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Re: [piecepack] Re: piecepack design workshop #2: Stations v1.2 by Michael Schoessow
- To: <piecepack@yahoogroups.com>
- Subject: Re: [piecepack] Re: piecepack design workshop #2: Stations v1.2 by Michael Schoessow
- From: "Mike Schoessow" <mikeschoessow@...>
- Date: Wed, 19 Oct 2005 18:07:43 -0700
- References: <dj6hec+n16t@...>
Hi Mark,
Thanks for the great feedback on the game. See below for my comments.
>----- Original Message -----
>From: Mark Goadrich
>To: piecepack@yahoogroups.com
>Sent: Wednesday, October 19, 2005 3:30 PM
>Subject: [piecepack] Re: piecepack design workshop #2: Stations v1.2 by Michael Schoessow
>I finally got a game of Stations in on Monday, after reading through
>the comments already made to make sure I had the up-to-date version.
>Counting the corners around a tile as spaces made sense, I'm glad the
>change was made. There's definitely some details to wrap your head
>around with the negative space of network connections, I'll have to
>play it again to see how different strategies work out; somehow Brett
>scored about 30 points, while I was at 120...
>I think it would be helpful to have a picture showing how there could
>be two disconnected networks. From the starting board position, it
>wasn't immediately obvious to us, only near the end of the game when
>we could seal off a pocket of roads in the middle due to earlier
>shifts did this rule make sense.
You do understand that a move that splits the network into two separate sections is not allowed, right? I assume your comment reflects the fact that, during much of the game, there are no opportunities to make a such a move, even if it was legal.
>It seemed as though a first-player advantage would be mitigated by the
>second player making the last move, which could be devastating (as in
>our game making every path doubled for me) with the first player not
>having a chance to respond and repair their network.
Yes, I am a bit worried about a first player advantage, but as you note, there can also be a last player advantage. The way the rules are presently written, each player takes an equal number of turns in a game, so the player who went second does always get the last move.
How do you feel about the number of "slide only" moves in the end game? Did three seem a good number to you? Do you have an opinion on number of end-game moves versus the powerfulness of the last move? Perhaps I could add a rule concerning what can be accomplished on the final slide, although I generally hate rules that are obvious "fixes", especially if it's not yet clear that anything needs fixing.
>It felt like I should be trying to bluff somewhat, since I was putting
>my coins face-down, but that didn't enter into our game at all. But if
>we had put them face up, we wouldn't know who actually played which
>coin. Maybe each player could use one set of coins for the numbers,
>and another set for marking their suit, so a move is placing two coins
>on a tile, one faceup with a number, one facedown for your suit.
I thought of that during the design process but felt that the two coins per play idea was potentially confusing with so many coins being allowed on a tile. It became a case of designing within the limitations of the piecepack system, and BTW, this limitation, although sometimes frustrating, has inspired some of my better ideas I feel, including aspects of the Alien City rules which were based on a stand-alone game of mine called San Jose.
>I didn't try any variants, but I would be in favor of having the
>standard game be the old Variant 2, where all coins are worth 1, and
>plan to try that version out next.
If you do try that I would be extremely interested in how you thought it compared to the version you tried, since I haven't yet decided for sure which version I want to make the standard version.
>Thanks for the intriguing game, Mike, hope these comments are helpful,
>Mark
Very helpful indeed. Thanks Mark!
-Mike