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Member Since 16 Mar 2005
Offline Last Active Yesterday, 03:26 PM

Posts I've Made

In Topic: Cast your vote now!

02 May 2016 - 09:03 AM

I vote Notey Mc Padface.

In Topic: Negative ping? Or how do I sync time with client and server?

20 April 2016 - 07:48 PM

Sometimes using a custom time unit can work, e.g. N physics steps, if the client and server agree to step their physics at the same rate.

In Topic: std::sort corrupts my memory

20 April 2016 - 01:21 AM

Your std::sort predicate is invalid - Googling for "std::sort invalid predicate" will explain why this is a bad idea.

In Topic: Can anyone recommend cheap games for a classroom?

18 April 2016 - 11:55 PM

Not to mention, even with the unofficial rules my family used, Monopoly take three hours or more (can't fit in a single class timeslot)...

Indeed, a long game, but ifnalmost everyone has played it before, it could be used as an example without requiring extensive playtime.

... once you begin to lose, it's hard to recover and you just feel hopeless, as the leaders gain more and more steam.

Which is actually a fascinating discussion point, hence my reference to the history of the game.

From the wikipedia:

The history of Monopoly can be traced back to 1903, when American anti-monopolist Elizabeth (Lizzie) J. Magie Phillips, created a game through which she hoped to be able to explain the single tax theory of Henry George. It was intended as an educational tool to illustrate the negative aspects of concentrating land in private monopolies.

So this is by design!

In Topic: Can anyone recommend cheap games for a classroom?

17 April 2016 - 11:57 PM

Just an amateur here, but an interested one who might have a mindset close to one of your students.

I'd certainly second "Settlers of Catan" as an example of a game that made me think hard about the interaction of the mechanics and what the implications of omitting any of the rules would be. Also a good game as players are not eliminated, which can help keep the interest levels high.

Carcassonne and Ticket to Ride are also good for similar reasons.

Personally, I'd be biased against "Fluxx", in my experience it feels very arbitrary, relying disproportionally on luck - seems to be more brand/themr driven than actually being a "good" game (though of can be fun). That said, it could serve an interesting counterexample as an mechanically unbalanced game (at least IMHO).

Monopoly is interesting - it is familiar but, as mentioned, most people do not play by the full, official rules. Studying various house rules could encourage participation, as does diving into the reasons why the full rules tend not to be taught. The history of the game is also relevant.

I'd recommend "Extra Credits" too. There were a couple of videos on "Hearthstone" - somewhat similar to Magic: The Gathering (I believe, I've not played either) - very interesting around mechanical balance.