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"Double Blind" piece movement - is it possible?

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HyveMynd
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Joined: 12/31/1969

Yeah, my first post on these forums. I have been reading some of the articles here, and this really looks like a great place to "hang out". I'm glad that I found it. I have always been interested in game design, but have never actually finished a game. I always hit a snag in the design, or the game changese so much that it becomes a new game, or I move onto something else. But I still have my dreams of creating a game that eventaully gets published. Recently I have become interested in more "abstract" games, but I'm really a FRPGer and wargamer at heart, and most of my games usually go down that road.

Anyway, I have been kicking around a game design idea for some years now, but was never sure how to fix a mechanical problem. This problem was so massive (to me atleast) that it cause me to shelve the idea, as excited as I was about it. I'll turn the problem over to the forum in the hopes that new sets of eyes will give me a fresh perspective, or at least a new avenue to explore.

The game idea was basically one of exploration, expansion, and conquest. Played on a board of hexagons, players built settlements, collected resources, and raised armies to fight each other. I imagine that this probably sounds alot like Settler of Catan, and my only defence is that I have never actually played that game. The focus was mainly on the battles and conquest (since I am a wargamer at heart), as that seemed the most exciting part to me. Here is where I hit a mechanical pitfall. I wanted the players units to be completely secret from each other, both in composition and in movement. That seems easy enough, right? You could use face down markers, or a hidden map system, or any number of other things. Like in Stratego, Battleship, or Scotland Yard.

BUT!

I felt that players should be able to produce "spy" units that could detect and reveal the make up of an opponents units. After all, reall battles are fought on gathered intelligence, and armies have always used spies to track the enemy. Once again, the problem seems simple. "Oh, by the way I have a spy unit here, so I get to see the contents of that marker." But in "real life" the enemy rarely knows that it is being spied on. So, how can I fix the "spy" units so that they reveal enemy details, without giving away their own position? Is it even possible? I could always say that the "spy" units expend thenselves after one use, making it irrelavent if your opponents know where it is, but I don't really like that solution.

And just in case you were wondering, the setting/theme for the game was space. Players represent genocidical alien races in a battle to control the galaxy and eliminate the other races. Kind of like Risk, but with resources collected from your settlements, and (obviously) the whole hidden movement thingy. The "spies" were going to be sensor stations/ships/probes that you could build (either stationary or mobile) to track enemy movement. So you can see why I'd perfer to NOT have them be "one use" units. Oh, and even though I said I liked abstract games, this is one of my earlier designs, and the rules/mechanics are heavily influenced by the space opera/sci-fi setting.

Thanks for looking, even more thanks of you take to time to post a response (no matter what it is), and I really didn't mean for my first post to be so long. I tend to be "wordy" as you all will probably find out.

TheReluctantGeneral
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Joined: 12/31/1969
"Double Blind" piece movement - is it possible?

Quote:
So, how can I fix the "spy" units so that they reveal enemy details, without giving away their own position? Is it even possible? I could always say that the "spy" units expend thenselves after one use, making it irrelavent if your opponents know where it is, but I don't really like that solution.

It seems that there is also another problem with this mechanic. Namely, that even if you can solve the question above, how do you prevent cheating? If the player being spied on does not know that he has been spied on, how is the spying player prevented from cheating and looking at whatever he likes?

A difficult (maybe like you say, impossible) mechanic to implement for sure. I'll think on it some more...

Sebastian
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Re: "Double Blind" piece movement - is it possible

HyveMynd wrote:
So, how can I fix the "spy" units so that they reveal enemy details, without giving away their own position? Is it even possible? I could always say that the "spy" units expend thenselves after one use, making it irrelavent if your opponents know where it is, but I don't really like that solution.

There are two main ways:

Have an independant moderator of some sort. A being who will go around and checks that your spy is indeed in this particular area, and then tell you what said spy sees. A computer would probably be relatively effective, although it wouldn't really be a board game - or a bored human, although that has it's own problems of persuading said human that they want to watch the players playing the game.

The second method is some mechanical method, whereby all pieces look identical, but putting some of them together yields some sort of information to the player. For example having something printed in ultra-violet ink, and all the spy units having a UV light attached to them, or some such. This way, fake spy actions can be carried out without revealing any information. This has problems with a high piece cost.

So, no - I can't think of a way to get it to work.

TheReluctantGeneral
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Joined: 12/31/1969
"Double Blind" piece movement - is it possible?

Here's a mechanical device which you could build easily and might solve some of your problems:

http://perfectcaptain.50megs.com/feldmach.htm

Quote from website:

"The Feldmachinck was designed to allow two or more players to use hidden movementwithout using a computer. But how? I tried everything. Alpha-numeric
systems required disclosure. Codes, colour or otherwise, the same thing. The only
solution was instrumentality, which did the comparing of positions for you, without
revealing any details. Please follow the instructions closely......"

I think to get the effect of non disclosure of spying actions you might need two such devices, with each player playing his hidden pieces into the opponents 'feldmachink' for subsequent secret exposure by that players spies.

You still have the problem of how to stop players cheating and looking in locations that they are not allowed to though.

Hope this helps a bit.

/Dan

HyveMynd
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Joined: 12/31/1969
"Double Blind" piece movement - is it possible?

Yeah, cheating. I've thought alot about that problem too. Thought about, but not come up with any real solution for. How does the player prove that they COULD spy on an enemy unit without revealing the spy? They can't really. This really may prove to be an insurmountable mechanics problem for a "board" game. A video game could probably handle this with no problem, but a traditional game? I'm starting to doubt it. The OSSD (One Shot Sensor Drones) may be the only viable solution, and to me, it's a solution that really detracts from the feel of the game. Saying that you picked up on an enemy Sensor Drone transmission, and now know it's location seems like a rules "cop-out", especially if you didn't have any Sensor Drones in the area to pick up that transmission.

Although I have (just now actually) come up with some more thoughts on the problem.

If everyone knows that the spy units are one use only, or at least have to reveal their position when spying, everyone is at the same disadvantage. This would make mobile spy units that much more valuable then stationary ones. Use your Sensor Drone to listen in on the enemy, and then get it the hell out of there ASAP before someone can come and destroy it. A smart (or lucky) player could use a single spy unit a number of times, always keeping it one step ahead of the enemy. Or you could set a trap with it. Keep some powerful fighting units close to your spy unit, then when the enemy comes to smash it, you smash them instead. A whole new level of "cat and mouse" has just emerged. You can't afford to leave that spy unit hanging around your operations, but you also can't risk blundering into a trap, or a sending your units off to follow a diversion while their army sneaks up on your empire.

Players would also have to balance the risk/reward factor. In this case the acquiring of information vs. the loss of secrecy. Do you reveal your spy unit in the hopes of discovering some important enemy information, or do you wait. And what if the information that YOU are basing your decision on proves to be false. I'm starting to think that having to reveal spy units isn't such a bad thing after all.

And last, the setting could dictate the rules for this problem. Since we are talking about the vast distances of space here, transmissions would take time to be sent and recieved. Players could "activate" their spy units on one turn (recording it's position in a special "logbook") and then move it away in their next turn. The "sensor wave" would travel independantly until it hit something, and by then the drone could be "lightyears" away. Of course that introduces the problem of a "logbook" and the time it would take for the message to bounce back to the sender.

Thanks for your response, General. Sometimes you need someone elses feeback to jump start your own creative process. If anyone else has any ideas/thoughts/problems or what ever, I'd love to hear them.

Nando
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Joined: 07/22/2008
"Double Blind" piece movement - is it possible?

When a spy unit is revealed, add a dummy/decoy piece to that location and start moving them in separate directions.

Hedge-o-Matic
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"Double Blind" piece movement - is it possible?

Hi and welcome. As you'll see, "wordiness" and post length are not problems here. If they were, I'd have gotten the boot long ago! Game issues are not solved by telegram-style brevity.*

A solution I came up with is something of the reverse of your idea of not knowing whether you're being spied on. Since having a "neutral party" (living or not) hold or pass along information as needed between the players isn't practical, and a mechanical system would make the game an excercise in maintaining that system, rather than playing the game, I'd suggest not backing away from the spying, and here's what I mean:

All units or fleets are represented by player-colored chips, which are identical on their backs, perhaps with an symbol on the back or something. True "spy units", whether mechanical or elite teams of specialists, are allowed to move almost at will to any location. Of course, having a unit just "jump" across the play area would be a dead givaway, so players would rarely do it, instead moving their spy units much like fleets or trading vessels.

Each spy unit would also provide a number of decoy chits, which allow a spy more units with which to clutter the movement patterns of the anonymous units.

But remember, your game in of huge scale. Presumably a fleet moving through space would pass any number of settlements, stations, satellites and probes of all types. The invading fleets wouldn't even attempt to scour these assets, since they'd know that to clear a region suach as any single empty (in game terms) hex would allow fighting forces to muster for a defense. Time enough for thorough extermination when all organized resistance is crushed.

So, to the mechanics of the idea:
When a player wishes to spy on another, they simply indicate an enemy chip, and optionally one of their own. The spied-on chip could be anywhere, even a hex without an enemy presence, and the friendly chip used (if any) could either be nearby (for spy units) or at some distance (such as special intel stations, etc.). Players then bid a certain ammount of resources. I'm assuming your game has resources, and this would tie intelligence efforts in with other military expenses.

If the player being spied on wishes to hide their units, they can bid resources to do so. This could represent anything from expensive jump-navigation techniques that avoid known outposts, to passive stealth technology and techniques. Bidding continues until one player wishes to stop, and their opponant gets their way, revealing or keeping hidden the scanned chit.

Now for the good part. If, after a scan, the spying player wishes to reveal (and, indeed, has any) spy units in the hex (or next to it, depending on scale), they only pay one-half of their bid, rounding down. Special "stealth" units could similarly cut the bid of hiding chits, but these would have to be revealed as well. A cloaking ship in the hex could do the trick, and this would only reveal the cloaking ship, not the cloaked fleet or units.

Thus you give the player's control over what they learn, depending on how badly they want to know it or hide information, add a few ship options (stealth, scanning, cloaks), and tie the entire thing to your resource model. It also gives players the mixed emotional bag of having a bunch of face-down units (good for feeling sneaky) and having the opponant be able to look at any of them whenever they feel up to paying the cost (lending the entire affair a paranoid tinge, which is always good).

Also, special anti-spying units (like modern ASW naval units) would be able to imediately destroy revealed spies, if the scanned player chooses to reveal this capability. Of course, anti-asw units could be put with the spy units...

Hope this helps!

*This post in telegram form:

WELCOME STOP LONG POSTS OK STOP RE GAME HAVE UNITS LOOK SAME STOP SPIES ARE EFFICIENT STOP OTHER UNITS CAN SPY STOP BIDDING DETERMINES SUCCESS OF SPYING STOP GOOD LUCK END

erael
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"Double Blind" piece movement - is it possible?

You could also just abstract the issue. I don't know how the economics of your game will work, but you could suggest that everyone has a broad network of sensor drones, etc. which the opposing sides are constantly locating/destroying/rebuilding. You could use a turn-by-turn allocation of resources (or cumulative) and be able to buy the ability to see the units in X hexes, or X hexes adjacent to a unit of your own, or whatever...

NetWolf
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Joined: 12/31/1969
"Double Blind" piece movement - is it possible?

You could go an entirely different route as well. First of all, the tokens could be similar to checkers, but on one side there would be a printed sticker of the unit itself. That way there is emphasis on remembering your own pieces and keeping your forces to a size that you can manage.

Now for the spies. You sound like you want to utilize professional spies, but that isn't always a viable option, even in the real world. Sometimes the best spies are simply civilian informants, traitors, and passers-by. If you use that route, you simply need to be able to pay the fee for information. Of course, the further you are removed from your enemy, the harder the information will be to acquire, and thus it will be more expensive. If you want to go that route, you could simply have a pay-per-distance to your closest unit.

Granted this doesn't give you the double blind option that you were seeking, but sometimes concessions must be made for the sake of playability.

Julius
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Joined: 12/31/1969
"Double Blind" piece movement - is it possible?

Alright, what about this:

When you spy on a player, you "spy" on three indicated locations. One is real, the others are just to throw off your opponent.

The other player provides you with three secret sets of information, each matching one of the locations. The player lays a card face down next to each pointed location. If there's a unit there, he puts that unit's card face down. If the space is empty, he puts a special blank card face down, etc.

That player then shuts his eyes, turns his back, etc. You then get to look at the card that matches the location of your real spy.

I know it doesn't avoid the cheating well, and it makes the position of your spy somewhat known - but it's the best I've got. For more secrecy, increase the number of fakes.

larienna
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"Double Blind" piece movement - is it possible?

About the "Feldmachinck", it is a really cool idea. There might be other ways to implement the same concept, or make the machine more generic for various games. Finally a solution that can help for our hidden information problem ( I think it is the 3rd thread that talks about this kind of problem (^_^))

TheReluctantGeneral
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Joined: 12/31/1969
"Double Blind" piece movement - is it possible?

I thought it was cool too. The group who designed it ("The Perfect Captain") have some really cool and well designed games (all free) at the website. They have a yahoo group as well. It's all miniature wargame stuff, but there are aspects of their rules that are excellent for adaptation to any other form of battle game.

In my opinion, I think the feldmachink is best employed in an abstract game in which the machink itself forms the entirety of the board and the associated hidden movement mechanics or some modification thereof are the whole point of the game. The game would have to be abstract to a certain degree since the machink only accepts small wooden dowels as pieces. Of course these dowels can represent other forces or pieces held off board (which is how the perfect captain group uses it for their wargames), but for a commercial boardgame an abstract version would probably be more elegant and commercially attractive.

I'm not sure how the inventor wopuld feel about a commercial game that basically was simply a copy of his idea though.

Julius
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"Double Blind" piece movement - is it possible?

I just had a thought.

What if you had two vertical game boards (a la battleship), which faced away from eachother.

The pieces would stick to the board via velcro (makes noise, so no cheating), and each would have a swivelling magnet (like a compas, but stronger) on them.

During movement phases, you would separate the boards, and then stick your pieces how you want on your side.

After movement, you would then push the backs of the boards together (like sliding two battleship sets together so the backs touch). This would allow the magnets to pick up on the magnetic fields of your opponent's pieces. If suddently, one of your pieces points to an adjacent square (or hex), you both know that there is conflict (their piece would point as well), and you can take the fight to a sideboard.

Not sure how spying would fit in... but it could happen with some creative solution.

Kaltros
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Joined: 12/31/1969
Re: "Double Blind" piece movement - is it possible

I felt that players should be able to produce "spy" units that could detect and reveal the make up of an opponents units. After all, reall battles are fought on gathered intelligence, and armies have always used spies to track the enemy. Once again, the problem seems simple. "Oh, by the way I have a spy unit here, so I get to see the contents of that marker." But in "real life" the enemy rarely knows that it is being spied on. So, how can I fix the "spy" units so that they reveal enemy details, without giving away their own position? Is it even possible? I could always say that the "spy" units expend thenselves after one use, making it irrelavent if your opponents know where it is, but I don't really like that solution.[/quote wrote:

Without knowing your deployment method for spies, but assuming it is done in a fashion that preserves the anonymity of the unit, an alternative could be that spy units are recalled in order to report their information.
Exmple: I deploy a Spy to System 1. After a few turns, my opponent and I have both deployed to that area. During a phase in my turn I say "Recall Spy" and pick up that unit. My opponent has to reveal X amount of information, and the Spy Unit is now available for redeployment.

The downside of this is that the Spying action itself is not secret; my opponent knows their cover is blown.
The upside is that Spy Units are reusable and can be redeployed.

Just a notion.

Regards,
Kaltros

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