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(November 03, 2007, 04:35:43 AM)
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First Thoughts
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solution for the "War Shoal" problem...?
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Topic: solution for the "War Shoal" problem...? (Read 732 times)
jackson_tegu
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Posts: 12
what a delight / the internet, tonight.
solution for the "War Shoal" problem...?
«
on:
February 10, 2007, 04:33:35 PM »
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Eero Tuovinen
Acts of Evil Playtesters
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Posts: 2591
Re: solution for the "War Shoal" problem...?
«
Reply #1 on:
February 11, 2007, 08:26:03 AM »
What I'd use for a checkers-like board would simply be a piece of paper with the coordinates of the stealth piece. Simple enough. The player who knows where the piece is can then tell the other player if and when the piece interacts in some manner. This doesn't of course eliminate double blinds where there needs to be interaction between stealth pieces of opposite sides. In other words, the piece of paper method (as well as the separate boards and such) only work for when no such interaction is necessary.
Also, check out
Kriegspiel
; I imagine that if there are elegant solutions to the double blind situation, they'd have appeared in some form in that community.
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Callan S.
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Re: solution for the "War Shoal" problem...?
«
Reply #2 on:
February 11, 2007, 04:03:31 PM »
Hi Jackson, welcome to the forge!
Quote from: jackson_tegu on February 10, 2007, 04:33:35 PM
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jackson_tegu
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Posts: 12
what a delight / the internet, tonight.
Re: solution for the "War Shoal" problem...?
«
Reply #3 on:
February 13, 2007, 10:34:32 AM »
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contracycle
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Posts: 2807
Re: solution for the "War Shoal" problem...?
«
Reply #4 on:
February 14, 2007, 04:35:22 AM »
You could also totaslly abstract stealth off the board. Then, any in game action that succesfully refers to stealth is used as the rational to put a new counter no the board, anywhere. Or, in limited bands or zones.
Frex, at the start of the game I indicate that I devote resources to three submarines. Three times in the coming game I will be able to declare a surprise submarine attack. However, I can only deploy a submarine that is as many rows away from my edge of the board as there are turns of the game already played. This means that striking at the rear still takes turn time.
This could be a two-edged sword, in that the ambiguity of the subs position can be collapsed the other way. In defending against subs I deploy some sort of cruiser say, and if I succeed at some "sub detection" task, I then nominate one of my cruisers as the detector, and the owner of the sub MUST deploy at least 1 hitherto hidden sub within 1 square of my cruiser. This way an enemy sub gets forcibly dragged into a trap from its nebulous state of non-being.
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jackson_tegu
Member
Posts: 12
what a delight / the internet, tonight.
Re: solution for the "War Shoal" problem...?
«
Reply #5 on:
February 14, 2007, 04:31:35 PM »
omg that is really spectactular. i have like the biggest smile on my face right now. i have to rush off, but, without irony, that is a totally great idea which creates all sorts of other tangental ideas...
thank you contracycle!
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johnwedd
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Posts: 32
Re: solution for the "War Shoal" problem...?
«
Reply #6 on:
February 15, 2007, 07:22:16 AM »
i do the same thing, go in a frenzy of write for about three hours then a shiny object tosses me off.
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check this out!!
http://www.rpgnow.com/default.php?manufacturers_id=668
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