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Dominion: Prosperity» Forums » News

Subject: Dominion: Prosperity Complete Card List rss

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Cantabrian wrote:
As it happens, I think the cards (from what I know of them) are exceptionally well balanced. We've seen the strongest cards yet in Prosperity, but they are accordingly more expensive,* and hence balanced.


I'm not sure that's right. The growth of power per coin seems to be highly nonlinear, which creates the risk that the game will routinely turn into a race to be the first to get the one or two really expensive Prosperity cards, after which you win. I haven't played with the new cards though, so I don't know to what extent that's true in practice.
 
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Jeff Wolfe
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drransom wrote:
Cantabrian wrote:
As it happens, I think the cards (from what I know of them) are exceptionally well balanced. We've seen the strongest cards yet in Prosperity, but they are accordingly more expensive,* and hence balanced.


I'm not sure that's right. The growth of power per coin seems to be highly nonlinear, which creates the risk that the game will routinely turn into a race to be the first to get the one or two really expensive Prosperity cards, after which you win. I haven't played with the new cards though, so I don't know to what extent that's true in practice.

I've played Prosperity a lot, and I haven't found it to be true in practice. There is a largish gap in power level from 4 to 5, but that doesn't mean there are similar gaps between other price points.
 
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Anthony Maurasse
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Any perception of a nonlinear power increase in comparison to price increase is true, but only because you're ignoring the implications of price.


Cost 2: Can always be bought at the start of the game.
Cost 3: Too powerful to be allowed in a Turn 3 deck with a Cost 5.
Cost 4: Cannot buy 2 of these with the opening deck.
Cost 5: Cannot be bought with Silver in the opening deck.
Cost 6: Equivalent to Gold.
Cost 7: Better than Gold. (!!!)
Cost 8: Province, aka "the best card in the game" provided you aren't using the Prosperity kingdom cards.
Cost 9: "Better" than Province. Platinum provides so much cash that it allows players to consistently purchase Provinces, and it makes purchasing anything cheaper than Province trivial.
Cost 10: Better than Platinum. (!!!!!)
Cost 11: Colony.


Note the relationship between Silver and Cost 4/5 cards.

Note how Gold cannot be purchased with the opening deck, and cannot be purchased twice in the Turn 3 deck (short of a +Card action that gets drawn after the second shuffle).

Note how Cost 7 is such a hard line to achieve.

Treasure in this game is a unique animal that requires thinking outside the box, like the rest of the game. Never once has anybody I've shown Dominion to ever "gotten" the game without actually playing it, and I guarantee that anybody who says that they did is lying. The dynamic of cards that provide money and shoving more money into a single card makes those cards very powerful things, and the cost of nearly every action in the game has to be compared against the cost of those cards.

We're not going to get a perfect progression, but we will get a notable progression that follows a predictable pattern. Most of all, it's a balanced progression.
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drransom wrote:
[snip]The growth of power per coin seems to be highly nonlinear, which creates the risk that the game will routinely turn into a race to be the first to get the one or two really expensive Prosperity cards, after which you win.[snip]

Well, currently Dominion is a race to get the most provinces (or the most Gardens, etc). Dominion is, and has always been, a race. You try to get from point A to point B the fastest. Whether point B represents provinces or some extra-powerful Prosperity cards that help you secure the endgame is irrelevant. Dominion is still the same game.
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Justin B
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Resolving the Black Market is part of the action phase, it does not start the buy phase. So, it's like having another buy phase in which only the three revealed cards are eligible for purchase.
 
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