Have a look at this board http://www.gamerz.net/pbmserv/Yinsh/Yinsh.php?539
nearly half full and the scores is 0-0
/Martin
What kind of definition of drawish is that? Surely, to be drawish, it
has to end in a draw, and not just go on for many moves without
removals. I don't have stats for pbmserv, but on boardspace, there is
not a single draw recorded so far. I suppose it's technically possible
to draw in Yinsh, but if you can show me a competitive Yinsh game that
ended in draw, well, I'd like to see it.
Remember, removals isn't actually "the score" in Yinsh. It's not like
goals in football, because only the third removal matters. There's
still plenty of action in the game you linked to.
Nope.
Harald Korneliussen wrote:
> I suppose it's technically possible to draw in Yinsh, but if you
> can show me a competitive Yinsh game that ended in draw,
> well, I'd like to see it.
I had one draw a while ago at vying (I was white):
http://vying.org/game/160748
However, I didn't know of the draw rule back then; otherwise,
the game might've ended differently. Other than that one
game, I haven't had any draws in about 60 games, but it's
been close a couple of times -- this one, for example:
http://vying.org/game/170172
After move 81, the score was 1-1 with two markers left.
Does anyone know (or want to speculate on) the motivation
for limiting the number of markers? It seems very arbitrary
and pointless to me. Several times it has terminated what
would've been a really interesting endgame. :(
http://vying.org/game/165888
There have been a few other draws at vying, but none with
the top players. And the level of YINSH players there isn't
too good, anyway.
> There's still plenty of action in the game you linked to.
I agree.
When I first played YINSH, I thought it's boring. But after
sticking to it for a while, I've learned to understand and
appreciate it and it's now one of my favourites.
--
Johannes Laire
Very interesting, thanks. I entirely forgot about the running out of
markers rule.
> Does anyone know (or want to speculate on) the motivation
> for limiting the number of markers?
I'd forgot about that rule, it's so rarely an issue. I would guess the
motivation was economic: Unlike many of the games we discuss here,
Yinsh was produced in phyiscal copies and sold for profit :-) For that
matter, I'm not 100% sure all servers implement the piece limit -
surely there would have been more draws on boardspace then?
I think Yinsh is total crap. It has the creative inspiration of Saw VI.
-Mark
Mark Steere Games
http://www.marksteeregames.com/index.html
> > I think Yinsh is drawish. Agree ?
> What kind of definition of drawish is that? Surely, to be drawish, it
> has to end in a draw, and not just go on for many moves without
> removals.
Bill Clinton on what the definition of "is" is. When will you stop ringing
the Yinsh doggy bell? How many years has it been already? Get a
real game to fawn over. You want a real game? Try Oust.
http://www.marksteeregames.com/Oust_rules.pdf
You wouldn't know what to do with yourself.
> There's still plenty of action in the game you linked to.
Oh tie me down.
> > > I think Yinsh is drawish. Agree ?
> I didn't know of the draw rule back then;
No abomination would be complete without a "draw rule".
> Does anyone know (or want to speculate on) the motivation
> for limiting the number of markers?
Money, plain and simple.
> It seems very arbitrary and pointless to me.
Imagine that. Something arbitrary and pointless in Yinsh.
> > Does anyone know (or want to speculate on) the motivation
> > for limiting the number of markers?
> I would guess the motivation was economic:
???? You said something intelligent.