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gxnpt
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Joined: 12/22/2015

So, would you believe a variation on Dominoes?

Jay103
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Joined: 01/23/2018
Interesting! I’m not sure

Interesting! I’m not sure how well i’d do with strategy given the scoring depends only on what’s in my hold, and the contents of the hold are pretty random (you can only fill it with tiles you haven’t seen?).

gxnpt
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Joined: 12/22/2015
block those points

Main idea is to be able to block incoming points - fallback of counting remaining points in hold is for cases where all incoming points can be blocked.

Since the points are 60 degrees (equilateral triangle so faces match the square end faces in size) some strategy involved in trying to make isolated points on table that your hold can easily block as incoming but will be more of a problem for others.

At least this is how the game explains itself to me - this (like Alchelemental) was a sprang full blown thing that snuck up on me and just wanted better wording and some graphics.

Yes - you are drawing a new arrowhead after playing or discarding one but (no looking at the new one yet) get to decide whether to put it in your hand or if you want to move something out of hold to hand and put the new one in your hold).

let-off studios
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Joined: 02/07/2011
Very Interesting!

I took a first glance at it, and thought, "Well, why doesn't he just make pentagonal pieces?" But the shape of the pieces has a purpose beyond just convenience.

I think you should keep working on this. It seems much more accessible to the "typical" crowd when compared to your multi-dimensional space game.

Jay103
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Joined: 01/23/2018
gxnpt wrote:Main idea is to

gxnpt wrote:
Main idea is to be able to block incoming points - fallback of counting remaining points in hold is for cases where all incoming points can be blocked.

Since the points are 60 degrees (equilateral triangle so faces match the square end faces in size) some strategy involved in trying to make isolated points on table that your hold can easily block as incoming but will be more of a problem for others.

But of course, the next turn the opponent may well cover the arrow point with another tile and then you've got nothing.. (unless you can wedge an arrow point where it can't be expanded) And still, how exactly am I making sure that that arrow point is a problem for someone else. They're not super-hard to block individually before the last 2-3 turns of the game.

Quote:
Yes - you are drawing a new arrowhead after playing or discarding one but (no looking at the new one yet) get to decide whether to put it in your hand or if you want to move something out of hold to hand and put the new one in your hold).

At the very least, I'd make that bi-directional. You should have a way to move something from hand to hold, since the hold seems to be much more important to tune than the hand.

Though also, I'd think for the first 2/3 of the game the exact contents of your hold aren't super important.

gxnpt
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Joined: 12/22/2015
much like regular dominoes

Normally there would be several exposed points at end of play.
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Agree on Hold content important at end only, but disagree on need to change the procedure of "discard 1 to Hand and draw 1 new arrowhead to Hold" method of replacing an item in the Hold.

Is a make it as good as you think you can sort of thing with discard and draw but stop when you think not likely to get better. Like draw poker but one card at a time for draw. Discard just goes into Hand instead of discarding directly.

However, playtesting is required as the next step in any case.

gxnpt
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Joined: 12/22/2015

Rules adjusted to make exactly 10 plays with new arrowhead drawn then 5 plays no draw for any amount of players. Current set of 0,0 - 4,4 will do 5 players while 4 players would use 0,0, - 3,3 reduced set and so forth.

Initial placement is from first player hand vs from pool.

pdf is updated

gxnpt
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Joined: 12/22/2015
update