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Wai

[ TBS ] Naughty Virus

173 posts in this topic

I think I'll make my next set out of foamboard. It will at least make a good intermediate set, in case we decide to go with something even more substantial. It would be really cool if you could come up with something magnetized; it might make a good car game. It would be expensive though, especially if you were only making one for yourself. Mass production would be different.

I got my graph paper here. Everything is parameterized, and it sends you a custom PDF. FYI, the size measurement refers to the side of the hex; for this set, I set it to .5 inches. This higher level page has a bunch of other cool paper types, including musical staff paper and storyboard paper. Cool site.

@Wai: Yeah, the viruses were nice, but I wouldn't have wanted to try moving them and keeping them on the right path [smile]. I was originally going to use small wads of different colored paper, but those got tossed out.

Star command:
Rotate F5 1xCCW.
Move from G4 to H5.

It tends to be easier to defend in this game than to attack, at least for me.
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1UP's command:

Rotate C2 3xCW, Stay

Day 21 Bunny
[ NV048 (Image) ]
Bunny's options:
1) Pick one: [ Spawn | Place | Rotate | Wait ]
2) Pick one: [ Move | Stay ]
3) Pick one: [ Expose | Keep ]


Re: Defense
I think defense is easier but still pretty hard.
If 1UP moved wrong Bunny could kill 1UP!

** Bunny almost took out 1UP! **
** /panic **

[Edited by - Wai on June 6, 2009 2:05:00 PM]
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Something has come up that needs to be determined.

What happens when, in a 3 or more player game, player A rotates a piece such that it connects B and C to each other (but not A)?
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Re:

Then B gets to kill C. Assuming that the order of the turns is A, B, C.
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Bunny Command:
Spawn at K2. Move new bunny to I1.

I've been thinking about what you said earlier about making spawning expensive because you don't want the board to become, as you said, "a sea of disconnected tiles". Really, though, that situation is not stable and is bound to collapse and coalesce into larger networks. Someone will get up the courage to set off the dominoes, which would actually make for a very fun, high-stakes game. There may be other reasons to make it hard, like the strategy hints, but I think it needs more consideration. I guess it gets added to the list of all the other variable rules.
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Re: Cheaper Spawn

If we were to test a rule where spawning is cheaper, what rule do you want to test?


In the story:
** It's a girl! **
** Go Go Bunny Power! **


Day 21 Star
[ NV049 (Image) ]
Star's option:
1) Pick one: [ Spawn | Place | Rotate | Wait ]
2) Pick one: [ Move | Stay ]
3) Pick one: [ Expose | Keep ]



Comments: Contested network space:

[ typo land editted out ]

[Edited by - Wai on June 7, 2009 6:34:11 PM]
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Re Cheaper Spawn: I just wouldn't make spawning mutually exclusive with network operations. If you come back to the computer virus analogy, how hard is it for a computer virus to copy itself? Thought maybe making spawning absolutely free isn't the right think either. I'll try it out sometime in RL.

Re Bunny vs 1UP: I don't see what you mean by attacking D1 and A1. They are empty, which means they can neither be controlled or "attacked". I think the problem is that I don't know what you mean by the word "attack" as it regards tiles or spaces. And how would Star's spawning help 1UP defend D1? There's not a lot of time to make defensive preparations; Bunny is ready to attack now.

Here's how I see it: Star has one more turn, then 1UP has one more turn, then Armageddon, unless Bunny has been scared off. It seems to me that Star's best option is to let Bunny and 1UP fight it out while spawning enough virus to finish off the survivor in another big domino fight. However, Bunny stands to own four hosts if it kills off 1UP, giving it a nice segmented network, so that would still be a tough fight, even if Star has a couple extra viruses to sacrifice. Someone really needs to give Star something else to think about. If Star has nothing better to do for 4 turns than strengthen its position, things are going to be ugly when it finally gets moving (or freaking awesome, depending on how you look at it and from whose perspective).

One possibility for 1UP is to rotate D2 to completely cut off the satellite from the rest of the battleground. It just might delay the inevitable long enough to put up some kind of decent last-stand defense at the satellites. Sticking a tile to Bunny's network is also a good idea. Actually, I know just the thing for 1UP: spawn and move to E2. That would throw everything back into a nice stalemate. 1UP could then rotate E2 3x, and effectively transfer itself into the lower network, without affecting anything else.

Considering that Star is best off building up to take out the survivor of the Bunny vs 1UP battle, the question becomes whether Bunny is wise to continue on its attack course, which depends on whether it can come out of the battle with a reasonably strong position. There doesn't really seem to be any other choice, other than to let all the sides catch their breath, which will just make it even harder to finish the game when everyone is that much more entrenched.

Regarding Bunny's position, should it take on and defeat 1UP: Bunny will have some warning if Star wants to attack through H3, and if it plays smart, it should even be able to withstand a defeat there, by simply isolating itself in 1UP's current network. Perhaps it could re-open the route through E4 that 1UP was working on, and attack Star that way.

Regardless, Star should probably spawn and move into trigger position at one of the major gate locations into its domain, as a first line of defense or attack. Perhaps D7, or around H4 of F5.
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Re: A1, D1,

I don't know what happened, but by A1 and D1 I meant D2 in both cases.

The hopefully typo-free version:

Comments: Contested network space:

Bunny can now attack D2 four times, but 1UP can only counter three times. If Bunny controls D2, Bunny can subsequently attack every virus 1UP has.

One way to counter this is for 1UP to spawn to increase the number of times that 1UP could defend D2 to four times. This is possible if 1UP has enough territory to place new virus in a way that increase the number of times it could attack D2.

Another way is to rotate a tile such that 1UP defend D2 four times. This might be possible because 1UP does have four virus, but it depends on whether the network as a tile that can be rotated to do that job.

A third way is to reduce the number of times Bunny could attack D2 by placing a tile at Bunny's network. (That is, if this option is possible.)

A fourth way is to invite Star for the party. If Bunny sees that Star could be the last guest of the network, then Bunny will not attack (as in, Bunny could attack D2 and 1UP would have to defend, but even if Bunny kills 1UP, Star will get to finish Bunny, so Bunny will have no reason to kill 1UP as that would just give Star a free win.)
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Re: "Attack"

In this case I literally means attack, because if Bunny connects to D2, 1UP at D6 is dead. After that, if 1UP connects to D2, the Bunny virus that killed 1UP at D6 will die. So I was talking about how if Bunny attack first, and 1UP retaliates, Bunny could attack the second time. The cycle may not stop until Bunny attacks the fourth time, at that time, all of 1UP will be dead, and Bunny will have only 1 virus left.

Yes, I meant take control of also.
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It still doesn't make sense to say that bunny is attacking D2 anymore than any other tile in that big mess of spaghetti, particularly F2, which is the one that Bunny is directly connecting to.

Star Command:
Spawn and move to D7.
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I was just calling that group D2 because it looks like D2 is the tile in the center.

1UP's command:
Spawn and move new virus to E2.

Day 22 Bunny
[ NV050 (Image) ]
Bunny's option:
1) Pick one: [ Spawn | Place | Rotate | Wait ]
2) Pick one: [ Move | Stay ]
3) Pick one: [ Expose | Keep ]

[Edited by - Wai on June 10, 2009 8:57:10 PM]
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Bunny's command:
Spawn and move new bunny to H3.

H3 used to be dangerous, but not any more!

Day 22 Star
[ NV051 (Image) ]
Star's options:
1) Pick one: [ Spawn | Place | Rotate | Wait ]
2) Pick one: [ Move | Stay ]
3) Pick one: [ Expose | Keep ]

[Edited by - Wai on June 12, 2009 2:56:37 AM]
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1UP's command:

Spawn at F4. Stay.

Comment:
It seems that now it all depends on Star and Bunny, because if Bunny keeps spawning, 1UP can only follow and keep spawning. 1UP is stuck. If I am thinking right, I think Bunny can start killing Star. Star is almost dead. It all depends on what Bunny does. Bunny is the most powerful at the moment.

Day 23 Bunny
[ NV052 (Image) ]
Bunny's options:
1) Pick one: [ Spawn | Place | Rotate | Wait ]
2) Pick one: [ Move | Stay ]
3) Pick one: [ Expose | Keep ]

[Edited by - Wai on June 12, 2009 3:22:48 PM]
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Bunny's command:

Rotate H3 CWx3, move from H2 to H3.

Day 23 Star
[ NV053 (Image) ]
Bunny's options:
1) Pick one: [ Spawn | Place | Rotate | Wait ]
2) Pick one: [ Move | Stay ]
3) Pick one: [ Expose | Keep ]

[Edited by - Wai on June 13, 2009 12:12:31 AM]
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Yes, it was Star's turn!

Day 23 1UP
[ NV054 (Image) ]
1UP's options:
1) Pick one: [ Spawn | Place | Rotate | Wait ]
2) Pick one: [ Move | Stay ]
3) Pick one: [ Expose | Keep ]

[Edited by - Wai on June 14, 2009 12:40:28 AM]
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Bunny's command:

Rotate H4 CWx2, move to H5.
Eat Star.
Eat Star.

** Yum! **

Day 24 Star
[ NV055 (Image) ]
Star's options:
1) Pick one: [ Spawn | Place | Rotate | Wait ]
2) Pick one: [ Move | Stay ]
3) Pick one: [ Expose | Keep ]

[Edited by - Wai on June 15, 2009 11:46:50 PM]
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Day 24 1UP
[ NV056 (Image) ]
1UP's options:
1) Pick one: [ Spawn | Place | Rotate | Wait ]
2) Pick one: [ Move | Stay ]
3) Pick one: [ Expose | Keep ]

[Edited by - Wai on June 20, 2009 10:11:11 AM]
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1UP's command:

Place right tile CCWx1 at D6. Stay.

Day 25 Bunny

Bunny's options:
1) Pick one: [ Spawn | Place | Rotate | Wait ]
2) Pick one: [ Move | Stay ]
3) Pick one: [ Expose | Keep ]
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Bunny's command:
Spawn at G3 and stay.

Bunny thinks:
I'm just one virus short to kill 1UP!

Day 25 Star

Star's options:
1) Pick one: [ Spawn | Place | Rotate | Wait ]
2) Pick one: [ Move | Stay ]
3) Pick one: [ Expose | Keep ]


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