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Author Topic: The Conduit Game  (Read 4534 times)

SHAD0Wdump

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Re: The Conduit Game
« Reply #15 on: January 27, 2012, 12:19:52 am »

Let's do this.

So do we post our 5 tiles at once, or take turns picking one until they're all placed, or what?
First turn is all at once.
Other turns, if I understand correctly, are one tile a turn without using AP.
Indeed, but later turns you do a single expand as well as moving your bit, and your choice of one of the actions. With AP you can get additional actions.

so I guess I'll do my five like

Code: [Select]
#
##
@##
that.
Uh, you are supposed to PM me with where your tiles go and in which way, check your PMs I should have sent you your tiles, then please use the following format.

A note for future turns, Fuzzy Zergling used the following format for expand actions, although not neccessary, it is a very formal and detailed method and I would appreciate seeing it used.

Quote
Turn:
Action -> Expand:
[Censored]-tile to space H#/V# (Horizontal #/Vertical #), Orientation [Censored] (Arrow points to the according direction North,South,East,West)
[Censored]-tile to space H#/V#, Orientation [Censored]
[Censored]-tile to space H#/V#, Orientation [Censored]
[Censored]-tile to space H#/V#, Orientation [Censored]
[Censored]-tile to space H#/V#, Orientation [Censored]
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SHAD0Wdump

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Re: The Conduit Game
« Reply #16 on: January 27, 2012, 09:45:37 am »

Spoiler: Map (click to show/hide)

Players now may proceed with normal turns.

Also, Fuzzy Zergling, your bit move was not made due to the starting turn only consisting of expand actions. Sorry for not realizing this sooner.
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SHAD0Wdump

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Re: The Conduit Game
« Reply #17 on: January 27, 2012, 09:15:57 pm »

Spoiler: Map (click to show/hide)

H6-V3 is being Protected.
H11-V4 has a Firewall.

Sinpwn told me to move his Bit West... There is no Conduits there however.
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Angle

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Re: The Conduit Game
« Reply #18 on: January 27, 2012, 09:20:41 pm »

Quote
he bit can move up to three squares a turn.

Derp.
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SHAD0Wdump

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Re: The Conduit Game
« Reply #19 on: January 28, 2012, 04:18:37 pm »

Turn 2
Spoiler: Map (click to show/hide)

Fuzzy Zergling has allowed Armok to get dangerously close to his Core.
 The purple rings show Surging Conduits, arcing lightning shows the Surge attempting to affect a Conduit, destroyed Conduits show a successful Surge.
 Destroyed Conduits disappear so assume they aren't even there.

EDIT: I have been given an action that shows a flaw in the rules, in a previous iteration a Conduit that is removed from the Conduit network(by surge for instance, there was other ways as well such a 'pyramids', which removed all enemy Conduits in an area) would go offline, and be captured if adjacent to an enemy controlled Conduit. When redesigning I basically wiped a large portion of the rules and started nearly from scratch with some of the base concepts, unfortunately I forgot to re-introduce that rule, so I shall add it now.
« Last Edit: January 28, 2012, 05:03:29 pm by SHAD0Wdump »
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SHAD0Wdump

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Re: The Conduit Game
« Reply #20 on: January 29, 2012, 09:41:02 pm »

Turn 3
Spoiler: Map (click to show/hide)

The white electricity arcing orb shows the point of contact of two bits, not guaranteed to be perfectly accurate as to where it happens, just shows the fact.
 Sinpwn did not provide an orientation for his T-junction, so I oriented it in a way that may or may not be disadvantageous to him since it would not have connected to his network otherwise, please be sure to check if your placement would be valid with no specified orientation in the future.
 Up in H12/V3 the recently placed Conduit got disconnected and immediately captured, by a quirk in the game rules Armok's bit remains there despite having no possible connection to his network. In addition the darkened Conduits are disconnected ones.
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Angle

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Re: The Conduit Game
« Reply #21 on: January 29, 2012, 09:52:13 pm »

Shouldn't those two bit's wait until next turn to respawn?
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SHAD0Wdump

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Re: The Conduit Game
« Reply #22 on: January 29, 2012, 11:09:43 pm »

Shouldn't those two bit's wait until next turn to respawn?
That's something I've thought about... I might implement that for a following game, until then that's how it works.
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Angle

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Re: The Conduit Game
« Reply #23 on: January 30, 2012, 01:20:16 am »

Also, I'd like to change my turn. I already sent the new turn.
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Armok

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Re: The Conduit Game
« Reply #24 on: January 30, 2012, 08:40:06 am »

The combination of having to deal with a bunch of annoying PMs, the rules not being made clear, and the game not being particularly interesting or fun, I'm quitting.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

SHAD0Wdump

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Re: The Conduit Game
« Reply #25 on: January 30, 2012, 09:59:28 am »

Well that means we need a new player, I am curious though, what in particular is vague about the rules? I tried to iron it out as much as possible but as always stuff gets through.

In fact, can I get feedback on how everyone else feels about this game?
« Last Edit: January 30, 2012, 10:03:31 am by SHAD0Wdump »
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chaoticag

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Re: The Conduit Game (Need replacement for Blue)
« Reply #26 on: January 30, 2012, 10:12:01 am »

I'll go ahead and take armok's place for now.
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SHAD0Wdump

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Re: The Conduit Game
« Reply #27 on: January 30, 2012, 10:55:17 am »

Cag has taken over.
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FuzzyZergling

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Re: The Conduit Game
« Reply #28 on: January 30, 2012, 12:45:15 pm »

Maybe you should put the answers to the questions I asked in the first post?
- A firewall, protect, and surge can be used on the same tile at the same time.
- Firewall blocks all bits and lasts until it blocks a bit.
- A bit can be moved along a conduit the same turn the conduit is placed.
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SHAD0Wdump

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Re: The Conduit Game
« Reply #29 on: January 30, 2012, 07:32:16 pm »

Maybe you should put the answers to the questions I asked in the first post?
Added.

Turn 4
Spoiler: Map (click to show/hide)

There was some dodging involved with the bits.
Both Fuzzy Zergling and Cag attempted to claim V3/H11 and 12,but Fuzzy Zergling won the first roll.
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