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Forums » List all forums » Forum: Game Design » Thread: Easy-To Implement Treasure Drop Variation |
Thread Status: Normal Total posts in this thread: 4 |
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zero2
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I'm curious about this one: a Treasure Drop variation in which points are bad--the player with the most points at the end of round 4 loses. I don't think it would drastically change the strategy (at least among the high-end players...); you're still trying to arrange the board so that your opponent is forced into giving you the better position. If anything, it might require greater foresight than regular Treasure Drop. But I would like to play this way to try it out (or hear from devs who have). |
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Lizthegrey
Developer (retired) Joined: Jul 22, 2004 Posts: 6912 Status: Offline |
That doesn't require code changes to playtest, and I'd be happy to play you a few games to see if it's fun. |
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DaneT
Joined: Apr 16, 2005 Posts: 2665 Status: Offline |
I usually end up having the least amount of points until round 4, where by then I've forced faked and double faked people so I can get the sides. It definately would force some interesting strategies. BTW... If this kind of game were implimented, it must be clearly recognisable that the comp is different. ---------------------------------------- It has been said, my friends, that I like war. My friends, I like War. No...I LOVE WAR! Danet - An old salt of Y!PP, but not the oldest by a long shot. |
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MasterDinada
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Liz, I'd be happy to play a few games with you also if you want to test it out some because this sounds interesting to me and I want to try it. Just let me know if you want to play. I'm Dinadan on the Midnight ocean. ---------------------------------------- I'm having a little trouble figuring out this signature thing... |
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