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Comments by JaredMcComb
Sigh... The Internet is a mixed blessing.
Does anyone out there have a copy of the April 2004 issue of Games Magazine, which is in newsstands now? It has an interesting-looking variant in it which is being billed as 'The New Oldest Game in the World.' (Note the month of the issue.) I didn't have the opportunity to copy the rules down when I saw it (and besides, that'd be cheap), so does anyone else have a copy?
The Ascii diagram of the moves for the One through Seven are messed up.
One of the reasons I like Shogi so much is that you really do exchange pieces. 'Advantage in the exchange' takes on a whole new meaning, and there may be additional advantages to sacrificing a piece for the sake of being able to drop another. In fact, the very ability to drop makes the game so much deeper than FIDE Chess, yet the game seems so much more refined sometimes. I would suggest that another criterion, overall clarity, be added to the list. Sometimes when I read a new variant that has just been posted on the CVP, I think to myself, 'I bet it's fun when you figure it out!' Some games have learning curves the size of Omaha, and I find that a major problem. --Jared
I am still waiting for my fifth-place prize here! Or do I not get one?
You guys got my entries (and non-entry), right?
I was hoping you guys could cook up something. :)
By the way, a carriage return or two seem to have wandered away from their spot between the paragraph about Monks and the paragraph about Generals.
Can entrants vote for their own games in the second round? I would assume not, but I may be wrong.
This is not the place for asking about the ozone layer. Try an online encyclopedia.
Does anyone know of a good program which comes with a set of Tsume Shogi problems and which lets you try to solve them, preferably with a GUI?
It sounds interessting, except that *some* of us have already started working on 45-space variants! *growls*
It is impossible to read the text diagrams when there is no differentiation between players provided.
The references to Vantage Master Online should direct to the following link: http://www.falcom.co.jp/vantage/index_e.html I would encourage people to try this game, even if it is pretty far-fetched in the realm of chess variants.
If Regenbogen ends up being the only Extra entry, will it win by default or will it be disqualified and the category abandoned?
A quick observation: The contrasting black and white in those possible boards make my eyes hurt. Badly. A set of neutral colors would be much nicer looking.
'If there is only one, and also if there are two entries in the extra category, the judge (that is me) can decide to award no prize in this category.' Not even a li'l coffee mug for not following the crowd? ;) In all honesty, I would think that this decision would not be fair, as it would undercut the work I did on the game. I started designing this game months before the contest, and I would think that it should be possible for that work to pay off somehow, even if it is only a coffee mug. (Of course, if it is moved to the main category, I won't have any reason to complain, but I doubt that a preset could be easily constructed, and I am incapable of programming a computer version myself, for ZoG or otherwise.) Just my 2 cents. I'll shut up now.
I am aware that Game Courier is not well equipped to handle this game. It's actually one of those games which was designed to be played with... get this... ACTUAL, PHYSICAL PIECES, IN REAL LIFE! *waits for everyone on the CVP to gasp* Anyways, to answer your other questions: 'Clear' refers to the clear, colorless pieces, while 'translucent' refers to the colored pieces. Opaque means either black or white, not clear or translucent. Orientation is a term borrowed from videogames, to mean an orientation with a single part of the Spectrum, analogous to having an elemental orientation. And the number of Pawns and Drones which can be stacked depends on their function, be it to determine the owner of the piece, in which case the answer is one, or to determine how much health a piece has or how many spells left a Cleric has, in which case the rules should clearly state the number, unless I have forgotten something. And the references to VMO should still point to the link.
Hmmm... Fergus Duniho wants to see hairy men in bras... ;P I second the idea that the link be removed.
Will the CVP be covering this game in depth (i.e. with piece lists, etc., in the manner of many MTG sites) when it is released? I'm extremely interested in this game myself, and it being a chess variant, and a collectable one at that, I would think that it would be the CVP's duty to include in-depth coverage. (Of course, they could link to another fansite, but that wouldn't be as good, IMO -- what would be better for drawing in new visitors to the site than a good section on a game they want to know about?)
Oh, it has an antecedent all right. In the meantime, Fergus, shut up.
First of all, Magic the Gathering has caught on -- you just need to know where to look for it. I see MTG players all the time at our local community college, as an example. One of the things I keep seeing in this discussion is the lack, at present, of team-building rules. I would like to point out that most CCGs have no such rules, except those like disallowing too many of one card in a deck (and I would assume that this would eventually get a rule like that at some point). The reason for this is that there is a counterbalance to power and usefulness, that counterbalance being the rarity (and eventually, street cash value) of said cards. (There is often another counterbalance, too: the cost to utilize rarer and more powerful things. When playing Yu-Gi-Oh, for example, you can't play strong monster cards without either sacrificing weaker ones or obtaining a bunch of cards to 'fuse' together. This kind of counterbalance is already in Navia Dratp in promotion powers.) My two cents on the anthromorphic-style pieces, as opposed to abstract stuff: It's possible to create a set of pieces which are quite easy to distinguish from each other. Look at Battle Chess, for instance. Besides, I don't really see how you could get different pieces in Navia Dratp easily confused, since they all have that little descriptive disc on them. Finally, I hope that this game doesn't get a Saturday morning cartoon (or any other morning, for that matter) because when anything gets its own cartoon, it turns into a game that most older players 'wouldn't be caught dead with.'
It pertains to the discussion because he is trying to tell everyone who has dismissed any part of it, since it isn't necessarily the entire ruleset of a game which makes people dislike it -- sometimes a seemingly minor issue can cause someone to dislike an otherwise good game. I would like to know whether Matt Arnold is actually an inventor of this game, as its entry states. I know he did invent the four-handed variation, but I thought that was pretty much it.
One of the reasons that video-game adaptations of these sorts of games are so great is that the only money you spend is the $20-$50 on the game itself... Of course if successive versions are released, we all know how that goes. Still, there really isn't anything like playing a game with physical pieces with a human sitting opposite you. An average of $3 a piece may seem a little high, but do recall that you use much fewer pieces in an army for Navia Dratp than you do cards in any given CCG, meaning that in the long run you may spend less money to get a 'really good' set. Of course, none of us knows until it's released. I suggest we all wait until then, and *then* start to bash the game's little details.
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