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Nick Bentley  
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 More options Aug 22 2011, 12:49 pm
Newsgroups: rec.games.abstract
From: Nick Bentley <nickobe...@gmail.com>
Date: Mon, 22 Aug 2011 09:49:36 -0700 (PDT)
Local: Mon, Aug 22 2011 12:49 pm
Subject: Games of Interest at the 1000-Year Game Design Challenge
Though I *should* be working or something, I couldn't help but wade
through all the entries at the 1000-Year Game Design Challenge and
pick out the ones that caught my eye.  Links to the games and comments
at the link below.

http://nickbentley.posterous.com/games-of-interest-from-the-1000-year...

Check em out and comment for the sake of discussion.


 
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christian  
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 More options Aug 22 2011, 1:13 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Mon, 22 Aug 2011 10:13:30 -0700 (PDT)
Local: Mon, Aug 22 2011 1:13 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 22, 6:49 pm, Nick Bentley <nickobe...@gmail.com> wrote:

> Though I *should* be working or something, I couldn't help but wade
> through all the entries at the 1000-Year Game Design Challenge and
> pick out the ones that caught my eye.  Links to the games and comments
> at the link below.

> http://nickbentley.posterous.com/games-of-interest-from-the-1000-year...

> Check em out and comment for the sake of discussion.

Cartography looks great. Can't say much about Tricala, but somehow I
don't see it last a thousand years. The same for Charing Cross. The
rest isn't my cup of tea, so I can't comment.

You didn't mention Flume. I fear Mark will notice ;-) But fun aside, I
feel it is a serious contender for a lasting game.


 
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Nick Bentley  
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 More options Aug 22 2011, 1:15 pm
Newsgroups: rec.games.abstract
From: Nick Bentley <nickobe...@gmail.com>
Date: Mon, 22 Aug 2011 10:15:21 -0700 (PDT)
Local: Mon, Aug 22 2011 1:15 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge

> You didn't mention Flume. I fear Mark will notice ;-) But fun aside, I
> feel it is a serious contender for a lasting game.

I agree, except I don't like dots-n-boxes style games much. No offense
Mark: Flume is clearly excellent for what it is.

 
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Nick Bentley  
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 More options Aug 22 2011, 3:01 pm
Newsgroups: rec.games.abstract
From: Nick Bentley <nickobe...@gmail.com>
Date: Mon, 22 Aug 2011 12:01:47 -0700 (PDT)
Local: Mon, Aug 22 2011 3:01 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
I'm curious Mark: why Flume, and not, say, Oust?

 
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Mark Steere  
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 More options Aug 22 2011, 4:40 pm
Newsgroups: rec.games.abstract
From: Mark Steere <markste...@gmail.com>
Date: Mon, 22 Aug 2011 13:40:11 -0700 (PDT)
Local: Mon, Aug 22 2011 4:40 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 22, 12:01 pm, Nick Bentley <nickobe...@gmail.com> wrote:

> I'm curious Mark: why Flume, and not, say, Oust?

Both Oust and Flume will certainly thrive 1000 years from now.  But
the Flume rule set is easier and its gameplay more accessible.  You
have to play Oust 100 times before the counterintuitive tactics take
hold. 

I like the millennium theme.  It takes time for a body of strategic
knowledge to grow.  Oust is the greatest game in the world, but the
world doesn't know it yet.  The world still thinks it's Go, lol


 
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Nick Bentley  
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 More options Aug 22 2011, 5:02 pm
Newsgroups: rec.games.abstract
From: Nick Bentley <nickobe...@gmail.com>
Date: Mon, 22 Aug 2011 14:02:54 -0700 (PDT)
Local: Mon, Aug 22 2011 5:02 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 22, 2:40 pm, Mark Steere <markste...@gmail.com> wrote:

> On Aug 22, 12:01 pm, Nick Bentley <nickobe...@gmail.com> wrote:

> > I'm curious Mark: why Flume, and not, say, Oust?

> Both Oust and Flume will certainly thrive 1000 years from now.  But
> the Flume rule set is easier and its gameplay more accessible.  You
> have to play Oust 100 times before the counterintuitive tactics take
> hold. 

> I like the millennium theme.  It takes time for a body of strategic
> knowledge to grow.  Oust is the greatest game in the world, but the
> world doesn't know it yet.  The world still thinks it's Go, lol

Hmmm. So, I feel that if you're trying to win the contest, as opposed
to just submitting your best game, Oust may *still* be the better
choice.

My reasoning: Flume is like other dots-n-boxes games in that the
opening is obscure to newbies. The vast majority of people don't see
the depth in these kinds of games are because the openings are so hard
to comprehend.

The contest administrators aren't going to be able play any of the
entries in depth enough to get past opening bafflement. In other
words, the games which give a good first impression will win even if
they're not the most worthy of victory.  Ergo, Flume is maybe not the
most strategic choice. Rebuttal?


 
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Nick Bentley  
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 More options Aug 22 2011, 5:11 pm
Newsgroups: rec.games.abstract
From: Nick Bentley <nickobe...@gmail.com>
Date: Mon, 22 Aug 2011 14:11:33 -0700 (PDT)
Local: Mon, Aug 22 2011 5:11 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge

> Rebuttal?

I guess you already have in claiming that Oust tactics are too
obscure.  But for what it's worth, I found Oust more accessible on
first play than Flume.

 
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christian  
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 More options Aug 22 2011, 5:35 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Mon, 22 Aug 2011 14:35:34 -0700 (PDT)
Local: Mon, Aug 22 2011 5:35 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 22, 11:02 pm, Nick Bentley <nickobe...@gmail.com> wrote:

> My reasoning: Flume is like other dots-n-boxes games in that the
> opening is obscure to newbies. The vast majority of people don't see
> the depth in these kinds of games are because the openings are so hard
> to comprehend.

That's true to an equal degree, if not more so, for Oust. For lack of
playing experience I'm not qualified to give a detailed comparison but
I feel Flume stands a better chance.

> The contest administrators aren't going to be able play any of the
> entries in depth enough to get past opening bafflement. In other
> words, the games which give a good first impression will win even if
> they're not the most worthy of victory.  Ergo, Flume is maybe not the
> most strategic choice. Rebuttal?

Of course meeting the condition isn't dependent on the nature of the
game alone. Anyone who claims to be able to predict what the world
will be like for humans in a thousand years from now, if there are any
that is, or what 'being human' even means by that time, is fooling at
least one person.

 
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markste...@gmail.com  
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 More options Aug 22 2011, 5:55 pm
Newsgroups: rec.games.abstract
From: markste...@gmail.com
Date: Mon, 22 Aug 2011 21:55:25 GMT
Local: Mon, Aug 22 2011 5:55 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge

On 22-Aug-2011, Nick Bentley <nickobe...@gmail.com> wrote:

> My reasoning: Flume is like other dots-n-boxes games in that the
> opening is obscure to newbies.

Flume is similar to Dots and Boxes in this respect, though I personally
don't know of any other "dots-n-boxes games" - not that I doubt their
existence.

From the 1000 year contest: "Elegance: Entries should be easy to learn,
teach and play. We favor entries that can be explained succinctly and played
in under an hour."

The choice between Flume and Oust as contest entries was a tough one.  Oust
is harder to learn though.  If you look at the two rule sheets, Flume can be
explained in half a page, with the bottom half being used for example moves.

Flume:
  http://www.marksteeregames.com/Flume_Go_rules.pdf

Oust:
  http://www.marksteeregames.com/Oust_rules.pdf

More people had trouble understanding Oust than Flume, though a lot of
people had trouble with the Flume rule sheet too.

Yes, the opening play in Flume is "random" in a sense.  You're just laying
down stones, setting up the board in preparation for the "thinking" phase,
which only lasts for a few turns.

A "randomized" opening followed by a short but intense thought period makes
for a short game *with negligible turn order advantage*.  You've got a game
of (essentially) 30-35 turns with no more turn order advantage than many 60+
turn games.


 
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Nick Bentley  
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 More options Aug 22 2011, 6:06 pm
Newsgroups: rec.games.abstract
From: Nick Bentley <nickobe...@gmail.com>
Date: Mon, 22 Aug 2011 15:06:59 -0700 (PDT)
Local: Mon, Aug 22 2011 6:06 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge

>Flume is similar to Dots and Boxes in this respect, though I personally
>don't know of any other "dots-n-boxes games" - not that I doubt their
>existence.

I know of several. There's even another dots-n-boxes-derived entry in
the 1000-Year-Contest, called Zuniq:

https://docs.google.com/document/d/19s810sCo8ndcFLoly3M3c246edcS_IfeQ...

(I'll be surprised if that one doesn't suck terribly, but you never
know)

One that I like is just like dots-n-boxes, except that when any
enclosed area is formed, the player claims *all the squares* in that
area.  That makes the opening less obscure, simply because the mid-
game arrives faster.

I could name a few others as well, but you get the idea.

>  If you look at the two rule sheets, Flume can be
> explained in half a page, with the bottom half being used for example moves.

Good point. This probably matters.

 
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Nick Bentley  
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 More options Aug 22 2011, 6:00 pm
Newsgroups: rec.games.abstract
From: Nick Bentley <nickobe...@gmail.com>
Date: Mon, 22 Aug 2011 15:00:04 -0700 (PDT)
Local: Mon, Aug 22 2011 6:00 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge

> That's true to an equal degree, if not more so, for Oust. For lack of
> playing experience I'm not qualified to give a detailed comparison but
> I feel Flume stands a better chance.

You may be right. I can only speak from personal experience and for me
Oust was the better experience for me out of the gate (I also like it
more over-all).  If I'm not like the administrators, my opinion is
meaningless.

> Of course meeting the condition isn't dependent on the nature of the
> game alone. Anyone who claims to be able to predict what the world
> will be like for humans in a thousand years from now, if there are any
> that is, or what 'being human' even means by that time, is fooling at
> least one person.

THIS is the really interesting part of the contest. I wish I'd known
about this contest earlier so I could design a game around my wild
speculations about what we'll be in 1000 years. I have doubts about
whether there will even be humans in a thousand years. I could have
designed a game for cockroaches.

 
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Mark Steere  
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 More options Aug 23 2011, 2:36 pm
Newsgroups: rec.games.abstract
From: Mark Steere <markste...@gmail.com>
Date: Tue, 23 Aug 2011 11:36:14 -0700 (PDT)
Local: Tues, Aug 23 2011 2:36 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 22, 2:35 pm, christian <christ...@mindsports.nl> wrote:


> Anyone who claims to be able to predict what the world
> will be like for humans in a thousand years from now, if there are any
> that is, or what 'being human' even means by that time, is fooling at
> least one person.

Who?  George W. Bush?

 
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christian  
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 More options Aug 23 2011, 2:51 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Tue, 23 Aug 2011 11:51:27 -0700 (PDT)
Local: Tues, Aug 23 2011 2:51 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 23, 8:36 pm, Mark Steere <markste...@gmail.com> wrote:

> On Aug 22, 2:35 pm, christian <christ...@mindsports.nl> wrote:

> > 
> > Anyone who claims to be able to predict what the world
> > will be like for humans in a thousand years from now, if there are any
> > that is, or what 'being human' even means by that time, is fooling at
> > least one person.

> Who?  George W. Bush?

Ok, three.

 
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christian  
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 More options Aug 23 2011, 3:05 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Tue, 23 Aug 2011 12:05:48 -0700 (PDT)
Local: Tues, Aug 23 2011 3:05 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 23, 12:06 am, Nick Bentley <nickobe...@gmail.com> wrote:

> I know of several. There's even another dots-n-boxes-derived entry in
> the 1000-Year-Contest, called Zuniq:

> https://docs.google.com/document/d/19s810sCo8ndcFLoly3M3c246edcS_IfeQ...

> (I'll be surprised if that one doesn't suck terribly, but you never
> know)

Doesn't look so bad. Fencing off playable areas speeds up the game,
effectively 'cutting out the middle game'.
The reason for the restriction on same sized areas (I take that to be
the number of enclosed squares) is unclear to me.

There's also a rather traditional looking abstract named Push:
http://danielsolisblog.blogspot.com/2011/07/thousand-year-game-design...
I'm not so taken by a YouTube presentation though.


 
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Nick Bentley  
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 More options Aug 23 2011, 3:15 pm
Newsgroups: rec.games.abstract
From: Nick Bentley <nickobe...@gmail.com>
Date: Tue, 23 Aug 2011 12:15:08 -0700 (PDT)
Local: Tues, Aug 23 2011 3:15 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge

> There's also a rather traditional looking abstract named Push:http://danielsolisblog.blogspot.com/2011/07/thousand-year-game-design...
> I'm not so taken by a YouTube presentation though.

Yes, there were several abstracts I didn't include, including one on a
Go board that I thought you might be interested in.

Anyone want to wager a guess about which games will win?  I fear "our"
kind of games don't have a chance. One of the 2 judges is female and
few women seem to enjoy perfect-info, geometrical abstracts.

My money is maybe on Librarium.


 
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christian  
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 More options Aug 23 2011, 4:36 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Tue, 23 Aug 2011 13:36:43 -0700 (PDT)
Local: Tues, Aug 23 2011 4:36 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 23, 9:15 pm, Nick Bentley <nickobe...@gmail.com> wrote:

> Yes, there were several abstracts I didn't include, including one on a
> Go board that I thought you might be interested in.

Can you give a link, I don't feel like wading through the whole bunch.

> Anyone want to wager a guess about which games will win?  I fear "our"
> kind of games don't have a chance. One of the 2 judges is female and
> few women seem to enjoy perfect-info, geometrical abstracts.

Yes, but you can't generalize up to one person, so who knows.
Cartography might be a game women enjoy. But that's the same
generalization.

I don't quite agree 'our' games don't stand a chance. The only known
games that are over a thousand years old, or their ancestors at least,
are Go, Chess, Mancalas, Morris ... and Draughts isn't too young
either.

Great that Luis entered Yodd!


 
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markste...@gmail.com  
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 More options Aug 23 2011, 8:17 pm
Newsgroups: rec.games.abstract
From: markste...@gmail.com
Date: Wed, 24 Aug 2011 00:17:25 GMT
Local: Tues, Aug 23 2011 8:17 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge

On 23-Aug-2011, christian <christ...@mindsports.nl> wrote:

> Great that Luis entered Yodd!

It's unanimous.  Yodd, the greatest game that nobody ever actually played.

 
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christian  
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 More options Aug 24 2011, 6:22 am
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Wed, 24 Aug 2011 03:22:10 -0700 (PDT)
Local: Wed, Aug 24 2011 6:22 am
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 24, 2:17 am, markste...@gmail.com wrote:

> It's unanimous.  Yodd, the greatest game that nobody ever actually played.

We're in the process of remedying that :)

 
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christian  
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 More options Aug 24 2011, 9:44 am
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Wed, 24 Aug 2011 06:44:43 -0700 (PDT)
Local: Wed, Aug 24 2011 9:44 am
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 24, 12:22 pm, christian <christ...@mindsports.nl> wrote:

> On Aug 24, 2:17 am, markste...@gmail.com wrote:
> > It's unanimous.  Yodd, the greatest game that nobody ever actually played.

> We're in the process of remedying that :)

http://mindsports.nl/index.php/the-pit#territory
Bottom of the list (for alphabetical reasons only).

I'll have to add a few diagrams and Ed's working on an applet (the hex
one for starters). That way Yodd can be played along with Ketchup and
Sygo.

I'll copy hexamples from Luis' rulesheet, but a couple of square
examples would be welcome.


 
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christian  
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 More options Aug 24 2011, 11:11 am
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Wed, 24 Aug 2011 08:11:57 -0700 (PDT)
Local: Wed, Aug 24 2011 11:11 am
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 24, 3:44 pm, christian <christ...@mindsports.nl> wrote:

> I'll copy hexamples from Luis' rulesheet.

Done: http://mindsports.nl/index.php/the-pit/yodd-623

 
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christian  
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 More options Aug 24 2011, 1:30 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Wed, 24 Aug 2011 10:30:09 -0700 (PDT)
Local: Wed, Aug 24 2011 1:30 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 24, 3:44 pm, christian <christ...@mindsports.nl> wrote:

> ... but a couple of square examples would be welcome.

Luis, what I need is a couple of similar exaples as the ones in Yodd,
on say a 5x5 board.

Everything is different of course, for instance you can split a
diagonal pair with two stones  _unless_  you contact one own group.
It's the other way around really :)

I'd rather see you figure out a couple of representative tactics
because you're deeper into the game.

Please send the stuff to my email address 'christian at mindsports dot
nl'.


 
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Nick Bentley  
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 More options Aug 24 2011, 3:08 pm
Newsgroups: rec.games.abstract
From: Nick Bentley <nickobe...@gmail.com>
Date: Wed, 24 Aug 2011 12:08:34 -0700 (PDT)
Local: Wed, Aug 24 2011 3:08 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
The way Luis describes the strategy makes the strategy dilemma sound
similar to *Star, just with totally different tactics. The more I
think about Yodd, the more I love the idea.  I hope, hope, hope it
plays well.

 
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christian  
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 More options Aug 24 2011, 3:23 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Wed, 24 Aug 2011 12:23:45 -0700 (PDT)
Local: Wed, Aug 24 2011 3:23 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 24, 9:08 pm, Nick Bentley <nickobe...@gmail.com> wrote:

> The way Luis describes the strategy makes the strategy dilemma sound
> similar to *Star, just with totally different tactics. The more I
> think about Yodd, the more I love the idea.  I hope, hope, hope it
> plays well.

I have no doubts about that. I forgot to include the Xodd link:
http://mindsports.nl/index.php/the-pit/xodd-624

Despite Luis' saying that joining groups becomes harder, and that the
game is more tactical than the hexversion, I have rather high
expectations of it.

This is all 'intuition' of course, and since mentioning that concept
will trigger a response by Mark anyway, it would be nice to hear
something more insightful about Yodd than "it sounds like a Kris Burm
game" and "the greatest game that nobody ever actually played".


 
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Nick Bentley  
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 More options Aug 24 2011, 4:42 pm
Newsgroups: rec.games.abstract
From: Nick Bentley <nickobe...@gmail.com>
Date: Wed, 24 Aug 2011 13:42:04 -0700 (PDT)
Local: Wed, Aug 24 2011 4:42 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge

> This is all 'intuition' of course, and since mentioning that concept
> will trigger a response by Mark anyway, it would be nice to hear
> something more insightful about Yodd than "it sounds like a Kris Burm
> game" and "the greatest game that nobody ever actually played".

Another apparent feature is that there is some clarity in both tactics
and strategy *despite* what appears to be a colossal branch factor.
There aren't many games like that. The few that are, like Amazons,
make for heady company.

I wonder what is lost if you drop friendly stones only. I guess the
friendly-only version would be colder because your opponent would
block off territories where you you'd want to avoid putting stones.

I'm starting to see the tactics by playing through mini-situations in
my head and they look tantalizing.


 
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christian  
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 More options Aug 24 2011, 5:05 pm
Newsgroups: rec.games.abstract
From: christian <christ...@mindsports.nl>
Date: Wed, 24 Aug 2011 14:05:20 -0700 (PDT)
Local: Wed, Aug 24 2011 5:05 pm
Subject: Re: Games of Interest at the 1000-Year Game Design Challenge
On Aug 24, 10:42 pm, Nick Bentley <nickobe...@gmail.com> wrote:

> I wonder what is lost if you drop friendly stones only.

About everything I'm afraid. White on his first move would have to
drop to singles or pass (and if he keeps passing, does he win with 0
groups?). You don't have that 'passing' problem in the current
version.
If that were settled (extra rule), black could keep clogging and white
would have to stop him with 2 or 4 groups to force black to drop
another two singles ... doesn't feel good.

> I'm starting to see the tactics by playing through mini-situations in
> my head and they look tantalizing.

I'm trusting they will be but I'll wait till the applet is ready :)

 
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