[ Help | Earliest Comments | Latest Comments ][ List All Subjects of Discussion | Create New Subject of Discussion ][ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]Single Comment Flipworld. Pieces are on both sides of a disc. (6x7x2, Cells: 84) [All Comments] [Add Comment or Rating]Philip & John Ry wrote on 2002-12-14 UTCIn thinking about this, there were a couple of options. The nexus spaces could have been regarded as the 'tunnel' spaces, or 'lift' spaces that take you from one plane to the other. However, to fit with the notion of reverse sides, reverse worlds, the concept is that the nexus spaces are, each individually, like revolving doors; or like those walls in movies where you go from one side of a room to the other side by spinning on an axis. Hence the different color schemes in each world. So, we say that there are 84 individual spaces. When in Topside you move to or through the 7th circuit, you can choose whether to remain in the Topside or to 'flip' to the Flipside. A Pawn in the 7th circuit of Topside can be directly opposite a Knight on the Flipside: capture of an opponent's piece is not compulsory. With the below-described optional rule, capture of a piece is not even possible. John calls the following optional rule the 'Indiana Jones' rule: If you choose to do the 'non-move' of changing from Topside to Flipside during a piece's move, then any piece which is in the corresponding 'flip' position will also get flipped to your original world. This would match with the rotating wall concept. Another parallel is that the nexus spaces would be like elevators, where when you use Elevator A to go from floor T to floor F, then Elevator B automatically takes whoever is in it from floor F to floor T. Some of the diagrammed possible moves for the pieces show that a given piece can move to multiple nexus spaces. If so, it can choose which of those multiple nexus spaces it may flip in. Pieces that are moving through a nexus space can choose which of the nexus spaces they flip in. We think that the logic is that you can only flip your piece once during a move (i.e. rook cannot go from circuit 6 to 7 in topside, then flip to flipside, then cross the centre of the circle, then flip again). Thanks for spending the time examining this unique game concept.