticism is petty and doesn't add anything to the conversation.  That, too, is a subjective opinion, just so we're all on the same page.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You think your own criticism is also petty and doesn't add anything to the conversation, right?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;No, I specifically said &quot;your&quot;.  I'm not sure what's difficult about that to understand.
</description>
<link>http://www.boardgamegeek.com/article/4178322#4178322</link>
<guid>http://www.boardgamegeek.com/article/4178322#4178322</guid>
<pubDate>Sun, 08 Nov 2009 05:22:49 +0000</pubDate>
<dc:creator>ScottB</dc:creator>
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		<item>
		<title>Reply: Dominion:: Reviews:: Re: The Invasion of Game X</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DaviddesJ&#039;&gt;DaviddesJ&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ScottB wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;All criticism is subjective and based on personal preferences.  I think your criticism is petty and doesn't add anything to the conversation.  That, too, is a subjective opinion, just so we're all on the same page.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You think your own criticism is also petty and doesn't add anything to the conversation, right?
</description>
<link>http://www.boardgamegeek.com/article/4178294#4178294</link>
<guid>http://www.boardgamegeek.com/article/4178294#4178294</guid>
<pubDate>Sun, 08 Nov 2009 05:11:46 +0000</pubDate>
<dc:creator>DaviddesJ</dc:creator>
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		<item>
		<title>Reply: Dominion:: Reviews:: Re: The Invasion of Game X</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ScottB&#039;&gt;ScottB&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;DaviddesJ wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;ScottB wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Why get on the OP's case for something that you agree with?  It obviously matters more to him than it does to you.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;He criticizes the game for being different from what he prefers.  I criticize his criticism for being subjective and based on his personal preferences.  You criticize my criticism for --- well, I'm not sure really.  Why get on my case?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;All criticism is subjective and based on personal preferences.  I think your criticism is petty and doesn't add anything to the conversation.  That, too, is a subjective opinion, just so we're all on the same page. 
</description>
<link>http://www.boardgamegeek.com/article/4178135#4178135</link>
<guid>http://www.boardgamegeek.com/article/4178135#4178135</guid>
<pubDate>Sun, 08 Nov 2009 03:32:13 +0000</pubDate>
<dc:creator>ScottB</dc:creator>
	</item>
		<item>
		<title>Reply: Dominion:: Reviews:: Re: The Invasion of Game X</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DaviddesJ&#039;&gt;DaviddesJ&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ScottB wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Why get on the OP's case for something that you agree with?  It obviously matters more to him than it does to you.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;He criticizes the game for being different from what he prefers.  I criticize his criticism for being subjective and based on his personal preferences.  You criticize my criticism for --- well, I'm not sure really.  Why get on my case?
</description>
<link>http://www.boardgamegeek.com/article/4177978#4177978</link>
<guid>http://www.boardgamegeek.com/article/4177978#4177978</guid>
<pubDate>Sun, 08 Nov 2009 02:02:26 +0000</pubDate>
<dc:creator>DaviddesJ</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: The Invasion of Game X</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ScottB&#039;&gt;ScottB&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;DaviddesJ wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;ScottB wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So you agree that the theme is generic and bland?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Sure.  Is that bad?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Depends on what you want - it is if you like heavily themed games.  Why get on the OP's case for something that you agree with?  It obviously matters more to him than it does to you.
</description>
<link>http://www.boardgamegeek.com/article/4177898#4177898</link>
<guid>http://www.boardgamegeek.com/article/4177898#4177898</guid>
<pubDate>Sun, 08 Nov 2009 01:31:19 +0000</pubDate>
<dc:creator>ScottB</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: 177 made Fan made cards in German</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	Ah yes, the german cards! How could I have forgotten them? I see that 70 more have been added. Excellent.&lt;br&gt;&lt;br&gt;Feed this link into 	&lt;A target='_blank' href=&quot;http://translate.google.com&quot; rel=&quot;nofollow&quot;&gt;http://translate.google.com&lt;/A&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.hiespielchen.de/dominion/index.php?ctl=1&amp;arg1=177&quot; rel=&quot;nofollow&quot;&gt;http://www.hiespielchen.de/dominion/index.php?ctl=1&amp;arg1=177&lt;/A&gt;&lt;br&gt;(BGG doesn't like the direct translation link; it tries to chop it into 2 different URLs and turns it into a mess.)
</description>
<link>http://www.boardgamegeek.com/article/4177873#4177873</link>
<guid>http://www.boardgamegeek.com/article/4177873#4177873</guid>
<pubDate>Sun, 08 Nov 2009 01:20:49 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<title>Thread: Dominion:: Variants:: 177 made Fan made cards in German</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/STOCKBROT&#039;&gt;STOCKBROT&lt;/a&gt;&lt;/p&gt;
	Hello World&lt;br&gt;&lt;br&gt;on the german website &lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.hiespielchen.de&quot; rel=&quot;nofollow&quot;&gt;www.hiespielchen.de&lt;/A&gt;&lt;br&gt;&lt;br&gt;there are 177 made Fan made Cars for Dominion.&lt;br&gt;Just click the Dominion Game, then 177 neue Karten and then index, then you can take a look at them. They are in german. There are a lot of intersting ideas, and as i sad tey are already made!&lt;br&gt;Enyoy!
</description>
<link>http://www.boardgamegeek.com/thread/460983</link>
<guid>http://www.boardgamegeek.com/thread/460983</guid>
<pubDate>Sat, 07 Nov 2009 23:23:04 +0000</pubDate>
<dc:creator>STOCKBROT</dc:creator>
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		<item>
		<title>Reply: Dominion:: Reviews:: Re: Thoughts on Dominion, More Negative than Not, Please Join In!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Spiralus&#039;&gt;Spiralus&lt;/a&gt;&lt;/p&gt;
	Thanks for responding. I really do want someone to say something that changes my mind about this game. But...&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;GregF wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;The power of attacks depends on the setup. The group I play with plays a lot of 4-6 player games, and the deck-affecting attacks can be downright scary. I've seen games dominated by Thief, Witch, Saboteur, and Swindler, where the strategy came down to handling the attacks as they came and surviving regardless.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Their power does of course depend on setup.&lt;br&gt;The effect of attacks are automatic and random(everyone just follows the instructions on the card, usually randomly revealing cards), and their targets (players with no defense) automatic and mostly random (they may or may not have defense in their hand, unless they bought none). so to say that how you HANDLE them is important sounds weird to me. All that happens in reaction to attacks is deciding weather not to replace the cards they remove... maybe buy some moats if there are enough attacks in play to justify it (again pretty easy)....&lt;br&gt;You have a point, though, that it's not ALWAYS best to ignore attacks (especially if you were playing with those four...heavens sake). But usually, in most sets, it is. You're better off getting money or cycle cards or buys/actions.&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;GregF wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Though I think you're missing that there are other forms of interaction in Dominion that are critical to more advanced strategy. One is, like you say with Race, right in the rules: &quot;The game ends at the end of any player’s turn when one of two conditions is met: the Supply pile of Province cards is empty OR any 3 Supply piles are empty.&quot; &lt;br&gt;)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;The trouble I have with this is that regardless of when the game ends, people are grabbing VPs as fast as they can, generally, and, generally, that is absolutely the way to go. You watch how many VPs are going into everyone's deck and plan accordingly. But that's not exactly INTERACION.... that's counting. There will be, for example, no stalemate or double guessing in Dominion. Now notice I'm not including WHICH VP cards are best to get here (because that depends on what's available at the start of your turn ... which is not INTERACTION), except that unless gardens are in play you don't buy estates, just that you should get them. &lt;br&gt;So, to put it a different way... &quot;Stan has 24 vps, I took a pee, but I'm pretty sure josh has 18-22, mindy has 20, I have 26, there are two mines left and I have two buys and 10 gold, I should buy them and end the game&quot; isn't interaction, it's addition. (this is a weird example since mines aren't likely to run out.)&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;GreedyAlgorithm wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Which either means you're right or you haven't actually figured out the game yet.&lt;br&gt;&lt;br&gt;Has anyone in your group ever won by buying out three piles? How about after being the only person to buy Swindler? How about Gardens?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I'm pretty sure I get the game. the answers to you questions are: yes. No, not the ONLY person, he's good and two people used him, one of them won - barely....randomly. and yes.&lt;br&gt;&lt;br&gt;You guys bring up good points though, over all.  I'm sure I'm not the best at this or playing the best. But I'm equally sure that a game between the bests would come down to sheer luck and a lot of boredom (since they know what they'll do and all contingencies from turn 1) while they wait for each other to shuffle. And, being the best, they will shuffle well because they know that good randomization is a key element of victory. (it is, which is funny to me, I was told I lost a game because I didn't shuffle well enough, he was right)
</description>
<link>http://www.boardgamegeek.com/article/4177605#4177605</link>
<guid>http://www.boardgamegeek.com/article/4177605#4177605</guid>
<pubDate>Sat, 07 Nov 2009 22:58:33 +0000</pubDate>
<dc:creator>Spiralus</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: Dominion is Magic... not &quot;The Gathering&quot;... Just Magic...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Anjohl&#039;&gt;Anjohl&lt;/a&gt;&lt;/p&gt;
	So, are the Dominion cards the same shape as the Lost Cities cards?
</description>
<link>http://www.boardgamegeek.com/article/4177417#4177417</link>
<guid>http://www.boardgamegeek.com/article/4177417#4177417</guid>
<pubDate>Sat, 07 Nov 2009 21:29:45 +0000</pubDate>
<dc:creator>Anjohl</dc:creator>
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		<item>
		<title>Reply: Dominion:: General:: Re: New card-type combinations... in the cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;monteslu wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Perhaps the next wave of fan created cards could be to invent new card types?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Ask and you shall &lt;a href=&quot;http://www.boardgamegeek.com/thread/460945&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;receive&lt;/a&gt;. However, it's only a subtype. The full type idea will come later as it's spans farther and needs more baking time.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4177384#4177384</link>
<guid>http://www.boardgamegeek.com/article/4177384#4177384</guid>
<pubDate>Sat, 07 Nov 2009 21:10:52 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Philosopher's Stone</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/blusoul&#039;&gt;blusoul&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;banyan wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This seems most similar to Moneylender or Baron.  Moneylender though can be used over and over and works as a deck slimmer while Baron gives a massive +4 coins and a Buy.  I'd say your card is fairly balanced at $2.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I generally agree with this, although I don't think I would want to buy this card as it is paying 2 for a one-shot at +3. There are more efficient ways to get the money, and a Moat at Cost 2 would give me a shot at two more potential Treasure cards and I get to keep it. Maybe this would be interesting at the end of the game when I want to buy provinces which this would help -- but maybe this would be better if it did have a +1 Buy to make up for the card loss.
</description>
<link>http://www.boardgamegeek.com/article/4177383#4177383</link>
<guid>http://www.boardgamegeek.com/article/4177383#4177383</guid>
<pubDate>Sat, 07 Nov 2009 21:10:37 +0000</pubDate>
<dc:creator>blusoul</dc:creator>
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		<title>Thread: Dominion:: Variants:: 16 Boost Cards</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	It's about time I got around to making a card type of my own or at least a mechanic. gf1024 made one. wodan made two. Hell, even donaldx made a new one and he's got the the whole publishing apparatus to deal with!&lt;br&gt;&lt;br&gt;&lt;b&gt;Boost Mechanic&lt;/b&gt;&lt;br&gt;The boost mechanic is a new subtype of action card: Action - Boost. How it works is that cards that have an optional boost ability may be used instead of the regular action ability. It's a bit of templating which translates to &quot;or you may discard X boost type cards and [do some cool ability]&quot;, otherwise just the regular action happens. Finally, if a boost card is selected as a Kingdom card, also include the deck of basic 20 Nitro cards as an additional Kingdom pile in the supply.&lt;br&gt;&lt;br&gt;&lt;b&gt;Nitro&lt;/b&gt; (the basic one included in all games that use at least one boost card)&lt;br&gt;Action - Boost&lt;br&gt;cost 3&lt;br&gt;+1 card&lt;br&gt;+1 action&lt;br&gt;-----------&lt;br&gt;Boost 1: +1 coin, +1 card, +1 action&lt;br&gt;&lt;br&gt;&lt;b&gt;Power Digger&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;cost 4&lt;br&gt;+2 cards&lt;br&gt;-----------&lt;br&gt;Boost 1: Set aside cards from the top of your deck until there are 3 non-boost cards. Put all set aside cards, boosts and non-boosts, into your hand.&lt;br&gt;&lt;br&gt;&lt;b&gt;Turbo Boost&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;cost 3&lt;br&gt;+1 buy&lt;br&gt;Gain a Nitro.&lt;br&gt;-----------&lt;br&gt;Boost 1: Gain 3 Nitro.&lt;br&gt;&lt;br&gt;&lt;b&gt;Temple of Boom&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;cost 2&lt;br&gt;+1 action&lt;br&gt;Trash all non-boosts in hand.&lt;br&gt;-----------&lt;br&gt;Boost X: Gain a card that costs 2X.&lt;br&gt;&lt;br&gt;&lt;b&gt;Fun Factory&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;cost 5&lt;br&gt;Gain an action card.&lt;br&gt;-----------&lt;br&gt;Boost X: Gain X non-boost action cards.&lt;br&gt;&lt;br&gt;&lt;b&gt;Destiny Magnet&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;cost 5&lt;br&gt;+1 card, +2 actions&lt;br&gt;-----------&lt;br&gt;Boost 1: Gain 2 Nitros.&lt;br&gt;Boost 2: +1 action. Each player draws 2 cards and reveals their hand. For each boost card, gain it and put it in your hand. Each player who lost a boost card, gains a Gold.&lt;br&gt;&lt;br&gt;&lt;b&gt;Boost Hall&lt;/b&gt;&lt;br&gt;Action - Boost - Victory&lt;br&gt;cost 6&lt;br&gt;+1 action&lt;br&gt;+1 card&lt;br&gt;-----------&lt;br&gt;1VP for every 4 boost cards.&lt;br&gt;&lt;br&gt;&lt;b&gt;Primary Colors&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;cost 5&lt;br&gt;+1 coin&lt;br&gt;+1 buy&lt;br&gt;-----------&lt;br&gt;Boost 3: Gain a Copper, Silver, and Gold.&lt;br&gt;Boost 5: Gain a Estate, Duchy, and Province.&lt;br&gt;&lt;br&gt;&lt;b&gt;Booster Rocket&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;cost 4&lt;br&gt;+2 actions&lt;br&gt;Gain a Nitro.&lt;br&gt;-----------&lt;br&gt;Boost 1: Reveal cards from the top of your deck until you reach a non-boost card. Put that card in your hand and discard the rest. Gain a Nitro card.&lt;br&gt;Boost 2: Reveal the top 5 cards of your deck. Gain a card that costs up to 2X where X is the number of boost cards revealed.&lt;br&gt;&lt;br&gt;&lt;b&gt;Boost Supply&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;cost 4&lt;br&gt;+1 buy&lt;br&gt;Gain a Silver.&lt;br&gt;-----------&lt;br&gt;Boost X: Gain X boost cards and X Coppers from the supply.&lt;br&gt;&lt;br&gt;&lt;b&gt;Gut Dozer&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;cost 4&lt;br&gt;Trash a card. If you do, gain a Silver and put it in your hand.&lt;br&gt;-----------&lt;br&gt;Boost 1: Trash a boost card and gain a non-victory card.&lt;br&gt;Boost 2: Trash any number of boost cards. For each boost, gain a non-victory card and put it in your hand.&lt;br&gt;&lt;br&gt;&lt;b&gt;Time Thaw&lt;/b&gt;&lt;br&gt;Action - Boost - Duration&lt;br&gt;cost 5&lt;br&gt;+3 cards&lt;br&gt;-----------&lt;br&gt;Boost X: Each other player sets aside X cards from the top of their deck. At the start of their turn, discard one of the lowest cost cards from the cards they set aside.&lt;br&gt;&lt;br&gt;&lt;b&gt;Slag Rupture&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;cost 4&lt;br&gt;Each player gains a Nitro.&lt;br&gt;-----------&lt;br&gt;Boost 1: Each other player reveals their hand. If at least one player has a boost card, +4 cards. Otherwise, gain 2 Gold.&lt;br&gt;&lt;br&gt;&lt;b&gt;Market Boost&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;cost 4&lt;br&gt;+2 coin&lt;br&gt;-----------&lt;br&gt;Boost 1: Add an out-of-game pile of a boost card to the supply and gain a card from that pile.&lt;br&gt;&lt;br&gt;&lt;b&gt;Reboost&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;-3 coin&lt;br&gt;+1 action&lt;br&gt;Place all played boost cards back into your hand.&lt;br&gt;Trash this card.&lt;br&gt;-----------&lt;br&gt;Boost 1: +3 coin&lt;br&gt;&lt;br&gt;&lt;b&gt;Boost-Spiracy&lt;/b&gt;&lt;br&gt;Action - Boost&lt;br&gt;cost 4&lt;br&gt;+2 coin&lt;br&gt;-----------&lt;br&gt;Boost 1: +3 coin, +3 cards, +1 action&lt;br&gt;&lt;br&gt;Notes: &lt;br&gt;1) For a few of the cards, the calibration is a little high. But only a little because to use a boost ability, you have to discard a boost, so you're really playing 2+ cards for the ability. And to underscore the point, none of the cards go crazy if you Throne Room them under most situations.&lt;br&gt;2) I realize the theme of this set isn't exactly medieval. I suppose I could transpose some kind of magical theme, but I'd prefer something less hackneyed. Suggestions?&lt;br&gt;3) I really hate to use templating, especially after suffering from the ravages of Race for the Galaxy's pictoglyphics, but boost abilities tend to be more complex than regular actions and I don't like squinting at tiny tiny text if I can avoid it. Any ideas for clear and succinct wording?&lt;br&gt;4) I'm wondering if I should also add a set of 20 Boost-Spiracy cards (or some other simple boost card) along with the basic 20 Nitro cards to mitigate the reliance problem of boost card availablity.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/460945</link>
<guid>http://www.boardgamegeek.com/thread/460945</guid>
<pubDate>Sat, 07 Nov 2009 21:08:00 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Fortune Teller</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;banyan wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This card is almost identical to Warehouse except that it costs one more and you put cards on top of your deck instead of discarding them, which is probably worse in most situations.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Of course, you're right. Well, that's what I get for preaching about card comparisons. Let's try the whole hog version without the Warehouse loss:&lt;br&gt;&lt;br&gt;&lt;b&gt;Fortune Teller&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 4&lt;br&gt;+6 cards&lt;br&gt;+1 action&lt;br&gt;Put 5 cards back on top of your deck.
</description>
<link>http://www.boardgamegeek.com/article/4177371#4177371</link>
<guid>http://www.boardgamegeek.com/article/4177371#4177371</guid>
<pubDate>Sat, 07 Nov 2009 21:06:25 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Philosopher's Stone</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;GregF wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The obvious comparisons to me are Embargo as a one-shot money card (Just 2 coins, but with the whole Embargo token affect on the side) and Feast as a one-shot that lets you get a 5-cost card. You should be able to get up to 5 with this in the early game, but it doesn't give you the extra buy like Feast does- I'd be more likely to bump it to 3.&lt;br&gt;&lt;br&gt;(And my other pet peeve- Baron isn't a ton of money! It's &quot;Turn the Baron into a Silver, turn the Estate into a Silver.&quot;)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;IMO, Baron's big upshot is the +Buy, which you didn't mention.
</description>
<link>http://www.boardgamegeek.com/article/4177361#4177361</link>
<guid>http://www.boardgamegeek.com/article/4177361#4177361</guid>
<pubDate>Sat, 07 Nov 2009 21:00:34 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Fortune Teller</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	Buggy: I like them coming from you. They're done up much better than anyone else's and it looks like you're making an honest-to-goodness fan deck.&lt;br&gt;&lt;br&gt;That said, a lot of the cards you post aren't so great, but you're learning by doing. Just make sure when you post them, do it one at a time like you are doing now, because doing them in a 10-pack is kinda confusing.
</description>
<link>http://www.boardgamegeek.com/article/4177350#4177350</link>
<guid>http://www.boardgamegeek.com/article/4177350#4177350</guid>
<pubDate>Sat, 07 Nov 2009 20:53:58 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: 10-card set: Interaction?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;GregF wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Based on a comment I made in another thread. The idea is a set that showcases some of the interaction in Dominion without any attack or explicit interaction cards.&lt;br&gt;&lt;br&gt;Cellar&lt;br&gt;Chapel&lt;br&gt;Village&lt;br&gt;Woodcutter&lt;br&gt;Workshop&lt;br&gt;Gardens&lt;br&gt;Feast&lt;br&gt;Smithy&lt;br&gt;Throne Room&lt;br&gt;Festival&lt;br&gt;&lt;br&gt;I knew I wanted something where Gardens were feasible along with other strategies, so I started with the Size Distortion set in the rules. Had to remove Militia and Witch obviously, so I replaced it with Smithy (to make some comboing with the Villages to make the Village more desirable) and Festival (to make a 5-cost card that'd be in high demand.). I was worried about Lab making Chapel+Lab too strong, so I swapped in Throne Room because everyone loves Throne Room. (And Throne Room makes the tempo of the Gardens rush even more tense, since coming out of nowhere to grab three Gardens on a turn is feasible)&lt;br&gt;&lt;br&gt;Play a couple 4-player games with this and tell me that Dominion doesn't have player interaction.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;I don't get it - are you saying that even when there are no attack cards, you should see interaction out of this deck? And is that based on indirect activities, like negotiation?
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<link>http://www.boardgamegeek.com/article/4177337#4177337</link>
<guid>http://www.boardgamegeek.com/article/4177337#4177337</guid>
<pubDate>Sat, 07 Nov 2009 20:47:22 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: Thoughts on Dominion, More Negative than Not, Please Join In!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GreedyAlgorithm&#039;&gt;GreedyAlgorithm&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Spiralus wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;ALSO if you don't pay attention to what other people are doing in Race For the Galaxy, then you lose. If you don't pay attention and you win, you are playing with people who suck at Race For the Galaxy. In Dominion what other are doing doesn't matter. You can ignore them and concentrate on making your deck get two buys with lots of money as fast as possible with the available cards (usually a choice between three). That is unless they just bought their fifth province, or are three provinces ahead of you in which case the game is over and you loose. &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Heh, talking about Dominion, you sound just like the people who suck at Race when they talk about Race... &quot;no player interaction, just follow this recipe and watch the results to see who draws the best cards to win!&quot;&lt;br&gt;&lt;br&gt;Which either means you're right or you haven't actually figured out the game yet.&lt;br&gt;&lt;br&gt;Has anyone in your group ever won by buying out three piles? How about after being the only person to buy Swindler? How about Gardens?
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<link>http://www.boardgamegeek.com/article/4177320#4177320</link>
<guid>http://www.boardgamegeek.com/article/4177320#4177320</guid>
<pubDate>Sat, 07 Nov 2009 20:40:21 +0000</pubDate>
<dc:creator>GreedyAlgorithm</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Philosopher's Stone</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GreedyAlgorithm&#039;&gt;GreedyAlgorithm&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;GregF wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The obvious comparisons to me are Embargo as a one-shot money card (Just 2 coins, but with the whole Embargo token affect on the side) and Feast as a one-shot that lets you get a 5-cost card. You should be able to get up to 5 with this in the early game, but it doesn't give you the extra buy like Feast does- I'd be more likely to bump it to 3.&lt;br&gt;&lt;br&gt;(And my other pet peeve- Baron isn't a ton of money! It's &quot;Turn the Baron into a Silver, turn the Estate into a Silver.&quot;)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I don't know that I'd ever buy this for 3? I guess if I had an extra buy and already had an action-chain-heavy deck... maybe...
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<link>http://www.boardgamegeek.com/article/4177302#4177302</link>
<guid>http://www.boardgamegeek.com/article/4177302#4177302</guid>
<pubDate>Sat, 07 Nov 2009 20:32:14 +0000</pubDate>
<dc:creator>GreedyAlgorithm</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Fortune Teller</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/banyan&#039;&gt;banyan&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Buggy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So, do people want me to keep posting these cards?  I'm seeing a bit of backlash against fan made cards in the forums.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;It hasn't happened yet, but our group always flirts with the idea of putting together a full set of 25 of fan-made cards.  We usually play with chips, so it wouldn't be a huge hassle.  If we ever do it, there's no doubt that several of them would be your ideas.
</description>
<link>http://www.boardgamegeek.com/article/4177225#4177225</link>
<guid>http://www.boardgamegeek.com/article/4177225#4177225</guid>
<pubDate>Sat, 07 Nov 2009 19:47:59 +0000</pubDate>
<dc:creator>banyan</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Fortune Teller</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Ceryon&#039;&gt;Ceryon&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Buggy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/600248"><img src="http://images.boardgamegeek.com/images/pic600248_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;So, do people want me to keep posting these cards?  I'm seeing a bit of backlash against fan made cards in the forums.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I like those cards, even if I don't play with them and will never do, bacause I don't use sleeves and so fan cards would be easy to see. And that's the point. I don't like.&lt;br&gt;&lt;br&gt;But I like to see new card ideas.
</description>
<link>http://www.boardgamegeek.com/article/4177057#4177057</link>
<guid>http://www.boardgamegeek.com/article/4177057#4177057</guid>
<pubDate>Sat, 07 Nov 2009 18:23:23 +0000</pubDate>
<dc:creator>Ceryon</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Philosopher's Stone</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GregF&#039;&gt;GregF&lt;/a&gt;&lt;/p&gt;
	The obvious comparisons to me are Embargo as a one-shot money card (Just 2 coins, but with the whole Embargo token affect on the side) and Feast as a one-shot that lets you get a 5-cost card. You should be able to get up to 5 with this in the early game, but it doesn't give you the extra buy like Feast does- I'd be more likely to bump it to 3.&lt;br&gt;&lt;br&gt;(And my other pet peeve- Baron isn't a ton of money! It's &quot;Turn the Baron into a Silver, turn the Estate into a Silver.&quot;)
</description>
<link>http://www.boardgamegeek.com/article/4176948#4176948</link>
<guid>http://www.boardgamegeek.com/article/4176948#4176948</guid>
<pubDate>Sat, 07 Nov 2009 17:34:33 +0000</pubDate>
<dc:creator>GregF</dc:creator>
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		<title>Thread: Dominion:: Variants:: 10-card set: Interaction?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GregF&#039;&gt;GregF&lt;/a&gt;&lt;/p&gt;
	Based on a comment I made in another thread. The idea is a set that showcases some of the interaction in Dominion without any attack or explicit interaction cards.&lt;br&gt;&lt;br&gt;Cellar&lt;br&gt;Chapel&lt;br&gt;Village&lt;br&gt;Woodcutter&lt;br&gt;Workshop&lt;br&gt;Gardens&lt;br&gt;Feast&lt;br&gt;Smithy&lt;br&gt;Throne Room&lt;br&gt;Festival&lt;br&gt;&lt;br&gt;I knew I wanted something where Gardens were feasible along with other strategies, so I started with the Size Distortion set in the rules. Had to remove Militia and Witch obviously, so I replaced it with Smithy (to make some comboing with the Villages to make the Village more desirable) and Festival (to make a 5-cost card that'd be in high demand.). I was worried about Lab making Chapel+Lab too strong, so I swapped in Throne Room because everyone loves Throne Room. (And Throne Room makes the tempo of the Gardens rush even more tense, since coming out of nowhere to grab three Gardens on a turn is feasible)&lt;br&gt;&lt;br&gt;Play a couple 4-player games with this and tell me that Dominion doesn't have player interaction.
</description>
<link>http://www.boardgamegeek.com/thread/460908</link>
<guid>http://www.boardgamegeek.com/thread/460908</guid>
<pubDate>Sat, 07 Nov 2009 17:27:14 +0000</pubDate>
<dc:creator>GregF</dc:creator>
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		<title>Reply: Dominion:: Rules:: Re: why so many copper cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Snipafist&#039;&gt;Snipafist&lt;/a&gt;&lt;/p&gt;
	You are correct in that people rarely need or want to buy Copper. I've found it helpful for stacking the deck with Gardens (as already mentioned) or if you suddenly hit a huge snag with your treasure supply (aka you haven't been buying enough treasure and suddenly you're too poor to do much else). The latter problem never/rarely happens to experienced players, but I've seen it happen with newbies.
</description>
<link>http://www.boardgamegeek.com/article/4176868#4176868</link>
<guid>http://www.boardgamegeek.com/article/4176868#4176868</guid>
<pubDate>Sat, 07 Nov 2009 17:02:45 +0000</pubDate>
<dc:creator>Snipafist</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Philosopher's Stone</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/banyan&#039;&gt;banyan&lt;/a&gt;&lt;/p&gt;
	This seems most similar to Moneylender or Baron.  Moneylender though can be used over and over and works as a deck slimmer while Baron gives a massive +4 coins and a Buy.  I'd say your card is fairly balanced at $2.
</description>
<link>http://www.boardgamegeek.com/article/4176826#4176826</link>
<guid>http://www.boardgamegeek.com/article/4176826#4176826</guid>
<pubDate>Sat, 07 Nov 2009 16:43:29 +0000</pubDate>
<dc:creator>banyan</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Philosopher's Stone</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/spearjr&#039;&gt;spearjr&lt;/a&gt;&lt;/p&gt;
	I'm not sure its too powerful. I'd buy it, but only when I only had 2.
</description>
<link>http://www.boardgamegeek.com/article/4176713#4176713</link>
<guid>http://www.boardgamegeek.com/article/4176713#4176713</guid>
<pubDate>Sat, 07 Nov 2009 15:50:39 +0000</pubDate>
<dc:creator>spearjr</dc:creator>
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		<title>Thread: Dominion:: Variants:: Fan Card - Philosopher's Stone</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Buggy&#039;&gt;Buggy&lt;/a&gt;&lt;/p&gt;
	It is a touch too powerful, perhaps.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/600249"><img src="http://images.boardgamegeek.com/images/pic600249_t.jpg" border=0></a></div>]]>
</description>
<link>http://www.boardgamegeek.com/thread/460888</link>
<guid>http://www.boardgamegeek.com/thread/460888</guid>
<pubDate>Sat, 07 Nov 2009 15:48:19 +0000</pubDate>
<dc:creator>Buggy</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Fortune Teller</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/banyan&#039;&gt;banyan&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;masonlouie wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I would remake it like so:&lt;br&gt;&lt;br&gt;&lt;b&gt;Fortune Teller&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 4&lt;br&gt;+3 cards&lt;br&gt;+1 action&lt;br&gt;Put 3 cards back to the top of your deck.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;This card is almost identical to Warehouse except that it costs one more and you put cards on top of your deck instead of discarding them, which is probably worse in most situations.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/585680"><img src="http://images.boardgamegeek.com/images/pic585680_t.jpg" border=0></a></div>]]>
</description>
<link>http://www.boardgamegeek.com/article/4176692#4176692</link>
<guid>http://www.boardgamegeek.com/article/4176692#4176692</guid>
<pubDate>Sat, 07 Nov 2009 15:42:45 +0000</pubDate>
<dc:creator>banyan</dc:creator>
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		<title>Reply: Dominion:: General:: Re: New card-type combinations... in the cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/monteslu&#039;&gt;monteslu&lt;/a&gt;&lt;/p&gt;
	I think it's very unfortunate that Curse is both the name of a card and a card type.  &lt;br&gt;&lt;br&gt;Perhaps a new type of &quot;Loss&quot; or &quot;Hex&quot; or something else using that same color could be created.  The new type just like curse should imply that it will be negative victory points.&lt;br&gt;&lt;br&gt;Balancing aside, the most valid knock against this one: <![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/535017"><img src="http://images.boardgamegeek.com/images/pic535017_t.jpg" border=0></a></div>]]>&lt;br&gt;is that it's not clear if you can take this when a witch or torturer is played against you.  If it was Treasure-Loss or something like that it would be more intuitive.&lt;br&gt;&lt;br&gt;&lt;br&gt;Perhaps the next wave of fan created cards could be to invent new card types?&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4176414#4176414</link>
<guid>http://www.boardgamegeek.com/article/4176414#4176414</guid>
<pubDate>Sat, 07 Nov 2009 13:46:25 +0000</pubDate>
<dc:creator>monteslu</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Fortune Teller</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/baba44713&#039;&gt;baba44713&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Buggy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/600248"><img src="http://images.boardgamegeek.com/images/pic600248_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;So, do people want me to keep posting these cards?  I'm seeing a bit of backlash against fan made cards in the forums.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Nah, fan made cards are fun, even bad ones like this one. It makes you think outside-the-box, something like those &quot;find the flaw&quot; puzzles.&lt;br&gt;&lt;br&gt;This one in particular is a self-replacing card that forces you to put one card from your hand back. Rather pointless. If it was an attack that made OTHER players put one card on top, then perhaps it might be worth considering.&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/4176095#4176095</link>
<guid>http://www.boardgamegeek.com/article/4176095#4176095</guid>
<pubDate>Sat, 07 Nov 2009 09:23:12 +0000</pubDate>
<dc:creator>baba44713</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Fortune Teller</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Buggy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So, do people want me to keep posting these cards?  I'm seeing a bit of backlash against fan made cards in the forums.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I don't like any of the cards you've posted so far, but I do appreciate you posting ideas. Sooner or later you'll run out of lousy card ideas and things will be better. :)&lt;br&gt;&lt;br&gt;To date, I think this is your best idea so far, hand &amp; next hand management. The idea is actually pretty good, but there are problems with it. First is that it's been done before a la Courtyard. So it's bad because Fortune Teller overlaps too much. And it's worse in that it costs more and does less, as Courtyard gives you 2 cards in addition to put back. Where your card is better is the action replacement for cantriphood. It's a small improvement, but it may prove to be critically important upon play.&lt;br&gt;&lt;br&gt;However, my feeling is that your card is needs work. Moreso than costing less, it's pretty underpowered to the point of irrelevance. Placed next to Courtyard, I think Courtyard is a better card in spite of its terminalness, but that's bad because Courtyard is pretty marginal as is. Most of the time I don't bother buying it. Which underlines a general problem I notice about all your cards, they don't peer, compare well, with regular Dominion cards. It's as if you've seen the game, but never actually played it, and so don't have a feeling for its opportunity costs: would I rather have this card or that one in this situation?&lt;br&gt;&lt;br&gt;I would remake it like so:&lt;br&gt;&lt;br&gt;&lt;b&gt;Fortune Teller&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 4&lt;br&gt;+3 cards&lt;br&gt;+1 action&lt;br&gt;Put 3 cards back to the top of your deck.&lt;br&gt;&lt;br&gt;This card gives you the same sample size of Courtyard, but keeps the cantrip quality, which my intuition tells me is valuable (ie Lab). But it's not a true cantrip in that playing the card several times in a row is a wash (which is what makes Lab a 5 cost). Perhaps the true test of an ordinary card's power is how broken it looks when Throne Roomed. Also, the difference between a 4 cost and a 2 cost for this kind of card is neglible outside of peripheral uses like Remodeling. &lt;br&gt;&lt;br&gt;Although this version is playable, it's still awfully similar to Courtyard, which is bad and probably ain't worth the trouble of realizing. Remember that an option is not the same thing as a choice. Even though you &lt;i&gt;can&lt;/i&gt; buy a Curse doesn't mean you ever will.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;SamLL wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This card is pretty sickeningly bad, right? Instead of paying 2 for Haven, you're paying 4 to Ghost Ship yourself?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;It's bad, but it ain't that bad. Or at least I don't dislike Courtyard that much-- I save that kinda ire for Treasure Map. And it's pretty different from Ghost Ship in that it's not regressive, ie you keep the same number of cards in hand.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;banyan wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This particular card should probably cost 2 though.  Compare it to Spy, which has a similar benefit but better, since you don't end up losing a card, and it has an Attack power.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Good point about Spy. Which further underscores how weaksauce the first version is. Most of the time, I don't bother with Spy either cause it's so weak and laggy.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4176036#4176036</link>
<guid>http://www.boardgamegeek.com/article/4176036#4176036</guid>
<pubDate>Sat, 07 Nov 2009 08:28:31 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: Thoughts on Dominion, More Negative than Not, Please Join In!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/generalpf&#039;&gt;generalpf&lt;/a&gt;&lt;/p&gt;
	In my opinion Dominion lacks interaction, and this is coming from a guy who totally gets the interaction in [thing=555][/thing] and rates it a 10.
</description>
<link>http://www.boardgamegeek.com/article/4175911#4175911</link>
<guid>http://www.boardgamegeek.com/article/4175911#4175911</guid>
<pubDate>Sat, 07 Nov 2009 06:41:23 +0000</pubDate>
<dc:creator>generalpf</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: Thoughts on Dominion, More Negative than Not, Please Join In!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GregF&#039;&gt;GregF&lt;/a&gt;&lt;/p&gt;
	No idea how much I'm beating a dead horse, but...&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Spiralus wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Dominion has attacks, which are best to ignore (for the most part) and don't make it interactive because you can't choose when to use them. Your deck interacts with them....and you make your deck.... but.... does that even count? If asked if Race has interaction I would say &quot;a bit&quot;. When asked about Dominion, I would say, &quot;none. period.&quot; I would go on to explain that it tried, and many people believe that it does, but that I disagree with them. I disagree because the &quot;interactive mechanic&quot; is not tactical or strategic or interactive. The &quot;interactive&quot; cards are a chance/number manipulation game where you are betting they'll do more damage to opponent's decks than the time you waste adding them. That's the extent of &quot;interaction&quot; in Dominion (pending some glowing reviews of seaside).&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;The power of attacks depends on the setup. The group I play with plays a lot of 4-6 player games, and the deck-affecting attacks can be downright scary. I've seen games dominated by Thief, Witch, Saboteur, and Swindler, where the strategy came down to handling the attacks as they came and surviving regardless.&lt;br&gt;&lt;br&gt;Though I think you're missing that there are other forms of interaction in Dominion that are critical to more advanced strategy. One is, like you say with Race, right in the rules: &quot;The game ends at the end of any player’s turn when one of two conditions is met: the Supply pile of Province cards is empty OR any 3 Supply piles are empty.&quot; Everyone controls the Supply piles, so the end game condition is affected by the other players. In many endgames, I'm winning and have to decide whether I should buy a Duchy or a 4-cost card in the pile that's almost exhausted, weighing the points vs. ending the game faster.&lt;br&gt;&lt;br&gt;Also, the exhausting of piles makes for an element of interaction that can become important. In large games, you have to weigh Silver against that cheap Action that everyone is going to want two or three of, because there just aren't enough to go around. Playing with the Gardens leads to a lot of second-guessing the other players, wondering who else is going for a lot of Gardens and when they're going to make a break for it; you want to start buying Gardens just before the other guy does.&lt;br&gt;&lt;br&gt;(A part of me is tempted to make the &quot;Interaction Without Interaction&quot; set, with no Attack or non-Attack interactive cards but still has these levels of interaction.)
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<link>http://www.boardgamegeek.com/article/4175895#4175895</link>
<guid>http://www.boardgamegeek.com/article/4175895#4175895</guid>
<pubDate>Sat, 07 Nov 2009 06:24:41 +0000</pubDate>
<dc:creator>GregF</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Fortune Teller</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/banyan&#039;&gt;banyan&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Buggy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So, do people want me to keep posting these cards?  I'm seeing a bit of backlash against fan made cards in the forums.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I like them.&lt;br&gt;&lt;br&gt;This particular card should probably cost 2 though.  Compare it to Spy, which has a similar benefit but better, since you don't end up losing a card, and it has an Attack power.
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<link>http://www.boardgamegeek.com/article/4175598#4175598</link>
<guid>http://www.boardgamegeek.com/article/4175598#4175598</guid>
<pubDate>Sat, 07 Nov 2009 03:17:42 +0000</pubDate>
<dc:creator>banyan</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: Thoughts on Dominion, More Negative than Not, Please Join In!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Spiralus&#039;&gt;Spiralus&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;HisDivineShadow wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;jforbes wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Perhaps what excites me, personally, as much as anything else is the prospect of someone else designing another game that is deeper, but pulling from a few aspects that Dominion does very well.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;They already did. It's called Magic the Gathering. ;)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;MTG isn't deep (let alone deeper) and it doesn't pull from Dominion, as it came first. MTG is complicated and massive. That does not make it complex or &quot;deep&quot;. There's a difference there... confusing to some, but it's there. :devil:
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<link>http://www.boardgamegeek.com/article/4175488#4175488</link>
<guid>http://www.boardgamegeek.com/article/4175488#4175488</guid>
<pubDate>Sat, 07 Nov 2009 02:19:57 +0000</pubDate>
<dc:creator>Spiralus</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Fortune Teller</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/SamLL&#039;&gt;SamLL&lt;/a&gt;&lt;/p&gt;
	This card is pretty sickeningly bad, right? Instead of paying 2 for Haven, you're paying 4 to Ghost Ship yourself?
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<link>http://www.boardgamegeek.com/article/4175326#4175326</link>
<guid>http://www.boardgamegeek.com/article/4175326#4175326</guid>
<pubDate>Sat, 07 Nov 2009 01:02:23 +0000</pubDate>
<dc:creator>SamLL</dc:creator>
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		<title>Thread: Dominion:: Variants:: Fan Card - Fortune Teller</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Buggy&#039;&gt;Buggy&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/600248"><img src="http://images.boardgamegeek.com/images/pic600248_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;So, do people want me to keep posting these cards?  I'm seeing a bit of backlash against fan made cards in the forums.
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<link>http://www.boardgamegeek.com/thread/460772</link>
<guid>http://www.boardgamegeek.com/thread/460772</guid>
<pubDate>Sat, 07 Nov 2009 00:56:01 +0000</pubDate>
<dc:creator>Buggy</dc:creator>
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		<title>Reply: Dominion:: General:: Re: New card-type combinations... in the cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/sroney&#039;&gt;sroney&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Jexik wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;  Action-Treasure seems like a pretty useless designation, because we already have so many cards that perform an action and add temporary coins to your hand: Militia, Woodcutter, etc...&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;But those cards require that you play them as an action to get the coin. And Action-Treasure could have an action of +3 cards, for example, but be worth 2 treasure if you don't play it as an action.&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/4175279#4175279</link>
<guid>http://www.boardgamegeek.com/article/4175279#4175279</guid>
<pubDate>Sat, 07 Nov 2009 00:43:16 +0000</pubDate>
<dc:creator>sroney</dc:creator>
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		<title>Reply: Dominion:: General:: Re: New card-type combinations... in the cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Peristarkawan&#039;&gt;Peristarkawan&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Shewski wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Part of me think that Duration, Reaction, Attack are all subtypes of action.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;That's the way they've all been done so far, but there's no inherent reason they have to be that way.  With no modifications at all, the rules as printed could easily support Treasure - Reaction, Reaction - Attack, Reaction - Duration, Treasure - Duration, or even just pure Reaction cards.  Not all of those combinations are good ideas, but it would at least be cool to see a Treasure - Reaction or a Treasure - Duration.&lt;br&gt;&lt;br&gt;Attack and Duration are somewhat unique, though, in that they don't do anything on their own.  Both of those types need to be combined with another type that tells you how to actually play the card.
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<link>http://www.boardgamegeek.com/article/4175193#4175193</link>
<guid>http://www.boardgamegeek.com/article/4175193#4175193</guid>
<pubDate>Sat, 07 Nov 2009 00:15:16 +0000</pubDate>
<dc:creator>Peristarkawan</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: LexH on Dom v Race for interactivity</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Spiralus&#039;&gt;Spiralus&lt;/a&gt;&lt;/p&gt;
	Said of Race for the Galaxy while comparing to Dominion [q=LexH] Recently I started the game with Old Earth, Settled the Spice World and then very quickly settled Artist Colony, another Blue World, then a Brown Windfall while playing Consumer Markets on a Develop. From that point forward my actions were scripted and I would hardly call that 'interactive'. I even got 3 VP for discarding over 10. Not exactly an interactive game. I have had more than a few games where I began with New Sparta, settled a couple of Military Green and couldn't care less what my opponents were doing for the most part. I kept an eye on them but it never gave me a reason to change my own choice.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;No offense meant, but if you were mindlessly mining and selling, or free settling, then your opponent's should have capitalized accordingly and you should have lost. If you didn't loose, please refer to my other post. &lt;br&gt;&lt;br&gt;As for the topic of &quot;Dom v Race for interactivity&quot;. I believe Race wins for more interactive because IT IS interactive. It says so right in the rules. It says &quot;the players perform the selected phases in order, omitting every phase not chosen by at least one player&quot;. Here we see the words &quot;players&quot; and &quot;chosen&quot; as in choice .... like ... that matters because of the word &quot;omitting&quot;. Dominion has attacks, which are best to ignore (for the most part).
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<link>http://www.boardgamegeek.com/article/4174976#4174976</link>
<guid>http://www.boardgamegeek.com/article/4174976#4174976</guid>
<pubDate>Fri, 06 Nov 2009 23:19:06 +0000</pubDate>
<dc:creator>Spiralus</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: Thoughts on Dominion, More Negative than Not, Please Join In!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Spiralus&#039;&gt;Spiralus&lt;/a&gt;&lt;/p&gt;
	I am so glad that someone else is saying these things. &lt;br&gt;By the end of my first game I &quot;got it&quot;. Then I won four in a row. My group &quot;got it&quot; on the fifth game. After the sixth game we banned villages. By the eighth game I was so bored that I wanted to shoot myself in the freaking head and that was DURING my turn (when it's not my turn I'm trying to think about ANYTHING other than this game, shuffling the entire time works well as something to think about, it's maybe even a little more involved). We had one slow witted (smart but slow) player at the table and ***I wanted to KILL him***&lt;br&gt;So I disagree with:&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt; It's pretty darn quick. I still don't know that I like the game, but at least it's not going to take a lot of my life when we pull it out now and then to see if it's improved, or we've changed, or something.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I mean I hear you. It's short. But it doesn't feel short. It's like standing in line to see if you won. Oh and with pulling it out of the closet... don't. It hasn't (even after you spend sixty more dollars), you haven't and nothing.&lt;br&gt;&lt;br&gt;I'm not normally the angry type. I get angry when I'm in danger or everything is out of my control. Which brings up luck.&lt;br&gt;&lt;br&gt;I should mention I don't mind luck, I like it in some games. Like Modern Art. But in Dominion once you're done figuring out how many of each card should be in your deck (more money usually than people think) that's ALL this game is. There's not really even many ways to mitigate the luck other than cards that allow you do draw ***ONLY VIABLE STRATEGY if available, we call it CYCLING and I was shocked that the expansion didn't fix it***. Once your group &quot;gets it&quot; every game comes to within a few points with shear luck determining the winner.&lt;br&gt;&lt;br&gt;The attack cards are IMPOTENT and serve only to slow the game down. We found that if you just ignore attackers you usually win with the same decks weather someone was playing attacks or not. We also found attacking decks only won if they did it little enough to matter. ALSO we found that weather attacks were or were not effective is TOTALLY random because though you can count your opponent's cards, you get a whole new hand every turn.&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;it's like programing a robot&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;which worked in Robo Rally because you blew each other up and there was more to consider.&lt;br&gt;&lt;br&gt;After a while we started calling games when a player hit a certain number of provinces, especially if it was early on. Then we stopped playing. &lt;br&gt;&lt;br&gt;I get liking this game if you're used to Settlers but not Puerto Rico.&lt;br&gt;I know all games are different. I'm saying all games aren't equal and this game doesn't deserve NEARLY the attention it's getting. It's neat, that's it.&lt;br&gt;&lt;br&gt;Thanks so much for starting this thread! I don't low ball, but I'd love to see Dominion down around 20 on the list where it deserves to be. 
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<link>http://www.boardgamegeek.com/article/4174842#4174842</link>
<guid>http://www.boardgamegeek.com/article/4174842#4174842</guid>
<pubDate>Fri, 06 Nov 2009 22:50:59 +0000</pubDate>
<dc:creator>Spiralus</dc:creator>
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		<title>Reply: Dominion:: General:: Re: New card-type combinations... in the cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Shewski&#039;&gt;Shewski&lt;/a&gt;&lt;/p&gt;
	Part of me think that Duration, Reaction, Attack are all subtypes of action.&lt;br&gt;&lt;br&gt;I think as of we just would see combos btwn Curses, Victory, Treasure, and Action cards.  
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<link>http://www.boardgamegeek.com/article/4174666#4174666</link>
<guid>http://www.boardgamegeek.com/article/4174666#4174666</guid>
<pubDate>Fri, 06 Nov 2009 22:28:24 +0000</pubDate>
<dc:creator>Shewski</dc:creator>
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		<title>Reply: Dominion:: General:: Re: New card-type combinations... in the cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jexik&#039;&gt;Jexik&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Peristarkawan wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;i&gt;The passage also seems to suggest that any hybrid cards will be &lt;i&gt;at least part Victory&lt;/i&gt;.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;We already have three hybrid types that are not part Victory: Action - Attack, Action - Reaction, and Action - Duration.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Good point, especially considering that I went ahead and tried to combine Reaction with other types.  I suppose I think of these more as subsets of Actions, to make it more clear that they affect other players, respond to attacks, or stick around. 
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<link>http://www.boardgamegeek.com/article/4173345#4173345</link>
<guid>http://www.boardgamegeek.com/article/4173345#4173345</guid>
<pubDate>Fri, 06 Nov 2009 18:50:47 +0000</pubDate>
<dc:creator>Jexik</dc:creator>
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		<title>Reply: Dominion:: General:: Re: New card-type combinations... in the cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Charms07&#039;&gt;Charms07&lt;/a&gt;&lt;/p&gt;
	I think it would be interesting to see some cards that have -1 or -2 VP, like a cursed village or cursed treasure.  
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<link>http://www.boardgamegeek.com/article/4173313#4173313</link>
<guid>http://www.boardgamegeek.com/article/4173313#4173313</guid>
<pubDate>Fri, 06 Nov 2009 18:47:17 +0000</pubDate>
<dc:creator>Charms07</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: The Invasion of Game X</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DaviddesJ&#039;&gt;DaviddesJ&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ScottB wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So you agree that the theme is generic and bland?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Sure.  Is that bad?
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<link>http://www.boardgamegeek.com/article/4173151#4173151</link>
<guid>http://www.boardgamegeek.com/article/4173151#4173151</guid>
<pubDate>Fri, 06 Nov 2009 18:20:59 +0000</pubDate>
<dc:creator>DaviddesJ</dc:creator>
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		<title>Reply: Dominion:: General:: Re: New card-type combinations... in the cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Peristarkawan&#039;&gt;Peristarkawan&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Jexik wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Am I reading too much into the text here to believe that there might be a Victory - Reaction card or three floating around in one of those seven expansions Donald alludes to in his interviews?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Probably not.  But we already knew that was possible.  The Dominion and Intrigue rules have similar passages.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;The passage also seems to suggest that any hybrid cards will be &lt;i&gt;at least part Victory&lt;/i&gt;.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;We already have three hybrid types that are not part Victory: Action - Attack, Action - Reaction, and Action - Duration.
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<link>http://www.boardgamegeek.com/article/4173056#4173056</link>
<guid>http://www.boardgamegeek.com/article/4173056#4173056</guid>
<pubDate>Fri, 06 Nov 2009 18:03:32 +0000</pubDate>
<dc:creator>Peristarkawan</dc:creator>
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		<title>Reply: Dominion:: General:: Re: New card-type combinations... in the cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mmoberly&#039;&gt;mmoberly&lt;/a&gt;&lt;/p&gt;
	I like the idea of a Curse/Victory card, where some criteria must be met to flip from negative points to positive.  Perhaps if you have 4 or more, it's worth 2vp each, otherwise worth -1vp each.&lt;br&gt;&lt;br&gt;I'm not an avid follower of variants, so if this has been done I do not know.
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<link>http://www.boardgamegeek.com/article/4173035#4173035</link>
<guid>http://www.boardgamegeek.com/article/4173035#4173035</guid>
<pubDate>Fri, 06 Nov 2009 17:59:47 +0000</pubDate>
<dc:creator>mmoberly</dc:creator>
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		<title>Reply: Dominion:: General:: Re: New card-type combinations... in the cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/parliboy&#039;&gt;parliboy&lt;/a&gt;&lt;/p&gt;
	Personally, I dig the idea of a Victory-Reaction card.  Something that costs 3, and is worth 1 VP, and has no action, but the reaction is to draw cards.
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<link>http://www.boardgamegeek.com/article/4172994#4172994</link>
<guid>http://www.boardgamegeek.com/article/4172994#4172994</guid>
<pubDate>Fri, 06 Nov 2009 17:48:36 +0000</pubDate>
<dc:creator>parliboy</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: Dominiom: don’t buy this game if…</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rickert&#039;&gt;rickert&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;irondeav wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Thank you again, everyone, for your kind words written in the defence of my review. I do appreciate your effort. Your opinions are valuable to me.&lt;br&gt;&lt;br&gt;Rick, your opinion is valuable as well, but giving it seven or eight times does not make it seven or eight times more valid. Forgive me if I seem rude but, really, are you checking this thread daily just to bash every inferior being that dares to challenge your standpoint? I think everyone has had a chance to understand your dissatisfaction with my text many a time (I even think my neighbour knows your opinion, the number of your posts screams bloody murder at night), so don’t you think it’s time to stop about now?&lt;br&gt;&lt;br&gt;I am sorry. From now on: irony/off.&lt;br&gt;&lt;br&gt;Do not get me wrong, I do respect you and your views, but I do not think that either repeating them or waving around some credentials (which, concerning board game reviews, are not based on anything but your own word right here) to back them up give you the right to have “the last word”. I am not going to repeat all arguments given by other posters, I will just remind you that everyone has the right to assess my review the way he or she wants, with the help of other posters here. So, as I said, I appreciate your views and the help, at the same time being not quite sure if having a little, personal crusade (too big a word, I know, but I wanted to avoid words like “bickering” or “petty”) helps anyone. If anything, it only verges on starting a small flame war, which – as all flame wars – will be completely useless to anyone reading my review.&lt;br&gt;&lt;br&gt;Finally, let me point out something else. If you believe my type of review to be broken, why don’t you post under the other two (Space Hulk 3ed and Descent)? If you really believe that a “Don’t buy this game if…” review is essentially unethical (which I believe to be your underlying point) why don’t you also warn other potential readers? Is it because you believe it to be more or less morally wrong only concerning a game you personally like? Or maybe you believe the other two games are worthless, so I am allowed to “bash them with my fists” without you stepping in to defend them?&lt;br&gt;&lt;br&gt;I know I actually asked you to write more but I would still implore you to just answer my points (or ignore them, if that is your wish) and stop combating everyone else here, merely because you believe yourself to be the final judge on the ethics of board game reviewing.&lt;br&gt;&lt;br&gt;Again, I would like to thank everyone who spoke in defence of my review, but I think you can rest your arms now. Do not make Rick’s mistake of underestimating the other Geeks’ ability to assess it on their own.&lt;br&gt;&lt;br&gt;And to really wrap this up, I want to address something Jeff pointed out (my special thanks to you, Mate). Indeed, I caved in and put a disclaimer before my Descent review. Now I know, I was wrong to have done that. When I wrote my first “Don’t buy this game if…” (Space Hulk) I thought that everyone was intelligent enough to understand my true feelings about the game. Rick managed to convince me that without it, most people would be unable to identify my true point. Thus, I would like to genuinely and sincerely apologize to everyone and anyone who felt his or her intelligence was offended by my baseless assumption. I will leave the disclaimer in the Descent review as a reminder but will also refrain from placing it in any further texts of mine.&lt;br&gt;&lt;br&gt;Thank you all.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;The only things I will again say since you and most other people on this thread have ignored it; the only thing that was bad about this review was that I believe it will turn more people who haven't played it away from the game than it will encourage them to buy it. Yet that doesn't seem to be your overall intent based on things you've posted since. Plus I don't believe we've seen anyone post on here who hadn't decided about Dominion but was moved to purchase it, at least in part because of this review. So to me that helps validate my view. I think using this style of review is fine for games that you don't like or that you don't like very well. I just don't think the overall tone (set in part because of the title) will leave the undecided with a positive feeling.
</description>
<link>http://www.boardgamegeek.com/article/4172988#4172988</link>
<guid>http://www.boardgamegeek.com/article/4172988#4172988</guid>
<pubDate>Fri, 06 Nov 2009 17:46:01 +0000</pubDate>
<dc:creator>rickert</dc:creator>
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		<item>
		<title>Reply: Dominion:: Reviews:: Re: The Invasion of Game X</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ScottB&#039;&gt;ScottB&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;DaviddesJ wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;San Il Defanso wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Well, it's not so much the theme, its that it feels like it was an afterthought. The whole thing feels very generic and bland.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Thanks for bringing that to our attention.  Here's another game with a medieval theme that is generic and bland: &lt;a  href=&quot;http://www.boardgamegeek.com/boardgame/171&quot;   &gt;Chess&lt;/a&gt;.  No wonder it never caught on.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;So you agree that the theme is generic and bland?
</description>
<link>http://www.boardgamegeek.com/article/4172961#4172961</link>
<guid>http://www.boardgamegeek.com/article/4172961#4172961</guid>
<pubDate>Fri, 06 Nov 2009 17:40:15 +0000</pubDate>
<dc:creator>ScottB</dc:creator>
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		<title>New Image for Dominion</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/CoffinDancr&#039;&gt;CoffinDancr&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/599964"><img border=0  src="http://images.boardgamegeek.com/images/pic599964_t.jpg"></a>]]>
	&lt;div&gt;Hand Fail&lt;/div&gt;
</description>
<link>http://www.boardgamegeek.com/image/599964</link>
<guid>http://www.boardgamegeek.com/image/599964</guid>
<pubDate>Fri, 06 Nov 2009 17:24:22 +0000</pubDate>
<dc:creator>CoffinDancr</dc:creator>
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		<item>
		<title>Thread: Dominion:: General:: New card-type combinations... in the cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jexik&#039;&gt;Jexik&lt;/a&gt;&lt;/p&gt;
	[quote=&quot;Page 5 of the Seaside Rulebook says&quot;]Some cards are both Victory cards and another type as well (e.g. Island).  These cards are both types for all purposes.  Island can be played like a normal Action and at the end of the game, it contributes to your score.  When a card refers to a type of card, it means any card having that type; so, for example, Library can be used to set aside an Island.[/quote]&lt;br&gt;&lt;br&gt;So far, we have seen both Treasure - Victory (Harem) and Action - Victory (Great Hall, Island, Noble).&lt;br&gt;&lt;br&gt;Am I reading too much into the text here to believe that there might be a Victory - Reaction card or three floating around in one of those seven expansions Donald alludes to in his interviews?  The passage also seems to suggest that any hybrid cards will be &lt;i&gt;at least part Victory&lt;/i&gt;.  It might be cool to have a 3-coin Moat-estate, call it Fort or something, and there could be a bigger castle.  There seems to be a lot of ways to go with these, and would help them feel a little less like a dead draw, knowing that they're contributing to your score.&lt;br&gt;&lt;br&gt;What other card types are there? so far, we have Curses, Durations, and Attacks.  I have trouble coming up with a reason to have a Curse - Victory card.  Curse also seems like an unlikely hybrid card type in general because so many cards refer to it, presumably by its name (although its type is Curse as well).  Duration - Victory seems similarly meaningless- Duration seems to require the word Action to work, or else you won't put it into play in the first place; also, some of Donald's comments make it sound as though Seaside will be the only set with durattions.  Attack - Victory is again a weird idea.  Would it cost an action?  However, it sounds like Pirate Ship was some kind of Action - Attack - Victory card at some point during development, so maybe having 3 types isn't ruled out.&lt;br&gt;&lt;br&gt;What about Treasure- could it be a hybrid with many other types?  The next set, which some think will be called &lt;i&gt;Prosperity&lt;/i&gt;, is supposedly treasure-themed.  There seems to be a lot of room for Harem-like Treasure Victory cards with varying values of coins and VPs.  Action-Treasure seems like a pretty useless designation, because we already have so many cards that perform an action and add temporary coins to your hand: Militia, Woodcutter, etc...  Minion is even a pretty good example of what an Action - Attack - Treasure might look like if there were such a thing- not only does it give +1 action to keep your action phase going as a Treasure would, but it also makes you decide between taking the coin bonus for your buy phase, or using it now as an Attack.  Duration - Treasure: See Merchant Ship.  As a 5 coster, even without +1 action when first played, I think they might have considered Duration/Treasures, and then abandoned the idea for the sake of simplicity and balance.  &lt;br&gt;&lt;br&gt;Treasure - Reaction is a pretty neat idea though I think, and could be pretty easily implemented.&lt;br&gt;&lt;br&gt;I think I've hit my speculation quota for the day.
</description>
<link>http://www.boardgamegeek.com/thread/460620</link>
<guid>http://www.boardgamegeek.com/thread/460620</guid>
<pubDate>Fri, 06 Nov 2009 16:05:20 +0000</pubDate>
<dc:creator>Jexik</dc:creator>
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		<item>
		<title>Reply: Dominion:: Reviews:: Re: Dominiom: don’t buy this game if…</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Alaren&#039;&gt;Alaren&lt;/a&gt;&lt;/p&gt;
	Thanks for the useful review.&lt;br&gt;&lt;br&gt;From my perspective, I read BGG reviews when I am considering a game I've never played and none of my friends own.  My wife and I tend to be the ones who introduce new games to our groups.  Normally, the BGG &quot;score&quot; of a game alone is a pretty good indicator of how much I'd like a game, my tastes are pretty typical of this site.&lt;br&gt;&lt;br&gt;But sometimes, not so much.  For example, I had a chance to actually play Power Grid before buying it, and I hated it.  I had a chance to play it with another group later and it was better, but not great.  After some reflection, I realized that my experience had been tainted by an experienced player who took LOOOONG turns min/maxing his game.&lt;br&gt;&lt;br&gt;It was a good strategy--he always won--but it made the game not very fun for other players.&lt;br&gt;&lt;br&gt;The popularity of Dominion means I'm going to have to try it eventually, but reviews like this help me decide whether or not to buy it blind.  Puerto Rico I bought blind, and have never regretted.  Agricola, too.  Both based on BGG scores and reviews (positive AND negative).  But I like to see both sides of the story.&lt;br&gt;&lt;br&gt;So, without taking Rick on point-by-point, I respectfully disagree.  Thanks for the review!
</description>
<link>http://www.boardgamegeek.com/article/4172339#4172339</link>
<guid>http://www.boardgamegeek.com/article/4172339#4172339</guid>
<pubDate>Fri, 06 Nov 2009 15:42:03 +0000</pubDate>
<dc:creator>Alaren</dc:creator>
	</item>
		<item>
		<title>Reply: Dominion:: Reviews:: Re: Dominiom: don’t buy this game if…</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/irondeav&#039;&gt;irondeav&lt;/a&gt;&lt;/p&gt;
	Thank you again, everyone, for your kind words written in the defence of my review. I do appreciate your effort. Your opinions are valuable to me.&lt;br&gt;&lt;br&gt;Rick, your opinion is valuable as well, but giving it seven or eight times does not make it seven or eight times more valid. Forgive me if I seem rude but, really, are you checking this thread daily just to bash every inferior being that dares to challenge your standpoint? I think everyone has had a chance to understand your dissatisfaction with my text many a time (I even think my neighbour knows your opinion, the number of your posts screams bloody murder at night), so don’t you think it’s time to stop about now?&lt;br&gt;&lt;br&gt;I am sorry. From now on: irony/off.&lt;br&gt;&lt;br&gt;Do not get me wrong, I do respect you and your views, but I do not think that either repeating them or waving around some credentials (which, concerning board game reviews, are not based on anything but your own word right here) to back them up give you the right to have “the last word”. I am not going to repeat all arguments given by other posters, I will just remind you that everyone has the right to assess my review the way he or she wants, with the help of other posters here. So, as I said, I appreciate your views and the help, at the same time being not quite sure if having a little, personal crusade (too big a word, I know, but I wanted to avoid words like “bickering” or “petty”) helps anyone. If anything, it only verges on starting a small flame war, which – as all flame wars – will be completely useless to anyone reading my review.&lt;br&gt;&lt;br&gt;Finally, let me point out something else. If you believe my type of review to be broken, why don’t you post under the other two (Space Hulk 3ed and Descent)? If you really believe that a “Don’t buy this game if…” review is essentially unethical (which I believe to be your underlying point) why don’t you also warn other potential readers? Is it because you believe it to be more or less morally wrong only concerning a game you personally like? Or maybe you believe the other two games are worthless, so I am allowed to “bash them with my fists” without you stepping in to defend them?&lt;br&gt;&lt;br&gt;I know I actually asked you to write more but I would still implore you to just answer my points (or ignore them, if that is your wish) and stop combating everyone else here, merely because you believe yourself to be the final judge on the ethics of board game reviewing.&lt;br&gt;&lt;br&gt;Again, I would like to thank everyone who spoke in defence of my review, but I think you can rest your arms now. Do not make Rick’s mistake of underestimating the other Geeks’ ability to assess it on their own.&lt;br&gt;&lt;br&gt;And to really wrap this up, I want to address something Jeff pointed out (my special thanks to you, Mate). Indeed, I caved in and put a disclaimer before my Descent review. Now I know, I was wrong to have done that. When I wrote my first “Don’t buy this game if…” (Space Hulk) I thought that everyone was intelligent enough to understand my true feelings about the game. Rick managed to convince me that without it, most people would be unable to identify my true point. Thus, I would like to genuinely and sincerely apologize to everyone and anyone who felt his or her intelligence was offended by my baseless assumption. I will leave the disclaimer in the Descent review as a reminder but will also refrain from placing it in any further texts of mine.&lt;br&gt;&lt;br&gt;Thank you all.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4172165#4172165</link>
<guid>http://www.boardgamegeek.com/article/4172165#4172165</guid>
<pubDate>Fri, 06 Nov 2009 15:09:31 +0000</pubDate>
<dc:creator>irondeav</dc:creator>
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		<item>
		<title>New Image for Dominion</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jacun&#039;&gt;jacun&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/599841"><img border=0  src="http://images.boardgamegeek.com/images/pic599841_t.jpg"></a>]]>
	&lt;div&gt;German Zombinion Basic cards v2.0&lt;/div&gt;
</description>
<link>http://www.boardgamegeek.com/image/599841</link>
<guid>http://www.boardgamegeek.com/image/599841</guid>
<pubDate>Fri, 06 Nov 2009 12:31:35 +0000</pubDate>
<dc:creator>jacun</dc:creator>
	</item>
		<item>
		<title>New Image for Dominion</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jacun&#039;&gt;jacun&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/599840"><img border=0  src="http://images.boardgamegeek.com/images/pic599840_t.jpg"></a>]]>
	&lt;div&gt;German Zombinion Basic cards v2.0&lt;/div&gt;
</description>
<link>http://www.boardgamegeek.com/image/599840</link>
<guid>http://www.boardgamegeek.com/image/599840</guid>
<pubDate>Fri, 06 Nov 2009 12:31:28 +0000</pubDate>
<dc:creator>jacun</dc:creator>
	</item>
		<item>
		<title>New Image for Dominion</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jacun&#039;&gt;jacun&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/599839"><img border=0  src="http://images.boardgamegeek.com/images/pic599839_t.jpg"></a>]]>
	&lt;div&gt;German Zombinion Basic cards v2.0&lt;/div&gt;
</description>
<link>http://www.boardgamegeek.com/image/599839</link>
<guid>http://www.boardgamegeek.com/image/599839</guid>
<pubDate>Fri, 06 Nov 2009 12:29:10 +0000</pubDate>
<dc:creator>jacun</dc:creator>
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		<item>
		<title>Reply: Dominion:: Variants:: Re: Card idea: Charity House</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;allstar64 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Charity House&lt;br&gt;Cost: 4&lt;br&gt;Regardless of the cards in your hand and the other action cards played on this turn your total coins = 6 for buying this turn.&lt;br&gt;Would be fairly useful early game with decreasing usefulness late game.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;A bigger problem with the card is that it's too easy to go Gold and once you get a few Golds, getting more Gold is easy enough so you can disregard a dead Charity House in your hand. With enough luck, you don't even have to bother with any actions and straight Provinces: boring. This is where I might consider the card busted. My favorite solution to such a problem, although rather coarse, is to move a Copper from the supply onto the Gold pile everytime you use the card.&lt;br&gt;&lt;br&gt;The double gaining business sounds messy. If messy is what you want, fine, but I'd pass on it.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;tedv wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This sounds disgustingly broken. This lets you buy Duchies even if the other 4 cards in your hand are victory cards. With this card I presume you could very quickly deplete the Duchy and Estate stacks before people can even make a dent on Provinces. Once two stacks are empty, it's not that hard to end the game.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;theatog came up with a card similar to this one a while back named Keep. It's similar enough to Charity House that I can say a few things about its implications.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://img253.imageshack.us/img253/585/keepdominiongood.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;Keep allows exactly the scenario you outline. But I can tell you it doesn't come up very often because if you have a handful or near handful of green, you're not likely to have a lucky Keep come up at the same time. And certainly not enough to deplete the Duchy and Estate piles in an appreciable fashion. This is true in general for impact blunting of say Witches, Gardens, etc. OTOH if you use the 6 coin to buy an Adventurer in such a scenario and manage to play him in time, then things will change. But I won't hold my breath waiting on such an outcome.&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4171236#4171236</link>
<guid>http://www.boardgamegeek.com/article/4171236#4171236</guid>
<pubDate>Fri, 06 Nov 2009 09:56:46 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card idea: Charity House</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/allstar64&#039;&gt;allstar64&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Buggy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So duration cards played last turn would still add to the 6?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Good point. They weren't supposed to but as currently it is worded it would. I guess I should say &quot;action cards and lasting effects&quot;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;GregF wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;This wording is just about broken when Throne Roomed.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yes, Part of the Complicated wording was to make sure a players couldn't get additional benefits from more than one being played (or throne roomed). Otherwise I thought it would be underpriced at 4 compared to feast which people love throne rooming. &lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;tedv wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This sounds disgustingly broken.  This lets you buy Duchies even if the other 4 cards in your hand are victory cards.  With this card I presume you could very quickly deplete the Duchy and Estate stacks before people can even make a dent on Provinces.  Once two stacks are empty, it's not that hard to end the game.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;While I understand what you're saying I think calling the card &quot;disgustingly broken&quot; is far overestimating its ability, at this point I could only go as far to say it might be &quot;slighty broken&quot;. It doesn't give you the ability to to gain more than one card at a time nor does it combo well with anything which were key points in how I thought of the card. &lt;br&gt;&lt;br&gt;You say that &quot;With this card I presume you could very quickly deplete the Duchy and Estate stacks before people can even make a dent on Provinces. &quot;. This statement seems to assume that the other people aren't using this card for its intended purpose mainly getting 5 and 6 cost cards faster early on. I believe that the increase in speed in which people will be gaining these high cards will speed up the province game making a deck full of small victory cards still a viable route but not game determining by far. &lt;br&gt;&lt;br&gt;This card is definitly a game accelerant but doesn't lay out 1 clear strategy like other accelerants do which is why I like it.
</description>
<link>http://www.boardgamegeek.com/article/4171112#4171112</link>
<guid>http://www.boardgamegeek.com/article/4171112#4171112</guid>
<pubDate>Fri, 06 Nov 2009 08:48:11 +0000</pubDate>
<dc:creator>allstar64</dc:creator>
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		<title>New Image for Dominion</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/toulouse&#039;&gt;toulouse&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/599751"><img border=0  src="http://images.boardgamegeek.com/images/pic599751_t.jpg"></a>]]>
	&lt;div&gt;Closed storage boxes for Dominion - including Int and Seaside. Purchased at Lowes&lt;/div&gt;
</description>
<link>http://www.boardgamegeek.com/image/599751</link>
<guid>http://www.boardgamegeek.com/image/599751</guid>
<pubDate>Fri, 06 Nov 2009 06:51:56 +0000</pubDate>
<dc:creator>toulouse</dc:creator>
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		<title>New Image for Dominion</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/toulouse&#039;&gt;toulouse&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/599748"><img border=0  src="http://images.boardgamegeek.com/images/pic599748_t.jpg"></a>]]>
	&lt;div&gt;The tabbed dividers used for plastic drawer storage solution.&lt;/div&gt;
</description>
<link>http://www.boardgamegeek.com/image/599748</link>
<guid>http://www.boardgamegeek.com/image/599748</guid>
<pubDate>Fri, 06 Nov 2009 06:51:48 +0000</pubDate>
<dc:creator>toulouse</dc:creator>
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		<title>New Image for Dominion</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/toulouse&#039;&gt;toulouse&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/599750"><img border=0  src="http://images.boardgamegeek.com/images/pic599750_t.jpg"></a>]]>
	&lt;div&gt;Both drawers open. Space available for Seaside components in the top drawer.&lt;/div&gt;
</description>
<link>http://www.boardgamegeek.com/image/599750</link>
<guid>http://www.boardgamegeek.com/image/599750</guid>
<pubDate>Fri, 06 Nov 2009 06:37:19 +0000</pubDate>
<dc:creator>toulouse</dc:creator>
	</item>
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		<title>New Image for Dominion</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/toulouse&#039;&gt;toulouse&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/599749"><img border=0  src="http://images.boardgamegeek.com/images/pic599749_t.jpg"></a>]]>
	&lt;div&gt;One drawer contains all three sets, with space for extras. Tabbed dividers custom made (will be posted on BGG shortly).&lt;/div&gt;
</description>
<link>http://www.boardgamegeek.com/image/599749</link>
<guid>http://www.boardgamegeek.com/image/599749</guid>
<pubDate>Fri, 06 Nov 2009 06:07:07 +0000</pubDate>
<dc:creator>toulouse</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card idea: Charity House</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/banyan&#039;&gt;banyan&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;GregF wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;banyan wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#6F0C0C&gt;&lt;b&gt;allstar64 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Well since everyone else is making one I might as well add one myself. Here's one I thought could be interesting.&lt;br&gt;&lt;br&gt;Charity House&lt;br&gt;Cost: 4&lt;br&gt;Regardless of the cards in your hand and the other action cards played on this turn your total coins = 6 for buying this turn.&lt;br&gt;&lt;br&gt;Would be fairly useful early game with decreasing usefulness late game.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&quot;Gain up to two cards costing no more than (6 coins) total.  Skip your Buy phase.&quot;&lt;br&gt;&lt;br&gt;That wording is much simpler and less likely to run into paradoxes with other cards, but it is slightly more constrained.  For example in a Gardens deck with a bunch of buys you would not be able to take advantage of those buys.  I still think it would preserve the intent of the card without needing a bunch of extra explanatory text.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;This wording is just about broken when Throne Roomed.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Good call.
</description>
<link>http://www.boardgamegeek.com/article/4170502#4170502</link>
<guid>http://www.boardgamegeek.com/article/4170502#4170502</guid>
<pubDate>Fri, 06 Nov 2009 03:51:26 +0000</pubDate>
<dc:creator>banyan</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card idea: Charity House</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GregF&#039;&gt;GregF&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;banyan wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;allstar64 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Well since everyone else is making one I might as well add one myself. Here's one I thought could be interesting.&lt;br&gt;&lt;br&gt;Charity House&lt;br&gt;Cost: 4&lt;br&gt;Regardless of the cards in your hand and the other action cards played on this turn your total coins = 6 for buying this turn.&lt;br&gt;&lt;br&gt;Would be fairly useful early game with decreasing usefulness late game.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&quot;Gain up to two cards costing no more than (6 coins) total.  Skip your Buy phase.&quot;&lt;br&gt;&lt;br&gt;That wording is much simpler and less likely to run into paradoxes with other cards, but it is slightly more constrained.  For example in a Gardens deck with a bunch of buys you would not be able to take advantage of those buys.  I still think it would preserve the intent of the card without needing a bunch of extra explanatory text.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;This wording is just about broken when Throne Roomed.
</description>
<link>http://www.boardgamegeek.com/article/4170150#4170150</link>
<guid>http://www.boardgamegeek.com/article/4170150#4170150</guid>
<pubDate>Fri, 06 Nov 2009 01:45:37 +0000</pubDate>
<dc:creator>GregF</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Best card ideas evar</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DeltaAlphaBravo&#039;&gt;DeltaAlphaBravo&lt;/a&gt;&lt;/p&gt;
	&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;&lt;br&gt;What? Don't you like calculating the square root for a negative? Or perhaps I should have reversed it. (This was a straight rip-off of the joke in the [thing=41065][/thing] rules.)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Just like square root of a positive number * i. Easy peazy.. &lt;br&gt;&lt;br&gt;I think what you were going for was something more like dividing by 0 or something from non-euclidian geometry..&lt;br&gt;&lt;br&gt;Yep. I'm that guy. :whistle:
</description>
<link>http://www.boardgamegeek.com/article/4169975#4169975</link>
<guid>http://www.boardgamegeek.com/article/4169975#4169975</guid>
<pubDate>Fri, 06 Nov 2009 00:58:41 +0000</pubDate>
<dc:creator>DeltaAlphaBravo</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Best card ideas evar</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jlerpy&#039;&gt;Jlerpy&lt;/a&gt;&lt;/p&gt;
	I actually quite like the idea behind Slow-Poke Chasing Madman, but it should definitely be a Duration Attack.&lt;br&gt;And have a less awful name. :P
</description>
<link>http://www.boardgamegeek.com/article/4169938#4169938</link>
<guid>http://www.boardgamegeek.com/article/4169938#4169938</guid>
<pubDate>Fri, 06 Nov 2009 00:45:43 +0000</pubDate>
<dc:creator>Jlerpy</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Made Card - Gravedigger</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jlerpy&#039;&gt;Jlerpy&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;tedv wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This is not a good design mechanic.  You are trying to make players do what they don't want to do-- lose points and fatten their deck with bad cards.  Even if you appropriately costed this card, people won't enjoy playing with it.  Remember, drawing 4 cards isn't very sexy when many of those cards are curses.  This card literally makes itself worse each time you play it.&lt;br&gt;&lt;br&gt;Rather than making you gain a curse, this card should just be of type Action - Curse.  Make it +3 Cards, +1 Action for either 5 or 6, and then make it worth -1 point.  Now you've created a card that's clearly powerful and for which you can use multiple copies, but each copy costs you more points than before.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I really like the idea of making it a Curse/Action card. Not sure about the costing though.
</description>
<link>http://www.boardgamegeek.com/article/4169829#4169829</link>
<guid>http://www.boardgamegeek.com/article/4169829#4169829</guid>
<pubDate>Fri, 06 Nov 2009 00:11:01 +0000</pubDate>
<dc:creator>Jlerpy</dc:creator>
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		<item>
		<title>Reply: Dominion:: Variants:: Re: Fan Card - Apport</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/banyan&#039;&gt;banyan&lt;/a&gt;&lt;/p&gt;
	Very straight forward card.  Seems balanced.  In fact, I wouldn't be surprised if Donald X. happens to have already come up with the exact same card and we come across it in a later expansion.
</description>
<link>http://www.boardgamegeek.com/article/4169684#4169684</link>
<guid>http://www.boardgamegeek.com/article/4169684#4169684</guid>
<pubDate>Thu, 05 Nov 2009 23:30:53 +0000</pubDate>
<dc:creator>banyan</dc:creator>
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		<item>
		<title>Reply: Dominion:: Variants:: Re: Card idea: Charity House</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/banyan&#039;&gt;banyan&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;allstar64 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Well since everyone else is making one I might as well add one myself. Here's one I thought could be interesting.&lt;br&gt;&lt;br&gt;Charity House&lt;br&gt;Cost: 4&lt;br&gt;Regardless of the cards in your hand and the other action cards played on this turn your total coins = 6 for buying this turn.&lt;br&gt;&lt;br&gt;Would be fairly useful early game with decreasing usefulness late game.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&quot;Gain up to two cards costing no more than (6 coins) total.  Skip your Buy phase.&quot;&lt;br&gt;&lt;br&gt;That wording is much simpler and less likely to run into paradoxes with other cards, but it is slightly more constrained.  For example in a Gardens deck with a bunch of buys you would not be able to take advantage of those buys.  I still think it would preserve the intent of the card without needing a bunch of extra explanatory text.
</description>
<link>http://www.boardgamegeek.com/article/4169652#4169652</link>
<guid>http://www.boardgamegeek.com/article/4169652#4169652</guid>
<pubDate>Thu, 05 Nov 2009 23:25:02 +0000</pubDate>
<dc:creator>banyan</dc:creator>
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		<title>Thread: Dominion:: Variants:: Fan Card - Apport</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Buggy&#039;&gt;Buggy&lt;/a&gt;&lt;/p&gt;
	I suppose I should have called this &quot;Silver Collector.&quot;  It is the fan expansion's version of Workshop.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/597261"><img src="http://images.boardgamegeek.com/images/pic597261_t.jpg" border=0></a></div>]]>
</description>
<link>http://www.boardgamegeek.com/thread/460404</link>
<guid>http://www.boardgamegeek.com/thread/460404</guid>
<pubDate>Thu, 05 Nov 2009 23:21:55 +0000</pubDate>
<dc:creator>Buggy</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card idea: Charity House</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/tedv&#039;&gt;tedv&lt;/a&gt;&lt;/p&gt;
	This sounds disgustingly broken.  This lets you buy Duchies even if the other 4 cards in your hand are victory cards.  With this card I presume you could very quickly deplete the Duchy and Estate stacks before people can even make a dent on Provinces.  Once two stacks are empty, it's not that hard to end the game.
</description>
<link>http://www.boardgamegeek.com/article/4168970#4168970</link>
<guid>http://www.boardgamegeek.com/article/4168970#4168970</guid>
<pubDate>Thu, 05 Nov 2009 21:40:45 +0000</pubDate>
<dc:creator>tedv</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card idea: Charity House</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Buggy&#039;&gt;Buggy&lt;/a&gt;&lt;/p&gt;
	So duration cards played last turn would still add to the 6?
</description>
<link>http://www.boardgamegeek.com/article/4168891#4168891</link>
<guid>http://www.boardgamegeek.com/article/4168891#4168891</guid>
<pubDate>Thu, 05 Nov 2009 21:30:15 +0000</pubDate>
<dc:creator>Buggy</dc:creator>
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		<title>Thread: Dominion:: Variants:: Card idea: Charity House</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/allstar64&#039;&gt;allstar64&lt;/a&gt;&lt;/p&gt;
	Well since everyone else is making one I might as well add one myself. Here's one I thought could be interesting.&lt;br&gt;&lt;br&gt;Charity House&lt;br&gt;Cost: 4&lt;br&gt;Regardless of the cards in your hand and the other action cards played on this turn your total coins = 6 for buying this turn.&lt;br&gt;&lt;br&gt;Would be fairly useful early game with decreasing usefulness late game.
</description>
<link>http://www.boardgamegeek.com/thread/460339</link>
<guid>http://www.boardgamegeek.com/thread/460339</guid>
<pubDate>Thu, 05 Nov 2009 20:57:42 +0000</pubDate>
<dc:creator>allstar64</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Buggy&#039;&gt;Buggy&lt;/a&gt;&lt;/p&gt;
	I have geekmailed Jay, and he requested that when I make the cards available, I do so in a format that allows people to print the cards themselves.  So that is what I shall do.
</description>
<link>http://www.boardgamegeek.com/article/4168225#4168225</link>
<guid>http://www.boardgamegeek.com/article/4168225#4168225</guid>
<pubDate>Thu, 05 Nov 2009 19:47:01 +0000</pubDate>
<dc:creator>Buggy</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Ghost Town</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/baba44713&#039;&gt;baba44713&lt;/a&gt;&lt;/p&gt;
	I didn't say rewarding long combos is a good idea, I was just stating that as an example of a card which would make more sense then a card which rewards unspent Actions.
</description>
<link>http://www.boardgamegeek.com/article/4168096#4168096</link>
<guid>http://www.boardgamegeek.com/article/4168096#4168096</guid>
<pubDate>Thu, 05 Nov 2009 19:24:38 +0000</pubDate>
<dc:creator>baba44713</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/baba44713&#039;&gt;baba44713&lt;/a&gt;&lt;/p&gt;
	Well I would agree that RGG and H&amp;G shouldn't let &quot;illegal&quot; publications fly. I mean, it's one thing to create a retheme or a set of custom cards for home use, or publish the pictures of the cards here, but quite another if you actually print and sell the professional versions. Because if you allow &lt;i&gt;that&lt;/i&gt;, then where's the limit?&lt;br&gt;&lt;br&gt;However, I think it wouldn't be a bad idea for RGG to accept orders of blank Dominion cards for a reasonable price. That way they get the profit, no copyright issues, and the fans of customizations could simply sleeve the blanks with customs or use thin stickers. A win-win scenario.
</description>
<link>http://www.boardgamegeek.com/article/4168062#4168062</link>
<guid>http://www.boardgamegeek.com/article/4168062#4168062</guid>
<pubDate>Thu, 05 Nov 2009 19:18:35 +0000</pubDate>
<dc:creator>baba44713</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Ghost Town</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/tedv&#039;&gt;tedv&lt;/a&gt;&lt;/p&gt;
	Isn't that what Conspirator does already?  Reward action chains?&lt;br&gt;&lt;br&gt;To be fair though, I think most players would like cards that reward short action chains.
</description>
<link>http://www.boardgamegeek.com/article/4166726#4166726</link>
<guid>http://www.boardgamegeek.com/article/4166726#4166726</guid>
<pubDate>Thu, 05 Nov 2009 15:58:57 +0000</pubDate>
<dc:creator>tedv</dc:creator>
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		<title>Reply: Dominion:: Strategy:: Re: First Game Strategy</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/LexH&#039;&gt;LexH&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Sphere wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;DaviddesJ wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Calculus is also more fun if you figure it out for yourself and don't get enticed by those textbooks and their shortcuts to knowledge.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I imagine it was incredible fun for the two guys who did figure it out for themselves. And I wouldn't be a bit surprised if you're the one guy here who would prefer to play a 'solved' game, David.&lt;br&gt;&lt;br&gt;Dominion is a skosh easier than calculus, and trying out new strategies as you learn how to play it truly is entertaining.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Newton is quoted as saying:&lt;br&gt;&lt;br&gt;&lt;i&gt;If I have seen further it is only by standing on the shoulders of giants.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Like most college students I took calculus. Later I took statistics and measure theory. I had help from professors and other students to get through it. I can go back now and do most of those textbook proofs. Many of them I can do without needing hints. Some proofs I have constructed on my own and then compared with the existing ones.&lt;br&gt;&lt;br&gt;But just because I can do that now doesn't mean that is how I should have started. Dominion has been around long enough for people to learn from others. The best strategies for a game evolve naturally over time as people build in the understanding of the past.&lt;br&gt;&lt;br&gt;- Lex
</description>
<link>http://www.boardgamegeek.com/article/4166720#4166720</link>
<guid>http://www.boardgamegeek.com/article/4166720#4166720</guid>
<pubDate>Thu, 05 Nov 2009 15:57:33 +0000</pubDate>
<dc:creator>LexH</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gschmidl&#039;&gt;gschmidl&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;baba44713 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;gschmidl wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;There was a massive copyright clusterf**k when a German forum tried to do this, ending with the guy being out €500 and having to send the cards to HiG to be destroyed. I would advise against.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Can you link to this? I'd like to check it out. Thanks.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.hans-im-glueck.de/186.0.html&quot; rel=&quot;nofollow&quot;&gt;http://www.hans-im-glueck.de/186.0.html&lt;/A&gt; under &quot;Erklärung zu den Vorfällen im Rahmen der selbst gestalteten Karten&quot; in reply to 	&lt;A target='_blank' href=&quot;http://www.unknowns.de/wbb2/thread.php?postid=25039#post25039&quot; rel=&quot;nofollow&quot;&gt;http://www.unknowns.de/wbb2/thread.php?postid=25039#post2503...&lt;/A&gt;&lt;br&gt;&lt;br&gt;Money quote:&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;&lt;br&gt;Jay Tummelson, der Besitzer von Rio Grande Games hat entschieden, dass er keinen professionellen bzw. semi-professionellen Druck und Vertrieb von unlizensierten Dominion-Spielen  bzw. Spielkarten gestattet.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&quot;Jay Tummelson, owner of RGG, has decided not to permit professional or semi-professional printing and distribution of unlicensed Dominion games or cards.&quot;
</description>
<link>http://www.boardgamegeek.com/article/4166604#4166604</link>
<guid>http://www.boardgamegeek.com/article/4166604#4166604</guid>
<pubDate>Thu, 05 Nov 2009 15:38:05 +0000</pubDate>
<dc:creator>gschmidl</dc:creator>
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		<item>
		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Buggy&#039;&gt;Buggy&lt;/a&gt;&lt;/p&gt;
	I am hoping when I release my fan expansion to release it in a format that would easily allow players to make their own artscow decks. (Although I won't release the card backs.  You're on your own there).&lt;br&gt;&lt;br&gt;I previously tried to release my print and play games using the plaincards.com format, but I've increasingly found plaincards to be unsatisfactory.  They jam my current printer and the ink leaks onto my hands.  
</description>
<link>http://www.boardgamegeek.com/article/4166389#4166389</link>
<guid>http://www.boardgamegeek.com/article/4166389#4166389</guid>
<pubDate>Thu, 05 Nov 2009 14:58:38 +0000</pubDate>
<dc:creator>Buggy</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/monteslu&#039;&gt;monteslu&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Verkisto wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You might be able to print up the necessary money and VP cards to go along with the fan-made cards, just to make them all compatible with the fan-made cards.  That doesn't address the issue of copyright, but given that the principle people involved with the game are here on BGG, you could easily contact the relevant people to see what they thought about it.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Donald already answered this question here:&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/article/3830382#3830382&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/article/3830382#3830382&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;donaldx wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;We have no problem with people making their own cards to play with their friends. Or with them using the real frames for those cards, or with them posting those cards.&lt;br&gt;&lt;br&gt;Maybe there is someone out there who didn't buy the game but proxied up Zombinion or whatever. I don't think that can be affecting sales very much though. It's a lot of work, making those proxies.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I like his attitude.  In fact I wasn't sure about picking up seaside but, I'll be buying all things Dominion for a while now.
</description>
<link>http://www.boardgamegeek.com/article/4166234#4166234</link>
<guid>http://www.boardgamegeek.com/article/4166234#4166234</guid>
<pubDate>Thu, 05 Nov 2009 14:21:06 +0000</pubDate>
<dc:creator>monteslu</dc:creator>
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		<item>
		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Verkisto&#039;&gt;Verkisto&lt;/a&gt;&lt;/p&gt;
	Alternately, an easier way to add the fan-made cards is to sleeve your existing decks, print off the fan cards on regular paper, cut them down to size and then slip them in to some of the other card sleeves.  I've thought about doing this, myself, to test out some of the more interesting ideas.
</description>
<link>http://www.boardgamegeek.com/article/4166161#4166161</link>
<guid>http://www.boardgamegeek.com/article/4166161#4166161</guid>
<pubDate>Thu, 05 Nov 2009 13:58:46 +0000</pubDate>
<dc:creator>Verkisto</dc:creator>
	</item>
		<item>
		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Verkisto&#039;&gt;Verkisto&lt;/a&gt;&lt;/p&gt;
	You might be able to print up the necessary money and VP cards to go along with the fan-made cards, just to make them all compatible with the fan-made cards.  That doesn't address the issue of copyright, but given that the principle people involved with the game are here on BGG, you could easily contact the relevant people to see what they thought about it.
</description>
<link>http://www.boardgamegeek.com/article/4166155#4166155</link>
<guid>http://www.boardgamegeek.com/article/4166155#4166155</guid>
<pubDate>Thu, 05 Nov 2009 13:57:01 +0000</pubDate>
<dc:creator>Verkisto</dc:creator>
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		<item>
		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/baba44713&#039;&gt;baba44713&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gschmidl wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;There was a massive copyright clusterf**k when a German forum tried to do this, ending with the guy being out €500 and having to send the cards to HiG to be destroyed. I would advise against.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Can you link to this? I'd like to check it out. Thanks.
</description>
<link>http://www.boardgamegeek.com/article/4165650#4165650</link>
<guid>http://www.boardgamegeek.com/article/4165650#4165650</guid>
<pubDate>Thu, 05 Nov 2009 10:22:04 +0000</pubDate>
<dc:creator>baba44713</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Ghost Town</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/baba44713&#039;&gt;baba44713&lt;/a&gt;&lt;/p&gt;
	The problem with this kind of cards is that they are very dependent on the other cards in the current Kingdom setup.&lt;br&gt;&lt;br&gt;For instance, for this card to have &lt;i&gt;any&lt;/i&gt; use you have to have at least one other card in the supply which gives +2 Actions or more, and those card's aren't &lt;i&gt;that&lt;/i&gt; plentiful. And even if the current setup has those cards, you are heavily relying on someone using some variant of &quot;Village Idiot&quot; strategy for which almost everyone above the newbie status knows is good only for frustrating other players and wasting everyone's precious time.&lt;br&gt;&lt;br&gt;In other words, it's too situational and one-dimensional. Try to revamp it into something with a more generic usage, for instance reward long combos rather then unspent Actions.&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4165623#4165623</link>
<guid>http://www.boardgamegeek.com/article/4165623#4165623</guid>
<pubDate>Thu, 05 Nov 2009 10:08:04 +0000</pubDate>
<dc:creator>baba44713</dc:creator>
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		<item>
		<title>Reply: Dominion:: Variants:: Re: Best card ideas evar</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Zimeon&#039;&gt;Zimeon&lt;/a&gt;&lt;/p&gt;
	I'm actually amazed that two people have been positive to the Zombie Dig Site… In case anyone wondered (how can anyone?), I whipped these up in 3 minutes, thinking of the silly L-deck for Agricola. It wasn't a serious suggestion, mates.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;masonlouie wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;GAMING HALL&lt;br&gt;I like what you're trying to do here, but it's way too much-- my eyes start to glaze over after I finish the Duchy line. It's better to split this one up into 4-5 cards split between contrasting directions.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;What? Don't you like calculating the square root for a negative? Or perhaps I should have reversed it. (This was a straight rip-off of the joke in the [thing=41065][/thing] rules.)
</description>
<link>http://www.boardgamegeek.com/article/4165488#4165488</link>
<guid>http://www.boardgamegeek.com/article/4165488#4165488</guid>
<pubDate>Thu, 05 Nov 2009 08:52:01 +0000</pubDate>
<dc:creator>Zimeon</dc:creator>
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		<item>
		<title>Thread: Dominion:: Variants:: Playtesting, Round 3</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	Man, it's been a while since I've had time to play, what with the continuing financial meltdown of modern society,  the incidence of Seaside, and a rocking Halloween. The testing list grew pretty big.&lt;br&gt;&lt;br&gt;I played about 30 games with the cards below, Dominion, Intrigue, Seaside, and all the cards from previous playtest descriptions minus a few which no one in my playgroups ever seems to like.&lt;br&gt;&lt;br&gt;&lt;br&gt;skeil's Cards&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/image/543202&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/image/543202&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Builder&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 3&lt;br&gt;+1 buy&lt;br&gt;Trash any number of victory cards.&lt;br&gt;+2 coin for each card trashed.&lt;br&gt;&lt;br&gt;&lt;b&gt;Blacksmith&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 5&lt;br&gt;Draw 3 cards.&lt;br&gt;You may discard a card.&lt;br&gt;If it is an...&lt;br&gt;Action, +1 action&lt;br&gt;Treasure, +2 coin&lt;br&gt;Victory, +1 card&lt;br&gt;&lt;i&gt;Needs to be +2 coin otherwise the option never gets played.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Scholar&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 4&lt;br&gt;Shuffle the trash pile and reveal the top 2 cards. You may gain one of them.&lt;br&gt;If you gain nothing or a card costing under 5, draw a card.&lt;br&gt;Trash a Kingdom card and a Copper from the supply.&lt;br&gt;&lt;br&gt;&lt;b&gt;Snow Wall&lt;/b&gt;&lt;br&gt;Action - Reaction&lt;br&gt;cost 2&lt;br&gt;+2 actions&lt;br&gt;When another player plays an attack card, you may reveal this card and draw 2 cards.&lt;br&gt;You may discard 2 cards to be unaffected by the attack.&lt;br&gt;&lt;br&gt;&lt;br&gt;theatog's Excellent Cards&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/427122&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/427122&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Forest Fire&lt;/b&gt; (was Nomadize)&lt;br&gt;Action - Attack&lt;br&gt;cost 5&lt;br&gt;Each player reveals the top 4 cards from their deck.&lt;br&gt;Return all cards costing 4 or less to the supply.&lt;br&gt;&lt;br&gt;&lt;b&gt;Troublemaker&lt;/b&gt; (was Vandal)&lt;br&gt;Action - Attack&lt;br&gt;cost 4&lt;br&gt;+1 coin&lt;br&gt;Trash 2 different action cards from the supply. &lt;br&gt;Each other player reveals their hand and discards all cards with the same name as the trashed cards.&lt;br&gt;&lt;br&gt;&lt;b&gt;Ascetic&lt;/b&gt; (Vandal's buddy)&lt;br&gt;Action - Attack&lt;br&gt;cost 4&lt;br&gt;+1 action&lt;br&gt;Trash 5 of one kind of treasure from the supply. &lt;br&gt;Each other player reveals their hand and discards cards with the same name.&lt;br&gt;&lt;br&gt;&lt;b&gt;Silver Lining&lt;/b&gt; (was: Land Tax)&lt;br&gt;Action&lt;br&gt;cost 5&lt;br&gt;All victory cards also count as Silver cards this turn.&lt;br&gt;Costs remain the same.&lt;br&gt;&lt;i&gt;keeps the original cost otherwise it's too easy to loot the Province pile.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Engineer&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 6&lt;br&gt;The cost of cards from one supply pile of your choice is set to the remaining number of cards in that pile this turn.&lt;br&gt;&lt;br&gt;&lt;br&gt;wodan's Cards&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/435215&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/435215&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Rebels&lt;/b&gt; (was Insurrectionist)&lt;br&gt;Action - Attack&lt;br&gt;cost 3&lt;br&gt;+2 coin&lt;br&gt;Each other player discards a card that costs 5 or more, then draws a card.&lt;br&gt;&lt;br&gt;&lt;b&gt;Geographer&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 4&lt;br&gt;Trash up to 2 victory cards.&lt;br&gt;Gain a victory card that costs up to X where X is the sum of the costs of the trashed cards + 2.&lt;br&gt;&lt;br&gt;&lt;b&gt;Fortress&lt;/b&gt;&lt;br&gt;Victory&lt;br&gt;cost 6 &lt;br&gt;1 VP for each attack or reaction card.&lt;br&gt;&lt;br&gt;&lt;b&gt;Moonstone&lt;/b&gt; (was Gemstone)&lt;br&gt;Treasure&lt;br&gt;cost 4&lt;br&gt;If you have in hand:&lt;br&gt;3 or fewer cards, +3 coin&lt;br&gt;4 or 5 cards, +2 coin&lt;br&gt;Otherwise +1 coin&lt;br&gt;&lt;br&gt;&lt;b&gt;High Road&lt;/b&gt; (merged from Crossroads and Aristocrat)&lt;br&gt;Action&lt;br&gt;cost 4&lt;br&gt;Choice one group:&lt;br&gt;+2 cards&lt;br&gt;+2 coins&lt;br&gt;or &lt;br&gt;+2 actions&lt;br&gt;+2 buys&lt;br&gt;&lt;br&gt;&lt;b&gt;Mulligan&lt;/b&gt; (inspired by wodan's thread)&lt;br&gt;Action&lt;br&gt;cost 3&lt;br&gt;Gain a Copper until you have 5 cards in hand.&lt;br&gt;Discard your hand.&lt;br&gt;Draw 5 cards.&lt;br&gt;&lt;br&gt;&lt;b&gt;Annex&lt;/b&gt; (my version)&lt;br&gt;Action - Attack&lt;br&gt;cost 4&lt;br&gt;Discard a card.&lt;br&gt;Each player reveals their hand and passes the highest and lowest cost cards in their hand to the player on their left.&lt;br&gt;Draw a card.&lt;br&gt;&lt;br&gt;&lt;br&gt;hawkeyeop's Cards&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/441216&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/441216&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Recycle&lt;/b&gt;&lt;br&gt;Action - Attack&lt;br&gt;cost 3&lt;br&gt;Choose one:&lt;br&gt;Trash 2 cards and draw 2 cards;&lt;br&gt;Gain a card from the trash;&lt;br&gt;Each other player gains a card of the same name from the trash.&lt;br&gt;&lt;br&gt;&lt;b&gt;Tournament&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 3&lt;br&gt;+2 cards&lt;br&gt;Each player takes a card from their hand and places it face down. &lt;br&gt;Any placed card which has a cost equal to the lowest amongst these cards is trashed. &lt;br&gt;All other cards are returned to their owner's hand.&lt;br&gt;&lt;br&gt;&lt;b&gt;Treasure Room&lt;/b&gt;&lt;br&gt;Treasure&lt;br&gt;cost 4&lt;br&gt;Play a treasure card except Treasure Room in your hand again.&lt;br&gt;&lt;br&gt;&lt;b&gt;Change of Plans&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 4&lt;br&gt;+1 Card&lt;br&gt;+1 Action&lt;br&gt;Trash a card from your hand.&lt;br&gt;Gain a Kingdom card of the same cost and put it in your hand.&lt;br&gt;&lt;br&gt;&lt;b&gt;Mid Renaissance&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 5&lt;br&gt;+1 action&lt;br&gt;Reveal your hand &amp; draw 5 cards. &lt;br&gt;Discard each card drawn with the same name as a card in your hand.&lt;br&gt;&lt;br&gt;&lt;br&gt;gf1024's Card&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/456065&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/456065&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Silver Shield&lt;/b&gt;&lt;br&gt;Action - Reaction&lt;br&gt;cost 2&lt;br&gt;+1 card&lt;br&gt;+1 action&lt;br&gt;---------&lt;br&gt;Whenever another player plays an attack card, you may reveal this card and gain a Silver. &lt;br&gt;You may put it in your hand, on top or bottom of your deck or in the discard pile.&lt;br&gt;&lt;br&gt;&lt;br&gt;My Cards &amp; Older Cards&lt;br&gt;&lt;a href=&quot;http://www.boardgamegeek.com/thread/442306&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;10 Levy Cards&lt;/a&gt;&lt;br&gt;&lt;a href=&quot;http://www.boardgamegeek.com/thread/439209&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;10 Fuse Cards&lt;/a&gt;&lt;br&gt;&lt;a href=&quot;http://www.boardgamegeek.com/thread/434966&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Playtesting, Round 2&lt;/a&gt; with links to older, more tested cards.&lt;br&gt;&lt;br&gt;On top of the existing cards from these recent sets, I've cooked up some more basic cards to keep the whole set running smoothly. And rather than make a post for solely for them and have theatog complain about them being boring, I'll hide them here and save new threads for cool new ideas&lt;br&gt;&lt;br&gt;&lt;b&gt;Guild Town&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 4&lt;br&gt;+2 cards&lt;br&gt;+2 actions&lt;br&gt;Discard 2 cards&lt;br&gt;&lt;br&gt;&lt;b&gt;Plutonium&lt;/b&gt;&lt;br&gt;Treasure - Curse&lt;br&gt;cost 0&lt;br&gt;+3 coin&lt;br&gt;-4VP&lt;br&gt;&lt;br&gt;&lt;b&gt;Monastery&lt;/b&gt;&lt;br&gt;Victory&lt;br&gt;cost 6&lt;br&gt;1VP for each extra duplicate card.&lt;br&gt;-1VP for each treasure.&lt;br&gt;&lt;br&gt;&lt;b&gt;Advisor&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 3&lt;br&gt;Reveal cards from your deck until you reveal 2 actions.&lt;br&gt;Play them in any order.&lt;br&gt;Discard the other revealed cards.&lt;br&gt;&lt;br&gt;&lt;b&gt;Landscape Painting&lt;/b&gt; (was Land Atog)&lt;br&gt;Victory - Curse&lt;br&gt;cost 6&lt;br&gt;1VP for each Province, Duchy, Estate triplet group in your deck.&lt;br&gt;-2VP for each ungrouped Province, Duchy, or Estate in your deck.&lt;br&gt;&lt;i&gt;&quot;Satire card&quot; for theatog that contained enough fun to warrant playing.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Counterfeiter&lt;/b&gt; (was Shiny Atog)&lt;br&gt;Action&lt;br&gt;cost 3&lt;br&gt;For each treasure in your hand, gain its treasure value and place it on top of your deck.&lt;br&gt;Gain a Curse.&lt;br&gt;&lt;i&gt;&quot;Satire card&quot; for theatog that contained enough fun to warrant playing.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Prophet&lt;/b&gt; (was Deck Atog)&lt;br&gt;Action&lt;br&gt;cost 5&lt;br&gt;Discard the top 2 cards of your deck. &lt;br&gt;For each card, if it's a...&lt;br&gt;Action card, +1 action.&lt;br&gt;Treasure card, +1 coin.&lt;br&gt;Victory card, +1 card.&lt;br&gt;Curse card, +1 card &amp; +1 coin &amp; +1 action.&lt;br&gt;&lt;i&gt;&quot;Satire card&quot; for theatog that contained enough fun to warrant playing.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Bard&lt;/b&gt;&lt;br&gt;Action&lt;br&gt;cost 4&lt;br&gt;Trash all victory cards in your hand. &lt;br&gt;For each card, gain an action from the supply.&lt;br&gt;&lt;br&gt;&lt;b&gt;Priest&lt;/b&gt;&lt;br&gt;Action - Attack&lt;br&gt;cost 4&lt;br&gt;Each player with 4 or more cards in hand discards 2 treasure cards.&lt;br&gt;Draw a card.&lt;br&gt;&lt;br&gt;&lt;br&gt;Design Notes&lt;br&gt;&lt;br&gt;High Road is a great utility card. I think if it were in the first set, it'd be a 5 cost, but with subsequent sets (and all the other cards I play with), it's gotta be a 4 cost.&lt;br&gt;&lt;br&gt;Changed Doomsday&lt;br&gt;Trash all Doomsday cards in hand and this one. If there are 4 or more Doomsday cards in the trash pile while this &lt;br&gt;card is played, the game ends.&lt;br&gt;Gain a Doomsday.&lt;br&gt;&lt;br&gt;Coveted Lawn v2&lt;br&gt;Each player reveals cards from the top of his deck until revealing one costing 4 or more. &lt;br&gt;Pass that card to the player on their left and discard it.&lt;br&gt;&lt;br&gt;Went with the card drawing, &lt;a href=&quot;http://www.boardgamegeek.com/article/3944842#3944842&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;stronger version&lt;/a&gt; of the Master of Arms.&lt;br&gt;&lt;br&gt;Warshadow is an example of a very good card if your deck is geared for it, but a devastating card if your deck is not prepared for it. So it can be used in two different, but seperate purposes.&lt;br&gt;&lt;br&gt;There needs to be more ways around the opening 10 card deck. I realize there are quite a few tactics to clear these cards out of the way, but I'd like to see more coopting strategies like Coppersmith, but don't suck as bad.&lt;br&gt;&lt;br&gt;Curse type cards generally go unloved. They fill a mental space a lower than one-shots.&lt;br&gt;&lt;br&gt;Quite a few of my funkier cards like Advisor &amp; Imposer get really weird with durations. This tells me either durations are going to stay bland and predictable or the game is going to go really bizarro after some point.&lt;br&gt;&lt;br&gt;Silver Lining. I originally tried this with the VP cards also assuming Silver's cost. Bad idea. Picking up Provinces for 3 coin just wrecks things. OTOH the idea of this card is excellent. It makes so many marginal cards more interesting like Mine. I'm tempted to add a +action to it, but I need to play it some more.&lt;br&gt;&lt;br&gt;Treasure Room. I first suggested to copy a treasure, but thought about it more and decided to avoid all the Throne Room madness and just replay one treasure.&lt;br&gt;&lt;br&gt;I'm not sure if some of the reactions in my Levy Cards set are actually reactions given some of the funky effects of some of the Seaside cards like Embargo &amp; Treasury.&lt;br&gt;&lt;br&gt;I think I need to dream up some clever treasure. In comparison to the actions, the treasure cards in the set are pretty dull. Treasure Room could be so much more with better underpinnings. The trick is to be clever without deranging the cost-timing structure.&lt;br&gt;&lt;br&gt;&lt;br&gt;Play Notes&lt;br&gt;&lt;br&gt;Witches and Forest Fires do a strange dance. One dumps out senseless hurting, the other purges it.&lt;br&gt;&lt;br&gt;Snow Walls stack. Get em' while they're hot! Although for some attacks, the Snow Wall is a target rather than a shield. Snow Wall feels like a reaction that isn't, meh.&lt;br&gt;&lt;br&gt;Rebels can actually be a very helpful card to its targets.&lt;br&gt;&lt;br&gt;Fortress. I really really like how this card plays. With its support, I can slug it out and still win. Even with Seaside, you can't win by just slugging.&lt;br&gt;&lt;br&gt;Geographer. Unfortunately, even though I enhanced it, Geographer still is pretty unloved. He gets played occasionally as a Estate cleaner, but not so much for scaling the heights of victory.&lt;br&gt;&lt;br&gt;A well guessed Troublemaker is devasting. 2 of them... It's a pretty strategic card even if it doesn't hit.&lt;br&gt;&lt;br&gt;There's good poetry of a Snow Wall protecting small cards from the Forest Fire.&lt;br&gt;&lt;br&gt;Land Walker. It looked like such a good idea but plays so poorly. Either it's very limited most of the time or way too overpowered on rare ocassion. Definitely up for a redesign.&lt;br&gt;&lt;br&gt;Engineer. This card is a very fast way of looting the Provinces pile halfway through midgame. Considering renaming it to Central Banker. Or simply dump it like how govts always do thoughout history.&lt;br&gt;&lt;br&gt;Scholar and Recycle. These are the 2 best trash digger cards I've seen so far, and they barely cut it. The trash pile for 99.9% of fun games holds trash. The remaining games have some good stuff, but the game is so lousy that the goods doesn't make up for the grief.&lt;br&gt;&lt;br&gt;Trivium is the action equivalent of Mr. Hyde. And it takes quite a bit of umphf to warrant a curse purchase.&lt;br&gt;&lt;br&gt;Reprisal can be such a delicious card. Last Province? Revenge!&lt;br&gt;&lt;br&gt;Imposer. A little bit Word of Command, a little bit of Fork... I mean, Throne Room. But always well received for the return to hand business.&lt;br&gt;&lt;br&gt;Miser. Dueling Misers can be miserable. It's probably in need of a redesign.&lt;br&gt;&lt;br&gt;Debtors really clear my deck and my hand. Better keep that Library. 2 Debtors back-to-back just leads to poverty.&lt;br&gt;&lt;br&gt;Warshadow. Warshadow + Mr. Hyde is a heart attack followed starvation followed by another heart attack. I bought a few Mr. Hydes being worried that my opponent would figure out my angle and buy them too. He didn't and soon I was getting 12 coin hands. I managed to buy 5 Warshadows and then my Mr. Hydes turned back into pumpkins. I had no other money-- time to buy Copper! Over the next 15+ turns, I managed to buy one more Warshadow before my opponent got scared and bought the last Province. Final score, 82 to my 114. Yikes!&lt;br&gt;&lt;br&gt;Magician. In spite of wodan's and theatog's protests, a Magician ain't as bad as a Chapel opener nor as fateful as 3 Treasure Maps + X Havens.&lt;br&gt;&lt;br&gt;Tournament is usually used to trash some crappy opener or early game card, but every now and then you get a spectacular Province collision. Victory quake!&lt;br&gt;&lt;br&gt;Tactician! He plays well with a lot of these cards and some old standards I had given up on. I saw some good plays with Coppersmith, Counterfeiter, and Master of Arms.&lt;br&gt;&lt;br&gt;&lt;br&gt;Final Thoughts&lt;br&gt;&lt;br&gt;The older cards (skeil's &amp; wodan's) on the list needed some bonus enhancements to peer with the whole set. The newer cards (gf1024's, theatog's later ones) are much closer to the mark. But they still feel a little weak compared to some of the monsters in Seaside (no Sea Monster???). None of the cards above are as attenuating as a game of unshielded Pirate Ships. None of the games are as predictable as Treasure Maps + draw cards. I'm glad there are more Chapel-class cards in the canon, but they do make for some really unfun games time to time.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/460136</link>
<guid>http://www.boardgamegeek.com/thread/460136</guid>
<pubDate>Thu, 05 Nov 2009 08:51:43 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Ghost Town</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	This looks to be your least self-defeating card so far, but it's still self-defeating. The problem is that ideally you have no unplayed actions in your hand. To use this card to its utmost, you have to have a handful of unused (ie useless) actions. Not especially fun.&lt;br&gt;&lt;br&gt;So the idea is pretty weak, but I think it's salvagable if you think about it as a consolation prize rather than a guns-blaring strategic kind of card. With that in mind, I would write it like so:&lt;br&gt;&lt;br&gt;&lt;b&gt;Ferry Man's Coin&lt;/b&gt;&lt;br&gt;Treasure&lt;br&gt;cost 2&lt;br&gt;+1 coin&lt;br&gt;+1 coin for each unplayed action in hand.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4165456#4165456</link>
<guid>http://www.boardgamegeek.com/article/4165456#4165456</guid>
<pubDate>Thu, 05 Nov 2009 08:38:59 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<item>
		<title>Reply: Dominion:: Variants:: Re: Best card ideas evar</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zimeon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Whaddaya think?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;You have some fun silly ideas and some real ideas. Unfortunately your real ideas are too raw as they are. Furthermore, refining your raw ideas causes them to converge towards existing cards like for Dimensional Ripper.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zimeon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;SLOW-POKE CHASING MADMAN&lt;br&gt;action card&lt;br&gt;Cost: 3&lt;br&gt;+1 action&lt;br&gt;This card stays in play until the start of your next turn, at which point it's discarded. All players who shuffle their decks during their turn while this card is in play gains a Curse.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Harsh. It's an attack that can't be defended against. It doesn't seem very fun.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zimeon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;FAIRY GOLD&lt;br&gt;action card&lt;br&gt;cost: 4&lt;br&gt;+1d4 buying power.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;A little too random for my taste.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zimeon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;DIMENSIONAL RIPPER&lt;br&gt;action card&lt;br&gt;cost: 6&lt;br&gt;Take another turn.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;while True: print &quot;Branko the Frog is right&quot;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zimeon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;BOARDWALK&lt;br&gt;action card&lt;br&gt;cost: 5&lt;br&gt;All players must discard all treasure cards, or reveal a hand with no treasure cards.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;It's like all the one-legged-ass-kicking of Pirate Ship minus the ass-kicking. It'll stunt everyone's development and leave you with nothing to show for it.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zimeon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;DOLLAR AUCTION&lt;br&gt;action card&lt;br&gt;cost: 4&lt;br&gt;When this card is played, all players can make a hidden bid using the treasure cards in their hands. All treasure cards used in this auction are discarded. The winner gets +4 buy power on his next turn.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Initially it's too random, who knows what'll be in everyone's hand for turns 3-6. Then it will be too lopsided, the player who is winning will likely have more treasure available than the others. Do you really want to give the leader a bigger lead?&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zimeon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;UNO MANIAC&lt;br&gt;action card&lt;br&gt;cost: 2&lt;br&gt;The player next in turn gets to punch you. Then reverse the playing order. [Masochists play the Throne Room and then this card.]&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I like the idea of reversing the order, but it's pretty raw and not enough by itself. Will need to think about this. I get the feeling though that it's pretty close to a direct attack like if it happened at the right position during endgame, you could hand the game to your right hand opponent rather than your left hand opponent. Too many of these games and you'll be using broken teeth as counters instead of hefty little Seaside coins.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zimeon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;ZOMBIE DIG SITE&lt;br&gt;action card&lt;br&gt;cost: 3&lt;br&gt;Take the top N cards from the discard pile, where N is the number of players. Deal them out randomly onto the top of each player's draw pile.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;This attack is more fun than your others.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zimeon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;GAMING HALL&lt;br&gt;victory card&lt;br&gt;cost: 10&lt;br&gt;If you have this card in your deck when the game ends, you count the victory points in this manner:&lt;br&gt;* Most Estates: +8 points (+3 if tied).&lt;br&gt;* Most Duchys: +6 points (+4 if tied)&lt;br&gt;* Most Provinces: -3 points (+20 if tied)&lt;br&gt;* Most curses: +10 points&lt;br&gt;* Least curses: -20 points&lt;br&gt;* Most action cards of a specific sort: +3 for each (+5 if tied)&lt;br&gt;* Least action cards of a specific sort: +5 for each (-2 if tied)&lt;br&gt;* Most cards in deck: +20 points&lt;br&gt;* Least cards in deck: +13 points&lt;br&gt;* Most money in the deck: 3x# of players + 3 points (2x# of players +1 if tied)&lt;br&gt;* Least money in the deck: -3xSQRT(total # of money cards - total # of action cards)&lt;br&gt;For every extra Gaming Hall you have in your deck at the end of the game, you may select one player who must also calculate his points this way, except reversing &quot;least/most&quot;, and adding 1 point to each.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I like what you're trying to do here, but it's way too much-- my eyes start to glaze over after I finish the Duchy line. It's better to split this one up into 4-5 cards split between contrasting directions.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zimeon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;TOPSY-TURVY DAY&lt;br&gt;action card&lt;br&gt;Cost: 6&lt;br&gt;This card stays in play until the start of your next turn, at which point it is discarded. While this card is in play, all VP cards count as treasure cards, and all treasure cards count as VP cards. (If someone ends the game while this is in play, it still counts.)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;This sounds like a broader and vaguer version of theatog's &lt;a href=&quot;http://www.boardgamegeek.com/thread/427122&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Land Tax&lt;/a&gt;.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4165450#4165450</link>
<guid>http://www.boardgamegeek.com/article/4165450#4165450</guid>
<pubDate>Thu, 05 Nov 2009 08:34:11 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Best card ideas evar</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Zimeon&#039;&gt;Zimeon&lt;/a&gt;&lt;/p&gt;
	They weren't supposed to be liked… :P
</description>
<link>http://www.boardgamegeek.com/article/4165403#4165403</link>
<guid>http://www.boardgamegeek.com/article/4165403#4165403</guid>
<pubDate>Thu, 05 Nov 2009 08:17:22 +0000</pubDate>
<dc:creator>Zimeon</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Which two of the three?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GabryBe&#039;&gt;GabryBe&lt;/a&gt;&lt;/p&gt;
	The best is all 3 with Envoy and Black market ;)
</description>
<link>http://www.boardgamegeek.com/article/4165395#4165395</link>
<guid>http://www.boardgamegeek.com/article/4165395#4165395</guid>
<pubDate>Thu, 05 Nov 2009 08:13:23 +0000</pubDate>
<dc:creator>GabryBe</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card idea: Cursed Diamond</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Asmor&#039;&gt;Asmor&lt;/a&gt;&lt;/p&gt;
	Hadn't seen that, though I'm not surprised I'm not the first to come up with the idea.&lt;br&gt;&lt;br&gt;It needn't be limited to curses, of course. Could work just as well on action cards
</description>
<link>http://www.boardgamegeek.com/article/4165380#4165380</link>
<guid>http://www.boardgamegeek.com/article/4165380#4165380</guid>
<pubDate>Thu, 05 Nov 2009 08:00:43 +0000</pubDate>
<dc:creator>Asmor</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gschmidl&#039;&gt;gschmidl&lt;/a&gt;&lt;/p&gt;
	There was a massive copyright clusterf**k when a German forum tried to do this, ending with the guy being out €500 and having to send the cards to HiG to be destroyed. I would advise against.
</description>
<link>http://www.boardgamegeek.com/article/4165344#4165344</link>
<guid>http://www.boardgamegeek.com/article/4165344#4165344</guid>
<pubDate>Thu, 05 Nov 2009 07:38:39 +0000</pubDate>
<dc:creator>gschmidl</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Which two of the three?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/byronczimmer&#039;&gt;byronczimmer&lt;/a&gt;&lt;/p&gt;
	Best is all three.&lt;br&gt;&lt;br&gt;If you are that hard up for the $30 to buy the third... should you really be buying the other two?
</description>
<link>http://www.boardgamegeek.com/article/4165268#4165268</link>
<guid>http://www.boardgamegeek.com/article/4165268#4165268</guid>
<pubDate>Thu, 05 Nov 2009 06:55:48 +0000</pubDate>
<dc:creator>byronczimmer</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;crambaza wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Put all the cards in large card sleeves. Would that work?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Dominion cards are particularly small, and (like many other Eurogames) don't work well in 3.5x2.5 sleeves. Unless you have the expensive, black-backed sleeves, they're going to look different, and either way you do it they are going feel and shuffle different...
</description>
<link>http://www.boardgamegeek.com/article/4165255#4165255</link>
<guid>http://www.boardgamegeek.com/article/4165255#4165255</guid>
<pubDate>Thu, 05 Nov 2009 06:49:43 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Ghost Town</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	Cost 4, IMO.&lt;br&gt;&lt;br&gt;It works great as a one-off card in a Vill-Smith or Fest-Smith deck, much like Militia in a Vill-Council deck. However, two of these in a similar deck and you've got some craziness going on. &lt;br&gt;&lt;br&gt;If cost 4 seems too expensive, add +1 Buy to it and I think you have a pretty serviceable card here.
</description>
<link>http://www.boardgamegeek.com/article/4165247#4165247</link>
<guid>http://www.boardgamegeek.com/article/4165247#4165247</guid>
<pubDate>Thu, 05 Nov 2009 06:46:01 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/crambaza&#039;&gt;crambaza&lt;/a&gt;&lt;/p&gt;
	Put all the cards in large card sleeves. Would that work?
</description>
<link>http://www.boardgamegeek.com/article/4165187#4165187</link>
<guid>http://www.boardgamegeek.com/article/4165187#4165187</guid>
<pubDate>Thu, 05 Nov 2009 06:12:22 +0000</pubDate>
<dc:creator>crambaza</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/slaqr&#039;&gt;slaqr&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;cajuninms wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The only problem with this is that the cards would have to be manually trimmed once you receive them.  ArtsCow cards are make to poker standards while Dominion cards are Euro style cards.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yeah didn't think of that (even though I knew they were).  Anyone know a company that prints euro cards?
</description>
<link>http://www.boardgamegeek.com/article/4165160#4165160</link>
<guid>http://www.boardgamegeek.com/article/4165160#4165160</guid>
<pubDate>Thu, 05 Nov 2009 05:59:14 +0000</pubDate>
<dc:creator>slaqr</dc:creator>
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		<item>
		<title>Reply: Dominion:: General:: Re: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cajuninms&#039;&gt;cajuninms&lt;/a&gt;&lt;/p&gt;
	The only problem with this is that the cards would have to be manually trimmed once you receive them.  ArtsCow cards are make to poker standards while Dominion cards are Euro style cards.
</description>
<link>http://www.boardgamegeek.com/article/4165034#4165034</link>
<guid>http://www.boardgamegeek.com/article/4165034#4165034</guid>
<pubDate>Thu, 05 Nov 2009 05:17:58 +0000</pubDate>
<dc:creator>cajuninms</dc:creator>
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		<item>
		<title>Thread: Dominion:: General:: Artscow Deck for Fan Cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/slaqr&#039;&gt;slaqr&lt;/a&gt;&lt;/p&gt;
	I was just wondering if anyone had thought of putting together an Artscow deck of fan made cards for play with Dominion.  From what I have seen there is a wealth of good ideas out there, some with completed card designs, just waiting to be tapped and played!  Most of what I've seen is from the user:&lt;br&gt;&lt;br&gt;[username=buggy]&lt;br&gt;&lt;br&gt;Is there any interest in this idea?  Could we even do it without legal ramifications?  Does anyone know of amazing card ideas that would/should be included?  &lt;br&gt;&lt;br&gt;A little poll: &lt;br&gt; &lt;br&gt;[poll=34750]&lt;br&gt;&lt;br&gt;Just trying to gauge interest.  I have no idea as to how to make such a deck...but it seems like it might be a worthwhile endeavor.  
</description>
<link>http://www.boardgamegeek.com/thread/460080</link>
<guid>http://www.boardgamegeek.com/thread/460080</guid>
<pubDate>Thu, 05 Nov 2009 04:09:08 +0000</pubDate>
<dc:creator>slaqr</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Fan Card - Ghost Town</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cferejohn&#039;&gt;cferejohn&lt;/a&gt;&lt;/p&gt;
	Hmm. My deck would have to be really village heavy to make this feel worthwhile I think. Maybe have it cost 4 and make it $2 + $1 per extra action? Or just a flat $2/extra action? Remember that you're burning an action to play it, so unless you're ending up with 3 extra actions it is worse than a silver.
</description>
<link>http://www.boardgamegeek.com/article/4164800#4164800</link>
<guid>http://www.boardgamegeek.com/article/4164800#4164800</guid>
<pubDate>Thu, 05 Nov 2009 03:46:15 +0000</pubDate>
<dc:creator>cferejohn</dc:creator>
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		<item>
		<title>Thread: Dominion:: Variants:: Fan Card - Ghost Town</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Buggy&#039;&gt;Buggy&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/597260"><img src="http://images.boardgamegeek.com/images/pic597260_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;This started with the idea of &quot;what if there was a way to make those long chains of villages useful?&quot;  I haven't playtested it yet; I hope it isn't too complex.
</description>
<link>http://www.boardgamegeek.com/thread/460070</link>
<guid>http://www.boardgamegeek.com/thread/460070</guid>
<pubDate>Thu, 05 Nov 2009 03:27:14 +0000</pubDate>
<dc:creator>Buggy</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Which two of the three?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Golux13&#039;&gt;Golux13&lt;/a&gt;&lt;/p&gt;
	I have yet to combine Seaside with either other set.  Been having too much fun figuring out the Seaside cards.  (It will happen, of course.  Perhaps even tonight.)
</description>
<link>http://www.boardgamegeek.com/article/4164149#4164149</link>
<guid>http://www.boardgamegeek.com/article/4164149#4164149</guid>
<pubDate>Thu, 05 Nov 2009 00:33:07 +0000</pubDate>
<dc:creator>Golux13</dc:creator>
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		<title>Reply: Dominion:: Rules:: Re: why so many copper cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Ceryon&#039;&gt;Ceryon&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Peristarkawan wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You're allowed to buy Copper.  It costs 0 coins.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Maybe she missed this.
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<link>http://www.boardgamegeek.com/article/4164146#4164146</link>
<guid>http://www.boardgamegeek.com/article/4164146#4164146</guid>
<pubDate>Thu, 05 Nov 2009 00:31:33 +0000</pubDate>
<dc:creator>Ceryon</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Best card ideas evar</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Ceryon&#039;&gt;Ceryon&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zimeon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;ZOMBIE DIG SITE&lt;br&gt;action card&lt;br&gt;cost: 3&lt;br&gt;Take the top N cards from the discard pile, where N is the number of players. Deal them out randomly onto the top of each player's draw pile.&lt;br&gt;&lt;br&gt;Whaddaya think?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;I think, this is the only card of yours, I like.
</description>
<link>http://www.boardgamegeek.com/article/4164078#4164078</link>
<guid>http://www.boardgamegeek.com/article/4164078#4164078</guid>
<pubDate>Thu, 05 Nov 2009 00:06:08 +0000</pubDate>
<dc:creator>Ceryon</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Which two of the three?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/banyan&#039;&gt;banyan&lt;/a&gt;&lt;/p&gt;
	I checked Dominion and Seaside, but I should add that it may be partially because I'm still in the state of awe caused by Seaside's novelty.
</description>
<link>http://www.boardgamegeek.com/article/4163966#4163966</link>
<guid>http://www.boardgamegeek.com/article/4163966#4163966</guid>
<pubDate>Wed, 04 Nov 2009 23:40:35 +0000</pubDate>
<dc:creator>banyan</dc:creator>
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		<title>Reply: Dominion:: Strategy:: Re: First Game Strategy</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GPFault&#039;&gt;GPFault&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Just PLAY.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;For myself and a lot of gamers out there, there's just as much fun to be had discussing and debating strategy and elements of the game as there is in playing it. &lt;br&gt;&lt;br&gt;I'd argue that everyone in this thread IS playing. We're just not sitting down with the cards and using the rules of the game. We're playing more of a metagame.&lt;br&gt;&lt;br&gt;And one of the best things about this game, IMO, is that it enables this sort of play.&lt;br&gt;&lt;br&gt;While I agree you learn far more from hands-on game experience, and there's no &quot;I win every game&quot; strategy, there's also no need to discourage people from asking questions about strategy. If that's how they want to play, then more power to 'em.
</description>
<link>http://www.boardgamegeek.com/article/4163962#4163962</link>
<guid>http://www.boardgamegeek.com/article/4163962#4163962</guid>
<pubDate>Wed, 04 Nov 2009 23:39:24 +0000</pubDate>
<dc:creator>GPFault</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Which two of the three?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Gstealer&#039;&gt;Gstealer&lt;/a&gt;&lt;/p&gt;
	How about if we add in a why you picked the option you did?&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4163662#4163662</link>
<guid>http://www.boardgamegeek.com/article/4163662#4163662</guid>
<pubDate>Wed, 04 Nov 2009 22:30:17 +0000</pubDate>
<dc:creator>Gstealer</dc:creator>
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		<item>
		<title>Reply: Dominion:: Rules:: Re: why so many copper cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ousgg&#039;&gt;ousgg&lt;/a&gt;&lt;/p&gt;
	I'm willing to bet that Ian sleeves his cards...
</description>
<link>http://www.boardgamegeek.com/article/4163522#4163522</link>
<guid>http://www.boardgamegeek.com/article/4163522#4163522</guid>
<pubDate>Wed, 04 Nov 2009 22:03:30 +0000</pubDate>
<dc:creator>ousgg</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea: Card Idea</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	Hamburger.
</description>
<link>http://www.boardgamegeek.com/article/4163373#4163373</link>
<guid>http://www.boardgamegeek.com/article/4163373#4163373</guid>
<pubDate>Wed, 04 Nov 2009 21:34:36 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<title>Reply: Dominion:: Rules:: Re: why so many copper cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/iklinck&#039;&gt;iklinck&lt;/a&gt;&lt;/p&gt;
	Plus, since everyone has 7 Copper in their deck at the start of every game, those cards will get a little more wear than average.  With a big stack of cards, you can spread out the wear a little better.
</description>
<link>http://www.boardgamegeek.com/article/4163178#4163178</link>
<guid>http://www.boardgamegeek.com/article/4163178#4163178</guid>
<pubDate>Wed, 04 Nov 2009 21:05:19 +0000</pubDate>
<dc:creator>iklinck</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Which two of the three?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rtwombly&#039;&gt;rtwombly&lt;/a&gt;&lt;/p&gt;
	Can we assume you're talking about a 2-4 player game?  'Cause, there's only one answer otherwise.
</description>
<link>http://www.boardgamegeek.com/article/4163107#4163107</link>
<guid>http://www.boardgamegeek.com/article/4163107#4163107</guid>
<pubDate>Wed, 04 Nov 2009 20:53:58 +0000</pubDate>
<dc:creator>rtwombly</dc:creator>
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		<title>Reply: Dominion:: Rules:: Re: why so many copper cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ousgg&#039;&gt;ousgg&lt;/a&gt;&lt;/p&gt;
	Reasons for wanting copper:&lt;br&gt;&lt;br&gt;&lt;b&gt;Festival + Gardens&lt;/b&gt; - you're not going to waste buys when you want your deck as big as possible.&lt;br&gt;&lt;br&gt;&lt;b&gt;Remodel&lt;/b&gt; - change them up to Estates at the game end.&lt;br&gt;&lt;br&gt;&lt;b&gt;Moneylender&lt;/b&gt; - I've seen a game won with a deck full Woodcutter/Moneylender and lots of 'virtual' money.&lt;br&gt;&lt;br&gt;&lt;b&gt;Thief&lt;/b&gt; - If your opponent is attack-happy and there are no free actions on the board, you might be grateful for low-cost treasure.&lt;br&gt;&lt;br&gt;&lt;b&gt;Coppersmith&lt;/b&gt; - I'm not sure if anyone thinks a Coppersmith strategy is valid, but if it works, you don't need any other types of treasure.&lt;br&gt;&lt;br&gt;I will happily grant you that many of these strategies are probably sub-optimal in all but a few card-sets. And, yes, most of the time no-one wants copper. But the potential is there...
</description>
<link>http://www.boardgamegeek.com/article/4163103#4163103</link>
<guid>http://www.boardgamegeek.com/article/4163103#4163103</guid>
<pubDate>Wed, 04 Nov 2009 20:53:19 +0000</pubDate>
<dc:creator>ousgg</dc:creator>
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		<title>Reply: Dominion:: Rules:: Re: why so many copper cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Peristarkawan&#039;&gt;Peristarkawan&lt;/a&gt;&lt;/p&gt;
	You're allowed to buy Copper.  It costs 0 coins.  It's usually a bad idea, but it can be useful in certain circumstances, &lt;i&gt;e.g.&lt;/i&gt; a Gardens deck with extra Buys.&lt;br&gt;&lt;br&gt;Note that you're also allowed to buy Curses, which is almost always a bad idea.  Usually you might do that to force the end of the game when you're already winning.
</description>
<link>http://www.boardgamegeek.com/article/4163090#4163090</link>
<guid>http://www.boardgamegeek.com/article/4163090#4163090</guid>
<pubDate>Wed, 04 Nov 2009 20:51:49 +0000</pubDate>
<dc:creator>Peristarkawan</dc:creator>
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		<item>
		<title>Reply: Dominion:: Rules:: Re: why so many copper cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DaviddesJ&#039;&gt;DaviddesJ&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;laura_cb wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I expected there must be an action cards with which one gains copper, but this is not the case with the basic version.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Woodcutter.
</description>
<link>http://www.boardgamegeek.com/article/4163086#4163086</link>
<guid>http://www.boardgamegeek.com/article/4163086#4163086</guid>
<pubDate>Wed, 04 Nov 2009 20:50:35 +0000</pubDate>
<dc:creator>DaviddesJ</dc:creator>
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		<title>Reply: Dominion:: Rules:: Re: why so many copper cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/KentBunn&#039;&gt;KentBunn&lt;/a&gt;&lt;/p&gt;
	If you're playing with a mine, why not take a &quot;free&quot; copper whenever there's nothing else to buy?  A few turns later it can move to silver then gold.&lt;br&gt;&lt;br&gt;What about with a garden deck, and extra buys?  The more cards the better towards the end, so pad the count.&lt;br&gt;&lt;br&gt;Just 2 examples off the top of my head.
</description>
<link>http://www.boardgamegeek.com/article/4163075#4163075</link>
<guid>http://www.boardgamegeek.com/article/4163075#4163075</guid>
<pubDate>Wed, 04 Nov 2009 20:49:39 +0000</pubDate>
<dc:creator>KentBunn</dc:creator>
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		<title>Thread: Dominion:: Rules:: why so many copper cards?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/laura_cb&#039;&gt;laura_cb&lt;/a&gt;&lt;/p&gt;
	Hallo,&lt;br&gt;I was wondering, why are there so many copper cards in the set. If I got things right, you only get copper at the beginning of the game, which means you actually need 4 times 7 cards at maximum.&lt;br&gt;I expected there must be an action cards with which one gains copper, but this is not the case with the basic version.&lt;br&gt;Anybody an idea?&lt;br&gt;thanks in advance,&lt;br&gt;Laura
</description>
<link>http://www.boardgamegeek.com/thread/459933</link>
<guid>http://www.boardgamegeek.com/thread/459933</guid>
<pubDate>Wed, 04 Nov 2009 20:46:56 +0000</pubDate>
<dc:creator>laura_cb</dc:creator>
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		<title>Reply: Dominion:: Rules:: Re: Need further clarification on &quot;+X Actions&quot; cards</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ElCid91&#039;&gt;ElCid91&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;GendoIkari_82 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;huron wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Your avatar is mesmerizing me. It depicts what happens to me 99% of the time, when playing blue!&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;What game is that?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;My Avatar?  It's based on Tactics II, one of my first war games from 30 years ago.  I drew it from scratch in MS Paint and made it into an animated GIF.  &lt;br&gt;&lt;br&gt;The only catch is Tactics II used squares, not hexes.  But I like hexes and it's my Avatar so I used hexes.
</description>
<link>http://www.boardgamegeek.com/article/4163033#4163033</link>
<guid>http://www.boardgamegeek.com/article/4163033#4163033</guid>
<pubDate>Wed, 04 Nov 2009 20:43:11 +0000</pubDate>
<dc:creator>ElCid91</dc:creator>
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		<item>
		<title>Thread: Dominion:: General:: Which two of the three?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Gstealer&#039;&gt;Gstealer&lt;/a&gt;&lt;/p&gt;
	[poll=34725]&lt;br&gt;&lt;br&gt;So now that Seaside is out, which two sets make the best Dominon gaming experience?
</description>
<link>http://www.boardgamegeek.com/thread/459925</link>
<guid>http://www.boardgamegeek.com/thread/459925</guid>
<pubDate>Wed, 04 Nov 2009 20:33:25 +0000</pubDate>
<dc:creator>Gstealer</dc:creator>
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		<item>
		<title>Reply: Dominion:: Rules:: Re: Need further clarification on &quot;+X Actions&quot; cards</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GendoIkari_82&#039;&gt;GendoIkari_82&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;huron wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Your avatar is mesmerizing me. It depicts what happens to me 99% of the time, when playing blue!&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;What game is that?
</description>
<link>http://www.boardgamegeek.com/article/4162950#4162950</link>
<guid>http://www.boardgamegeek.com/article/4162950#4162950</guid>
<pubDate>Wed, 04 Nov 2009 20:31:22 +0000</pubDate>
<dc:creator>GendoIkari_82</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea:  Metal Detector</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masonlouie&#039;&gt;masonlouie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;gsbowlin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Cost 4&lt;br&gt;Action-Duration&lt;br&gt;Trash a card costing at most 6&lt;br&gt;At the beginning of your next turn:&lt;br&gt;Gain a card from the Trash.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;It's like a Haven that a) costs more b) runs the risk of someone stealing the card you dumped from your hand (if say someone had a card like Jody's original).&lt;br&gt;&lt;br&gt;It might be better if the trashed card came from the supply, but then I ask the question, why use the trash pile at all? Why not just set it aside?&lt;br&gt;&lt;br&gt;&lt;b&gt;Factory&lt;/b&gt;&lt;br&gt;Action - Duration&lt;br&gt;cost 5&lt;br&gt;Place a card costing 6 or less from the supply on top of Factory.&lt;br&gt;At the start of your next turn, gain the placed card.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4162922#4162922</link>
<guid>http://www.boardgamegeek.com/article/4162922#4162922</guid>
<pubDate>Wed, 04 Nov 2009 20:26:53 +0000</pubDate>
<dc:creator>masonlouie</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card idea: Cursed Diamond</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/banyan&#039;&gt;banyan&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/535017"><img src="http://images.boardgamegeek.com/images/pic535017_t.jpg" border=0></a></div>]]>
</description>
<link>http://www.boardgamegeek.com/article/4162788#4162788</link>
<guid>http://www.boardgamegeek.com/article/4162788#4162788</guid>
<pubDate>Wed, 04 Nov 2009 20:09:06 +0000</pubDate>
<dc:creator>banyan</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card idea: Cursed Diamond</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/sabaki&#039;&gt;sabaki&lt;/a&gt;&lt;/p&gt;
	Yeah, thats a really neat idea, I like it. It would have to be playtested and possibly tweaked, of course, but very cool.
</description>
<link>http://www.boardgamegeek.com/article/4162594#4162594</link>
<guid>http://www.boardgamegeek.com/article/4162594#4162594</guid>
<pubDate>Wed, 04 Nov 2009 19:36:12 +0000</pubDate>
<dc:creator>sabaki</dc:creator>
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		<item>
		<title>Reply: Dominion:: Strategy:: Re: Best vs. Good</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ElCid91&#039;&gt;ElCid91&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Firemeboy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Dale, Thanks for the gold, and the chuckle. :)&lt;br&gt;&lt;br&gt;And thanks for putting me over the top, Joseph. And everybody else. Boardgame geek is now graced with my ugly mug. :)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I want my nickle back! :devil:
</description>
<link>http://www.boardgamegeek.com/article/4162511#4162511</link>
<guid>http://www.boardgamegeek.com/article/4162511#4162511</guid>
<pubDate>Wed, 04 Nov 2009 19:23:12 +0000</pubDate>
<dc:creator>ElCid91</dc:creator>
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		<item>
		<title>Reply: Dominion:: General:: Re: JavaScript randomizer optimized for iPhone/iPod Touch</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Asmor&#039;&gt;Asmor&lt;/a&gt;&lt;/p&gt;
	The guy emailed me back saying his friend had JavaScript turned off on his iPhone, and that after turning it on it worked fine. :)
</description>
<link>http://www.boardgamegeek.com/article/4162490#4162490</link>
<guid>http://www.boardgamegeek.com/article/4162490#4162490</guid>
<pubDate>Wed, 04 Nov 2009 19:20:54 +0000</pubDate>
<dc:creator>Asmor</dc:creator>
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		<item>
		<title>Reply: Dominion:: Strategy:: Re: Best vs. Good</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Firemeboy&#039;&gt;Firemeboy&lt;/a&gt;&lt;/p&gt;
	Dale, Thanks for the gold, and the chuckle. :)&lt;br&gt;&lt;br&gt;And thanks for putting me over the top, Joseph. And everybody else. Boardgame geek is now graced with my ugly mug. :)
</description>
<link>http://www.boardgamegeek.com/article/4162449#4162449</link>
<guid>http://www.boardgamegeek.com/article/4162449#4162449</guid>
<pubDate>Wed, 04 Nov 2009 19:14:43 +0000</pubDate>
<dc:creator>Firemeboy</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea: Card Idea</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Power+Lloyd&#039;&gt;Power Lloyd&lt;/a&gt;&lt;/p&gt;
	Broken.
</description>
<link>http://www.boardgamegeek.com/article/4162330#4162330</link>
<guid>http://www.boardgamegeek.com/article/4162330#4162330</guid>
<pubDate>Wed, 04 Nov 2009 18:56:37 +0000</pubDate>
<dc:creator>Power Lloyd</dc:creator>
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		<item>
		<title>Reply: Dominion:: Strategy:: Re: Best vs. Good</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ElCid91&#039;&gt;ElCid91&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;yudp wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;Firemeboy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;By the way, I'm very appreciative of the geek gold. I'm so close to an avatar I can taste it. :)&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Even closer now... but not quite&lt;br&gt;Dale&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Ok, he's over the top now.  That was funny ... and a little mean.  But as I always tell my wife, they are not mutually exclusive!  :D
</description>
<link>http://www.boardgamegeek.com/article/4162210#4162210</link>
<guid>http://www.boardgamegeek.com/article/4162210#4162210</guid>
<pubDate>Wed, 04 Nov 2009 18:38:53 +0000</pubDate>
<dc:creator>ElCid91</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea: Card Idea</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/SevenSpirits&#039;&gt;SevenSpirits&lt;/a&gt;&lt;/p&gt;
	WAY too strong.
</description>
<link>http://www.boardgamegeek.com/article/4162207#4162207</link>
<guid>http://www.boardgamegeek.com/article/4162207#4162207</guid>
<pubDate>Wed, 04 Nov 2009 18:38:40 +0000</pubDate>
<dc:creator>SevenSpirits</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea: Card Idea</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/SevenSpirits&#039;&gt;SevenSpirits&lt;/a&gt;&lt;/p&gt;
	Actually, I'm starting to think it's too strong.
</description>
<link>http://www.boardgamegeek.com/article/4162204#4162204</link>
<guid>http://www.boardgamegeek.com/article/4162204#4162204</guid>
<pubDate>Wed, 04 Nov 2009 18:38:23 +0000</pubDate>
<dc:creator>SevenSpirits</dc:creator>
	</item>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea: Card Idea</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/SevenSpirits&#039;&gt;SevenSpirits&lt;/a&gt;&lt;/p&gt;
	Seems fair.
</description>
<link>http://www.boardgamegeek.com/article/4162201#4162201</link>
<guid>http://www.boardgamegeek.com/article/4162201#4162201</guid>
<pubDate>Wed, 04 Nov 2009 18:38:06 +0000</pubDate>
<dc:creator>SevenSpirits</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea: Card Idea</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Da+L0C&#039;&gt;Da L0C&lt;/a&gt;&lt;/p&gt;
	Unfortunatly, the best way to maximize X would be to post a bad card idea so others can shoot it down. There are too many outnumbering the good ones the way it is currently. :what: How many times did your group play this card?
</description>
<link>http://www.boardgamegeek.com/article/4162143#4162143</link>
<guid>http://www.boardgamegeek.com/article/4162143#4162143</guid>
<pubDate>Wed, 04 Nov 2009 18:29:20 +0000</pubDate>
<dc:creator>Da L0C</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Card Idea: Pelt Collector</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DaviddesJ&#039;&gt;DaviddesJ&lt;/a&gt;&lt;/p&gt;
	Please post/move card ideas to the Variants forum.
</description>
<link>http://www.boardgamegeek.com/article/4162132#4162132</link>
<guid>http://www.boardgamegeek.com/article/4162132#4162132</guid>
<pubDate>Wed, 04 Nov 2009 18:27:32 +0000</pubDate>
<dc:creator>DaviddesJ</dc:creator>
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		<title>Reply: Dominion:: General:: Re: JavaScript randomizer optimized for iPhone/iPod Touch</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Erik17&#039;&gt;Erik17&lt;/a&gt;&lt;/p&gt;
	It seems to work fine on my iPhone 3G.&lt;br&gt;&lt;br&gt;Pretty cool!  Thanks!
</description>
<link>http://www.boardgamegeek.com/article/4162084#4162084</link>
<guid>http://www.boardgamegeek.com/article/4162084#4162084</guid>
<pubDate>Wed, 04 Nov 2009 18:20:24 +0000</pubDate>
<dc:creator>Erik17</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card idea: Cursed Diamond</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gf1024&#039;&gt;gf1024&lt;/a&gt;&lt;/p&gt;
	A bunch of Provinces nullify this and if you get this on 1st turn while others don't, you'll get Gold and P's earlier than others, at least this is how I see it.
</description>
<link>http://www.boardgamegeek.com/article/4162062#4162062</link>
<guid>http://www.boardgamegeek.com/article/4162062#4162062</guid>
<pubDate>Wed, 04 Nov 2009 18:17:57 +0000</pubDate>
<dc:creator>gf1024</dc:creator>
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		<title>Reply: Dominion:: Strategy:: Re: Best vs. Good</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/yudp&#039;&gt;yudp&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Firemeboy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;By the way, I'm very appreciative of the geek gold. I'm so close to an avatar I can taste it. :)&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Even closer now... but not quite&lt;br&gt;Dale
</description>
<link>http://www.boardgamegeek.com/article/4162054#4162054</link>
<guid>http://www.boardgamegeek.com/article/4162054#4162054</guid>
<pubDate>Wed, 04 Nov 2009 18:16:23 +0000</pubDate>
<dc:creator>yudp</dc:creator>
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		<title>Thread: Dominion:: Variants:: Card idea: Cursed Diamond</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Asmor&#039;&gt;Asmor&lt;/a&gt;&lt;/p&gt;
	I was thinking that you could use negative victory points as a balancing mechanism to make low-cost, powerful cards. Here's one example.&lt;br&gt;&lt;br&gt;Cursed Diamond&lt;br&gt;Cost: 4&lt;br&gt;3 Treasure&lt;br&gt;-2 VP&lt;br&gt;&lt;br&gt;The numbers might have to be tweaked, but the idea I think is pretty interesting. For example, one natural strategy would be to buy these early with plans to get rid of them later-- but how long do you wait? Wait too long and you get stuck with them, ditch them too early and you're losing a lot of potential.
</description>
<link>http://www.boardgamegeek.com/thread/459863</link>
<guid>http://www.boardgamegeek.com/thread/459863</guid>
<pubDate>Wed, 04 Nov 2009 18:10:29 +0000</pubDate>
<dc:creator>Asmor</dc:creator>
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		<title>Reply: Dominion:: General:: Re: JavaScript randomizer optimized for iPhone/iPod Touch</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Asmor&#039;&gt;Asmor&lt;/a&gt;&lt;/p&gt;
	Someone emailed me saying this wasn't working on the iPhone. Anyone got an iPhone who can confirm whether it's working or not? I've got an iPod Touch, and I figured since it's the same OS and software if it works for that it should work for the iPhone. :/&lt;br&gt;&lt;br&gt;@Alex40k: As mentioned, just view the source. It's all javascript. Most of the stuff you'd want to translate is in index.html and js/cards.js.&lt;br&gt;&lt;br&gt;@baba44713: I've been told it doesn't work in later versions of IE either. I'm aware of at least one feature I'm using which IE's implementation of is different from every other modern browser, so I'm not terribly surprised by that. At some point in the future I might get it working in IE8, but that's a low priority for me, and I have no intention at all of caring about IE6. Sorry.&lt;br&gt;&lt;br&gt;@Daichi: The close proximity of things is a bit problematic, but there's a lot of pressure to cram as much as I can into the 320x480 which is the iPhone's screen size. I might experiment with adding a bit of white space around the buttons, but the drop-down boxes are already too small as it is. I will add an option for a completely new set.&lt;br&gt;&lt;br&gt;@gf1024: The snarky answer would be, &quot;Yes, yes it does.&quot; since it works on an iPhone which is a cell phone. :p The more correct answer would be &quot;Maybe. Depends on your phone. Try it.&quot; Chances are if you have to ask the question, it probably doesn't.
</description>
<link>http://www.boardgamegeek.com/article/4161961#4161961</link>
<guid>http://www.boardgamegeek.com/article/4161961#4161961</guid>
<pubDate>Wed, 04 Nov 2009 17:58:57 +0000</pubDate>
<dc:creator>Asmor</dc:creator>
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		<title>Reply: Dominion:: Strategy:: Re: Best vs. Good</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Firemeboy&#039;&gt;Firemeboy&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;I'd buy the Chapel on turn one or two. &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;The reason I didn't buy the chapel one turn one, and maybe it was in error, was because I had the 4/3 split. I knew I wanted Ironworks, and my son was able to buy sabotage on turn one. If it came up, and Ironworks was not in my hand, it was guaranteed to come up as I flipped through all my cards (the only one over 3 treasure). I figured I'd buy the 4 card, as well as get the defense, and hope for the best.&lt;br&gt;&lt;br&gt;I could have bought the Chapel and Secret Chamber, but that would have been a little wasteful. And the Ironworks allowed me to almost immediately start buying two silver whenever it came up, which provided a bit more padding when Sabotage came out.&lt;br&gt;&lt;br&gt;I’m not certain it was the optimal strategy, but I quickly lost my copper and estates, so it worked for me.&lt;br&gt;&lt;br&gt;By the way, I'm very appreciative of the geek gold. I'm so close to an avatar I can taste it. :)&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/4161467#4161467</link>
<guid>http://www.boardgamegeek.com/article/4161467#4161467</guid>
<pubDate>Wed, 04 Nov 2009 16:32:00 +0000</pubDate>
<dc:creator>Firemeboy</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea: Fool's Gold</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Isamoor&#039;&gt;Isamoor&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;metzgerism wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;+1 buy or -1 cost and you might have something here...&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I was going for dirt simple so was avoiding the +1 buy.&lt;br&gt;&lt;br&gt;&lt;br&gt;As for a 4 cost, it just seemed a little powerful.  I suppose a Smithy is ofter a +$3 for 4 cost so maybe it would still be cool at $4.
</description>
<link>http://www.boardgamegeek.com/article/4161395#4161395</link>
<guid>http://www.boardgamegeek.com/article/4161395#4161395</guid>
<pubDate>Wed, 04 Nov 2009 16:21:32 +0000</pubDate>
<dc:creator>Isamoor</dc:creator>
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		<item>
		<title>Reply: Dominion:: Variants:: Re: Card Idea: Card Idea</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ousgg&#039;&gt;ousgg&lt;/a&gt;&lt;/p&gt;
	I think that would be something akin to taking a curse card, wouldn't it?
</description>
<link>http://www.boardgamegeek.com/article/4161274#4161274</link>
<guid>http://www.boardgamegeek.com/article/4161274#4161274</guid>
<pubDate>Wed, 04 Nov 2009 16:05:45 +0000</pubDate>
<dc:creator>ousgg</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea: Fool's Gold</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Zedsdead&#039;&gt;Zedsdead&lt;/a&gt;&lt;/p&gt;
	I like it.  Fun with Throne Room.  +1 Buy might be good but I don't think it should cost less than 5.
</description>
<link>http://www.boardgamegeek.com/article/4161245#4161245</link>
<guid>http://www.boardgamegeek.com/article/4161245#4161245</guid>
<pubDate>Wed, 04 Nov 2009 16:01:59 +0000</pubDate>
<dc:creator>Zedsdead</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: Dominiom: don’t buy this game if…</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Carmilla&#039;&gt;Carmilla&lt;/a&gt;&lt;/p&gt;
	Finally, an editorial point of view.  Now, my last message to rickert, and I'm done.&lt;br&gt;&lt;br&gt;So ... you're more concerned with the publisher's reaction to the review than the readers'?  Sounds more like &quot;shill&quot; than &quot;critic.&quot;  (And I say this having known and adored the US publisher of this game for almost 30 years; I'm a long-time member of the Jay Tummelson fan club.)&lt;br&gt;&lt;br&gt;Thanks for finally noticing you're in the minority, though.  And by the way, please don't ascribe &quot;hurt feelings&quot; to me or anyone else.  If my feelings are hurt, I'll say so.  You're simply an annoyance, and a minor one at that.&lt;br&gt;&lt;br&gt;Your turn -- wouldn't want to take the last word from you.
</description>
<link>http://www.boardgamegeek.com/article/4161109#4161109</link>
<guid>http://www.boardgamegeek.com/article/4161109#4161109</guid>
<pubDate>Wed, 04 Nov 2009 15:39:47 +0000</pubDate>
<dc:creator>Carmilla</dc:creator>
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		<item>
		<title>Thread: Dominion:: Variants:: Card Idea: Card Idea</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/baba44713&#039;&gt;baba44713&lt;/a&gt;&lt;/p&gt;
	Card:&lt;br&gt;&lt;b&gt;&quot;Card Idea&quot;&lt;/b&gt;&lt;br&gt;&lt;i&gt;Action-duration&lt;br&gt;Cost (2)&lt;/i&gt;&lt;br&gt;- post a card idea on BGG.&lt;br&gt;For your next turn:&lt;br&gt;+X Cards&lt;br&gt;+X Actions&lt;br&gt;where X is the number of replies on your post.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/459815</link>
<guid>http://www.boardgamegeek.com/thread/459815</guid>
<pubDate>Wed, 04 Nov 2009 15:33:36 +0000</pubDate>
<dc:creator>baba44713</dc:creator>
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		<item>
		<title>Reply: Dominion:: Variants:: Re: Best card ideas evar</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/baba44713&#039;&gt;baba44713&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zimeon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;DIMENSIONAL RIPPER&lt;br&gt;action card&lt;br&gt;cost: 6&lt;br&gt;Take another turn.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Infinite turns FTW.
</description>
<link>http://www.boardgamegeek.com/article/4161051#4161051</link>
<guid>http://www.boardgamegeek.com/article/4161051#4161051</guid>
<pubDate>Wed, 04 Nov 2009 15:28:01 +0000</pubDate>
<dc:creator>baba44713</dc:creator>
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		<item>
		<title>Reply: Dominion:: Variants:: Re: Card Idea: Fool's Gold</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	+1 buy or -1 cost and you might have something here...
</description>
<link>http://www.boardgamegeek.com/article/4160976#4160976</link>
<guid>http://www.boardgamegeek.com/article/4160976#4160976</guid>
<pubDate>Wed, 04 Nov 2009 15:12:08 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<item>
		<title>Thread: Dominion:: Variants:: Card Idea: Fool's Gold</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Isamoor&#039;&gt;Isamoor&lt;/a&gt;&lt;/p&gt;
	(Only posting because everyone else is doing it and I like to see the discussion &lt;img src=&quot;http://geekdo-images.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; )&lt;br&gt;&lt;br&gt;&lt;br&gt;Card:&lt;br&gt;&quot;Fool's Gold&quot;&lt;br&gt;Cost - $5&lt;br&gt;Action&lt;br&gt;+ $3&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;That's it.  An action that gives your 3 bucks to spend.  Of course it eats your precious action.  Still, I'd consider it.  What do you guys think?
</description>
<link>http://www.boardgamegeek.com/thread/459800</link>
<guid>http://www.boardgamegeek.com/thread/459800</guid>
<pubDate>Wed, 04 Nov 2009 15:02:52 +0000</pubDate>
<dc:creator>Isamoor</dc:creator>
	</item>
		<item>
		<title>Thread: Dominion:: Variants:: Best card ideas evar</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Zimeon&#039;&gt;Zimeon&lt;/a&gt;&lt;/p&gt;
	SLOW-POKE CHASING MADMAN&lt;br&gt;action card&lt;br&gt;Cost: 3&lt;br&gt;+1 action&lt;br&gt;This card stays in play until the start of your next turn, at which point it's discarded. All players who shuffle their decks during their turn while this card is in play gains a Curse.&lt;br&gt;&lt;br&gt;FAIRY GOLD&lt;br&gt;action card&lt;br&gt;cost: 4&lt;br&gt;+1d4 buying power.&lt;br&gt;&lt;br&gt;DIMENSIONAL RIPPER&lt;br&gt;action card&lt;br&gt;cost: 6&lt;br&gt;Take another turn.&lt;br&gt;&lt;br&gt;BOARDWALK&lt;br&gt;action card&lt;br&gt;cost: 5&lt;br&gt;All players must discard all treasure cards, or reveal a hand with no treasure cards.&lt;br&gt;&lt;br&gt;DOLLAR AUCTION&lt;br&gt;action card&lt;br&gt;cost: 4&lt;br&gt;When this card is played, all players can make a hidden bid using the treasure cards in their hands. All treasure cards used in this auction are discarded. The winner gets +4 buy power on his next turn.&lt;br&gt;&lt;br&gt;UNO MANIAC&lt;br&gt;action card&lt;br&gt;cost: 2&lt;br&gt;The player next in turn gets to punch you. Then reverse the playing order. [Masochists play the Throne Room and then this card.]&lt;br&gt;&lt;br&gt;ZOMBIE DIG SITE&lt;br&gt;action card&lt;br&gt;cost: 3&lt;br&gt;Take the top N cards from the discard pile, where N is the number of players. Deal them out randomly onto the top of each player's draw pile.&lt;br&gt;&lt;br&gt;GAMING HALL&lt;br&gt;victory card&lt;br&gt;cost: 10&lt;br&gt;If you have this card in your deck when the game ends, you count the victory points in this manner:&lt;br&gt;* Most Estates: +8 points (+3 if tied).&lt;br&gt;* Most Duchys: +6 points (+4 if tied)&lt;br&gt;* Most Provinces: -3 points (+20 if tied)&lt;br&gt;* Most curses: +10 points&lt;br&gt;* Least curses: -20 points&lt;br&gt;* Most action cards of a specific sort: +3 for each (+5 if tied)&lt;br&gt;* Least action cards of a specific sort: +5 for each (-2 if tied)&lt;br&gt;* Most cards in deck: +20 points&lt;br&gt;* Least cards in deck: +13 points&lt;br&gt;* Most money in the deck: 3x# of players + 3 points (2x# of players +1 if tied)&lt;br&gt;* Least money in the deck: -3xSQRT(total # of money cards - total # of action cards)&lt;br&gt;For every extra Gaming Hall you have in your deck at the end of the game, you may select one player who must also calculate his points this way, except reversing &quot;least/most&quot;, and adding 1 point to each.&lt;br&gt;&lt;br&gt;TOPSY-TURVY DAY&lt;br&gt;action card&lt;br&gt;Cost: 6&lt;br&gt;This card stays in play until the start of your next turn, at which point it is discarded. While this card is in play, all VP cards count as treasure cards, and all treasure cards count as VP cards. (If someone ends the game while this is in play, it still counts.)&lt;br&gt;&lt;br&gt;MEDIC&lt;br&gt;action card&lt;br&gt;cost: 3&lt;br&gt;Cures 1 disease cube in a city of your choice in a nearby game of Pandemic.&lt;br&gt;&lt;br&gt;Whaddaya think?
</description>
<link>http://www.boardgamegeek.com/thread/459798</link>
<guid>http://www.boardgamegeek.com/thread/459798</guid>
<pubDate>Wed, 04 Nov 2009 14:57:13 +0000</pubDate>
<dc:creator>Zimeon</dc:creator>
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		<title>Reply: Dominion:: Variants:: Re: Card Idea:  Metal Detector</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/gsbowlin&#039;&gt;gsbowlin&lt;/a&gt;&lt;/p&gt;
	Cost 4&lt;br&gt;Action-Duration&lt;br&gt;Trash a card costing at most 6&lt;br&gt;At the beginning of your next turn:&lt;br&gt;Gain a card from the Trash.
</description>
<link>http://www.boardgamegeek.com/article/4160866#4160866</link>
<guid>http://www.boardgamegeek.com/article/4160866#4160866</guid>
<pubDate>Wed, 04 Nov 2009 14:49:19 +0000</pubDate>
<dc:creator>gsbowlin</dc:creator>
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		<item>
		<title>Reply: Dominion:: General:: Re: Card Idea: Pelt Collector</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/metzgerism&#039;&gt;metzgerism&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;trenttsd wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Pelt Collector&lt;br&gt;4&lt;br&gt;Action-Attack&lt;br&gt;Take the top card of each other player's deck and put it on the bottom of your deck without looking at it.&lt;br&gt;+1 card&lt;br&gt;+1 action&lt;br&gt;&lt;br&gt;In other words, a sight-unseen Thief that has the potential to get other cards besides treasures.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Underpriced. This is at least a cost 6, and probably better off as a cost 8.&lt;br&gt;&lt;br&gt;This is NOT a &quot;sight-unseen Thief,&quot; as you say - you do not distinguish Treasure from Victory or Action, and therefore can turn a game of Dominion into a game of Fluxx. The free card and action provided prevent this from being an action and make it more of a game-changer.&lt;br&gt;&lt;br&gt;Branko is right here...this is not a Dominion card.
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<link>http://www.boardgamegeek.com/article/4160856#4160856</link>
<guid>http://www.boardgamegeek.com/article/4160856#4160856</guid>
<pubDate>Wed, 04 Nov 2009 14:47:18 +0000</pubDate>
<dc:creator>metzgerism</dc:creator>
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		<title>Reply: Dominion:: General:: Re: Card Idea: Pelt Collector</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/baba44713&#039;&gt;baba44713&lt;/a&gt;&lt;/p&gt;
	Way too random and unbalanced. I would hate if I executed a good strategy and lost the game horribly just because two Provinces were randomly snatched from me in the final round. &lt;br&gt;&lt;br&gt;Cards like this one would make playing the game utterly pointless.
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<link>http://www.boardgamegeek.com/article/4160743#4160743</link>
<guid>http://www.boardgamegeek.com/article/4160743#4160743</guid>
<pubDate>Wed, 04 Nov 2009 14:27:53 +0000</pubDate>
<dc:creator>baba44713</dc:creator>
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		<title>Reply: Dominion:: Reviews:: Re: Dominiom: don’t buy this game if…</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rickert&#039;&gt;rickert&lt;/a&gt;&lt;/p&gt;
	In keeping with my penchant for having the last word, thankfully revealed so accurately above, try asking the companies who produce the games what they believe reviews are for. Ask book publishers if reviews are for people who already own the book. Ask movie producers if they are for people who have already seen the film.&lt;br&gt;&lt;br&gt;I have always believed that the purpose of a review was to serve as a guideline to help people spend their entertainment dollars wisely. In today's economy that would seem to be even more important. I still believe that. Do I also know that people who have already made a buying decision on games, books, films, music, still read reviews? Yes. For entertainment value, reading this review gets high marks. But again, as a review for people who haven't decided about the game, I maintain it will mostly turn people away from the game for reasons I have already stated and the OP doesn't seem to want that to be the overall effect. That has been my main point all along.
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<link>http://www.boardgamegeek.com/article/4160642#4160642</link>
<guid>http://www.boardgamegeek.com/article/4160642#4160642</guid>
<pubDate>Wed, 04 Nov 2009 14:08:36 +0000</pubDate>
<dc:creator>rickert</dc:creator>
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