Yeah, perhaps it's something we could code in the future.EricPhail wrote:True - what I meant was finding out what was weird, creating a new xml based on that as an additional option and then fixing conditional (if that was possible). Fixing it is obviously the priority here, but a new feature as a result of a glitch would be funnyGilligan wrote:but this isn't the only map with conditional bordersEricPhail wrote:Might be worth noting the oddity
As dolomite said they could be useful for spotter territories
Krazy Kingdoms [Quenched]
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Re: [Beta] - Krazy Kingdoms

- dolomite13
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Re: [Beta] - Krazy Kingdoms
I saw the conditional from J1 to S4 but do we need conditionals the other direction so when you have both sides you can reinforce either direction?Gilligan wrote:Here is an XML update. I have added the conditions for starting territories and added a neutral to D1 that was missing.
=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
- dolomite13
- Posts: 1379
- Joined: Mon Aug 18, 2008 5:54 pm
Re: [Beta] - Krazy Kingdoms
Also noticed the map is listed as "Krazy Kingdom" missing the letter "s" on the end on the dropdown and elsewhere on the site.
=D13=
=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
Re: [Beta] - Krazy Kingdoms
Good catchdolomite13 wrote:I saw the conditional from J1 to S4 but do we need conditionals the other direction so when you have both sides you can reinforce either direction?Gilligan wrote:Here is an XML update. I have added the conditions for starting territories and added a neutral to D1 that was missing.
=D13=
- Attachments
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- KFinal.xml
- (68.35 KiB) Downloaded 510 times

Re: [Beta] - Krazy Kingdoms
Game 13378221
My opponent dropped 2 land territories and one less feature for some reason (a glitch surely)
My opponent dropped 2 land territories and one less feature for some reason (a glitch surely)
Re: [Beta] - Krazy Kingdoms
Yes, waiting for an XML update to go live.EricPhail wrote:Game 13378221
My opponent dropped 2 land territories and one less feature for some reason (a glitch surely)

- dolomite13
- Posts: 1379
- Joined: Mon Aug 18, 2008 5:54 pm
Re: [Beta] - Krazy Kingdoms
In a 2 player game it should be 3 specials per player.Or at least that's how I understand it.
11 specials (11/3) 3 per player and 5 neutral but I have had a drop of 4 specials but I didn't get any additional land.
My only real concerns thus far are that The Bomb 7n, Forbiddden Lands 20n, and neutral 5 territories should be beefed up a bit to maybe Bomb 13n, forbidden lands 30n, and 5's to 7's. This is based on the speed I have seen people be eliminated in 2 player games. I did manage to get away from an opponent via a cavern as dwellers but not for long. The bonuses and lucky rolls can cause a lopsided battle in 2 player for sure and a few more neutrals may help balance the early game just a bit.
Anyway off to do vacation stuff. I will check in again later today.
=D13=
11 specials (11/3) 3 per player and 5 neutral but I have had a drop of 4 specials but I didn't get any additional land.
My only real concerns thus far are that The Bomb 7n, Forbiddden Lands 20n, and neutral 5 territories should be beefed up a bit to maybe Bomb 13n, forbidden lands 30n, and 5's to 7's. This is based on the speed I have seen people be eliminated in 2 player games. I did manage to get away from an opponent via a cavern as dwellers but not for long. The bonuses and lucky rolls can cause a lopsided battle in 2 player for sure and a few more neutrals may help balance the early game just a bit.
Anyway off to do vacation stuff. I will check in again later today.
=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
- iAmCaffeine
- Posts: 11699
- Joined: Mon Apr 01, 2013 5:38 pm
- iAmCaffeine
- Posts: 11699
- Joined: Mon Apr 01, 2013 5:38 pm
- iAmCaffeine
- Posts: 11699
- Joined: Mon Apr 01, 2013 5:38 pm
Re: [Beta] - Krazy Kingdoms
The gameplay has since changed, so it's all okay now. Originally, since games were starting with 1 piece of land each, once it was taken the other player was dead, but it changed to 2.Gilligan wrote:It's fog, can't see it.

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jigger1986
- Posts: 1699
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- Location: Peterborough, Ontario, Canada
Re: [Beta] - Krazy Kingdoms
I just want to say Im loving this map!
During development I had no interest, but after 2 games I was hooked.
During development I had no interest, but after 2 games I was hooked.
- dolomite13
- Posts: 1379
- Joined: Mon Aug 18, 2008 5:54 pm
Re: [Beta] - Krazy Kingdoms
I am starting to think that max starting positions should be set to 2 not 1. Its way too easy to have bad rolls and get slaughtered in only a few rounds.
2-4 player games would be 2 each.
5-8 would be 1 each.
Also I am still confused am I wrong in thinking that when you have 11 territories that are random drop that a fictitious 3rd player is included in the calculation so with 11 it is 11/3 or 3 each with 3 going to player 1, 3 to player 2, and 5 set as neutral? I am getting 4 in 2 player games.
hmmmmmm.....
=D13=
2-4 player games would be 2 each.
5-8 would be 1 each.
Also I am still confused am I wrong in thinking that when you have 11 territories that are random drop that a fictitious 3rd player is included in the calculation so with 11 it is 11/3 or 3 each with 3 going to player 1, 3 to player 2, and 5 set as neutral? I am getting 4 in 2 player games.
hmmmmmm.....
=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
- dolomite13
- Posts: 1379
- Joined: Mon Aug 18, 2008 5:54 pm
Re: [Beta] - Krazy Kingdoms
What changed to 2?iAmCaffeine wrote:The gameplay has since changed, so it's all okay now. Originally, since games were starting with 1 piece of land each, once it was taken the other player was dead, but it changed to 2.Gilligan wrote:It's fog, can't see it.
=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
- iAmCaffeine
- Posts: 11699
- Joined: Mon Apr 01, 2013 5:38 pm
Re: [Beta] - Krazy Kingdoms
Starting territories. My first couple of 1v1s there were just one each but it changed to 2, which is better, but puzzled me as to why my opponent wasn't dead at the time.dolomite13 wrote:What changed to 2?iAmCaffeine wrote:The gameplay has since changed, so it's all okay now. Originally, since games were starting with 1 piece of land each, once it was taken the other player was dead, but it changed to 2.Gilligan wrote:It's fog, can't see it.
=D13=

Re: [Beta] - Krazy Kingdoms
but that's like the 12th ability, right, start with 2 terts instead of having one of the 11 side ones?iAmCaffeine wrote:Starting territories. My first couple of 1v1s there were just one each but it changed to 2, which is better, but puzzled me as to why my opponent wasn't dead at the time.dolomite13 wrote:What changed to 2?iAmCaffeine wrote:The gameplay has since changed, so it's all okay now. Originally, since games were starting with 1 piece of land each, once it was taken the other player was dead, but it changed to 2.Gilligan wrote:It's fog, can't see it.
=D13=
and yes dolomite, very interesting map!

- iAmCaffeine
- Posts: 11699
- Joined: Mon Apr 01, 2013 5:38 pm
Re: [Beta] - Krazy Kingdoms
I'm getting so confused! Haha. Yeah that's correct. Interestingly, I'm in a doubles where my partner has 2 starting positions and I have 1 - could make for interesting games.betiko wrote:but that's like the 12th ability, right, start with 2 terts instead of having one of the 11 side ones?iAmCaffeine wrote:Starting territories. My first couple of 1v1s there were just one each but it changed to 2, which is better, but puzzled me as to why my opponent wasn't dead at the time.dolomite13 wrote:What changed to 2?iAmCaffeine wrote:The gameplay has since changed, so it's all okay now. Originally, since games were starting with 1 piece of land each, once it was taken the other player was dead, but it changed to 2.Gilligan wrote:It's fog, can't see it.
=D13=
and yes dolomite, very interesting map!

Re: [Beta] - Krazy Kingdoms
As stated the D1 start is a mistake and waiting to be uploadediAmCaffeine wrote:I'm getting so confused! Haha. Yeah that's correct. Interestingly, I'm in a doubles where my partner has 2 starting positions and I have 1 - could make for interesting games.betiko wrote:but that's like the 12th ability, right, start with 2 terts instead of having one of the 11 side ones?iAmCaffeine wrote:Starting territories. My first couple of 1v1s there were just one each but it changed to 2, which is better, but puzzled me as to why my opponent wasn't dead at the time.dolomite13 wrote:What changed to 2?iAmCaffeine wrote:The gameplay has since changed, so it's all okay now. Originally, since games were starting with 1 piece of land each, once it was taken the other player was dead, but it changed to 2.Gilligan wrote:It's fog, can't see it.
=D13=
and yes dolomite, very interesting map!

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jigger1986
- Posts: 1699
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- Gender: Male
- Location: Peterborough, Ontario, Canada
Re: [Beta] - Krazy Kingdoms
Adding a 2nd starting position per player would be nice.
Im rather confused as to how the Horde can be used, could you (or someone) please explain how it can be attacked?
Im rather confused as to how the Horde can be used, could you (or someone) please explain how it can be attacked?
- dolomite13
- Posts: 1379
- Joined: Mon Aug 18, 2008 5:54 pm
Re: [Beta] - Krazy Kingdoms
Your favored territories are adjacent it so if you are yeti then all 4 tundra are adjacent.jigger1986 wrote:Adding a 2nd starting position per player would be nice.
Im rather confused as to how the Horde can be used, could you (or someone) please explain how it can be attacked?
D13
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
Re: [Beta] - Krazy Kingdoms
Well i still think that the +1 tert for the 12th ability is pretty cool. I m in a trips game where everyone has 2 abilities, including the +1 tert. Don t know if it s balanced.

- -=- Tanarri -=-
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- Location: The Underworld
Re: [Beta] - Krazy Kingdoms
Dolomite, for what it's worth I've started 3 or 4 games on the map so far and I'm beginning to wonder if it'd be worthwhile to have the starting territories start with 5 instead of 3. As it is now, you've got to roll a 4 vs. 3 and often enough it means you don't take a territory the first turn, which slows the game down and makes it possible for someone else to get a distinct advantage early in the game if they don't get screwed by dice.
- Donelladan
- Posts: 3736
- Joined: Tue Mar 03, 2009 8:48 am
Re: [Beta] - Krazy Kingdoms
Definitely unbalanced !!Well i still think that the +1 tert for the 12th ability is pretty cool. I m in a trips game where everyone has 2 abilities, including the +1 tert. Don t know if it s balanced.
I think you can die too easily on that map.
- dolomite13
- Posts: 1379
- Joined: Mon Aug 18, 2008 5:54 pm
Re: [Beta] - Krazy Kingdoms
The extra territory is definitely a bug. And yes the map is unbalanced. The goal of the map was to create a more master level map where plays would need to identify which p,Ayer got the good start and diplomacy would be needed to stop that player. In 2 player games it is pret much just unfair at that point. I am considering a max of 2 start positions which would help.Donelladan wrote:Definitely unbalanced !!Well i still think that the +1 tert for the 12th ability is pretty cool. I m in a trips game where everyone has 2 abilities, including the +1 tert. Don t know if it s balanced.
I think you can die too easily on that map.
D13
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
