Craig on 21 Sep 2003 18:09:55 -0000 |
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RE: [spoon-discuss] Puzzle Games |
::Scratches head, tries to puzzle out what Wonko meant to type:: -- Teucer "You should definitely use objective, rational means to arrive at a considered opinion. I recommend flipping a coin." -Mark Shoulson ragnarok@xxxxxxxxx teucer@xxxxxxxxxx -----Original Message----- From: spoon-discuss-bounces@xxxxxxxxx [mailto:spoon-discuss-bounces@xxxxxxxxx]On Behalf Of Daniel Lepage Sent: Sunday, September 21, 2003 2:04 PM To: discussion list for B Nomic Subject: Re: [spoon-discuss] Puzzle Games On Sunday, September 21, 2003, at 12:58 PM, Craig wrote: >>>> and the general premise is that the players are on a small map, say >>>> 5x5, on which they move around and create new rules. New rules, once >>> >>> That could get a bit crowded. > >> Oh, I dunno...I've got five people failing to find each other on an >> 8x8... > >>> Hey, how about making a deliberately crowded game based on those >>> puzzles where you slide the pieces around? Maybe you gain a point >>> every checkpoint in which you move and you lose a point in every >>> checkpoint in which you can't move? > >> We could go a step beyond that...Ever hear of a game called Master > Labyrinth? It's >> a board game with tiles that show pieces of corridors. All but one >> of them > fit in a grid; >> each turn, a player takes the extra tile and uses it to shift a row >> over by > one, freeing >> up a new tile. Anyone and anything on the shifted tiles is shifted >> with > them; anyone >> and anything on the freed-up tile wraps around to the other side. > > We could do several such subgames - that's what INH is for, right? > > I suggest the following, but am not entirely sure how to incorporate > it as > an INH subgame. I encourage Wonko to help me. > > All players wishing to join inform the game's moderator, who places > them in > a grid. They are then all shown the full grid, and anyone may move > into an > adjacent empty space at any time. Each checkpoint, all players who have > moved at least once during the checkpoint receive a point, and all > others > lose a point. No player may move if e was the most recent player to > make a > move, nor may any player move into a space which e has occupied during > the > past checkpoint. > > The grid should be the smallest size square or near-square that fits > all the > players and at least one empty space. So if only 5 people want to > play, it > will be 2x3, meaning that there is only one empty space. > > > Another possibility might be to assign people to desired neighbors, > and give > or take points based on how many of their desired neighbors they are > adjacent to. The neighbors should be chosen such that the players can > arrange themselves in a partial grid with all players next to their > desired > neighbors, but they should then be scattered such that nobody starts > out > next to their desired neighbors. If the arrangement was made right, > they > could never all be next to the right people (cf Sam Loyd's "fifteeen" > puzzle). > > > I would love to play in either of the above games. > > -- Teucer > > "Maybe there ought to be a motion on having immortality investigated > for > Robin, so that he can serve as the secretary forever." > -Jay Kominek > > ragnarok@xxxxxxxxx > teucer@xxxxxxxxxx > > > _______________________________________________ > spoon-discuss mailing list > spoon-discuss@xxxxxxxxx > http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss > _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss