Craig on 3 Jan 2004 17:02:24 -0000 |
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RE: [spoon-discuss] Re: [Spoon-business] Tafl anyone? |
>> {{ >> The game is played on a board 13 spaces on a side, which is initially >> empty. >> At any given time, every position on the board is either empty, or >> occupied >> by a Tafl Piece, either a Pawn or a Hnefi, belonging to a certain >> player. >> The gameboard has two dimensions, so every position may be represented >> by an >> ordered pair of numbers. In every dimension, the lowest legal value is >> 1 and >> the highest legal value is 13. >> }} >Can we assume that they're numbered in order? I was. >>>>> in a single dimension during each move, and are considered to pass >>>>> through >>>>> all of the spaces between their original space and their >>>>> destination, >>>>> inclusive. There are two limits on the distance a Tafl Piece may >>>>> move. >>>>> It >>>>> may not move off of the edge of the board, and it may not pass >>>>> through >>>>> a >>>>> space containing another Tafl Piece. >>>> >>>> Any piece can move like this? It seems that the rapid placement and >>>> rescue of Hnefis is then the best way to go... >> >> Yes, but your Hnefi cannot be used in a capture. >> >> In real forms of Tafl, only one player has a Hnefi at all. It starts >> at the >> center of the board, as do all that player's pieces. Eir opponent has >> about >> twice as many pieces, which start closer to the edges. I'm not 100% >> sure how >> to capture that spirit in a balanced form of the game. >It doesn't matter if Hnefi cannot be used to capture. Under these >rules, the most profitable strategy for every player is to place as >many Hnefis as possible, and then escape them all for 10 points apiece. >Capturing costs more to get the pawns, takes longer, is harder to >achieve, and doesn't pay back as much. I agree. I think that the weaponless Hnefi rule helps, but doesn't go near far enough. Might it help to shrink the escape bonus? >>>> One could argue that this should refer to PGo Allies and Moves as >>>> well, >>>> so that an ally in PGo who was an enemy in PTafl could lock you down >>>> by >>>> moving in PGo a lot. >> >>> Or that the games should be completely separate: If A is allied with >>> B and >> C >>> in Go, at any time they could decide to prevent A from moving in Tafl >>> ever. >>> Although then A would break the alliance, so the net effect is to make >>> alliances trickier. Which is interesting politically--this is a good >>> idea, >>> actually. We could abstract this by defining a Game System, where >>> allies in >>> game A affect game B if A and B are in the same System. >> >> The latter is clearly preferable. I amend my proposal by inserting the >> following text at the end of section C: >> >> {{ >> An alliance in Political Tafl and an alliance in Political Go have no >> relation to one another. Two players may be allies in one game and >> opponents >> in another. >> }} >I don't think that solves the problem - the rules still refer to being >an 'ally' of another player, without specifying whether that means a >PGo ally, a PTafl ally, or some sort of mystical alliance governed by >something else. Okay, then, how would you rephrase it? >>>>> If a Tafl Piece has two Pawns which are adjacent to it and whose >>>>> positions >>>>> differ from it in the same dimension, it is captured. >>>> >>>> Even if those Pawns are owned by the same player? >> >>> Here is where we'd want to use (and first fix) the Opponent >>> definition. >>> Also, you didn't capitalize "captured" here--I think we're case >>> sensitive. >>> Though that can just be rectified. >> >> I make the following replacements. >> >> {{ >> Anyone who is not an Ally to a given player is considered an Opponent >> of >> that player. >> }} >> >> becomes >> >> {{ >> Anyone who is not an Ally to a given player is considered an Opponent >> of >> that player, except for the player emself. >> }} >> >> and >> >> {{ >> If a Tafl Piece has two Pawns which are adjacent to it and whose >> positions >> differ from it in the same dimension, it is captured. >> }} >> >> becomes >> >> {{ >> If a Tafl Piece has two Pawns which are adjacent to it and whose >> positions >> differ from it in the same dimension, it is captured. This does not >> occur >> unless the two Pawns in question belong to one or more Opponents of the >> player who owns the captured piece. >> }} >Just for the record, I believe Dave likes it more when we replace the >whole text of a proposal at once - it's much easier to copy a new large >block of text and put it in the database than to extract the old text, >go through making a lot of point changes, and then put the new thing >in. That's true. Once I'm reasonably sure I'm done, I will do the work of figuring out the complete text. >One could also argue that this message upped your prop's revision >number by 10 or so. Yeah, I suppose so. >>>>> In the event of a Tafl Piece being Captured, the players having >>>>> Pieces >>>>> whose >>>>> presence was part of the Piece's capture are considered the >>>>> Capturers. >>>>> The >>>>> Capturers each receive one Tafl Point per Tafl Piece of theirs >>>>> involved in >>>>> the capture. Each player whose Tafl Pieces are being Captured loses >>>>> two Tafl >>>>> Points for each Piece that e loses. When a Tafl Piece is captured, >>>>> it >>>>> ceases >>>>> to exist. >>>>> >>>>> You may not play a Piece in a position where it would be immediately >>>>> Captured. >>>> >>>> By 'play', do you mean 'place', or just 'put'? I.e., can I move an >>>> existing piece to where it would be immediately captured? >> >> Gosh, I could have sworn I wrote in a rule about how if you move it in >> to >> such a position, it is simply not captured. Guess not. >> >> I replace the text >> >> {{ >> You may not play a Piece in a position where it would be immediately >> Captured. >> }} >> >> with >> >> {{ >> A player may not place a Piece in a position where it would be >> immediately >> Captured. [[Note that that's illegal anyway, as it would be adjacent >> to some >> pieces.]] A player may move a Piece into such a position; if e does >> so, the >> Capture does not occur. >> }} >That's a paradox - if moving a piece into a position where it would be >captured means it doesn't get captured, then there are no positions >where it would be immediately captured. But that means that those >places aren't made capture-proof by this section, so then they are >places where you get captured immediately, and therefore they aren't. I suppose so. Quit being so Epimenidean on me. >I actually like the idea of losing your own pieces when you move them >into somewhere. Otherwise, I can protect my piece by moving it right >between two enemy pieces. True. But only temporarily - if you move into B_B, we have BAB. B can move away, leaving BA. Then e moves back if you're still there, capturing your piece. You'd have to always be on the run. >> in my proposed rule. >> >>>>> Multiple Tafl pieces may be Captured in one turn, and these Captures >>>>> occur >>>>> simultaneously. >>>> >>>> So ABABABAB would simultaneously capture all but the outer two >>>> pieces? >> >>> That's an impossible position--some pieces should have been captured >>> before the last move. But moving into AB_BA removes all 3 middle ones, >>> which I think is good. >> >> If we make the change above, then A moving into AB_BA results in A_A_A. >But then also, A moving into B_B results in BAB, which is bad. >>>>> E. Ko >>>>> Two states of the board are considered "equivalent" if the only >>>>> difference >>>>> between them is that, at any number of given positions, a Piece >>>>> belonging to >>>>> one player is replaced by a Piece belonging to another, and those >>>>> two >>>>> players are allied in either state. Only the positions of pieces on >>>>> the >>>>> board are considered when checking for equivalence; differences in >>>>> the >>>>> state >>>>> of alliances or in who made the most recent move are not considered. >>>>> >>>>> A player may not make a move if that move would change the board >>>>> position so >>>>> that it is equivalent to a previous board position. >>>>> >>>>> [[Tafl does not traditionally have a Ko rule, but it is being >>>>> incorporated >>>>> into Political Tafl because the game does not automatically end >>>>> when a >>>>> Hnefi >>>>> escapes.]] >>>> >>>> Ko works in Go because the number of stones is in general rising. >>>> This >>>> is not true of Tafl, and I don't think anyone wants to be responsible >>>> for comparing each move to all previous board states. >> >>> Chess has a similar "repeated position" rule. Actually, in chess it's >>> a >> draw, >>> but here there is no way of ending the game (if people keep playing) >>> until >> it >>> grinds to a halt from any move being a ko violation--which will take >>> at >> least >>> 2^169 moves. >>> I actually think a Ko rule is needed here, or someone could >>> move A, then eir opponent B, then A^-1, then B^-1, ad nauseum. >>> Some other way of ending the game would be nice--e.g., permit each >>> player >> to >>> only place one Hnefi, and once eir Hnefi escapes, e retires from the >>> game. >> >> Hrm, I like that. That also adds an incentive to not rescue your Hnefi >> right >> away... you stop gaining points from captures if you have retired. Any >> suggested implementations? >We could make so that initially, all players are trying to Escape; when >a player escapes, eir Hnefi is gone, and e's just got a lot of pawns, >so now e becomes the attacker, trying to prevent others' escapes. I like this. I hereby amend my Tafl proposal yet again, by removing section E and changing the letters of other sections accordingly. As a seperate part of the same revision, I replace the subsection C.1 with the following text: {{ 1. Placing a Tafl Piece on the board. A player who does this has eir Tafl Score decreased by four if that player has a Hnefi on the board and three otherwise. If the player has not previously placed a Hnefi on the board, then eir piece is a Hnefi. Otherwise, it is a Pawn. Tafl Pieces may not be placed adjacent to other Tafl Pieces, nor may any of their coordinates be 1 or 13. }} This also makes it cost less for attackers to get new pawns; this is consistent with the traditional rule of having more attacking pawns than defending ones. >>>>> F. Escaping >>>>> If a player makes a move such that a Hnefi of eirs has as any of its >>>>> coordinates either 1 or 13, that Hnefi is considered to have >>>>> Escaped. >>>>> >>>>> When a Hnefi escapes, it ceases to exist and the player who >>>>> controlled >>>>> it >>>>> gains ten Tafl Points. >>>>> >>>>> [[The size of this bonus may need to be tinkered with a bit.]] >>>>> >>>>> G. Ending the Game. >>>>> The game ends during a Checkpoint when the most recent move was to >>>>> Pass, and >>>>> nobody has made any other move for more than an nweek. >>>> >>>> Uh... you might want to specify *the game of Political Tafl*; I'd >>>> rather not have B Nomic end when this game does. >> >> Gee, this flaw exists in PGo also. In my proposed Tafl rule, I replace >> the >> first paragraph of section G with >> >> {{ >> The subgame of Political Tafl ends during a Checkpoint when the most >> recent >> move was to Pass, and nobody has made any other move for more than an >> nweek. >> }} >> >> I also submit a proposal, titled "Fixing Go Endgames", as follows: >> >> {{ >> In the first paragraph of the section of the Political Go rule titled >> "Ending the Game", replace the word "game" with the phrase "subgame of >> Political Go". >> }} >> >>>> Political Go, IIRC, has a bit here about how people get points for >>>> having Go points... is it your intent to make Tafl completely >>>> independent from the main B Nomic Scores? In that case, you can do >>>> this >>>> as a society. >> >>> I don't really like the idea of having a million societies with >>> different >> games >>> each. It could just be another Attribute that non-Tafl players could >> ignore. >> >> It was a conscious decision. Not everyone plays PGo; I don't expect >> them to >> care, just as I don't care about style. I'm assuming that those who >> don't >> care about Tafl would rather it not affect them by changing other >> people's >> scores. >So the only incentive for playing it is the self satisfaction of >spending a lot of time thinking about what to do? >I'd like to see some sort of bonus for doing well in this subgame; if a >player isn't adventurous enough to try it, then it's eir own fault if >everyone else gets points and e doesn't. I'm starting to agree, but I'm leaning toward adding an incentive later. I suggest we require a positive Tafl score as part of being Upstanding, and give a point bonus when a player's Hnefi Escapes? Just a thought. -- Teucer "Paginate my subjective reality, baby!" -Taliesin ragnarok@xxxxxxxxx teucer@xxxxxxxxxx _______________________________________________ spoon-business mailing list spoon-business@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-business