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Game # 19: Dragon's Hoard

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Anonymous

Sorry everyone for the delay. I was spending a romantic weekend out of town. Hope you all understand. :wink:

The downloads for the Dragon's Hoard game are in the GDW area of the Downloads section here at BGDF. There are two links, one for the rules, and another for the cards. You don't have to have the cards, but if you want to play test the game they are there for you to print out (Word format).

Please send your comments. I've had a chance to playtest the game some more since the rules and cards were posted to the downloads section so I'm curious to see if any of your comments hit near my own choices about changes to the game.

The game is intended as a quick, fun, game to be played in about 15 to 30 minutes. I've intended the game to be for 2-4 players, though to be honest, I haven't play tested with the 3 or 4 player versions yet. My main concerns right now are playability. Are there any broken cards? Any cards that just seem not worth the effort to play? I've had positive reactions from playtesters and have incorporated some of their suggestions already, though these are not yet in the rules. (Mostly, I make notes on the playtest cards so I remember what comments go where. :D )

Thanks all.

FastLearner
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Game # 19: Dragon's Hoard

For convenience:

Dragon's Hoard Rules

Dragon's Hoard Cards

Note that both are Word documents and so will require Word or a similar Office product to read.

zaiga
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Game # 19: Dragon's Hoard

One thing that wasn't completely clear after reading the rules:

Quote:

On each player’s turn the player can do the following:
1. Draw one card from the game deck.
2. Play up to 2 cards from their hand onto their play area.
3. Direct 1 ‘attack’ against their opponent.

Can you do all these three things in a turn or only one of the three actions? If the former, do you need to do them in the specified order or can you choose which order to do them?

Nitpick: you also forgot to mention what happens when the deck runs out of cards. I suppose you just shuffle the discard pile to form a new draw deck, but this should be specified in the rules.

Other than that the rules are fairly straightforward and understandable. At first glance it looks a bit like Magic, except without the deckbuilding. I like the deckbuilding of Magic, but I can understand why you want to go without it.

The game also lacks a "resource system" like Magic, which can be used to balance the power of the cards. Without a resource system you either have to make all the cards more or less equally good or you have to accept that luck of the draw plays a role. Since you seem to be aiming for a light game, luck of the draw may not be such a big problem. Still, I think you want to avoid cards that are outright weaker than others (ie. Treasure Coins vs. Treasure Gems). It just seems a bit lame.

Perhaps a better comparison for this game is BANG!, where players also draw from a common draw deck and which also lacks a resourcesystem.

I like the idea of having multiple victory conditions, but I think it will be hard to balance them all. You might want to keep things simple and remove one of the victory conditions. My advice would be to do away with either the Maidens or the Treasure victories. This would allow you to flesh out the other victory conditions a bit more.

The fun from this game probably comes from the individual cards and how they interact. You asked for advice on individual cards, but I'm afraid that that is very hard to do without actually having played the game. That said, the Dragon Slayer card does look very powerful, being able to win the game in a single turn, if the opponent is unfortunate enough to not have a defense for it (or do cards have "summoning sickness" as in Magic)?

Anyway, good luck with the game!

- René Wiersma

Scurra
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Game # 19: Dragon's Hoard

Yes, BANG! was the first thing that came into my mind too. This game could be faster in play but loses the neat bluffing mechanic that makes BANG! work.

I'm not at all sure if the "luck of the draw" aspect will be compensated for by the length of the game. IOW most games will likely come down to someone drawing the DragonSlayer at the right moment, or perhaps lucking into the fourth Maiden.

Couple of comments:

The DragonSlayer seems far too strong. In Magic (a comparison Zaiga makes, although it's perhaps inappropriate), an "instant win" usually requires a combination of cards, rather than just one. For instance, perhaps you should need a Wizard and/or a Thief as well as your DragonSlayer in order to try to use it. That way the player has to use both their cards in a turn whereas the opponent only needs one defence.

Um, wouldn't there need to be twice as many Coins as Gems if the Gems are worth twice as much?

Is it simply the first player to slay an opposing dragon that wins? Or is it "last dragon standing"? (I'm excluding other victory conditions here! btw, I disagree with Zaiga on this: I think all of the conditions seem fine as long as they are balanced.)

Otherwise, it'd be interesting to know how most games end. Do people mostly collect enough treasure? Or do they slay their opponent?

It seems like a nice light game with a bit of tactical depth but nothing hugely strategic. A decent "filler" game (and that's meant as a compliment, btw!) that, crucially, doesn't need any extra components, which is also a good thing.

doho123
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Game # 19: Dragon's Hoard

Your rules mention "attacking your opponent." Is your opponent any player at the table, or just one person (say, the player to your left)?

Also, is there any sense of a player having hit points, or is it simply, if a player attacks you and you can't defend, then you are out of the game?

Anonymous
Game # 19: Dragon's Hoard

This looks like a cute "filler" game. Seems pretty clean in terms of the mechanic...here are the actions you can do. Presumably, you can do one of the 3 listed actions on your turn, not all 3?

I also echo the previous question about whether the "slay the dragon" victory condition is after the first dragon is slain or after only one dragon remains. I think I would prefer the former, as that eliminates the "Eliminated Player Syndrome", but if it's a 15-30 minute game, that may not be a problem.

Having 3 victory conditions and possibly 4 players will insure that there is player conflict, as someone will be left scrapping for something (this is a Good Thing (tm) ).

I see that you've designed the game around the Magic 55 deck size...very good for production issues. :wink:

You might want to mention a mechanic for keeping track of when the dragons who only have "once-only" abilities have used them...using the Magic mechanic of "tapping" would probably be very good in this case. However, I wonder if it's fair that some dragons' abilities can only be used once while others are more of an ongoing thing? That would seem to be an unbalanced position, at first glance (having not played...playtest could show my concerns are unfounded). Is there a way to have them either all be "once-only" or all be continuous? Or, maybe when you use your ability, you can't use it until all the other dragons have used theirs?

Definitely a light, simple game either for when you're waiting for the other table of gamers to finish up before heading out for snacks or towards the end of the evening when you've already destroyed your brain playing Pueblo and are no longer capable of rational thought.

Scurra
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Game # 19: Dragon's Hoard

doho123 wrote:

Also, is there any sense of a player having hit points, or is it simply, if a player attacks you and you can't defend, then you are out of the game?

Each of the attacking cards states what the penalty is if the player cannot defend.
Thus attacking with a Squire forces a discard, attacking with a Thief allows you to steal a Thing, attacking with a Knight allows you to take a Maiden etc.

You only lose if you are attacked with a DragonSlayer and have no defence (see my comment above about that!)

hpox
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Game # 19: Dragon's Hoard

Scurra wrote:

Thus attacking with a Squire forces a discard, attacking with a Thief allows you to steal a Thing, attacking with a Knight allows you to take a Maiden etc.

This sounds like a very fun mechanic. Clever.

sedjtroll
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Game # 19: Dragon's Hoard

Scurra wrote:

Each of the attacking cards states what the penalty is if the player cannot defend.

Somehow I think the rules in this regard should be clarified... Perhaps the use of Keywords, specific words that are defined in the rules, then printed in bold on each card that it applies.

For example:

Attack - Once per turn a player can initiate an attack. Choose a card to attack with, and a player to direct your attack at. Resolve the attack according to the cards in play. If the attack is successful, then follow the directions on the attacking card. If the attack is not successful then follow the directions on the defending card(s).

the there would be cards like:
Thief in the Night
flaver flaver flaver
Attack: Take 1 item from defending player and put it in your hand.

- Seth

DarkDream
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Nice Card Game

When I first looked at the rules I thought, "oh no another magic type game."

When I looked at it further, it does appear to differ in a significant degree not making it a clone.

Things I like about the game:

1) Multiple victory conditions. Great idea to add in to a card game.
2) Differeing dragons have special abilities.
3) The card interaction where you have offensive and defensive cards
4) The building up of a play area.

I do agree with the other folks that the "Dragon Slayer" card is way too powerful, and may result on the second turn a player being eliminated.

There was a suggestion that in order to activate the dragon slayer card, you need other cards. Perhaps in your play area you must have more knights in shinning armour than your opponent (need a knight to slay the dragon) plus a special dragon slaying sword.

Also I noticed is that a player (however rarely) could draw five cards and happen to have four fair maidens. This would allow the player to win right away.

Besides these things, the main strengths you have is multiple victory conditions, a simple scheme, offensive and defensive cards plus the interesting interaction between the cards.

Looks good.

--DarkDream

Anonymous
Game # 19: Dragon's Hoard

Wow - some great responses from everybody. Sorry I'm a bit late in getting back to everybody - I caught some kind of bug yesterday that had me down for the count for most of the day.

Let's see if I can cover most of the questions.

Quote:
Can you do all these three things in a turn or only one of the three actions? If the former, do you need to do them in the specified order or can you choose which order to do them?

Currently you can do all of these things in a turn. You first draw a card, you can then play 2 cards, and you can then attack your opponent. I will make this clearer in revision of the rules.

Quote:
Nitpick: you also forgot to mention what happens when the deck runs out of cards. I suppose you just shuffle the discard pile to form a new draw deck, but this should be specified in the rules.

D'oh - thought I had that in the rules. Yes, if the deck runs out you reshuffle the deck.

Quote:
Um, wouldn't there need to be twice as many Coins as Gems if the Gems are worth twice as much?

Maybe, but I wanted to keep the vistory condition fairly balanced so that you couldn't scoop up a bunch of coins to win.

As far as the vicotry conditions go, in nearly all of the play tests the dragon slayer card has been the card to win the game. Now, there have been a few games when treasure won, and a few when maidens won. In the latest playtests I have done I've changed the victory conditions so that you only need 3 maidens, not 4 to win, and only need 8 treasure points, not 10 to win. This seems to balance the game a bit better (in the couple of games I've tested). A lot of you mentioned the powerfulness of the dragon slayer card. I've been a bit concerned about this card from the beginning. There are several ways to defeat, or at least block, the dragon slayer. Dragon's Lairs stop attacks from dragon slayers, unless the other opponent has the treasure map. (Note: I'm thinking of adding color qualifiers to the treasure maps so a red treasure map only lets you get through the red dragon's lair.) Other cards, magic wand, wizard, dragon's fire, and the magic sword when placed on the KISA allow you to stop an attack from the dragon slayer.

Quote:
A decent "filler" game (and that's meant as a compliment, btw!) that, crucially, doesn't need any extra components, which is also a good thing.

LOL - hey, I'll settle for filler. I always intended this game to be a light, filler type game so I'm glad that's how it's come across.

Quote:
Your rules mention "attacking your opponent." Is your opponent any player at the table, or just one person (say, the player to your left)?

Any other player on the table. TBH, I haven't play tested a 3 or 4 person game, so I don't know how well it works.

Quote:
However, I wonder if it's fair that some dragons' abilities can only be used once while others are more of an ongoing thing?

So far I haven't noticed any problems with the dragon's abilities. The 2 dragons that have 1 use abilities, have pretty powerful abilities (dragon's fire, and returning a card from the discard), the other 2 are a bit more mundane, but still powerful as far as winning the game. Funny thing, even with 2 treasure points for the gold dragon, I've never had her win with treasure. Does this make the game broken? Not sure. There is a lot of luck factor in the shuffle and draw of the shared deck.

Quote:
Somehow I think the rules in this regard should be clarified... Perhaps the use of Keywords, specific words that are defined in the rules, then printed in bold on each card that it applies.

I've been leaning in this direction. In the first ideration of the game there was not card 'type'. I changed that to person, thing, and effect to allow for more specific card attacks. I will definitely make the card text more clear on what the attack effects for the card are.

Quote:
Also I noticed is that a player (however rarely) could draw five cards and happen to have four fair maidens. This would allow the player to win right away.

So far that hasn't come up - though there's been any number of times when a player got a few 'useless' cards on the draw. Even if the player did draw all 4 maidens, it would still take them 2 turns to win. Still not fair, but not a 1 turn win either. I think one of the things I do like is that luck factor in winning the game, based on the draw of cards. The game is intended to be light and fun and fast paced, so winning in a couple of turns is not necessarily a bad thing.

Thanks again for all the comments. Please keep them coming.
- Geoff

jwarrend
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Game # 19: Dragon's Hoard

Hi Geoff,

Haven't really been following the discussion on the game, so forgive the redundancy.

First, minor quibbles about grammar. When you're using the 3rd person singular, it's always "his" items that you're talking about, not "their." This is a minor point, but made the rules confusing. Moreover, the use of the singular and plural is mish-mashed in such a way that I can't tell how you win the game. From the rules, for example, it sounds like even in a 3 or 4 player game, each player has one opponent, and when he eliminates that opponent, he wins the game. Is that right? Or should "opponents" be pluralized? This small detail makes a huge difference in meaning.

Now, onto the game itself. I understand that you're going for a light, "filler" type game, and in general, a whole lotta luck can be apologized away with such a game, but it's important to remember that the game play still has to be fun enough to make people want to play. I don't play Fluxx, not because there's no strategy, but because there's no strategy AND no fun. (well, ok, it's *kind of* fun, but more "funny" than fun, I would say).

The big doozy, as some have noticed, is the Dragon Slayer card. I *hate* cards that say "play this card and you win". Now, I get it, it's possible another player could be holding a "Dragon's Fire" card or some other "stop an attack" card, but it's really just a crapshoot whether they are or not. And at any time, I can play the Dragonslayer, and if I'm lucky and my foe didn't hold a "defense" card, I win!

Now, one could argue that this could be mitigated by needing to hold onto your defense cards. ie, that the DragonSlayer only works if one player plays "badly" and doesn't hold onto defense cards. And since the defense cards in some cases have alternate effects, there's kind of a "will I use this for attack, or hold it in case I'm attacked" decision process, but I'm not sure it's really all that interesting.

And this, I guess, is my chief concern about the whole game -- it really just boils down to "take that!" card play. I don't see any effects whatsoever that make it more interesting than that -- no sense of trying to put together a good team with complementary abilities to raid the dragon's lair, no feeling of trying to pull off the daring rescue of the damsel for what you hope is a big payoff but finding out in the end she's flat broke, etc. I think there's potential for a great, fun, and atmospheric game here, but I feel like your game gets its theme entirely from text (and, I assume, artwork, in its "published form"). I think you can do better than this.

I think you could stand to add some "standard effects", so instead of each card having a special effect, maybe there's a "generic thing" that "all cards" (or "most cards") do, but each also has a special ability. It just seems like with a deck full of cards that are all special power cards, balancing the different cards is going to be a nightmare, yet you sort of want them to be pretty balanced if the game is to be fair. In contrast, if there was a little more substance to the game, you could have things be a little less balanced, but have the "luck" effect made up by the "risk-reward" effect.

Here's a simple idea for how you could rework the game yet still retain a lot of the flavor and feel (and most of the cards) that you've built.

Divorce slightly the idea that player=dragon. Instead, have each player put up X cards next to their dragon, with Y of them face-up, and place a corresponding "difficulty" card next to their dragon. Now, each other player must assemble a team whose skill exceeds the "difficulty" of the dragon, and if they do, they receive that many "fame" points and the X cards. (and perhaps there are special abilities like "Thief -- look at the face-down cards before going on the quest", "Magician -- exchange one of the prize cards with one from the controlling players' hand, etc").

You'd have to think of an intellectual justification for why players were trying to get other players to raid their dragon lairs, or what basis would go into deciding what treasures to put up for grabs, etc, and a whole bunch of other things besides. In fact, maybe the game system just does this randomly or something. Of course, this is a little like "Dragon's Gold", but you can come up with ways to make it different...

But I think the point is, I could be very, very wrong about your game, and could be misunderstanding it in a fundamental and disastrous way, but right now, as it is, I don't see it ever being better than "pretty ok". BUT, I think that with some simple (but sweeping) changes, you could come up with a system that is guided by the theme you're making, that doesn't rely on "take that!" card play, and that would be more fun and more immersive. It could still be short, it could still be light, yet I think you have everything to gain.

I'm certainly sorry if I come off sounding negative. That's certainly not my intent -- rather, I want to push you to push this one a little harder, because I'm sure there's a great game in here. As it is, you've come up with a nice theme for a fun game. Good luck working on it further!

-Jeff

Anonymous
Game # 19: Dragon's Hoard

jwarrend wrote:

I'm certainly sorry if I come off sounding negative. That's certainly not my intent -- rather, I want to push you to push this one a little harder, because I'm sure there's a great game in here. As it is, you've come up with a nice theme for a fun game. Good luck working on it further!

Not at all Jeff - this is what I like about posting something for others to look at, getting good, constructive criticism. So far I've gotten a lot of great comments from everybody. While a small part of me is wounded by your pen, the higher brain, logical side of me is already turning over what you said and seeing how to incorporate it into the game.

Quote:
Divorce slightly the idea that player=dragon. Instead, have each player put up X cards next to their dragon, with Y of them face-up, and place a corresponding "difficulty" card next to their dragon. Now, each other player must assemble a team whose skill exceeds the "difficulty" of the dragon, and if they do, they receive that many "fame" points and the X cards. (and perhaps there are special abilities like "Thief -- look at the face-down cards before going on the quest", "Magician -- exchange one of the prize cards with one from the controlling players' hand, etc").

Hmm...here's an idea I never thought of before, and I really like it! :D Divorcing the player and the dragon is a perspective I had not thought of and I think you are right, it would take the game to the next level. Yes, the game always had a Take That! attitude, and while it works for quickness, it sacrifices playability. I'll have to sit down and rethink a lot of the game, but what you suggest could actually still be accomplished with the basic card types I already have. You'd basically have two overall card types - player cards (KISA, squires, magic shields, etc) and dragon cards (treasure, maidens, lairs, etc.) You could then build a team to assault the dragon and take treasure, maidens, or slay the dragon. The dragon(s) might have a global effect, such as dragon fire, to be able to stop an attack unless the player can play a counter card, or protection card. This makes it such that the players are still playing against each other, but each takes on the role of the hero fighting the dragon.

Wow - thanks for the comment Jeff. You've gotten my mind racing.

jwarrend
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Game # 19: Dragon's Hoard

paleogeoff wrote:
While a small part of me is wounded by your pen,

Just a quick remark about this. Please keep in mind that my remarks (and those of others, I suppose) should really be taken with a grain of salt. I think that the most reliable opinions are probably those of your playtesters -- if they like the game as it is, then that certainly counts much more than my first impression. Also, as you know, should your game end up published, or being played by a lot of different people, you're always going to get a spectrum of opinion -- some will say "it's great", some will say "it stinks!" Don't take the negatives personally, but if you can use them, that would be great...

Quote:

Hmm...here's an idea I never thought of before, and I really like it! :D Divorcing the player and the dragon is a perspective I had not thought of and I think you are right, it would take the game to the next level.

Glad to hear it has some promise. You should definitely look at "Dragon's Gold" by Bruno Faidutti for comparison, but that game is more about negotiation, and yours is more about adventure; you shouldn't have a problem with making your different.

Quote:

Yes, the game always had a Take That! attitude, and while it works for quickness, it sacrifices playability.

This, of course, just depends on what it is you're trying to create. For a quick 10 minute romp with lots of back and forth "take that!" action, your game is fine. On the other hand, I really think that you could take something like your game engine and make a 30 minute romp that is much more atmospheric and would be something I'd be much more interested. And, you should take my remarks in that spirit -- I don't insist that all the games I play be deep like chess, but I play almost nothing in the "10 minute filler" category. I just don't have interest in spending time playing those kinds of games. But, if that's what you're really trying to create, my remarks may push you in the wrong direction.

Quote:

I'll have to sit down and rethink a lot of the game, but what you suggest could actually still be accomplished with the basic card types I already have. You'd basically have two overall card types - player cards (KISA, squires, magic shields, etc) and dragon cards (treasure, maidens, lairs, etc.)

This sounds like a good thing -- I'd certainly try to start from the framework you've already developed if at all possible, and it certainly sounds like you have a good way to do that. I might further differentiate the player cards into "characters" and "items/upgrades". I can see all sorts of simple but interesting character abilities -- a "thief" that lets you look at some of the dragons' treasure to see how lucrative a given hoard is; a "warrior" who boosts your chances of killing a dragon; a "knight" who's worth more if a maiden is part of the 'hoard'; a "weasel" (a la Bilbo) who can parley with the dragon and try to outsmart him, etc. The possibilities are certainly endless! But...be careful. Excercise restraint, and come up with a few simple and clear characters/items/whatever, focusing on playability of the game system and some level of predictability in the card draws; don't worry as much about "simulation" at this point...

Quote:

Wow - thanks for the comment Jeff. You've gotten my mind racing.

Glad to have gotten you thinking; it's certainly the goal of the GDW. Whether you end up making big changes or not, I think it's worth the process of thinking through some sweeping changes, if for no other reason than coming up with a more solid perspective on why you like the game as it is. Whereever you come out with this one, good luck with the project!

-Jeff

Scurra
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Grammar

jwarrend wrote:

First, minor quibbles about grammar. When you're using the 3rd person singular, it's always "his" items that you're talking about, not "their."

And I will respectfully* disagree with you. The use of "their" for 3rd person singular is perfectly grammatically correct, and avoids any gender specification. It is sometimes tricky to recast a sentence so that it makes sense using "they" or "their" (compared to using "his" or "her") but it is often much better - and avoids the minefield of "his/her" or even using "she" all the way through rules as some writers do (e.g. ensor's African Violets ruleset, although I think there are a couple of rogue singular "they"'s in there too!) If the piece is written properly, you won't notice that the author has used "they" throughout, whereas using "she" can sometimes be unexpectedly jarring. Speaking personally, I don't think I've used anything other than "they" for many years now when I'm talking about someone whose gender I do not know.

(*"with respect" used here in its traditional sense, meaning "with no respect at all" ;))

jwarrend wrote:

This is a minor point, but made the rules confusing. Moreover, the use of the singular and plural is mish-mashed in such a way that I can't tell how you win the game. From the rules, for example, it sounds like even in a 3 or 4 player game, each player has one opponent, and when he eliminates that opponent, he wins the game. Is that right? Or should "opponents" be pluralized? This small detail makes a huge difference in meaning.

Now this one I have already agreed with - but I don't think that it will end up making that much difference to the outcome of the game itself, although I can see that it makes more sense that the game ends whenever any single player is eliminated: thus making it a balancing act between gathering treasure to win, defences so as not to lose and occasional attacks. Although I'd be worried that the "suicide attack" strategy might actually be the most reliable.

Deviant
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Re: Grammar

Scurra wrote:
The use of "their" for 3rd person singular is perfectly grammatically correct, and avoids any gender specification.

I hate to pop your balloon here, but "their" is always plural, as in "Well, I never wanted to go to *their* party anyway!" Sorry, but there's no working around the he/she problem, unless you just pick one or the other and stick with it. While "their" sounds okay in certain contexts, it is actually grammatically incorrect to ever use their in a singular sense. If there's anything I learned in high school English class, that would be it.

IngredientX
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Re: Grammar

Scurra wrote:
And I will respectfully* disagree with you. The use of "their" for 3rd person singular is perfectly grammatically correct, and avoids any gender specification.

My English teachers always bared fangs when I used "their" as a third-person singular. I understand that it's easier to write "their" instead of "his/her," but I agree with Jeff that mixing "their" as a singular third-person pronoun can make writing potentially more confusing.

I have always learned that "their" and "them" are only to be used for plural situations... otherwise, one must use "his/he" or "her/she" (perhaps the Queen's English is different? :) ). I'll check a style guide at work today to see if this has changed recently.

Most writers just assume all players are male, and use "he" and "his". The Settlers of Catan Card Game rulebook even apologizes for this assumption!

I try to bounce back and forth between the male and female pronouns in my rules. This has the ancillary help of distinguishing between examples and sample players.

Scurra
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Re: Grammar

Deviant wrote:
If there's anything I learned in high school English class, that would be it.

And you'd be wrong. Just like you learnt that you should never split an infinitive. Which is also wrong. :)
I do not deny that we don't have a good solution to the problem in English. What I am arguing is you just won't notice if a passage of text only uses "they" in place of "him" or "her", unless the writer deliberately tries to draw attention to it (which some people try to do as if that somehow invalidated it.)

IngredientX wrote:

I understand that it's easier to write "their" instead of "his/her," but I agree with Jeff that mixing "their" as a singular third-person pronoun can make writing potentially more confusing.

My point is that is isn't easier to write using "they" and "their" without getting into tangles unless you spend time learning how to do it, which often involves rewriting sentences a lot. Which is one reason why people are generally discouraged from doing so at school...

As for bouncing back and forth - that's even worse than using "he" as a default gender assumption!

And can I apologise for turning this into a grammar thread? I bet people are wondering why there's a sudden flurry of conversation about the game and being disappointed to find out that we're just having am English language flame-war ;)

jwarrend
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Re: Grammar

Scurra wrote:

And I will respectfully* disagree with you. The use of "their" for 3rd person singular is perfectly grammatically correct, and avoids any gender specification.

Well, allow me to return the favor!

Here's a passage from "The Elements of Style" by Strunk and White:

"The use of he as pronoun for nouns embracing both genders is a simple, practical convention rotted in the beginnings of the English language. "He" has lost all suggestion of maleness in these circumstances. ... It has no pejorative connotation; it is never incorrect. Substituting "he or she" in its place is the logical thing to do, if it works. But it often doesn't work, if only because repetition makes it sound boring or silly."

They give some examples:

Wrong: "Every one of us knows they are fallible".
Right: "Every one of us knows he is fallible."

Wrong: "Everyone in the community, whether they are a member of the Association or not, is invited to attend".
Right: "Everyone in the community, whether he is a member of the Association or not, is invited to attend".

And while we're on the subject of grammar, let me make a point that I've begun to catch myself screwing up on in my rulebooks. When you mean for a singular player to take an action, say so. Here's an example:

Vague: "All players draw one card."
Better: "Each player draws one card."

I've found that I overwhelmingly tend to say "all players do X", but in almost all cases, this leads to an ambiguity, and it's much clearer to say that "each player does X".

And this leads back to the problem with using "their" instead of "his". It can be unclear whether you are really talking about something that each player is doing, or something that all players plural are doing. So, I think it's perfectly ok, and overwhelmingly preferable, to use "his" rather than "their." If a woman reads the rulebook and takes offense, I think that she needs to go take an 11th grade English class again. To say "a player plays 2 of his cards" obviously does not connote that only men can play the game, and anyone who would think so probably should just take a few deep breaths.

(And don't misunderstand me -- I'm all for women's equality. I just think, let's fight inequality where it really exists, not go on a witch-hunt for things to get upset about. Complaining that proper written English is sexist is, to me, ludicrous, and misplaces the efforts when their are real inequalities that could be tackled...)

Scurra
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Re: Grammar

(note: some out of context quoting is occurring here...)

jwarrend wrote:

To say "a player plays 2 of his cards" obviously does not connote that only men can play the game,

And what's wrong with "a player plays 2 of their cards" in that context?
Now someone might say "he plays 2 of their cards" is wrong - and they would be correct. Indeed, "they play 2 of their cards" would also be wrong, since it leads to singular/plural confusion. But "a player plays 2 of their cards" wouldn't even lead to a moment's pause.
And no, I don't know anyone who would react like that if they saw "he" being used. Although I do know people (myself included) who notice when someone actually draws attention to the fact that they have used "he" throughout!

jwarrend wrote:
[let's] not go on a witch-hunt for things to get upset about.

You brought it up first ;)

jwarrend wrote:

Complaining that proper written English is sexist is, to me, ludicrous, and misplaces the efforts when their are real inequalities that could be tackled...)

Too right. Which is why I don't go around evangelizing on this particular subject; I just apply it myself and join in when other people comment about it...

(As it happens, I started to get interested in the subject when I wanted to stop talking about "God" as "He" - and ironically, "They" is an exceptionally bad replacement in that context! But please don't let us turn this into a Theology thread as well as a grammar flame-war ;))

FastLearner
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Game # 19: Dragon's Hoard

I've been working on writing my rules in 2nd person singular lately, where feasible, and I quite like the results. It feels like the rules are "talking" to the reader, and when you read the rules aloud it feels like the reader is talking to the other players. "First you draw a card."

jwarrend
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Re: Grammar

Scurra wrote:

And what's wrong with "a player plays 2 of their cards" in that context?

The problem is that it isn't proper written English. It's ok *colloquially*, but under formal English, it is wrong. I already gave you Strunk and White. Here's a web site I just found that analyzes the whole subject.

I know your response will be "it's ok to use 'their'". But that's just an assertion on your part at this point. Do you have a source that is at least somewhat authoritative that says this is the case?

Quote:

Now someone might say "he plays 2 of their cards" is wrong - and they would be correct. Indeed, "they play 2 of their cards" would also be wrong, since it leads to singular/plural confusion. But "a player plays 2 of their cards" wouldn't even lead to a moment's pause.

But it would still be wrong, though I agree it wouldn't raise many eyebrows. Are we talking about "sneaking under the radar", or about using proper English? Should we strive for formally correct English in our rulebooks? It's a legitimate question. To me, the most important thing is explaining the rules in such a way that they can be understood. Pronoun gender usually isn't a factor in this, but I think it could be if you start using "their"'s in place of "he"'s too much.

Quote:

(As it happens, I started to get interested in the subject when I wanted to stop talking about "God" as "He" - and ironically, "They" is an exceptionally bad replacement in that context! But please don't let us turn this into a Theology thread as well as a grammar flame-war ;))

I have a friend who was a Divinity student, and apparently the school he attended (a reputable institution, actually) decided that to keep everyone happy, the school's official moniker for God would be changed to "He, She, and It." Seriously.

Now, this friend had a professor who wasn't happy about this, and who said one day, "Class, I must say, I'm not happy about this 'He, She and It' business. I don't care how you say 'He, She, and It', to me it just sounds like sh__."

I found that pretty funny, particularly coming from a Divinity professor!

SVan
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Game # 19: Dragon's Hoard

FastLearner wrote:
I've been working on writing my rules in 2nd person singular lately, where feasible, and I quite like the results. It feels like the rules are "talking" to the reader, and when you read the rules aloud it feels like the reader is talking to the other players. "First you draw a card."

That's the way I like to write rules as well, for the same reasons. Plus it makes it much easier for me to write the rules, and not have to worry about if I should make it he or she or they or them or etc.

One thing that has now popped in my mind, and has made me want to re-read all of my rules, is this: Did I write all of the rules in the same perspective? Is it all 2nd person, or do I switch sometimes? Thinking about it makes me realize that I've probably switched back and forth. I don't know if this is bad, but it may be best to keep it in one form or the other.

-Steve

Scurra
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Re: Grammar

jwarrend wrote:

The problem is that it isn't proper written English. It's ok *colloquially*, but under formal English, it is wrong. I already gave you Strunk and White. Here's a web site I just found that analyzes the whole subject.

Thanks for that, even though I think it's reasonable to argue that the case outlined there supports either viewpoint :)
(I notice that at least one of the links on that site goes to a page that underscores another point I made, which is that it is easy to write a passge that deliberately makes the use of "their" obscure.)

jwarrend wrote:
I know your response will be "it's ok to use 'their'". But that's just an assertion on your part at this point. Do you have a source that is at least somewhat authoritative that says this is the case?

(You'll have to wait for an answer on this one, as I don't have my books handy. Well, unless Darke decides to kill this thread first for major "off-topicness"...)

jwarrend wrote:
But it would still be wrong, though I agree it wouldn't raise many eyebrows.

Can we use the split infinitive argument here? Do you say that splitting an infinitive is always wrong, sometimes wrong, generally ok or "colloquial" - I can find sources that tell me any number of ways.
You say that I am using colloquial English. I say that I am using perfectly grammatically correct English, but in a form that "traditionalists" do not like. Unfortunately, traditionalists only actually have "tradition" on their side, and tradition is notoriously unreliable (how about "color" vs "colour"? :)

jwarrend wrote:

Are we talking about "sneaking under the radar", or about using proper English? Should we strive for formally correct English in our rulebooks? It's a legitimate question.

It is, and this is an incredibly trivial point to argue over. I agree totally that the intent must be clear. Hence you were correct to point out (in the original posting that caused all this!) that Paleogeoff's rules were unclear because he was mixing his usage up at various points.
All we have been disputing is a minor technical point, which clearly neither of us are going to budge on.l I was leaping up and down about your original statement :
jwarrend wrote:

When you're using the 3rd person singular, it's always "his" items that you're talking about, not "their."

And I said that you were wrong. I didn't say that you should always use "their", I simply said that you can use "their" as third person singular.
And you can. :)

jwarrend
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Re: Grammar

Well, if we haven't beat this horse to death yet, here's my latest attempt at doing so...

scurra wrote:

jwarrend wrote:

When you're using the 3rd person singular, it's always "his" items that you're talking about, not "their."

And I said that you were wrong. I didn't say that you should always use "their", I simply said that you can use "their" as third person singular.
And you can. :)

Sure, and you "can" use "krips" and "krerps" instead of "his" and "hers" if you want to, and technically no one can stop you. But the point is, what is allowable under the rules of formal written English? You're correct to observe that there is a sense of subjectivity in these rules -- ie, if everyone decide "their" is a perfectly good replacement for "his" as the correct first person singular pronoun, then eventually it will change. Of course, this asks "their" to do double duty as both singular and plural, but then again, we now ask "you" to similarly do double-duty where we once had "thou" and "you".

But is that really the substance of your argument? "Other people break the rules, so why not me?" For that matter, why not also toss the rules about "that/which", "however/nevertheless" and "who/whom"? Just because people use words incorrectly, it doesn't mean that we should do the same. You don't encourage excellence by appealing to the lowest common denominator. Misuse of the language by the general public doesn't grant one license to be sloppy in one's own usage.

-Jeff

Anonymous
Game # 19: Dragon's Hoard

So, does anyone have any other comments for paleogeoff concerning Dragon's Hoard?

(I'm pretty sure the horse is dead, rotted away, and nothing more than sun-bleached bones by now)

FastLearner
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Game # 19: Dragon's Hoard

Very dead. Let's just say that you guys agree to disagree and move on.

(I do think that the topic of rules writing is great, though... maybe another thread.)

-- Matthew

jwarrend
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Game # 19: Dragon's Hoard

FastLearner wrote:
Very dead. Let's just say that you guys agree to disagree and move on.

Hey, who's the moderator of this forum? You messin' with me?
(kidding)

Seriously, you're right, this is OT for this thread. I had hoped that one of the admins could have taken the OT posts and moved them to a different location, but Darke just informed me that he can only move an entire thread, not individual replies from that thread. So, I apologize to Geoff for taking up your thread, as it had always been my hope that these messages could be removed but I guess that's not the case. (although, technically, your session is 'over' anyway, so maybe it doesn't really matter...)

At any rate, anyone who wishes to discuss proper English usage further (which is a legitimately interesting and important subject that we need to explore as writers of rulebooks) should feel free to start a thread in a different forum and continue the discussion!

Thanks,

Jeff

sedjtroll
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Game # 19: Dragon's Hoard

jwarrend wrote:
(although, technically, your session is 'over' anyway, so maybe it doesn't really matter...)

Though the week is up, a GDW session should never be considered truely over. Geoff, I hope you will post again (in this thread) with whatever changes you decide to make and how future playtest sessions go.

- Seth

Anonymous
Game # 19: Dragon's Hoard

jwarrend wrote:
Just a quick remark about this. Please keep in mind that my remarks (and those of others, I suppose) should really be taken with a grain of salt.

Oh I know. I have plenty of experience getting criticism on projects near and dear to my heart. I learned a long time ago to not be wounded by anything anybody says. It's all an opinion. I was just having a little fun with you. :wink:

- Geoff

Anonymous
Game # 19: Dragon's Hoard

sedjtroll wrote:
jwarrend wrote:
(although, technically, your session is 'over' anyway, so maybe it doesn't really matter...)

Though the week is up, a GDW session should never be considered truely over. Geoff, I hope you will post again (in this thread) with whatever changes you decide to make and how future playtest sessions go.

I may not post here, but I will update my journal when I get any rules changes made. Thanks again for all the help - even the grammer stuff is helpful.

Jeff - don't feel you have to apologize. You made the initial comment in the context of helping the game and I appreciate that. I think getting off topic can be healthy at times. Tangents are menat to be followed - and if I didn't feel this way then my company would be called Tangent Games.

Thanks again to everyones comments and suggestions.
- Geoff

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