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Couple seperate questions for ya'll.

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comport9
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Joined: 12/31/1969

(Working titles all)

Sea Merchants of Catan:

I have 5 Ports. Each Port begins with (or up to) 2 Demands and 2 Supplies. So far I have selected 4 different commodities to be used for the demands and supplies. Each with a different, rarity of demand, with it's recipricol supply rarity.

My problem: I need an effective yet easy method of randomizing them so as to ensure little or no overlap of D/S's.

Currently, I have it so that if a Port begins with two of the same demands or supplies, one is removed, and if a Port begins with the same demand and supply, the lowest rarity is removed. While this works, I'd like something that would ensure more starting D/S's.

Forth War:

Need an easy way to represent "area of effect" for buildings. Thus, a building would have an 3 hex diameter area of effect. While this could simply be left out, I would prefer to have something showing this effect. Pieces have to be able to enter this area.

Another problem: how to generate a random map. Hex count more inline with a traditional war game. Not Settlers...

Thanks.

Oh, BTW, here's a link to an ok site some may be interested in:

http://www.toysngames.com/

dete
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Joined: 12/31/1969
Couple seperate questions for ya'll.

hmmm

can't each port have it's own specialty or value?

as for the building, can you have a separate board to show
the inside of the building?
would that help?

OutsideLime
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Joined: 12/31/1969
Couple seperate questions for ya'll.

"Need an easy way to represent "area of effect" for buildings. Thus, a building would have an 3 hex diameter area of effect. While this could simply be left out, I would prefer to have something showing this effect. Pieces have to be able to enter this area. "

***

If the gameboard is flat (not textured), you could try cutting hex-groups (like a 3-hex diameter group, 5-diameter group etc) out of tinted acetate, then place that centred under the building token. This way you see the area being affected, but can still see the terrain/map features/whatever tht are under the acetate.

Acetate - like overhead projector sheets or lighting gels. Many art stores carry it in a variety of tints and opacities. Stationers or florists would also have large sheets of it that you could use, again in varying colours and see-through-itiveness.

I have used this in games and it works like a charm, plus the look of it is quite impressive if your cutting is precise.

Hope this helps, would love to hear any other ideas,

Josh

comport9
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Joined: 12/31/1969
Couple seperate questions for ya'll.

I could have each Port with it's own speciality, but that would eliminate much of the strategy. As each game would be the same. No, the D/S's have to be random somehow.

Thanks for the idea about the acetate. That would work. But it would be a little more work than I'd like... I mean, work while playing. You see each buildings area of effect would be player dependant. Thus, the "Red" player could take over one of "Blue"'s buildings and the area of effect would switch to Red. This change would have to be represented.

The only way I can think is to have a "layed" playing board, where the acetate could be slid underneath the playing area. (Top of board would of course be clear).

This would be so easy as a computer game... :(

OutsideLime
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Joined: 12/31/1969
Couple seperate questions for ya'll.

Are the buildings pre-placed on the map, or does the player build them as the game progresses?

comport9
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Joined: 12/31/1969
Couple seperate questions for ya'll.

Both... I'm thinking players will just have to keep track for themselves. If I label the peices it may make it easier. And I suppose after playing a few games such things will become second nature.

Can you help me with the randomization? :)

My original idea was to have large hexess(or near enough) with smaller hexes on them of the map. Placing the large hexes ala' Settlers would generate some random maps. Not sure if they'd be random enough however...

OutsideLime
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Joined: 12/31/1969
Couple seperate questions for ya'll.

The pre-placed buildings can have the area-effect marked on the map then in a pale non-team colour... the building itself can be marked with a flag to indicate blue/red control.

Player-placed buildings can use the acetate, and it can be tinted the same colour as the area-effect zone for pre-placed buildings. Again, buildings themselves are marked with flags to indicate control. (or the building piece itself is exchangeable.) This means less fumbling around with acetate sheets.

Eh? Eh?

~Josh

OutsideLime
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Joined: 12/31/1969
Couple seperate questions for ya'll.

And you should start a new thread for the hex-randomization topic... you'll reach more people with ideas that way.....

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