Moderator: Cartographers
ender516 wrote:Stylish new look, indeed! Kudos to Spike Warden. I'm not sure the triple line impassables are as clear and obvious as I would like, but the legend clarifies the nest to safe zone attacks, and the rest of it is fairly obvious to anyone who has played a game on a board like this, which must be most of the planet's population.
The term "auto-kill" is not a common one in the maps I've seen. If I recall, it is an auto-deploy of a very large negative number, so it is almost like a killer neutral, except that you don't lose the region, just your stack. It might be best just to say auto-deploy -10000 (or whatever number you choose) so the "lawyers" don't demand their points back in the build game where someone else had an enormous stack which wasn't virtually annihilated.
TaCktiX wrote:Um, can I say a simple "Holy Shit"? INSANELY big improvement, very clean look and the gameplay is almost completely understandable. Other people have addressed the Autokill and the triple line clarifications, but here are a couple of others:
- I genuinely can't read the "Z" of safe zones, it looks like a 2 or something. Perhaps a change in designated letter to S?
- The colors of the safe zones and nests seem to indicate more gameplay than there actually is. Like when I see the colors on a safe zone, I think that the colors similar to the nest mean the nest can attack those safe zones (which is correct for some), including the erroneous V, W, X, Y ones. I know it's a color coordination thing picked up from the actual game of Pachisi, but perhaps a more neutral set of colors for those 4 spots in particular?
Industrial Helix wrote:Nice improvement.
But will the numbers fit on the small version? Remember, you have to have room for three numbers.
Industrial Helix wrote:That said, I wonder if so many white spaces are needed.
Industrial Helix wrote:And what do the pink spaces do?
Industrial Helix wrote:Yeah, y2, x2, w2, v2. They're pink and I can't figure out why.
Evil DIMwit wrote:A few comments for now:
1. It's not clear that the lines of either side of the red zones are triple. Can you make them more prominent?
2. I presume for the "auto-kill" territories you'll just have an insanely high auto-decay? The term "auto-kill" won't be familiar to players, so you'll have to clarify what it means in the legend.
3. Strictly speaking, it's not a good idea to make it possible for a player to end up with no deployment at all; there should be a minimum of 1 at least. In this case you might get a pass because it would be so unusual for someone to lose their nest and all their white territories and nobody else winning any time soon.
4. You ought to reverse the number order in sections G, H, C, and D, so that the number increase along the direction of play.
5. I echo what Helix said about the troop numbers. Even if they fit on the current map, they won't fit on the small version.
Evil DIMwit wrote:You've addressed all of my previous concern except for the fact that it's possible to be stuck with no deploy at all -- for example, if you're left with only one Safe Zone. I feel like it's bad form to leave a player with absolutely nothing to do, so I'd be happier if there was a minimum of 1 troop deployment.
Evil DIMwit wrote:Having only two possible exits from each nest, and having to share those exits with another player, seems somewhat constraining for the opening. Can you expand the possible starting moves for each player?
Victor Sullivan wrote:Evil DIMwit wrote:You've addressed all of my previous concern except for the fact that it's possible to be stuck with no deploy at all -- for example, if you're left with only one Safe Zone. I feel like it's bad form to leave a player with absolutely nothing to do, so I'd be happier if there was a minimum of 1 troop deployment.
Thanks ED (lol) for the comments! With the deploy of 1, I honestly would rather exclude that. If you use your Nest to get the Safe Zone and nothing more, or let's say you got crap rolls and couldn't go further (which wouldn't be likely - you would have 8 troops on your Nest at the start), then next turn, use your Nest troops to reinforce it then attack again next turn. Idk... Maybe you have a point, but I honestly would rather not clutter the legend more. If others seem to support your idea, I can't reject a majority, but for now I'd like to keep things as is.
Evil DIMwit wrote:Having only two possible exits from each nest, and having to share those exits with another player, seems somewhat constraining for the opening. Can you expand the possible starting moves for each player?
Yes: (Let us assume you have Nest A and an opponent has Nest B)
Situation 1 - Your opponent in Nest B takes ZB, since it's a shorter route to HOME. You can do 1 of 2 things: 1. Take ZA. Granted, it's a longer route to HOME, but there are more white spaces that you can easily take and therefore get a bigger bonus. In addition, ZB is on the way and you can nab all the territories your opponent "left behind". 2. Take your opponent's ZB. You don't want to let your opponent get the quicker route, and if he was careless, then he may have only left one troop there, making it easy pickings for you. If he wasn't, and left a decent amount of troops there to cover himself, then you might be stuck in your Nest from good defense rolls.
Situation 2 - Your opponent in Nest B takes ZA, in hopes he can get a bit of a troop bonus before he hits ZY. You again can do one of two things: 1. Take ZB. After all, it is the shortest route to HOME. The problem is your opponent can take spaces your large troop mass leaves behind. 2. Take ZA. You want the extra spaces, or maybe you don't want your opponent to have them. Two issues, though, are he could just as easily take it back if you don't fortify ZA, or he could take ZB and therefore have a quicker way to get to HOME.
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