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Also at the top of 9x9 size, Weave and Dungeon. White Weave is like sine waves seen from above, Black Dungeon. Only the 81 squares may be occupied. ''An implied underpass[which cannot itself be occupied] is the trough of a strand located directly beneath the bridge of a cross-strand'' makes perfect sense. (White)Segments are only two or three long. Of the two motions, sliding and stepping, sliding is continuous either within Dungeon(Black) or along a strand(White). The other motion, a step, is abrupt change of altitude(there are four altitudes, but again exactly the 81 spaces). Capture being by displacement, the connectivity described is enough to differentiate the six piece-types, with some single moves allowed combining sliding and stepping both. Wins are graded hierarchically as Triumph, Ovation, or simple Victory. ''Stalemate and repetition are a loss.'' LCC's 2002 Comment still applies, ''This variant has easily the most interesting geometry I've seen.''
I managed to miss the last bug report from Joost when he posted it many months ago. But I have now corrected the error and re-submitted a version 1.2.1, which hopefully will be up soon.
I found another bug in the tri-weave macro (if (and (on-board? $2) (not-friend? $2)) (recycle) $2 add $3) is not right. The (recycle) is not executed at the position on which the possible capture takes place, so it has to be: (if (and (on-board? $2) (not-friend? $2)) $2 (recycle) add $3) The same correction for the same line with $2 <--> $3 a few lines lower.
Thanks for the comments and for posting the fixes to the errors. I've sent the editors a ZRF version 1.2 correcting the two bugs you identified and giving the Diamonds the ability to advance to the far rank -- remaining a Diamond -- if there is no piece to rescue. This raises the question of whether a Diamond on a slope on the far rank should be able to rescue (assuming a piece to rescue has become available) when making a lateral capture. Currently that's not permitted.
Excellent game. The idea of a semi-3D board is very nice. I found two errors in the ZRF-file. 1. At the end of the tri-weave macro: The line before the last line missed a (recycle) else (if not-friend? (recycle) add)) instead of else (if not-friend? add)) 2. In the recycle macro also counts captured Diamonds as captured Pentagons else (if (piece? Pentagon) (counter Pentagon1 Pentagon2) )))) instead of else (counter Pentagon1 Pentagon2) ))) And one question: The ZRF-file does not allow a Diamond-move to the last rank if there is no piece to promote to. Is this correct?
Now that I've played this (Tony Quintanilla and I recently finished an e-mail game), I can say that it plays very nicely, but that the movement of the pieces takes some getting used to. This is not helped by the abstract design of the pieces, but I like the way they look so much that I'd rather not trade them for more helpful ones.
Excellent. This variant has easily the most interesting geometry I've seen.
I now see that my response to the question 'What happens when a Star comes back to his throne? (after cycling d2 or f2).' was off base, since I had not read the rules completely enough, and is properly answered by Mr. Troyka. I promise to be more careful before I respond in the future.
The throne is just another bridge. It does not have any special significance except for grading wins. In the case of a Star circling back to its throne the player cannot claim a triumph.
I'm not sure I understand the question 'What happens when the star returns to its throne.' The rules clearly state that once in the dungeon, the star can only move to adjacent dungeon cells and can never return to the weave, so it can therefore never return to its starting square, if that is what the questioner meant by 'throne.' At least, this is how I read the situation.
What happens when a Star comes back to his throne? (after cycling d2 or f2). This game sounds interesting...
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