barterer2002 wrote:OK a couple of things.
1. You need to update the map in the first page of your thread to be the current one. As this thread goes longer people won't always have the time to look through to find the current map.
Will do
barterer2002 wrote:2. In Parchisi a player has to go all the way around the board to get to their own area before they can head down to home. I don't know that there is a way to do that here but wanted to make sure you're either planning or not planning on that feature.
I thought about this while I was making the first draft and I do not believe there is a way to make that happen.
barterer2002 wrote:3. Can you attack within your next. For instance if I end up with Nest D yellow can I attack the Nest D green or will the deploy give me both of those?
The nest is the semicircle, not the diamonds. And no, nests cannot attack each other.
barterer2002 wrote:4. There are some significant advantages to starting position here within the nests. I wonder how it would look if each side of the nest could exit at either save zone. For instance Nests C and D could enter the playing field at either ZC or ZD. That might give advantages to whomever plays second though.
This is a great solution, actually. Assuming the first player chooses ZD (the shorter route to HOME), there's the risk of the person in the other nest taking that territory so
he can get the shorter route. Player 2 can either choose the easy ZC (with there being only 1 neutral) or can go for ZD but pay a few more guys.
barterer2002 wrote:5. Thinking through how this plays. Essentially the race here is to go from the entry point (such as ZD) up to the top of red (Z4) then down through the Vs with enough armies left to take and hold Home. So as I read it each V has a n1 to start, and home has a n3 so almost perfect dice would want 12-15 armies on z4 just to get to home. So you start out on Nest D holding yellow and green squares. Do each of them auto deploy 3? Or is it one for the entire nest? I'm assuming there are 2 positions within the next but maybe not. Lets assume 1 for this. So you drop 3 on Nest D, get an auto of 3 on turn 1 and have your standard 3 deployment which goes there so 9 armies to work with at the start. Takes ZD and stop. You should have 6-8 armies most turns on ZD. next turn it autos 3 on the nest and you deploy your 3 to zd. In adjacent games you don't attack, just build on Zd (or better yet in the nest area). In chained or unlimited you take d4 for the card and bring the auto from the nest up to the front giving you 9-15 armies on d4. Repeat for turn 3 which should have you with 12-18 armies on d5. At this point, in a cards game whoever get a 3 card flat rate mixed should win unless both players do. Adding 13 armies to the 12-18 sitting on d5 gets you enough to get into home and you opposition will need a set-probably mixed to get in to stop you. In no cards you'll have 15-21 with your added 3 on d5 so probably will move to z4 and be ready to attack down on turn 4. The key there is to have enough at the end to put up a defense on home and hold it. The game will essentially come down to who can deploy to v, w, x and y7 and break the other guy's home. You could interrupt things but moving, for instance from Z4 to Z8 and interupting the flow from the nest to the home area but you run the risk of not breaking the home and thus losing the game.
I wonder if you could make it more advantageous to go around the board and not just rush in. For instance you've got +4 bonuses listed for holding all the white spaces in an area. What if you made the 1 section a n10 which would require players to move around the board before jumping into the red zones. You could also make the red areas auto killing instead of just decay so that you don't have the 7s to attack home with, you have to hold enough on the Z1, 2, 3 or 4 areas to get all the way back through but that might just give the game to the last player so you wait and move around the board some more. Just trying to think of ways to get the players to interact with each other in the white squares rather than just racing for home
Wow. Okay, so I
boldly italicized the things I will address.
1. The nests I'm switching to an auto-deploy 5, as you will see on my next draft.
2. These ideas are good and I'll see if I can implement them in the next draft.
If I didn't answer all of your concerns, please let me know. As always, thanks for the comments and suggestions.
Cheers,
Sully