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Buck Rodgers: Countdown to a Better Ship

So, when I was growing up, I played all of the gold box games. One of the ones I don’t remember if I finished or not was Buck Rodgers: Countdown to Doomsday. One of the things that rankled was that you couldn’t upgrade or otherwise modify your ship. Also, in the course of the game, depending on how you play, you could destroy or capture dozens of enemy ships, many more powerful than yours. But you couldn’t fly one of them instead…

I did a couple of modifications which allowed you to have higher ship hitpoints (your ship has hitpoints in 6 areas: ‘Hull’,’Sens’,’Ctrl’,’Life’,’Fuel’,’Engn’), and more ship weapons. At the time, I wasn’t able to determine the hex location for the ‘current’ hitpoints, so I could only modify the maximum. This seemed reasonably game-balancing for me, as your party would salvage parts, then have to repair them themselves. (The one irritating part here was that when you went back to base for free repairs or fuel, they would ‘repair’ the current status back to the original values, so you had to fight space combats and repair it all the way back again.)

Now, with my recent success understanding and modifying the Pool of Radiance series (and probably more diligence now that I’m older), I’m going to try these games again, and see how it’s different with a snazzier ship (and different with the passing of time).

Analysis: Ascension CotG Constructs vs. Heroes

Often a difficult decision: Do you purchase the construct, which you may or may not be able to use multiple times, or do you purchase the more powerful hero, which you will be able to user every time?

How often you will be able to use a construct depends mainly on the other players in the game. In a four-player game, with identical players, you would expect your opponents to defeat the construct-destroying monsters three times as often as in a two-player game.

This article will concern itself with the two-player game.

Assuming a 20-round game, with each player purchasing one card per hand (and defeating the relevant monsters which appear).

There are two monsters in CotG which can destroy your opponent’s constructs:
Corrosive Widow (4 power, each opponent destroys one construct) [4 copies]
Sea Tyrant (5 power, each opponent destroys all constructs but one) [3 copies]

So of the 100 cards in the deck, 7 of them allow you to destroy some (or all) of your opponents constructs.

In a 20-round 2-player game, with 20 purchases per player (15 center row + 5 Mystic/Heavy Infantry), 30/72*28 = 11-12 monsters will appear, or about 3 construct-destroying monsters.

So you would acquire your construct, spend between 2 and 4 rounds waiting to play it, then every 7 rounds, you may be forced to destroy it. For the sake of argument, we’ll assume 3 rounds of waiting, followed by 4 rounds until it is destroyed, meaning a construct (if purchased before the last 7 rounds of the game) will be played once and used 3 times more.

Now, some comparisons:
The All-seeing Eye (6 runes/2 honour construct, draw one card per turn)
Ascetic of the Lidless Eye (5 runes/2 honour, draw two cards)

I’m comparing the All-seeing Eye to Ascetic of the Lidless Eye because they have the same effect of +1 card overall.

Interestingly, if you get to use a construct 4 times, the construct is about 4 times as powerful, for only one more rune in cost (although that is 5->6 runes, which is difficult to do, especially in early game). Our playtesting agrees with this assessment. We actually removed this construct from our games because it was far too unbalancing if purchased and played early (our games tend to be ‘friendlier’, with less deliberate defeating of monsters to destroy the other player’s constructs, and two-player, which would exacerbate these effects).

(Commenting on the rune:honour ratio of individual cards is for a later post.)

Comparison 2, +power constructs:
Militia (0 runes (assumed)/0 honour, add one power)
Shadow Star (3 runes/2 honour construct, add one power)
Yggdrasil Staff (4 runes/2 honour construct, add one power, can trade 4 runes for 3 honour)
Void Thirster (5 runes/3 honour construct, add one power, +1 honour for defeating a monster once/turn)

Demon Slayer (4 runes/2 honour, add three power)
Muramasa (7 runes/4 honour construct, add three power)

So, it looks like it’s plus 3 runes here to make the +1 power permanent (along with the requisite honour). (Similar to the difference on cost between Apprentice and Mystic and Landtalker.) In this case, 4×1 power is much less powerful (hah!) than 1×4 power, and these cards have never felt too overpowered to me. Perhaps Muramasa, but it’s rarely out until the endgame, and there are a lot of other quite powerful 7 rune cards.

Comparison 3, +rune construct:
Apprentice (0 runes (assumed)/0 honour, add one rune)
Snapdragon (5 runes/2 honour, add one rune, +1 honour for playing a lifebound hero once/turn)

The Snapdragon looks like it’s supposed to be the rune equivalent to the Void Thirster, but even during design of the first set, the designers noticed that runes are more powerful than power (hah again!); looking at the cost of Mystics and Heavy Infantry will show you this, amongst others.

I’ve found that Snapdragon, if you can keep it in play, is a less-subtle-than-you-think help, especially early game. I can understand why you wouldn’t have the 3- and 4- rune equivalents, as they would tend to crowd out other strategies (and be even that much easier to purchase in the first couple of turns).

A final note of comparison. Using the math from above (and previous analyses), we can assume that each rune and power produced by a construct or hero produces 1/2 of an honour point.

Looking at it again, under the following conditions:

No card banishing:
5,5 ->12 (2 completed turns ends with +2 cards, or 12 total)
5,5,2 ->14 (2 completed turns ends with +2 cards, or 14 total)
3,5,5,1 ->17 (3 completed turns, one carried over, ends with +3 cards, or 17 total)
4,5,5,3 ->20
2,5,5,5,3 ->24
2,5,5,5,5,2 ->29
3 (20 rounds)

Your construct would come out about 1.5 times, for 4 rounds each, and your hero would come out about 3 times, so your construct would be seen about twice as often.

Militia gives you 3 power, for 1.5 honour
Construct gives your 6 power, for 3 honour, at a cost of +3

Demon Slayer gives you 9 power, for 4.5 honour
Muramasa gives you 18 power, for 9 honour, at a cost of +3

Apprentice gives you 3 runes, for 1.5 honour
Snapdragon gives you 6 runes, for 3 honour, at a cost of +5

This feels slightly wrong, that the +1 power constructs don’t give you honour quite that often, so they’re probably pretty closely balanced with Snapdragon. Muramasa does actually feel 3 times as effective as the other constructs, so that’s fine. But all of this is based on so many assumptions, it should only be a guideline for whether you should purchase that construct at this stage in the game.

Just In Time Branding

Many years ago, I was having a conversation with a person involved with a union in a large organization, and talking about amount/value of work vs. pay. They were explaining that when you’re young, you’re underpaid, during the middle of your career, you’re paid about correctly, and later in your career, you’re overpaid.

Putting aside the fact that this seems very unfair (speaking as a ‘younger person’), and that this feels like a large arbitrage opportunity (as corporate downsizers discovered in the ’80s), this got me thinking about brands.

Brands are an interesting thing. At their most fundamental, they are an attempt to trade consumer resources for a reduction in risk*. However, brands have a startup cost. Early on, before they are established, they have to work really hard to convince people to trust them, then they can last a long time with higher pricing and higher quality (or at least a very specific level of quality). Sometimes they are purchased, and go into decline**.

I had originally wanted to make this post about how humans seem to have a common intellectual fallacy about established brands, and how opinion tends to lag fact, but the title feels more interesting to me.

Are Yelp and all the other review sites just really all about Just In Time branding? Are brands getting stronger or weaker?

*Perhaps humans naturally understand derivatives trading?

**I was going to use Fruitopia as an example here of a brand purchased and then run into the ground, but it seems it was Coca-Cola all along: https://en.wikipedia.org/wiki/Fruitopia

Hey, Dipshit!

“Hey Dipshit, if you ever plan to own anything of actual value in your life…”

So, I’m biking along Adelaide, and a black reasonably expensive* car drives into my lane and stops in front of me. Because I’m paying attention, I have time to stop, but I still have some momentum when I reach him, and put my foot on his car/kick it in frustration. He rolls down his window, I explain that he cut me off, and I bike off.

Not sure what happens next, but I’m guessing he got out, checked his car, and made a decision about what to do next.

Two blocks later, he drives up to me, rolls down his window, and says the phrase above: “Hey Dipshit**, if you ever plan to own anything of actual value in your life…”

Now, at this point, I have a few options. Do I:

1) Escalate? Get into an argument with this person about bike vs. car privilege, or perhaps about working (probably) in finance (and where their money actually comes from, or perhaps even their cis white male privilege?

2) Try to reconcile, and maybe get them to acknowledge a point of view outside themselves?

I ended up choosing option 2), saying “sorry, I over reacted”. He seemed to accept this. In exchange, I asked him to acknowledge that he understand that he drove into my lane and stopped in front of me. He may or may not have internalized this.

So, as you can tell, I ended up thinking about this a lot (as you can tell by this blog post). There are the standard questions of whether you can actually change someone’s mind… Whether, even if I had the time required to talk to him to help him unpack all of the things underlying his statement, whether he would actually change or not…

“Dipshit” is an interesting word to use. Dipshit also sounds like a word that people would use a generation ago: https://books.google.com/ngrams/graph?content=dipshit&year_start=1900&year_end=2000&corpus=15&smoothing=3&share=&direct_url=t1%3B%2Cdipshit%3B%2Cc0
or something you’d see in Glengarry Glen Ross. It just felt odd coming out of the mouth of a Beemer-driving 20-something. Like he was aping people in power (perhaps parents) without really understanding what they did to get them there.

So, I ride a bike by choice, and I happen to wear a t-shirt to a tech job downtown, also by choice. But put me in the financial district, and I look like I have no status there (which really, I don’t). “Dipshit” is a word you use to talk about someone obviously beneath you, which suggests an underlying current of classism that would probably take a divorce and years of therapy to cure.

Anyways, food for thought. I think I took the correct path (after the initial incident), but I wonder how you help people unpack things, or deal with the fact that you know that a person would be helped by doing so, but you can’t do anything about it.

*Maybe a BMW, or an Audi, or something equivalent

**Not necessarily an exact quote, but within a couple of words

Analysis: Ascension One & Two rune cards

In our last segment in this series, we talked about the overall rune/power balance in Ascension: CotG: http://nayrb.org/~blog/2015/08/03/analysis-ascension-runes-vs-power/

In this segment, we’ll go into a bit more depth on the 1- and 2-rune cards in the set.

The cards are:

0 runes:
Apprentice* (add 1 rune, 0 honour) [factionless]
Militia* (add 1 power, 0 honour) [factionless]

1 rune:
Arha Initiate (draw one card, 1 honour) [Enlightened]
Lifeblood Initiate (add 1 rune and one honour, 1 honour) [Lifebound]
Mechana Initiate (add 1 rune OR 1 power, 1 honour) [Mechana]
Void Initiate (add 1 rune and may banish one card in hand or discard, 1 honour) [Void]

Starting with the 1-rune cards, reading http://boardgames.stackexchange.com/questions/7794/when-to-buy-cards-costing-1-rune-in-ascension, it says many things I’ve felt for a long time. The four cards here are not very balanced. I would even use stronger language, and say that the void initiate, if acquired early, can decide the game. I generally find that if I have two ‘banishing’ cards acquired early, I can winnow my deck down the just the essentials. This quickly becomes overpowering.

From a math perspective, one could assume the following (with no card drawing cards, assuming purchasing 1 card per hand):

No card banishing:
5,5 ->12 (2 completed turns ends with +2 cards, or 12 total)
5,5,2 ->14 (2 completed turns ends with +2 cards, or 14 total)
3,5,5,1 ->17 (3 completed turns, one carried over, ends with +3 cards, or 17 total)
4,5,5,3 ->20
2,5,5,5,3 ->24
2,5,5,5,5,2 ->29
3 (20 rounds)

With one card banisher in first two turns:
5,5 ->12 (2 completed turns ends with +2 cards, or 12 total)
5,5,2 -> 13 (2 completed turns ends with +2 cards, banish 1 card, for 13 total)
2,5,5,1 -> 15
4,5,5,1 -> 17
4,5,5,3 -> 19
1,5,5,5,4 -> 22
1,5,5 (20 rounds)

With two card banishers in first two turns:
5,5 ->12
5,5,2 ->12
2,5,5 ->13
5,5,3 ->13
2,5,5,1 ->14
4,5,5 ->16 (all Apprentices and Militia are banished now)
5,5,5,1 ->19
4,5 (20 rounds)

(Note that this may somewhat overstate the power of banishment cards, as we’re assuming perfect banishment, and being able to purchase two banishment cards in your first two turns. This has happened to me a number of times, though, so it’s not out of line as an assumption to make the math easier.)

So, with no banishment, you can get through your deck 6 times in 20 rounds. With one banishing card, you can get through it 6.5 times, which can be significant, as the later turns are much enriched in powerful cards, many of which can get you multiple honour points each. This strategy truly shines when you use two banishing cards, however. Note that your deck barely grows in size for the first half of the game. This allows you to go through your deck 7.5 times, being able to use your most powerful cards an extra time *each* more than even the one banishing card player.

With this in mind, barring further math, I’ll make the assumption that a banishing card is worth 1 extra rune for each turn you would have used the card it banished. (This assumes that you replace an apprentice with a mystic, which will probably overstate the banishment power in the early game, but understate it in the later game.)

This means that the Void Initiate gains you 1 + (5+4+3+2+1+0)runes/6** = 1 + 2.5 = 3.5 runes!
Assuming that you can always gain 1 honour (in cards) per two runes, this works out to 1 honour + 1.75 per play!
Working this in to the equations for the other 1-rune cards:

Void Initiate: 1 honour + 1.75 honour per play
Lifeblood Initiate: 1 honour + 1.5 honour per play***
Arha Initiate: 1 honour and -1 card
Mechana Initiate: 1 honour + 0.75 honour per play****

Now, on to the 2-rune cards.

2 runes:
Temple Librarian (discard one card and draw two cards, 1 honour) [Enlightened]
Seer of the Forked Path (draw one card and may banish a card in center row, one honour) [Enlightened]
Spike Vixen (draw one card and gain one power, 1 honour) [Void]

The two Enlightened cards here, in true ‘Blue’ fashion, are starting to show the control aspects of their faction. The Temple Librarian allows you to cycle your deck faster, and the Seer of the Forked path alternately allows you to swap out cards in the center row you don’t want for maybe one that you do, or even perhaps more useful, to get rid of a monster that your opponent will attack you with next turn!

I’ll cover these cards in more depth when I cover drawing cards in more general.

For now, remember that deck winnowing is powerful. My favourite corollary to this is from the board game ‘Age of Renaissance’: https://boardgamegeek.com/boardgame/26/age-renaissance, which forces you to keep unplayable cards in your hand as an ‘unplayable misery burden’, which I think aptly describes low value cards in many deckbuilding games.

*I’m including Apprentice and Militia here for comparison for a couple of reasons. The most obvious is the correspondence with ‘Copper’ in Dominion. The second is that colourless cards in Magic: The Gathering are typically (slightly) less powerful than other cards at the same converted mana cost. Apprentice and Militia are listed as ‘0 runes’ because ‘Copper’ also costs 0, and it makes sense intuitively, but they might have slightly different actual ‘costs’, depending on how the math works out in later posts, when we work out how useful cards are, and give them fractional worth/benefit values.

**Yeah, I know. It’s not exact, and it doesn’t take into account the two-Void Initiate case.

***The high apparent value of this card under these assumptions suggests to me that the benefits of banishment are even higher than +1 rune each time a card that has been banished would have been played. Might be partially because +1 rune earlier is more important, as are runes >4-5 per turn…

****Assuming the flexibility is worth 0.5 runes per turn. In actuality, I’ve found that this card is seldom used, never mind used for its flexibility.

A Manual of Style for Satire I

I have always enjoyed reading satire. Ever since I picked up Monty Python’s Big Red Book, read my first Onion article, read my first mainstream news article as an adult.

This is my favourite Onion article. It combines political satire with intelligent art humour. The execution is also quite good, (mostly) transporting the reader into an alternate reality where the events described are normal.

http://www.theonion.com/article/republicans-dadaists-declare-war-on-art-858

That being said, there are a few places where I feel it could be better.

If I had to summarize this into a few statements, it would be the following:

1. You are writing as if the subject of your story is your (alternate) reality

This means that you should be writing in proper objective style, and making no judgements:

2. Make no judgements

You are a simple objective watcher. The humour comes from the juxtaposition between the seriousness of the writing style with the absurd situation.

3. Describe what the reader would see, instead of telling them what is going on

This will help with the above. You want to be like a good Game Master, describing what the reader sees, instead of telling them what is going on. You want to encourage them to make the connection themselves. They’ll enjoy it more, the comedic timing will work better*, and they will be more satisfied.

At the same time, when the people you are writing about are doing things that they could be describing themselves,

4. Use quotations instead of description when you can

This is even better.

Example from the Onion article above:

“Calling for the elimination of federal funding for the National Endowment for the Arts; the banning of offensive art from museums and schools; and the destruction of the “hoax of reason” in our increasingly random, irrational and meaningless age, the Republicans and Dadaists were unified in their condemnation of the role of the artist in society today.”

Note that the ‘Journalist’ is (possibly inadvertently) making a judgement here, when they could instead be quoting one of the Dadaists saying “the destruction of the hoax of reason in our increasingly random, irrational and meaningless age”.

An even stronger example is the below:

“Added nonsense-poet Hugo Ball, founder of Zurich’s famed Cabaret Voltaire: “…’dada’ (‘Dada’). Adad Dada Dada Dada.” Donning an elaborate, primitivist painted paper mask, he then engaged reporters in a tragico-absurd dance, contorting wildly while bellowing inanities.”

The description ‘nonsense-poet’ is reasonable. Even if the audience doesn’t know enough art history to understand exactly what a ‘nonsense-poet’ is, they can probably figure it out. It also sounds enough like a title that a person in our alternate reality would understand. Similarly, ‘founder of Zurich’s famed Cabaret Voltaire’ is a reasonable description. It is factual, and objective (you can reasonably check how famous a cabaret is, and who the founder was). The paragraph then continues with a quote (fine), but then becomes problematic. The descriptor ‘primitivist’ seems almost unnecessary, and presumes a knowledge of art history probably only shared by Onion writers. ‘he then engaged reporters’ is simple description, fine, but then ‘tragico-absurd dance’ is again too art history-jargony. ‘contorting wildly’ is again a judgement. Perhaps a quote from someone describing what he was doing, or ‘contorting his body’ for a more objective description. ‘bellowing inanities’ is telling the audience what is happening. A quote would be far better here, such as “yelling loudly ‘Shpma Protback Beep!'”.

The fixed paragraph:

“Added nonsense-poet Hugo Ball, founder of Zurich’s famed Cabaret Voltaire: “…’dada’ (‘Dada’). Adad Dada Dada Dada.” Donning an elaborate, painted paper mask, he then engaged reporters in a tragic dance, contorting his body while yelling loudly ‘Shpma Protback Beep!’.”

So that feels better to me, but could probably use more editing. (Perhaps the Onion chose scansion over humour smoothness scanning?)

The rest of the article was generally smooth, including such gems of description as:

“Dadaist leaders were even more strident than Helms, stressing the need for the elimination of not only art, but also of dada itself. “To be a Dadaist means to be against dada,” Arp said. “Dada equals anti-dada.” Urging full-scale rioting, the assembled Dadaists called for their own destruction, each of them alternately running into the audience to pelt those still on stage with tomatoes.”

Which I think strikes just the right level of description and quotations. It also shows an important point, that the ‘journalist’ can describe what the ‘person’ is saying, as long as it’s immediately followed or preceded by a quote.

The following almost works:

“Centered in Berlin, Paris and Zurich, the Dadaist movement was launched as a reaction of revulsion to the senseless butchery of World War I. “While the guns rumbled in the distance,” Arp said, “we had a dim premonition that power-mad gangsters would one day use art itself as a means of deadening men’s minds.” ”

I would put ‘senseless butchery’ in quotes. Perhaps the ‘journalist’ only wanted to put quotes around actual quotes said by dadaists?

“When told of Arp’s comments, Helms said he was “fairly certain” that he concurred.”

Let me know in the comments below other humorous articles you wish me to dissect!

😀

*See a later post that I will write about the theory of puns, and other forms of verbal warfare.

Some things I read and found useful while writing this article:

Writing Satire Is Harder Than You Think

This article wrote around the edges of what I was speaking to above:
http://www.nottheonion.com/howto.cfm

Some things I found not so useful (too general, more of a 101 instead of actually helping you write well):
http://www.wikihow.com/Write-Satire-About-Current-Events

I tried to find online manuals of style, but they all cost money or only talked about technical details about whether you said ‘one’ or ‘1’.
https://shopping.yahoo.com/9780312569846-yahoo-style-guide/
http://www.chicagomanualofstyle.org/home.html
https://en.wikipedia.org/wiki/Style_guide
https://en.wikipedia.org/wiki/AP_Stylebook

Chicago Manual of Style basics


https://www.apstylebook.com/

Analysis: Ascension Runes vs. Power

So, as you’re playing Ascension, you have a number of choices to make. One of the more important ones is how you balance your purchase of cards which give you runes vs. cards which give you power. (Myself, I enjoy the slower build and feeling of game mastery by playing a 120-point* game, so I tend to err on the side of runes.)

On first blush, it would seem that power would be the better (and simpler) strategy. You can purchase heavy infantry for two runes which will give you two power every time you draw them, vs. having to spend three runes for a Mystic which will give you a (seemingly) similar two runes.

There are more complex issues to get into, such as how each card you purchase affects your average draw and the histogram of your draws, but for now, we’ll focus on the list of cards in the first set, ‘Ascension: Chronicle of the Godslayer’.

Some people have very kindly made a list of all of the cards in this set, including the manufacturer: http://ascensiongame.com/game/card-database/, and some people on boardgamegeek.com: https://videogamegeek.com/thread/673668/how-many-each-card

We’re going to start with some basic statistics about the cards in the deck:

There are a total of 100 cards, 18 in each of four ‘colours’, and 28 ‘monsters’.

Looking at the monsters first, there are:
– 10 monsters costing 3 power
– 8 monsters costing 4 power
– 6 monsters costing 5 power
– 3 monsters costing 6 power
– 1 monster costing 7 power

A simple test for the maximum effort you should put into cards which give you power is what is the maximum number of honour points you would expect to gain from that? You can always trade two power for one honour (cultist), but given that that is the default, you shouldn’t expect it to be the optimal move very often.

Assuming you go through the entire deck, and your opponent kills no monsters:
– 10 monsters costing 3 power give 1,1,1,1,1,1,1,2,2,2 honour, for a total of 13 honour
– 8 monsters costing 4 power give 3,3,3,3,4,4,4,4 honour, for a total of 28 honour
– 6 monsters costing 5 power give 3,3,3,5,5,5 honour, for a total of 24 honour
– 1 monster at 6, 1 monster at 7, for 3 and 4 honour, respectively, for a total of 7

So, that’s a total of 72 honour from center-row monsters, plus however many from cultists.

So that seems reasonable, 72 honour to compete with between you and your opponent. However, at the same time, you have to compete with the center row cards which cost runes:
– 12 cards costing 1 rune each
– 8 cards costing 2 runes each
– 13 cards costing 3 runes each
– 17 cards costing 4 runes each
– 11 cards costing 5 runes each
– 6 cards costing 6 runes each
– 4 cards costing 7 runes each
– 1 card costing 8 runes

And give you honour:
– 30 cards which give you 1 honour
– 20 cards which give you 2 honour
– 12 cards which give you 3 honour
– 4 cards which give you 4 honour
– 6 cards which give you 5,5,6,6,7,8 honour (all mechana constructs)

for a total of: 30+40+36+16+37 = 159 honour possible from purchasing center row cards.

So, including cultists (and a few other cards), you would expect to get twice as many honour points from rune-requiring cards as power-requiring cards.

This suggests to a first-order approximation, that you may be able to ignore power-requiring cards, but you very likely cannot ignore the rune-requiring cards.

Next time, we’ll discuss 1-rune and 2-rune cards!

*120 honour aquirable honour points at the start of the game. The standard game has 30 points per player, so for the two-player games I usually play, that would be 60 honour points. The game doesn’t end up twice as long, as the number of honour points you acquire per turn is closer to exponential than linear**.

**Don’t quote me on this, I have not mathed it out, yet.

Analysis: Ascension (and Dominion) Basics

Ascension is officially* my favourite modern** deck-building game (the genre started by Dominion).

The game was designed by a guy who had been a U.S. Magic: The Gathering champion, to try to capture more replayability by harnessing a quasi-drafting style of play.

http://ascensiongame.com/files/2015/05/Ascension-article.pdf

This article is not about that. It is about the play balance of cards, and how you may be able to use math to help predict what works and what doesn’t.

It was in an article about Magic: The Gathering that I first heard about this, about ‘boons’ http://mtgsalvation.gamepedia.com/Boons, where the original designers came up with the idea of trading one mana (and a card) for three of something. Unfortunately, the 3 of somethings ended up being quite unbalanced, with respect to each other, so they ended up restricting or stopping the print run of most of them.

They had some more success with their ‘1 mana per attack/defense’ rule for creatures, with an ostensible balance with Fireball/Disintegrate, where you had to spend one mana per damage dealt.

Anyways, back to Ascension. You may recall from Dominion, the Fibonacci series for costs of Copper/Silver/Gold/Platinum:

Copper: cost 0 for 1 purchasing power
Silver: cost 3 for 2 purchasing power
Gold: cost 6 for 3 purchasing power
Platinum: cost 9 for 5 purchasing power

This works because in a normal length game, as your deck gets larger, you get about as much total purchasing power from each copper as you would from Gold:

Start of game: EEECCCCCCC -> (3.5/hand)
Turn 1,2 buy silver: EEECCCCCCCSS -> (4.58/hand)
Turn 3,4 buy silver: EEECCCCCCCSSSS -> (5.36/hand)
Turn 5,6,7 buy silver,gold,gold: EEECCCCCCCSSSSSGG -> (6.76/hand)
Turn 8,9,10 buy gold,gold: EEECCCCCCCSSSSSGGGG (7.25/hand)
Turn 11,12,13 buy gold,province,province: EEEPPCCCCCCCSSSSSGGGGG (6.95/hand)
Turn 14,15,16,17 buy duchy,duchy,province,province, ending the game (assuming 2 or 3 players).

Each copper is used ~6 times, silvers are used 5+5+4+4+3 = 21/5 = 4.2 times, making them worth ~8.4 each. Gold is used 3+3+2+2+1/5 = 11/5 = 2.2 times, making them worth ~6.6 each.

So, this shows:
1) The coins are approximately balanced
2) Early game silvers help more than other coins, assuming the game is as short as possible.

So, really back to Ascension now. Apprentices are the clear analogue to Copper, Mystics the clear analogue to Silver. I’m guessing they considered having an analogue to Gold either overpowering or boring, hence the fact that Landtalker only appears once in the deck in the standard set. (The higher cost and rune production cards in Ascension are quite interesting in that they get non-linear after a cost of 6 (perhaps to accommodate the 7 and 8 ‘automatically get or defeat something’ cards).)

That’s it for now!

*And unofficially…
**Magic: The Gathering is currently considered ‘old-school’, and also is a ‘collectible trading card game’.

Less Conventional 4-Quadrant Diagrams: The Horsemen of the Elements

So, 4-Quadrant diagrams are very common in the ‘make-something-two-dimensional-from-something-one-dimensional-and-name-it-after-yourself-and-sell-a-million-business-books’ field.

This series will cover some less commonly used 4-Quadrant diagrams.

First, the Elements:

  Gas   Condensed
*-------*-------*
|       |       |
| Fire  | Earth |  'Dry'
|       |       |
*---------------*
|       |       |
| Air   | Water |  'Wet'
|       |       |
*-------*-------*

Now for the Four Horsemen:

Activity Level:
 Human    Biological
*---------------------*
|        |            |
| War    |Pestilence/ | Abundance
|        |Plague      |
*---------------------*
|        |            |
| Death  | Famine     |  Lack
|        |            |
*--------*------------*

And as a special treat for those watching my Gold Box series:

 Includes     Does not
  'Pool'      include 
  in the     'Pool' in
  Title:     the Title:
*----------*------------*
| Pool     | Curse of   |
| of       | the Azure  | No Teleporters
| Radiance | Bonds      |
*-----------------------*
| Pools    | Secret of  |
| of       | the Silver | Teleporters! 
| Darkness | Blades     |
*----------*------------*