tag:blogger.com,1999:blog-9319479.post8143176006604295628..comments2024-03-07T15:32:53.014+02:00Comments on Yehuda: Revamping the Prototype / Busy WeekYehuda Berlingerhttp://www.blogger.com/profile/16038826060312027387noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-9319479.post-70128120688991685152008-08-27T18:14:00.000+03:002008-08-27T18:14:00.000+03:00You're welcome!You're welcome!Greg Whttps://www.blogger.com/profile/04653347780730520507noreply@blogger.comtag:blogger.com,1999:blog-9319479.post-36542730656383367182008-08-27T17:24:00.000+03:002008-08-27T17:24:00.000+03:00Thanks, Greg. Good suggestions.YehudaThanks, Greg. Good suggestions.<BR/><BR/>YehudaYehuda Berlingerhttps://www.blogger.com/profile/16038826060312027387noreply@blogger.comtag:blogger.com,1999:blog-9319479.post-80978069692189752902008-08-27T16:40:00.000+03:002008-08-27T16:40:00.000+03:00You could turn the outer 2 (or N) tiles face up th...You could turn the outer 2 (or N) tiles face up then. Then the edge will still only be busy assuming a uniform backing on the tiles.<BR/><BR/>It seems like you lose most of the decision with the bags as well as the player interaction. Multiple bags seem sort of odd unless you can fit it to the theme like Thebes.<BR/><BR/>For the end game tile you could do something like Key Harvest and Ra and require multiple endgame tiles be pulled before the game will actually end.<BR/><BR/>Key Harvest even has a fail safe so that if the trigger happens too early the endgame track will throw out some of the early endgame tiles. Of course, in those games all the tiles are drawn from one bag.<BR/><BR/>You could also display a single row of tiles only. Start the game with three tiles face up. When a player takes a tile(s) move from the middle to fill the empty spot and draw a replacement. Before the first player goes again they draw another tile and add it to the middle. That way the decision space slowly expands as the game goes on. Maybe that's too fiddly and doesn't accomplish what you want however...Greg Whttps://www.blogger.com/profile/04653347780730520507noreply@blogger.comtag:blogger.com,1999:blog-9319479.post-57934073903956677482008-08-19T16:48:00.000+03:002008-08-19T16:48:00.000+03:00Only the corner tiles can be taken.Yes, one could ...Only the corner tiles can be taken.<BR/><BR/>Yes, one could stack the pyramid so that only the available tiles are displayed. But I was hoping to make players have to decide what to take based on what they will be allowing players after them to take.<BR/><BR/>In the first game, the pyramid fit the theme. In this game, it has no relation, so can be dumped easily.<BR/><BR/>YehudaYehuda Berlingerhttps://www.blogger.com/profile/16038826060312027387noreply@blogger.comtag:blogger.com,1999:blog-9319479.post-6160673796791229182008-08-19T16:26:00.000+03:002008-08-19T16:26:00.000+03:00Perhaps I'm not understanding which tiles you can ...Perhaps I'm not understanding which tiles you can pick up, it only sounds like the edge tiles? If that's the case why not build the pyramid with face down tiles and only turn up those that are available to choose? The bags sound rather abstract unless the pyramid shape isn't important to the theme. Of course, not knowing anything else about the game it's hard to judge if that's even a good suggestion. Oh well. :^DGreg Whttps://www.blogger.com/profile/04653347780730520507noreply@blogger.com