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Re: [piecepack] Re: Chariots
- To: piecepack@yahoogroups.com
- Subject: Re: [piecepack] Re: Chariots
- From: "Mark A. Biggar" <mark@...>
- Date: Sat, 23 Aug 2003 22:45:56 -0700
- In-reply-to: <bi85ef+mbq0@...>
- References: <bi85ef+mbq0@...>
- User-agent: Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.3.1) Gecko/20030425
Benedict wrote:
Hi, Mark
I don't have any specific ideas for individual special actions, but I
was wondering if choice of special actions could be done in a
different way once you havemore of them.
If, for example, you have 8 different special actions what if once
an action has been used by a chariot in a lap it can't be used by
anyone else? This could be noted by placing the special action
coins on a separate piece of paper (a special action 'board') next
to the special action chosen. The first player to choose off 'the
menu' gets the most choice, and the selection possibilities
decrease as each one is used up. Once the lap (or movement
round, or whatever time segment you decide) the special action
coins would go back to the players and all 8 actions would be
available again.
That's an interesting idea. I'm not sure that it would work as well as
a Chinese menu method, mostly for the reasons you give below.
You would have to decide how to implement who gets to choose
actions first from the list - maybe the player in last place could
get first choice.
I'm not sure I understand what you are saying here. If the last place
player never pick an action, then no-one gets to or that players have to
pick an action for future use that they don't yet know what they will
need.
Without having thought about beyond the initial idea, the benefit
to doing something like this - as long as the special actions are
fairly balanced (not necessarily of equal value, just nothing
horribly over- or underpowered) - would be increased angst over
which chariot would choose which special action(s), an
additional dimension to the special action part of the game.
I think that the special actions are more of a tactical feature then
a strategic feature and need to be chosen on a more spur of the moment
as the situation of the player's chariot changes.
The downside I see would be an increase in analysis with
potentially longer turns, which may be a downer in a race game
depending on the crowd.
Yes, this is suppose to be a fast and tactical game any thing that
causes slower play is not a good thing.
Even without any other changes a game which had people
rooting for their chariots, especially when the chariots are
wooden pawns and not cool-looking plastic reproductions of the
Roman type, this game has got to be a winner to play.
Which is yet another reason not to slow things down.
--
mark@...
mark.a.biggar@...