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Re: piecepack design workshop #2: Stations v1.2 by Michael Schoessow
- To: piecepack@yahoogroups.com
- Subject: Re: piecepack design workshop #2: Stations v1.2 by Michael Schoessow
- From: "Matt Worden" <Matt.Worden@...>
- Date: Thu, 29 Sep 2005 18:33:37 -0000
- Comment: DomainKeys? See http://antispam.yahoo.com/domainkeys
- In-reply-to: <dhbdfd+f7r6@...>
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I had a chance to play the game during my lunch break today.
Overall, it's a neat game that fits the piecepack very nicely. It
seems like a game that not only will reveal more/deeper strategy and
effective tactics the more you play, but will change a good deal
depending on who you play with.
However, I'm a bit unclear yet as to how paths are defined. This
seems to be what the whole game revolves around ... so being able
to "dummy proof" the definitions into something as clear as possible
will help. I've formed a couple of questions that might help
illustrate where/how I'm confused:
1> What is the distance travelled between two building sites that
are "directly across the street" from each other (the initial half-
tile gap is between them)? My gut would tell me it's 1, since you
have to "cross the street" ... but, as Phillip mentioned in his
reply, middle example in the "Examples of Counting ..." diagram
seems to suggest that it might be zero instead.
2> Do paths only exist along the edges of the tiles, so that once 2
tiles get more than a distance of a half-tile apart they no longer
have pathways between them (no "open space" paths)?
I also have a couple additional variant ideas:
1> Allow players to rotate a tile instead of (or in addition to)
sliding it
2> Players start with a "random queue" of their coins (shuffled
facedown and stacked) ... they can only look at the value of the
next one that will be placed
-Matt