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by vintermann
562 days ago
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Spiel des Jahres quality games always have great rulebooks. Dominion, for all its complexity, has a very simple rulebook, and even all the corner cases you can run into with the countless expansion cards, have pretty neat "from the basic principles of the game" resolutions, usually obvious in retrospect. It is a very clean, rigorous design. The same can't be said for games like Root. Which may have become more common in recent years, it's about 10 years since I was really into modern board games, so I don't know. But I suspect it's still the case that good designers and experienced publishers write good rulebooks. |
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This was way back in the Isotropic days, before there was an official client. So you could play games very quickly without any of the physical card manipulation at all, never mind shuffling. (It was a very minimalist client that didn't try to simulate any of that card movement with animations; it just immediately updated hand and pile contents and resource counts.)
I guess it's really just not for everyone.
(A story: years ago I tried to design my own deck-building board game which borrowed several Dominion mechanics - but you would play out your cards physically like tiles; instead of an action-counting mechanic or an Action/Treasure dichotomy, there were restrictions on what cards could be adjacent to each other. The feedback I got was overwhelming in its consistency: the more it played like Dominion, the less people liked it. But without that anchor I was lost in terms of designing something that made sense and had anything like game balance, and eventually I gave up.)