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	<title>Comments for Games With Garfield</title>
	<atom:link href="http://www.threedonkeys.com/blog/comments/feed" rel="self" type="application/rss+xml" />
	<link>http://www.threedonkeys.com/blog</link>
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	<lastBuildDate>Wed, 01 Feb 2012 17:44:59 -0700</lastBuildDate>
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		<title>Comment on Podcast #17: Steve Jackson by Ogre</title>
		<link>http://www.threedonkeys.com/blog/archives/499#comment-3411</link>
		<dc:creator>Ogre</dc:creator>
		<pubDate>Wed, 01 Feb 2012 17:44:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=499#comment-3411</guid>
		<description>Late to the party, but I just found your podcast.  I have been listening to them (mostly in order) to catch up, but this one prompted me to lunge out of the shadows and register.

Hearing the descriptions of Ogre really took me back.  I really liked that game.  Although, as I recall, Richard was deadly at it.  When Richard pulled out the game I could almost see him.  It was really visceral when Steve described how in that version the pieces were too big to fit on the hexes.</description>
		<content:encoded><![CDATA[<p>Late to the party, but I just found your podcast.  I have been listening to them (mostly in order) to catch up, but this one prompted me to lunge out of the shadows and register.</p>
<p>Hearing the descriptions of Ogre really took me back.  I really liked that game.  Although, as I recall, Richard was deadly at it.  When Richard pulled out the game I could almost see him.  It was really visceral when Steve described how in that version the pieces were too big to fit on the hexes.</p>
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		<title>Comment on Podcast #22: Deck Building Games by Jay Treat</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-3408</link>
		<dc:creator>Jay Treat</dc:creator>
		<pubDate>Fri, 20 Jan 2012 18:41:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-3408</guid>
		<description>Funny you should mention that, Duncan. I tried making a dominion-style variant of Magic as well and it wasn&#039;t entirely dissimilar from what you describe, with the primary difference being that you had to pay the mana to cast a creature from your hand rather than to get it into your deck. It also caused creatures to be discarded after their attack, as in Quarriors. My version did not test well at all, in no small part due to the difficulty of casting anything costing 3+, but the experience was discouraging enough that I wouldn&#039;t look too far at other possible tweaks. That said, I think your first draft is much better than mine was.</description>
		<content:encoded><![CDATA[<p>Funny you should mention that, Duncan. I tried making a dominion-style variant of Magic as well and it wasn&#8217;t entirely dissimilar from what you describe, with the primary difference being that you had to pay the mana to cast a creature from your hand rather than to get it into your deck. It also caused creatures to be discarded after their attack, as in Quarriors. My version did not test well at all, in no small part due to the difficulty of casting anything costing 3+, but the experience was discouraging enough that I wouldn&#8217;t look too far at other possible tweaks. That said, I think your first draft is much better than mine was.</p>
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		<title>Comment on Inoki &#8211; The Poison Word Game by Richard</title>
		<link>http://www.threedonkeys.com/blog/archives/711#comment-3405</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Tue, 17 Jan 2012 21:32:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=711#comment-3405</guid>
		<description>No I didn&#039;t - that is almost certainly Mark Rosewater.</description>
		<content:encoded><![CDATA[<p>No I didn&#8217;t &#8211; that is almost certainly Mark Rosewater.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Inoki &#8211; The Poison Word Game by Duncan</title>
		<link>http://www.threedonkeys.com/blog/archives/711#comment-3404</link>
		<dc:creator>Duncan</dc:creator>
		<pubDate>Tue, 17 Jan 2012 13:34:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=711#comment-3404</guid>
		<description>Did you design the Gotcha! Mechanic in unhinged? Because those cards create a minigame while playing magic nearly identical to this.</description>
		<content:encoded><![CDATA[<p>Did you design the Gotcha! Mechanic in unhinged? Because those cards create a minigame while playing magic nearly identical to this.</p>
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		<title>Comment on Podcast #22: Deck Building Games by Richard</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-3403</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Tue, 17 Jan 2012 03:03:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-3403</guid>
		<description>This sounds like a problem I have dealt with a number of times. Part of the issue would appear to be the player keeping gold from turn to turn (without knowing the details it is hard to say for sure). It is a natural way for gold to work but leads to some challenges as far as game design. Games like Dominion and Magic have a &#039;use it or lose it&#039; economic system, you don&#039;t generally get to apply your coins in Dominion to the next turn, or your mana in magic. One advantage this gives is the ability to easily make better and worse cards that are &#039;balanced&#039; What I mean by this is that in Magic a Dragon is better than a goblin, but you can&#039;t always play it, so it is potentially balanced. At the beginning of the game I wish I had a goblin. At the end I wish I had a dragon. If, instead, I accumulated mana from turn to turn a goblin might be a terrible thing at the beginning because it might keep me from getting my dragon, or perhaps the dragon is terrible since it keeps me from getting an army of goblins. If it is balanced it is much more likely to be a &#039;wash&#039; than in magic.

My apologies if this isn&#039;t relevant - also, my apologies if it isn&#039;t clear.</description>
		<content:encoded><![CDATA[<p>This sounds like a problem I have dealt with a number of times. Part of the issue would appear to be the player keeping gold from turn to turn (without knowing the details it is hard to say for sure). It is a natural way for gold to work but leads to some challenges as far as game design. Games like Dominion and Magic have a &#8216;use it or lose it&#8217; economic system, you don&#8217;t generally get to apply your coins in Dominion to the next turn, or your mana in magic. One advantage this gives is the ability to easily make better and worse cards that are &#8216;balanced&#8217; What I mean by this is that in Magic a Dragon is better than a goblin, but you can&#8217;t always play it, so it is potentially balanced. At the beginning of the game I wish I had a goblin. At the end I wish I had a dragon. If, instead, I accumulated mana from turn to turn a goblin might be a terrible thing at the beginning because it might keep me from getting my dragon, or perhaps the dragon is terrible since it keeps me from getting an army of goblins. If it is balanced it is much more likely to be a &#8216;wash&#8217; than in magic.</p>
<p>My apologies if this isn&#8217;t relevant &#8211; also, my apologies if it isn&#8217;t clear.</p>
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		<title>Comment on Podcast #22: Deck Building Games by Richard</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-3402</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Tue, 17 Jan 2012 02:53:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-3402</guid>
		<description>Of course in the broadest sense magic always was a deck building game, and in the last 20 years I have made many versions of play which explore that to varying degrees. In drafts you build your deck, and I have designed dozens of different interesting drafts. I have made different leagues where your deck changes from game to game based on a variety of different things ranging from ante, to regularly infused cards, to markets where players can exchange cards for in game currency. The closest I probably came was a board game in which you put any set of magic cards you want to play with and build their deck moving around the board, and periodically have duels with the cards they collected. 

However - I have not thought about this for a while and there are many new mechanics that the deckbuilding genre is bringing to the table, which may make solid additions to my thinking. All my games took far longer than the deckbuilding genre takes, which is okay if you think of the experience as a tournament or league, but probably less okay for a board game. Your stab at what it looks like is interesting, I look forward to hearing if someone can make it work well!

Richard</description>
		<content:encoded><![CDATA[<p>Of course in the broadest sense magic always was a deck building game, and in the last 20 years I have made many versions of play which explore that to varying degrees. In drafts you build your deck, and I have designed dozens of different interesting drafts. I have made different leagues where your deck changes from game to game based on a variety of different things ranging from ante, to regularly infused cards, to markets where players can exchange cards for in game currency. The closest I probably came was a board game in which you put any set of magic cards you want to play with and build their deck moving around the board, and periodically have duels with the cards they collected. </p>
<p>However &#8211; I have not thought about this for a while and there are many new mechanics that the deckbuilding genre is bringing to the table, which may make solid additions to my thinking. All my games took far longer than the deckbuilding genre takes, which is okay if you think of the experience as a tournament or league, but probably less okay for a board game. Your stab at what it looks like is interesting, I look forward to hearing if someone can make it work well!</p>
<p>Richard</p>
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		<title>Comment on Podcast #22: Deck Building Games by Richard</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-3401</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Tue, 17 Jan 2012 02:44:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-3401</guid>
		<description>Actually there were 3, Alexey Stankevitch is another.</description>
		<content:encoded><![CDATA[<p>Actually there were 3, Alexey Stankevitch is another.</p>
]]></content:encoded>
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		<title>Comment on Podcast #22: Deck Building Games by Jean-Michel Vilain</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-3399</link>
		<dc:creator>Jean-Michel Vilain</dc:creator>
		<pubDate>Sun, 08 Jan 2012 16:07:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-3399</guid>
		<description>Apologies to Skaff, for there was 2 designers on Spectromancer :-)</description>
		<content:encoded><![CDATA[<p>Apologies to Skaff, for there was 2 designers on Spectromancer <img src='http://www.threedonkeys.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>Comment on Podcast #22: Deck Building Games by Jean-Michel Vilain</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-3398</link>
		<dc:creator>Jean-Michel Vilain</dc:creator>
		<pubDate>Sun, 08 Jan 2012 16:04:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-3398</guid>
		<description>COOOOL our threedonkeys are alive ;-)

I&#039;m very glad you did this podcast on deck building games, that was clearly the most identifiable trend at Essen this year. And well, it&#039;s been some years I&#039;m working with some friends on a card game mixing strategy board games and deck building elements ... To sum up, I think deck building games are coming back in a great way. I hope to the trend will grow up until we see what the next Magic is. But that can happen on paper as well as on digital support, there is room for a very succesful digital CCG right now. I know Richard has tried to bridge card games and digital with Spectromancer but I think it lacks some depth and really misses the deckbuild aspect. This is my personal feel about Spectromancer even though I enjoyed discovering and playing it.

Speaking of the game we make, we have included a mechanic that originates from Netrunner and I think it deserves a bit of discussion : it&#039;s the action points. You get 3 of them every turn and you can spend 1 action point to either draw a card or create money to play the cards you&#039;ve drawn. There was a third way to spend your action points I think but what&#039;s importabt is that these 2 abilities represent the engine of the game. I mean, you don&#039;t have to play lands AND wait to draw cards to keep doing something in the game : drawing or making money has the same value/cost and is something you can repreat thrice in a trun.

The reason we have included this mechanic in because it makes &quot;mana dead&quot; and &quot;mana flood&quot; impossible. Even though managing your land count becomes an interesting aspect of Magic when you&#039;re experienced, the possibility to draw too few or too many lands is something about which any newcomer has complained. 

But now that we have played a lot with our game, and that mechanic being central, I&#039;m afraid there&#039;s something wrong about it. Like in fact, there is less room for some types of meaningful cards because 1 card and 1 gold have the exact same value (gold is like colorless mana in Magic). Thus imagine you have a card that makes you draw once each turn. This card is almost the same as one that produces one gold every turn, because you have 3 action points with which you can choose any combition of draw/gold. Most of the turn, you draw 0 or 1 card. Thus if a card gives you an extra card every turn, it will nullify the interest to spend your action points in draws. Thus if that extra card every turn would have been an extra gold, it would be almost the same.

It feels like there is something to fix.
If someone here  has experienced that mechanic somewhere else, or if you have some thoughts to share on it, I&#039;d be glad to hear! THANKS.

Cheers from Belgium.</description>
		<content:encoded><![CDATA[<p>COOOOL our threedonkeys are alive <img src='http://www.threedonkeys.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>I&#8217;m very glad you did this podcast on deck building games, that was clearly the most identifiable trend at Essen this year. And well, it&#8217;s been some years I&#8217;m working with some friends on a card game mixing strategy board games and deck building elements &#8230; To sum up, I think deck building games are coming back in a great way. I hope to the trend will grow up until we see what the next Magic is. But that can happen on paper as well as on digital support, there is room for a very succesful digital CCG right now. I know Richard has tried to bridge card games and digital with Spectromancer but I think it lacks some depth and really misses the deckbuild aspect. This is my personal feel about Spectromancer even though I enjoyed discovering and playing it.</p>
<p>Speaking of the game we make, we have included a mechanic that originates from Netrunner and I think it deserves a bit of discussion : it&#8217;s the action points. You get 3 of them every turn and you can spend 1 action point to either draw a card or create money to play the cards you&#8217;ve drawn. There was a third way to spend your action points I think but what&#8217;s importabt is that these 2 abilities represent the engine of the game. I mean, you don&#8217;t have to play lands AND wait to draw cards to keep doing something in the game : drawing or making money has the same value/cost and is something you can repreat thrice in a trun.</p>
<p>The reason we have included this mechanic in because it makes &#8220;mana dead&#8221; and &#8220;mana flood&#8221; impossible. Even though managing your land count becomes an interesting aspect of Magic when you&#8217;re experienced, the possibility to draw too few or too many lands is something about which any newcomer has complained. </p>
<p>But now that we have played a lot with our game, and that mechanic being central, I&#8217;m afraid there&#8217;s something wrong about it. Like in fact, there is less room for some types of meaningful cards because 1 card and 1 gold have the exact same value (gold is like colorless mana in Magic). Thus imagine you have a card that makes you draw once each turn. This card is almost the same as one that produces one gold every turn, because you have 3 action points with which you can choose any combition of draw/gold. Most of the turn, you draw 0 or 1 card. Thus if a card gives you an extra card every turn, it will nullify the interest to spend your action points in draws. Thus if that extra card every turn would have been an extra gold, it would be almost the same.</p>
<p>It feels like there is something to fix.<br />
If someone here  has experienced that mechanic somewhere else, or if you have some thoughts to share on it, I&#8217;d be glad to hear! THANKS.</p>
<p>Cheers from Belgium.</p>
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		<title>Comment on Podcast #22: Deck Building Games by Duncan</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-3288</link>
		<dc:creator>Duncan</dc:creator>
		<pubDate>Wed, 14 Dec 2011 21:06:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-3288</guid>
		<description>I&#039;d be interested to know if you&#039;ve ever tried a &quot;deck building&quot; variant of Magic? It certainly seems like the components could be there, and several existing games seem along those lines. This is just a untested rough draft, but something like:

Setup: A random stack of Magic cards with the top 7 cards laid out face up next to it (The lineup) ; basic lands, sorted by color
Starting decks: Each player begins with a deck of two of each basic land.
Objective: Reduce all opponents from 20 life to 0.
Game Play: Each player begins with a hand of four cards from their deck. 
Most of the game follows Magic rules, with the following turn structure: Upkeep, Main phase, Attack, Main phase, Cleanup, Draw

During a players turn they may do the following:
Discard a land for mana: Discard a land to produce one mana of the given color. Basic Land&#039;s can&#039;t be played to the battlefield unless a spell puts them there specifically (IE rampant growth)

Trade in a land: You may return a land from your hand to the land pile. You may pick up another land of your choice and put it into your graveyard. This includes nonbasic lands that may be revealed in the lineup.

Match lands: You may discard two of the same basic lands to draw three cards from your deck. You don&#039;t get mana from this.

Purchase a card: You may spend mana equal to a cards cost to take a nonland card from those revealed and put it into your graveyard. Replace the card from the line up with one from the deck. If that card was a creature card, you may put it onto the battlefield under your control instead.

Play a nonland card from your hand: You may cast cards from your hand for free. 
Draw phase: at the end of the turn, that player draws two cards. There is no maximum hand size. 

Attack phase and Upkeep phase follow normal magic rules.
Follow normal Magic rules otherwise.

If at any time a player is unable to draw a card, shuffle all non-creature cards from that player&#039;s graveyard into their library.

This variant may be horribly broken, or depend on the right mix of random cards, but on the whole it seems like an interesting place to start. I&#039;d love to hear your thoughts on it.</description>
		<content:encoded><![CDATA[<p>I&#8217;d be interested to know if you&#8217;ve ever tried a &#8220;deck building&#8221; variant of Magic? It certainly seems like the components could be there, and several existing games seem along those lines. This is just a untested rough draft, but something like:</p>
<p>Setup: A random stack of Magic cards with the top 7 cards laid out face up next to it (The lineup) ; basic lands, sorted by color<br />
Starting decks: Each player begins with a deck of two of each basic land.<br />
Objective: Reduce all opponents from 20 life to 0.<br />
Game Play: Each player begins with a hand of four cards from their deck.<br />
Most of the game follows Magic rules, with the following turn structure: Upkeep, Main phase, Attack, Main phase, Cleanup, Draw</p>
<p>During a players turn they may do the following:<br />
Discard a land for mana: Discard a land to produce one mana of the given color. Basic Land&#8217;s can&#8217;t be played to the battlefield unless a spell puts them there specifically (IE rampant growth)</p>
<p>Trade in a land: You may return a land from your hand to the land pile. You may pick up another land of your choice and put it into your graveyard. This includes nonbasic lands that may be revealed in the lineup.</p>
<p>Match lands: You may discard two of the same basic lands to draw three cards from your deck. You don&#8217;t get mana from this.</p>
<p>Purchase a card: You may spend mana equal to a cards cost to take a nonland card from those revealed and put it into your graveyard. Replace the card from the line up with one from the deck. If that card was a creature card, you may put it onto the battlefield under your control instead.</p>
<p>Play a nonland card from your hand: You may cast cards from your hand for free.<br />
Draw phase: at the end of the turn, that player draws two cards. There is no maximum hand size. </p>
<p>Attack phase and Upkeep phase follow normal magic rules.<br />
Follow normal Magic rules otherwise.</p>
<p>If at any time a player is unable to draw a card, shuffle all non-creature cards from that player&#8217;s graveyard into their library.</p>
<p>This variant may be horribly broken, or depend on the right mix of random cards, but on the whole it seems like an interesting place to start. I&#8217;d love to hear your thoughts on it.</p>
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		<title>Comment on Podcast #22: Deck Building Games by Richard</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-2253</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Fri, 02 Dec 2011 20:26:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-2253</guid>
		<description>I did try eminent domain after this podcast, I really enjoyed the mechanics and the interaction. I don&#039;t like that the research cards are all always available, it seems to make the game more formulaic and very difficult for the beginner - I prefer Ascensions randomly available cards, or Dominions varying preset cards.</description>
		<content:encoded><![CDATA[<p>I did try eminent domain after this podcast, I really enjoyed the mechanics and the interaction. I don&#8217;t like that the research cards are all always available, it seems to make the game more formulaic and very difficult for the beginner &#8211; I prefer Ascensions randomly available cards, or Dominions varying preset cards.</p>
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	<item>
		<title>Comment on Podcast #22: Deck Building Games by Richard</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-2252</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Fri, 02 Dec 2011 20:24:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-2252</guid>
		<description>You have earned your creds, and I appreciate the feedback. We have been having trouble finding the time and so chose the first topic that seemed pretty easy - and it was topical in that I have been watching the evolution of this genre with interest.</description>
		<content:encoded><![CDATA[<p>You have earned your creds, and I appreciate the feedback. We have been having trouble finding the time and so chose the first topic that seemed pretty easy &#8211; and it was topical in that I have been watching the evolution of this genre with interest.</p>
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		<title>Comment on Podcast #22: Deck Building Games by Amarsir</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-1976</link>
		<dc:creator>Amarsir</dc:creator>
		<pubDate>Wed, 30 Nov 2011 10:25:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-1976</guid>
		<description>I&#039;ve got my creds as a show fan historically, so can I play contrarian and say this cast wasn&#039;t my favorite?  It just seemed a little list-y, which is a sure way to generate content but maybe not always the most insight-yielding process.

Any update is always welcome, don&#039;t get me wrong.  I&#039;d just rather hear riffing on the pros and cons of a mechanical approach than a genre survey.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve got my creds as a show fan historically, so can I play contrarian and say this cast wasn&#8217;t my favorite?  It just seemed a little list-y, which is a sure way to generate content but maybe not always the most insight-yielding process.</p>
<p>Any update is always welcome, don&#8217;t get me wrong.  I&#8217;d just rather hear riffing on the pros and cons of a mechanical approach than a genre survey.</p>
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		<title>Comment on Podcast #22: Deck Building Games by Jeremiah</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-1525</link>
		<dc:creator>Jeremiah</dc:creator>
		<pubDate>Wed, 23 Nov 2011 16:27:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-1525</guid>
		<description>Awesome show.  Missed the podcast.  So, uhm, what is it like to get kidnapped?</description>
		<content:encoded><![CDATA[<p>Awesome show.  Missed the podcast.  So, uhm, what is it like to get kidnapped?</p>
]]></content:encoded>
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		<title>Comment on Podcast #22: Deck Building Games by Geoffrey White</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-1514</link>
		<dc:creator>Geoffrey White</dc:creator>
		<pubDate>Wed, 23 Nov 2011 12:48:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-1514</guid>
		<description>Glad the podcast is back!  I will have to check out some of the games you&#039;ve mentioned.

I&#039;m actually working on a computer game that uses a deck building mechanic - The Trouble With Robots - so podcast is particularly relevant to me.</description>
		<content:encoded><![CDATA[<p>Glad the podcast is back!  I will have to check out some of the games you&#8217;ve mentioned.</p>
<p>I&#8217;m actually working on a computer game that uses a deck building mechanic &#8211; The Trouble With Robots &#8211; so podcast is particularly relevant to me.</p>
]]></content:encoded>
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		<title>Comment on Podcast #22: Deck Building Games by Willi B</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-1436</link>
		<dc:creator>Willi B</dc:creator>
		<pubDate>Tue, 22 Nov 2011 09:35:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-1436</guid>
		<description>I think Arctic Scavengers was the 2nd deck building game. 

Glad to see the podcast has returned!</description>
		<content:encoded><![CDATA[<p>I think Arctic Scavengers was the 2nd deck building game. </p>
<p>Glad to see the podcast has returned!</p>
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		<title>Comment on Podcast #22: Deck Building Games by Auroch</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-1209</link>
		<dc:creator>Auroch</dc:creator>
		<pubDate>Fri, 18 Nov 2011 23:24:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-1209</guid>
		<description>I second Eminent Domain. It&#039;s central mechanic is a mix of deck-building and Race For the Galaxy, where you pick a role on your turn (which others may follow) and add one of the corresponding cards to your deck. It also shares the theme of Race.

Supposedly Donald Vaccarino was quoted as saying it was the first truly original variation on the theme Dominion had set.</description>
		<content:encoded><![CDATA[<p>I second Eminent Domain. It&#8217;s central mechanic is a mix of deck-building and Race For the Galaxy, where you pick a role on your turn (which others may follow) and add one of the corresponding cards to your deck. It also shares the theme of Race.</p>
<p>Supposedly Donald Vaccarino was quoted as saying it was the first truly original variation on the theme Dominion had set.</p>
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		<title>Comment on Podcast #22: Deck Building Games by Torfi</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-1065</link>
		<dc:creator>Torfi</dc:creator>
		<pubDate>Thu, 17 Nov 2011 03:11:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-1065</guid>
		<description>Great podcast as usual. I would recommend looking at: &lt;a href=&quot;http://boardgamegeek.com/boardgame/79828/a-few-acres-of-snow&quot; rel=&quot;nofollow&quot;&gt;A Few Acres Of Snow&lt;/a&gt;. It takes the genre in a very interesting direction and uses the inherent properties of deck building very thematically.</description>
		<content:encoded><![CDATA[<p>Great podcast as usual. I would recommend looking at: <a href="http://boardgamegeek.com/boardgame/79828/a-few-acres-of-snow" rel="nofollow">A Few Acres Of Snow</a>. It takes the genre in a very interesting direction and uses the inherent properties of deck building very thematically.</p>
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		<title>Comment on Podcast #22: Deck Building Games by Alex</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-1050</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Wed, 16 Nov 2011 20:51:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-1050</guid>
		<description>Another deck building game which has been making the rounds in my local game groups is &lt;a href=&quot;http://boardgamegeek.com/boardgame/68425/eminent-domain&quot; rel=&quot;nofollow&quot;&gt;Eminent Domain&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>Another deck building game which has been making the rounds in my local game groups is <a href="http://boardgamegeek.com/boardgame/68425/eminent-domain" rel="nofollow">Eminent Domain</a>.</p>
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		<title>Comment on Podcast #22: Deck Building Games by Jeffrey Liu</title>
		<link>http://www.threedonkeys.com/blog/archives/685#comment-1030</link>
		<dc:creator>Jeffrey Liu</dc:creator>
		<pubDate>Wed, 16 Nov 2011 15:35:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=685#comment-1030</guid>
		<description>Every day I&#039;m shufflin&#039;!</description>
		<content:encoded><![CDATA[<p>Every day I&#8217;m shufflin&#8217;!</p>
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		<title>Comment on Quadradius by Fungamer</title>
		<link>http://www.threedonkeys.com/blog/archives/287#comment-1006</link>
		<dc:creator>Fungamer</dc:creator>
		<pubDate>Sat, 10 Sep 2011 17:23:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=287#comment-1006</guid>
		<description>Thx Richard for this informative post. As a gamer I enjoyed reading this.</description>
		<content:encoded><![CDATA[<p>Thx Richard for this informative post. As a gamer I enjoyed reading this.</p>
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		<title>Comment on Podcast #21: PAX Dev (REPOST) by Jessica</title>
		<link>http://www.threedonkeys.com/blog/archives/673#comment-997</link>
		<dc:creator>Jessica</dc:creator>
		<pubDate>Mon, 11 Jul 2011 18:01:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=673#comment-997</guid>
		<description>Hmm, Amarsir, I think Javier must be editing these to make me look like the villain, since I&#039;m usually the *last* to pick up on innuendo...</description>
		<content:encoded><![CDATA[<p>Hmm, Amarsir, I think Javier must be editing these to make me look like the villain, since I&#8217;m usually the *last* to pick up on innuendo&#8230;</p>
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		<title>Comment on The Kludge by Doug S.</title>
		<link>http://www.threedonkeys.com/blog/archives/134#comment-991</link>
		<dc:creator>Doug S.</dc:creator>
		<pubDate>Wed, 22 Jun 2011 07:05:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=134#comment-991</guid>
		<description>In Monopoly, if a player is driven into bankruptcy because he or she landed on a space that charges more rent than the player has cash, the player who owns the space gets everything the bankrupt player has. It&#039;s only when the bankrupt player owes the money to the bank (because of landing on Luxury Tax or a similar space) that you auction off their property.</description>
		<content:encoded><![CDATA[<p>In Monopoly, if a player is driven into bankruptcy because he or she landed on a space that charges more rent than the player has cash, the player who owns the space gets everything the bankrupt player has. It&#8217;s only when the bankrupt player owes the money to the bank (because of landing on Luxury Tax or a similar space) that you auction off their property.</p>
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		<title>Comment on Podcast #21: PAX Dev (REPOST) by Amarsir</title>
		<link>http://www.threedonkeys.com/blog/archives/673#comment-990</link>
		<dc:creator>Amarsir</dc:creator>
		<pubDate>Thu, 16 Jun 2011 20:46:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=673#comment-990</guid>
		<description>First of all, Jessica is &lt;i&gt;always&lt;/i&gt; the one who kills your PG rating.  You could be having a perfectly mature conversation with Jason Kapalka, he mentions that the game design uses balls, and she starts giggling.  Then covers by claiming the guys were &lt;i&gt;going&lt;/i&gt; to say something.  But she&#039;s the one actually doubling the entendre.

(Actually, &quot;Double the Entendre&quot; sounds like an intriguing name for a game.)

I think the logical extension of Skaff&#039;s idea is obvious: hidden cameras.  Get game designers drunk and ask them leading questions &quot;off the record.&quot;  That fills the requirement that they&#039;re uninhibited &lt;b&gt;and&lt;/b&gt; don&#039;t know they&#039;re going to be panelists.

But I take a little issue with his requirement on opinion sources, or at least the way he phrased it.  Personally, I think I&#039;m capable of evaluating a statement based on its own merit.  Once I&#039;ve heard it, knowing who it&#039;s from doesn&#039;t sway me.  Now certainly the name helps me &lt;i&gt;filter&lt;/i&gt; inputs.  (I don&#039;t listen to every game podcast ,but do follow Three Donkeys.)  

But if I hear a critique of FPSs it either makes sense or it doesn&#039;t.  I don&#039;t need to re-weight it for Sid Meier, John Carmack, Shigeru Miyamoto, or Richard Garfield.  Or for that matter, John Smith, random user.</description>
		<content:encoded><![CDATA[<p>First of all, Jessica is <i>always</i> the one who kills your PG rating.  You could be having a perfectly mature conversation with Jason Kapalka, he mentions that the game design uses balls, and she starts giggling.  Then covers by claiming the guys were <i>going</i> to say something.  But she&#8217;s the one actually doubling the entendre.</p>
<p>(Actually, &#8220;Double the Entendre&#8221; sounds like an intriguing name for a game.)</p>
<p>I think the logical extension of Skaff&#8217;s idea is obvious: hidden cameras.  Get game designers drunk and ask them leading questions &#8220;off the record.&#8221;  That fills the requirement that they&#8217;re uninhibited <b>and</b> don&#8217;t know they&#8217;re going to be panelists.</p>
<p>But I take a little issue with his requirement on opinion sources, or at least the way he phrased it.  Personally, I think I&#8217;m capable of evaluating a statement based on its own merit.  Once I&#8217;ve heard it, knowing who it&#8217;s from doesn&#8217;t sway me.  Now certainly the name helps me <i>filter</i> inputs.  (I don&#8217;t listen to every game podcast ,but do follow Three Donkeys.)  </p>
<p>But if I hear a critique of FPSs it either makes sense or it doesn&#8217;t.  I don&#8217;t need to re-weight it for Sid Meier, John Carmack, Shigeru Miyamoto, or Richard Garfield.  Or for that matter, John Smith, random user.</p>
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		<title>Comment on Eleven+ by M.eve</title>
		<link>http://www.threedonkeys.com/blog/archives/647#comment-989</link>
		<dc:creator>M.eve</dc:creator>
		<pubDate>Thu, 16 Jun 2011 15:27:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=647#comment-989</guid>
		<description>Got a new one!

- We are eliminated when we say 9.
- If you say 1 and 8 in the same round, you win.
- When there are only 2 players left, if you loose, you win.... (doesn&#039;t include errors) So, at the very end, you want to say 9 for example!
- Number 3 is replaced by Bob.
- You have to say Zero before 1.
- Number 7 is replaced by any color. Cannot say the same twice.
- Zero is now replaced by Adrien (one of the player).
- After a player said his numbers, he can say &quot;it&#039;s your turn&quot;.. if he does, the next player has to repeat the last number/word said. Ex: &quot;2,bob, it&#039;s your turn...&quot; &quot;bob, 4&quot;
- You have to say &quot;ehhhhm&quot; before Zero. You cannot say &quot;ehhhhm&quot; at any other moment.
- Number 1 is replaced by &quot;is the most ______(adjective)&quot;. One different adjective each time.</description>
		<content:encoded><![CDATA[<p>Got a new one!</p>
<p>- We are eliminated when we say 9.<br />
- If you say 1 and 8 in the same round, you win.<br />
- When there are only 2 players left, if you loose, you win&#8230;. (doesn&#8217;t include errors) So, at the very end, you want to say 9 for example!<br />
- Number 3 is replaced by Bob.<br />
- You have to say Zero before 1.<br />
- Number 7 is replaced by any color. Cannot say the same twice.<br />
- Zero is now replaced by Adrien (one of the player).<br />
- After a player said his numbers, he can say &#8220;it&#8217;s your turn&#8221;.. if he does, the next player has to repeat the last number/word said. Ex: &#8220;2,bob, it&#8217;s your turn&#8230;&#8221; &#8220;bob, 4&#8243;<br />
- You have to say &#8220;ehhhhm&#8221; before Zero. You cannot say &#8220;ehhhhm&#8221; at any other moment.<br />
- Number 1 is replaced by &#8220;is the most ______(adjective)&#8221;. One different adjective each time.</p>
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		<title>Comment on Podcast #20: King Of Tokyo by John Wiser</title>
		<link>http://www.threedonkeys.com/blog/archives/605#comment-988</link>
		<dc:creator>John Wiser</dc:creator>
		<pubDate>Wed, 15 Jun 2011 21:50:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=605#comment-988</guid>
		<description>Knew nothing about this game until today. Searched for more info and after being directed here and listening to this podcast, I am SOLD! This went from &quot;What is the name of this game?&quot; to a MUST BUY! Can not wait to play this with my friends (girlfriend) as this sounds like a great and easy to understand game.
                                                  Game on;
                                                   -John-</description>
		<content:encoded><![CDATA[<p>Knew nothing about this game until today. Searched for more info and after being directed here and listening to this podcast, I am SOLD! This went from &#8220;What is the name of this game?&#8221; to a MUST BUY! Can not wait to play this with my friends (girlfriend) as this sounds like a great and easy to understand game.<br />
                                                  Game on;<br />
                                                   -John-</p>
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		<title>Comment on Podcast #19: Jason Kapalka by Jessica</title>
		<link>http://www.threedonkeys.com/blog/archives/529#comment-986</link>
		<dc:creator>Jessica</dc:creator>
		<pubDate>Mon, 13 Jun 2011 05:27:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=529#comment-986</guid>
		<description>PiiSmith, I&#039;m curious as to what my being female has to do with my not liking the game, as well as what being easy (or not) has to do with being tedious.

Very curious.</description>
		<content:encoded><![CDATA[<p>PiiSmith, I&#8217;m curious as to what my being female has to do with my not liking the game, as well as what being easy (or not) has to do with being tedious.</p>
<p>Very curious.</p>
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		<title>Comment on Podcast #19: Jason Kapalka by Javier</title>
		<link>http://www.threedonkeys.com/blog/archives/529#comment-985</link>
		<dc:creator>Javier</dc:creator>
		<pubDate>Fri, 10 Jun 2011 11:27:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=529#comment-985</guid>
		<description>I believe Jessica was offering her opinion (&quot;tedious&quot;) in regards to the Eagle Games version of Civilization (2002) --- and not any of the other 3 versions of the game: the AH versions (1980&#039;s Civilization and 1991&#039;s Advanced Civilization) nor the FFG version from 2010.</description>
		<content:encoded><![CDATA[<p>I believe Jessica was offering her opinion (&#8220;tedious&#8221;) in regards to the Eagle Games version of Civilization (2002) &#8212; and not any of the other 3 versions of the game: the AH versions (1980&#8242;s Civilization and 1991&#8242;s Advanced Civilization) nor the FFG version from 2010.</p>
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		<title>Comment on Podcast #20: King Of Tokyo by Willi B</title>
		<link>http://www.threedonkeys.com/blog/archives/605#comment-984</link>
		<dc:creator>Willi B</dc:creator>
		<pubDate>Tue, 17 May 2011 15:54:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=605#comment-984</guid>
		<description>Woot! Just Pre-ordered my copy in English!</description>
		<content:encoded><![CDATA[<p>Woot! Just Pre-ordered my copy in English!</p>
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		<title>Comment on Podcast #19: Jason Kapalka by PiiSmith</title>
		<link>http://www.threedonkeys.com/blog/archives/529#comment-983</link>
		<dc:creator>PiiSmith</dc:creator>
		<pubDate>Sun, 15 May 2011 18:54:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=529#comment-983</guid>
		<description>Civilization is one of the best board games I know. It&#039;s kind of disappointing to hear &quot;you&quot; (the woman) say thats it&#039;s tedious. Actually it&#039;s so easy thats one of the few games that Hasbro publishing from the old Avalon Hill collection.</description>
		<content:encoded><![CDATA[<p>Civilization is one of the best board games I know. It&#8217;s kind of disappointing to hear &#8220;you&#8221; (the woman) say thats it&#8217;s tedious. Actually it&#8217;s so easy thats one of the few games that Hasbro publishing from the old Avalon Hill collection.</p>
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		<title>Comment on Eleven+ by Richard</title>
		<link>http://www.threedonkeys.com/blog/archives/647#comment-969</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Wed, 27 Apr 2011 16:37:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=647#comment-969</guid>
		<description>We didn&#039;t give free reign to the rule maker, most of their rules were fine but occasionally one would be not fun or riddled with confusing cases. When we identified such rules ahead of time we would discuss them until we solved the problems that were seen. Sometimes we wouldn&#039;t spot the problems till later then we would trouble shoot them as a group. Also, if the game gets too easy to solve, enough other crap will keep it complex enough that it is difficult to navigate. The game I list in the article was sometimes quite small (we never payed with 5&#039;s, and sometimes 3 or 4 other numbers were missing because of the license plate clause), but we seldom made it to the end without a mistake.</description>
		<content:encoded><![CDATA[<p>We didn&#8217;t give free reign to the rule maker, most of their rules were fine but occasionally one would be not fun or riddled with confusing cases. When we identified such rules ahead of time we would discuss them until we solved the problems that were seen. Sometimes we wouldn&#8217;t spot the problems till later then we would trouble shoot them as a group. Also, if the game gets too easy to solve, enough other crap will keep it complex enough that it is difficult to navigate. The game I list in the article was sometimes quite small (we never payed with 5&#8242;s, and sometimes 3 or 4 other numbers were missing because of the license plate clause), but we seldom made it to the end without a mistake.</p>
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		<title>Comment on Eleven+ by Duncan</title>
		<link>http://www.threedonkeys.com/blog/archives/647#comment-968</link>
		<dc:creator>Duncan</dc:creator>
		<pubDate>Wed, 27 Apr 2011 08:55:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=647#comment-968</guid>
		<description>So, I tried this game again the other day, but we ran into the problems when my group started making up rules that reduced the number we were counting to. It was fine when people &quot;played fair&quot; and didn&#039;t mess around with the number line (clap for 3s, etc) but when the rules became &quot;Evens must add 2&quot; or whatever it became much easier to solve the game leading to a strategic collapse after a round or two. Thoughts or solutions to this problem? Adding restrictions to what the rules can do seems like one answer, but that&#039;s less fun.</description>
		<content:encoded><![CDATA[<p>So, I tried this game again the other day, but we ran into the problems when my group started making up rules that reduced the number we were counting to. It was fine when people &#8220;played fair&#8221; and didn&#8217;t mess around with the number line (clap for 3s, etc) but when the rules became &#8220;Evens must add 2&#8243; or whatever it became much easier to solve the game leading to a strategic collapse after a round or two. Thoughts or solutions to this problem? Adding restrictions to what the rules can do seems like one answer, but that&#8217;s less fun.</p>
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		<title>Comment on Eleven+ by Richard</title>
		<link>http://www.threedonkeys.com/blog/archives/647#comment-966</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Sun, 17 Apr 2011 17:15:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=647#comment-966</guid>
		<description>We are actually considering doing a podcast entirely on game books! Books we may have mentioned are &lt;em&gt;Gamut of Games&lt;/em&gt; by Sid Sackson, which contains games that interested Sid, some original, some not - as well as some of his thought and history with the game. Some other books I love are &lt;em&gt;New Rules for Old Games&lt;/em&gt; by Wayne Shmittberger, and &lt;em&gt;Abbott&#039;s New Card Games&lt;/em&gt;. For traditional games with cards I would use  www.pagat.com.</description>
		<content:encoded><![CDATA[<p>We are actually considering doing a podcast entirely on game books! Books we may have mentioned are <em>Gamut of Games</em> by Sid Sackson, which contains games that interested Sid, some original, some not &#8211; as well as some of his thought and history with the game. Some other books I love are <em>New Rules for Old Games</em> by Wayne Shmittberger, and <em>Abbott&#8217;s New Card Games</em>. For traditional games with cards I would use  <a href="http://www.pagat.com" rel="nofollow">http://www.pagat.com</a>.</p>
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		<title>Comment on Eleven+ by Duncan</title>
		<link>http://www.threedonkeys.com/blog/archives/647#comment-965</link>
		<dc:creator>Duncan</dc:creator>
		<pubDate>Sun, 17 Apr 2011 07:39:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=647#comment-965</guid>
		<description>This seems fun! I mean, one of the real advantages of, say, tic-tac-toe is it&#039;s extreme speed and &quot;portability&quot;. I also really like the idea of taking old card games and redesigning them. So many of them have all this baggage associated with them, to the point where the fun bits have been buried under layers of minutia and former house rules. I know you mentioned a good book of card games in one of the podcasts (James Ernest?) but I&#039;d love to get that recommendation again without re-listening to the archives.</description>
		<content:encoded><![CDATA[<p>This seems fun! I mean, one of the real advantages of, say, tic-tac-toe is it&#8217;s extreme speed and &#8220;portability&#8221;. I also really like the idea of taking old card games and redesigning them. So many of them have all this baggage associated with them, to the point where the fun bits have been buried under layers of minutia and former house rules. I know you mentioned a good book of card games in one of the podcasts (James Ernest?) but I&#8217;d love to get that recommendation again without re-listening to the archives.</p>
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		<title>Comment on Game Glimpse #11: Classic Game 1 by Amarsir</title>
		<link>http://www.threedonkeys.com/blog/archives/627#comment-962</link>
		<dc:creator>Amarsir</dc:creator>
		<pubDate>Sat, 09 Apr 2011 03:26:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=627#comment-962</guid>
		<description>My iTunes queue and sync process meant I listened to this a few days later, so it wasn&#039;t immediately obvious what you were doing.  Not until the &quot;Naughts and Crosses&quot; competitor did I go &quot;Really?  Oh wait...&quot;

Nicely done.</description>
		<content:encoded><![CDATA[<p>My iTunes queue and sync process meant I listened to this a few days later, so it wasn&#8217;t immediately obvious what you were doing.  Not until the &#8220;Naughts and Crosses&#8221; competitor did I go &#8220;Really?  Oh wait&#8230;&#8221;</p>
<p>Nicely done.</p>
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		<title>Comment on Game Glimpse #11: Classic Game 1 by Mike</title>
		<link>http://www.threedonkeys.com/blog/archives/627#comment-961</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Sat, 09 Apr 2011 03:10:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=627#comment-961</guid>
		<description>Profoundly executed.  I very much enjoyed this one.</description>
		<content:encoded><![CDATA[<p>Profoundly executed.  I very much enjoyed this one.</p>
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		<title>Comment on Game Glimpse #11: Classic Game 1 by Dan</title>
		<link>http://www.threedonkeys.com/blog/archives/627#comment-960</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Fri, 08 Apr 2011 12:25:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=627#comment-960</guid>
		<description>I hate the extra letter expansions. Js are way overpowered!!</description>
		<content:encoded><![CDATA[<p>I hate the extra letter expansions. Js are way overpowered!!</p>
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		<title>Comment on Game Glimpse #11: Classic Game 1 by Christopher Hilton</title>
		<link>http://www.threedonkeys.com/blog/archives/627#comment-959</link>
		<dc:creator>Christopher Hilton</dc:creator>
		<pubDate>Thu, 07 Apr 2011 00:03:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=627#comment-959</guid>
		<description>Hilarious</description>
		<content:encoded><![CDATA[<p>Hilarious</p>
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		<title>Comment on Game Glimpse #11: Classic Game 1 by Richard</title>
		<link>http://www.threedonkeys.com/blog/archives/627#comment-958</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Wed, 06 Apr 2011 03:47:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=627#comment-958</guid>
		<description>Very nice, I thought of making such a diagram many years back, but I think this one is more elegant than the one I would have made!</description>
		<content:encoded><![CDATA[<p>Very nice, I thought of making such a diagram many years back, but I think this one is more elegant than the one I would have made!</p>
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		<title>Comment on Game Glimpse #11: Classic Game 1 by Robin Russell</title>
		<link>http://www.threedonkeys.com/blog/archives/627#comment-957</link>
		<dc:creator>Robin Russell</dc:creator>
		<pubDate>Mon, 04 Apr 2011 17:41:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=627#comment-957</guid>
		<description>Well played sir. Well played.</description>
		<content:encoded><![CDATA[<p>Well played sir. Well played.</p>
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		<title>Comment on Game Glimpse #11: Classic Game 1 by DarkLordChuckles</title>
		<link>http://www.threedonkeys.com/blog/archives/627#comment-956</link>
		<dc:creator>DarkLordChuckles</dc:creator>
		<pubDate>Mon, 04 Apr 2011 11:03:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=627#comment-956</guid>
		<description>You might enjoy this comic, first thing i thought of when listening to the cast: http://xkcd.com/832/ - who needs a computer when you have a map like that :-)</description>
		<content:encoded><![CDATA[<p>You might enjoy this comic, first thing i thought of when listening to the cast: <a href="http://xkcd.com/832/" rel="nofollow">http://xkcd.com/832/</a> &#8211; who needs a computer when you have a map like that <img src='http://www.threedonkeys.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>Comment on Game Glimpse #11: Classic Game 1 by Mellowcow</title>
		<link>http://www.threedonkeys.com/blog/archives/627#comment-954</link>
		<dc:creator>Mellowcow</dc:creator>
		<pubDate>Sat, 02 Apr 2011 15:06:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=627#comment-954</guid>
		<description>Wow, I never thought about the origins of TicTacToe.
It&#039;s surprising that such a simplistic game is barely 100 years old and also that there&#039;s actually one person behind it who conciously invented/unified it. I would have thought it to be a group effort over several generations similar to fairy tales.

Keep droning!

(On a side note, is there any slim chance you might appear on the MTGCast interview series &quot;The Men of Magic&quot;? I know you&#039;re a busy man, but it would really validate the whole effort.)</description>
		<content:encoded><![CDATA[<p>Wow, I never thought about the origins of TicTacToe.<br />
It&#8217;s surprising that such a simplistic game is barely 100 years old and also that there&#8217;s actually one person behind it who conciously invented/unified it. I would have thought it to be a group effort over several generations similar to fairy tales.</p>
<p>Keep droning!</p>
<p>(On a side note, is there any slim chance you might appear on the MTGCast interview series &#8220;The Men of Magic&#8221;? I know you&#8217;re a busy man, but it would really validate the whole effort.)</p>
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		<title>Comment on Game Glimpse #11: Classic Game 1 by Xavier Rodriguez</title>
		<link>http://www.threedonkeys.com/blog/archives/627#comment-952</link>
		<dc:creator>Xavier Rodriguez</dc:creator>
		<pubDate>Fri, 01 Apr 2011 18:53:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=627#comment-952</guid>
		<description>Brilliant.  Just Brilliant.</description>
		<content:encoded><![CDATA[<p>Brilliant.  Just Brilliant.</p>
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		<title>Comment on Podcast #20: King Of Tokyo by Andrew</title>
		<link>http://www.threedonkeys.com/blog/archives/605#comment-947</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Thu, 24 Mar 2011 04:56:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=605#comment-947</guid>
		<description>I think the key to solving the problems inherent in political games is to treat political decisions (e.g. who do I attack) as hidden information, and information about who&#039;s winning as public. The canonical example of this is Diplomacy, where everyone writes down their moves after a period of private negotiation, and then all moves are executed simultaneously. A player can&#039;t whine about others attacking him, as he&#039;s not invited to the negotiations regarding the plan to attack him, and by the time the attack comes he can&#039;t do anything about it.</description>
		<content:encoded><![CDATA[<p>I think the key to solving the problems inherent in political games is to treat political decisions (e.g. who do I attack) as hidden information, and information about who&#8217;s winning as public. The canonical example of this is Diplomacy, where everyone writes down their moves after a period of private negotiation, and then all moves are executed simultaneously. A player can&#8217;t whine about others attacking him, as he&#8217;s not invited to the negotiations regarding the plan to attack him, and by the time the attack comes he can&#8217;t do anything about it.</p>
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		<title>Comment on Podcast #20: King Of Tokyo by Amarsir</title>
		<link>http://www.threedonkeys.com/blog/archives/605#comment-946</link>
		<dc:creator>Amarsir</dc:creator>
		<pubDate>Sun, 20 Mar 2011 21:23:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=605#comment-946</guid>
		<description>Well that explains it.  The tone sounded like a fresh start, which I interpreted as breaking for a bit and getting instructions.  But taking place at the beginning makes even more sense.  And it wasn&#039;t bad, just something that caught the ear.

Keep up the good work.  :)</description>
		<content:encoded><![CDATA[<p>Well that explains it.  The tone sounded like a fresh start, which I interpreted as breaking for a bit and getting instructions.  But taking place at the beginning makes even more sense.  And it wasn&#8217;t bad, just something that caught the ear.</p>
<p>Keep up the good work.  <img src='http://www.threedonkeys.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Podcast #20: King Of Tokyo by Javier</title>
		<link>http://www.threedonkeys.com/blog/archives/605#comment-945</link>
		<dc:creator>Javier</dc:creator>
		<pubDate>Sun, 20 Mar 2011 01:44:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=605#comment-945</guid>
		<description>Thanks for the feedback! We are all definitely glad to be back recording these as well.
In regards to your comment, nothing was actually scripted for this episode - the edit you noticed was because we actually had the Game Glimpse exchange at the beginning of the episode! We all agreed that it made more sense to have that section at the end of the episode, so I made as smooth an edit as possible.
I definitely agree with you though, the informality and &quot;errors&quot; between the group are magic. :-)</description>
		<content:encoded><![CDATA[<p>Thanks for the feedback! We are all definitely glad to be back recording these as well.<br />
In regards to your comment, nothing was actually scripted for this episode &#8211; the edit you noticed was because we actually had the Game Glimpse exchange at the beginning of the episode! We all agreed that it made more sense to have that section at the end of the episode, so I made as smooth an edit as possible.<br />
I definitely agree with you though, the informality and &#8220;errors&#8221; between the group are magic. <img src='http://www.threedonkeys.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>Comment on Podcast #20: King Of Tokyo by Amarsir</title>
		<link>http://www.threedonkeys.com/blog/archives/605#comment-944</link>
		<dc:creator>Amarsir</dc:creator>
		<pubDate>Sun, 20 Mar 2011 00:49:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=605#comment-944</guid>
		<description>Maybe the &quot;Iello people&quot; could publish &quot;Richard Garfield&#039;s Magic Colon&quot;.  :)

It&#039;s great to have these back.  I enjoy the Game Glimpses, and the Jason Kapalka interview stands up to a good 6-7 listenings, but having new group podcasts is just the best.  It sounds like they&#039;re fun to do too, so unless they&#039;re a ton of work don&#039;t feel you need to wait for a game release or interview opportunity.

If I can offer one bit of constructive feedback: I know Javier does heroic work making you guys sound professional.  But with podcast I think it&#039;s possible to go &lt;i&gt;too&lt;/i&gt; polished.  Case in point, when Jessica asks &quot;So Richard, you&#039;ve been doing these Game Glimpses...&quot;, it&#039;s obvious that there was a cut to a prompted or scripted question.  And podcasts by nature have a conversational feel so that over-sanitized question feels phony and jarring.  The verbal pauses, losing your place, prompts, etc  - these are natural and so we accept and expect them.  Obviously don&#039;t fake it but don&#039;t feel you need to clean those out either.

Regarding Werewolf and politics, I think it does have some - by your definition - in effect if not by design.  I have absolutely seen people say &quot;don&#039;t vote for me, I died early last game.&quot;  For some it&#039;s legitimate.  For others it&#039;s a tactic but still a political one.  Sure, by the rules the team wins or loses, but if an individual an still feel picked on (or claim such) then the strict rules maybe aren&#039;t what matters.</description>
		<content:encoded><![CDATA[<p>Maybe the &#8220;Iello people&#8221; could publish &#8220;Richard Garfield&#8217;s Magic Colon&#8221;.  <img src='http://www.threedonkeys.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>It&#8217;s great to have these back.  I enjoy the Game Glimpses, and the Jason Kapalka interview stands up to a good 6-7 listenings, but having new group podcasts is just the best.  It sounds like they&#8217;re fun to do too, so unless they&#8217;re a ton of work don&#8217;t feel you need to wait for a game release or interview opportunity.</p>
<p>If I can offer one bit of constructive feedback: I know Javier does heroic work making you guys sound professional.  But with podcast I think it&#8217;s possible to go <i>too</i> polished.  Case in point, when Jessica asks &#8220;So Richard, you&#8217;ve been doing these Game Glimpses&#8230;&#8221;, it&#8217;s obvious that there was a cut to a prompted or scripted question.  And podcasts by nature have a conversational feel so that over-sanitized question feels phony and jarring.  The verbal pauses, losing your place, prompts, etc  &#8211; these are natural and so we accept and expect them.  Obviously don&#8217;t fake it but don&#8217;t feel you need to clean those out either.</p>
<p>Regarding Werewolf and politics, I think it does have some &#8211; by your definition &#8211; in effect if not by design.  I have absolutely seen people say &#8220;don&#8217;t vote for me, I died early last game.&#8221;  For some it&#8217;s legitimate.  For others it&#8217;s a tactic but still a political one.  Sure, by the rules the team wins or loses, but if an individual an still feel picked on (or claim such) then the strict rules maybe aren&#8217;t what matters.</p>
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		<title>Comment on Searching for Cosmic Poker by Stan Patton</title>
		<link>http://www.threedonkeys.com/blog/archives/77#comment-943</link>
		<dc:creator>Stan Patton</dc:creator>
		<pubDate>Sat, 19 Mar 2011 00:08:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=77#comment-943</guid>
		<description>Played Race for the Galaxy? It matches a lot of what you prefer, though it fails on the hidden information. Some information is hidden, some is just obfuscated (because of how much of a chore it would be to thoroughly evaluate another person&#039;s state), but none of that information is very relevant.

Anyway, one quality you might consider is &quot;interaction,&quot; which is to say, the degree to which you make decisions that affect other players&#039; mechanisms, collections, or strategies.

 I saw a talk from K. Robert Gutcschera at GDC 2009 about how arbitrary targeted interaction in 3+ allegiance games tended to produce depreciative political situations, and it really resonated with me. But there are two ways to solve the problem: You can take away meaningful interaction *almost* completely, creating a &quot;social solitaire&quot; game like Race for the Galaxy, or you can eliminate the ways in which targeting is arbitrary in a creative way such that the targeting player doesn&#039;t feel oppressed, like Smallworld does remarkably well. An example of an oppressive-feeling solution might be &quot;attack-only-to-the-left&quot; Magic.

In other words, player interaction doesn&#039;t necessarily imply politics, if the game is creatively designed.

I would guess that while you dislike politics, you might value interaction highly.</description>
		<content:encoded><![CDATA[<p>Played Race for the Galaxy? It matches a lot of what you prefer, though it fails on the hidden information. Some information is hidden, some is just obfuscated (because of how much of a chore it would be to thoroughly evaluate another person&#8217;s state), but none of that information is very relevant.</p>
<p>Anyway, one quality you might consider is &#8220;interaction,&#8221; which is to say, the degree to which you make decisions that affect other players&#8217; mechanisms, collections, or strategies.</p>
<p> I saw a talk from K. Robert Gutcschera at GDC 2009 about how arbitrary targeted interaction in 3+ allegiance games tended to produce depreciative political situations, and it really resonated with me. But there are two ways to solve the problem: You can take away meaningful interaction *almost* completely, creating a &#8220;social solitaire&#8221; game like Race for the Galaxy, or you can eliminate the ways in which targeting is arbitrary in a creative way such that the targeting player doesn&#8217;t feel oppressed, like Smallworld does remarkably well. An example of an oppressive-feeling solution might be &#8220;attack-only-to-the-left&#8221; Magic.</p>
<p>In other words, player interaction doesn&#8217;t necessarily imply politics, if the game is creatively designed.</p>
<p>I would guess that while you dislike politics, you might value interaction highly.</p>
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		<title>Comment on Podcast #20: King Of Tokyo by Mellowcow</title>
		<link>http://www.threedonkeys.com/blog/archives/605#comment-942</link>
		<dc:creator>Mellowcow</dc:creator>
		<pubDate>Fri, 18 Mar 2011 13:19:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=605#comment-942</guid>
		<description>&quot;That&#039;s definitely staying in!&quot;
hahahaha</description>
		<content:encoded><![CDATA[<p>&#8220;That&#8217;s definitely staying in!&#8221;<br />
hahahaha</p>
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		<title>Comment on Podcast #20: King Of Tokyo by Patrice_IELLO</title>
		<link>http://www.threedonkeys.com/blog/archives/605#comment-940</link>
		<dc:creator>Patrice_IELLO</dc:creator>
		<pubDate>Wed, 16 Mar 2011 16:45:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.threedonkeys.com/blog/?p=605#comment-940</guid>
		<description>Everything has been fixed with the stands. This problem has been encountered only for the &quot;preview&quot; copies sold in Cannes Toy Fair.</description>
		<content:encoded><![CDATA[<p>Everything has been fixed with the stands. This problem has been encountered only for the &#8220;preview&#8221; copies sold in Cannes Toy Fair.</p>
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