anyway.



thread: 2006-02-21 : Adding Objectives to Mechaton

On 2006-02-23, Vincent wrote:

Okay, NOW we're talking about different games. Which is fine, carry on, but in the game I'm designing:

1) You don't get x-many points to build your army; instead, how you build your army tells you how many points you get per victory condition you achieve.

2) You don't give your own army objectives on your enemy's side of the board; instead, you give your enemy objectives on your side of the board.

Like I say, carry on, but do be aware that you're designing a different game than I am, and if we arm wrestle to see which one we'll play, I'll lose, so let's come up with some other way of deciding.

I really super duper like the idea of a finite number of colored dice at an objective hex, though. I'm figuring mechanical implications of that now, too.



 

This makes SDL go "I always did P/R/S..."

This makes NinJ go "What's P/R/S?"

This makes SDL go "Paper-Rock-Scissors ;)"

This makes NinJ go "Ah, well..."
I know it as RPS or Rochambeau.

In any event, RPS is either a 50/50 shot or you're playing against knowing the other player well enough to know what they're going to do this time based on what they did last time, second-guessing the other. In any event, while it's a perfectly good game, the only way to make it work strategically is to use volumes of dudes, so if you're attacking my one guy with your three guys, you have to win all three to survive.

If the numbers are small enough, it's just playing RPS and the stuff you're doing on the table doesn't matter.

This makes SDL go "RPS!"
How did i forget that?! Arrg...

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