Quote:Original post by Tangireon LOL, well, it would be great if you posted these rules on your rule page, as I'm just going on guesses and assumptions most of the time here.
I said something should die, right? Well here we go.
ROTATE G1. MOVE and KILL 1UP.
You could also do a time warp to backtrack before that move I made if you want to extend this game (or, we could do another game).
Well, I didn't think my plan was THAT straight forward obvious, but I guess it was :) I was aiming to do about the same thing, lol.
Edit: Just a suggestion, I think it would make more sense to have numbers come into play. When a networks collide from rotation, at least an equal amount of virus tokens are destroyed for each side involved. Whoever has the number advantage gets to keep whatever is left over. This would make replicating more important, and justify the virus part of the name in my honest opinion. It adds in having to balance between creating tiles, and creating viruses to achieve efficient expansion.
I don't know whether a normal Bunny would play like that since that would be a suicide for the Bunny to attack 1UP. Tangireon played both Bunny and Star to make Star win so that is kind of cheating.
I went ahead and finished the game by letting Star rotate C6. Then Star is connected to the satellite, to the dish, which is connected to Bunny (who would be physically sitting at H2 (but had remotely visited and eaten 1UP at the Bank)). Since Star makes a connection to Bunny, Star gets to eat Bunny and that is what it would do.
Ohhh ok, that makes more sense now. I was completely confused because I didn't realise that's what the Satelite did, haha. Which is kind of cool, but at the same time kind of weird, because that makes people not want to hook up to the dishes on the ground at all, since it adds in too much risk.
Edit: Thanks for keeping us entertained btw haha. Also, have you ever played a board game called Carcassonne? While playing this, you made me want to play that so bad, haha. http://en.wikipedia.org/wiki/Carcassonne_(board_game)
Quote:Original post by Wai The satellite and dishes can all go both ways. You can also go from the dish to the satellite.
Ohh okay, that's cool and makes sense. Anyone else awake and want to finish the game? I've been playing bunny for the last few turns, but I've really got to get to bed, I have to get up for work and stuff :( Night all, and nice game prototype btw.
I have never heard of Carcassonne, and in fact I am not familiar with board games. One of the problems of this game is that while it starts casual, when the tiles start to meet the mental requirement exponentially increase.
Re: Naughty Virus, not for kids?
I tried to consider this a family game but it is so deceptively demanding I can't really picture it as a family game. My brain don't feel as stuck when I play Chess. I think it is because a game like Chess needs interpretation of the rules to play, but this game has elements so instinctive, that when I look at it, I feel that my brain automatically starts to process it. It isn't something I could control. It starts tracing the maze on its own and it would keep doing it because it doesn't know what the goal is, so it is never satisfied. The brain seeks closure. But that does not exist.
In my experience, it wouldn't help even if you could rotate the tiles physically or on the computer. When you do that it only trains your brain wanting to rotate every single piece you see. (It makes your brain not only tries to automatically trace the maze, but also automatically rotate the pieces.) And while my brain is doing that I can't really tell what it is thinking. All I know is that it gets hot and I run out of mental RAM.
It is kind of weird but I think that this game is too strong. It feels like you could get tumors if you stare at it long enough (if you did not give up after seeing the complicating paths). Either that or you build up your mental endurance and becomes smarter.
So when the game ended it felt extremely good. That makes this game an endurance game--Let's see who can stand staring at it the longest and still have functional thoughts.
On the bright side, since this game is so mentally high pressure, with proper amount of exposure, it will make you feel happier dealing with anyone--there is simply nothing as stressful as playing the game, so everything else feels like a vacation.
Thanks for playing. If you want to continue tomorrow you are welcome to continue.
I thought it was a lot of fun. I enjoy problems that enjoy stretching my brain and twisting it into weird shapes. For general play, though, I think it could stand being simplified and made easier.
One of the best things you could do to make it easier to understand is to simplify the tiles. Make them with not so many branches, and make the ones with separate paths on them rarer. That alone will make the board easier to comprehend. The board that killed my brain cells was the square one, with all those layers of paths intersecting with each other. This whole question could be mitigated somewhat in a computer game, since you could potentially hover over a path and have it highlighted, showing you all the places connected to it. Or just have connected paths statically highlighted. I think someone mentioned this idea earlier in the thread. Then add in a preview mode where you can see the effects of a move before committing it.
I, for one, am strongly tempted to make a physical set for this game and try it out on my friends. I would code a prototype myself if I thought I could do it quickly.
I actually thought the board was a tad small. I guess I'm picturing a sparser game all in all.
Edit: Bunny Command Spawn, Stay.
Two other thoughts: You might consider loosening up the turn structure a little. Also, satellite dishes and such should be used very sparingly on a board this size. They're kind of making things difficult right now. [smile]