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Re: New Game: Cell Management - Playtesting Needed
- To: piecepack@yahoogroups.com
- Subject: Re: New Game: Cell Management - Playtesting Needed
- From: "Electronicwaffle" <electronicwaffle@...>
- Date: Fri, 11 Feb 2005 09:03:57 -0000
- In-reply-to: <dc95aa9905021015137db7e186@...>
- User-agent: eGroups-EW/0.82
On the Voulantary return to prison; you refer to an escaped speices
returning to their hideout. Should this mean "a member of an escaped
species"?
That is, if both aces have escaped, and I wish to self sacrifice an
ace, do I have to return both coins to ace hideout, or just one ace
coin?
Later in the rules, you refer to a guard taking a "tour" ... I
assume this should be synonomous with "examining cells". It seems to
me that the less terms in use, the less confusion arises. given its
an early release, I admit this is not a problem right now, but
should be considered as a final polishing step.
I have seen some games use a glossary in the ruleset. Using your
game for example:
Sun tiles -Friendly Hideout
The ruleset then simply states 'friendly hideout' instead of
"secret hideout is a friend [friendly?] (Sun Tile)" (((As foely is
not a word, I assume hostile or a like word can suffice)))
I like this idea as it furthers the theme, and starts everyone off
with a good foundation from square one. To some extent all piecepack
games borrows from the same core mechanics.... the further you
distance a game from that core, the more flavor it allows.
In the same way, some rulesets also denote number values for Null
and Ace... Also, what the rank for that game will be (Does a 2 beat
a 5, or does a 5 beat a 2?) And yes some games defy 'standard'
number ranks altogether.
I like the theme, and what I perceive completed gameplay results in.
I know that all Solitaires are puzzles, but the option to chose the
cell that makes a disturbance really hits home the conept of a
puzzle for me.
I am glad to see that it is taken from real life. It is "based on a
true story" of sorts. I used to have a puzzle that did work on a
similar premise of "in" and "out" or Locked and Unlocked. In fact, I
had an Idea for a game more complex than this, but why re-invent the
wheel, and make something more complicated than it has to be. ((The
game was to have more conditional statments than simply yes or no)).
The game deserves probably 2 read-throughs, and 1 read and play
along reading to fully understand.
Personally, I would make the Examining a Cell situations into a
table, and reprint again on the last page.
-But for a first ruleset I'm impressed.
-Waffle