AndyDufresne wrote:Hm, I actually like the idea of the Killer Neutrals you have. It's like a real Hedge Maze...I.E. you can follow along the designated path, or if you feel like it...you can cut through the Hedge (though this grows back amazingly fast).
The graphics I'm not sure about. Top notch looking, but it looks more like an online arcade game...perhaps
Bejeweled.
Maybe consider going with a Hedge theme or a Field (as in corn, wheat, etc) maze.
--Andy
I was going for the bejewled look.

I want to keep it arcady like it is now.
edbeard wrote:I like how neutrals start with two armies and reset to five. It's like you can reinforce the wall around yourself if you want.
So, I'm a bit confused about the connected territory thing.
Lets say I hold all the blue territories at the top left. I get +4 for holding them all. There are fifteen of them so do I also get a +6 for holding nine of them AND a +3 for holding a separate six connected?
That was my idea for the neitrals you could "build" a better wall around yourself.
As far as the overlapping rule, I wanted to make a way to get smaller bonuses without holding the entire color. The overlap rule make it so a player can't hold 4 in a row and get the bonus for 3 and 4.
Plus the bonuses are not worked out. If a player hold teh entire color, the bonus will be worth more than any combination of smaller portions.
These just need to get worked out.
So I am needing suggestions on...........
1) Neutral start and reset army values (currently 2 and 5)
2) Bonuses for holding sub portions of a color (3, 4, 5 etc) in a row
3) bonuses for holding an entire color (must be larger than any possible combo of sub connections and this bonus will override all other bonuses of that color.
4) Wording
Thanks
WM