Battleground visualization tool

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Re: Map visualization tool

Postby Kenjun » Fri Apr 27, 2012 7:39 am

Balance-(ver3-circuit?)

:r2: :ti: :ti: :ti: :ti: :op:
:ti: :de: :ti: :ti: :r1: :ti:
:ti: :ti: :em: :em: :ti: :ti:
:ti: :ti: :em: :em: :ti: :ti:
:ti: :r1: :ti: :ti: :de: :ti:
:pl: :ti: :ti: :ti: :ti: :r2:
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Re: Map visualization tool

Postby Kenjun » Fri Apr 27, 2012 7:48 am

Fortress:

:em: :em: :op: :em: :em:
:de: :r1: :ti: :r1: :de:
:ti: :ti: :ti: :ti: :ti:
:ti: :ti: :ti: :ti: :ti:
:de: :r1: :ti: :r1: :de:
:em: :em: :pl: :em: :em:

All my ideas focus more on 'balance' than on 'fun'
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Re: Map visualization tool

Postby lappakone » Fri Apr 27, 2012 8:06 am

Kenjun wrote:Fortress:

:em: :em: :op: :em: :em:
:de: :r1: :ti: :r1: :de:
:ti: :ti: :ti: :ti: :ti:
:ti: :ti: :ti: :ti: :ti:
:de: :r1: :ti: :r1: :de:
:em: :em: :pl: :em: :em:

All my ideas focus more on 'balance' than on 'fun'


Nice-looking maps, Kenjun. Although I think that Fortress could become very hard to win for both sides because there is only one way to conquer the stronghold. But maybe that's the point... :mrgreen:
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Re: Map visualization tool

Postby Mip » Fri Apr 27, 2012 8:37 am

With only one exit from stronghold, an infest the mind or two can really mess up the entire game leading to an enormous advantage for the other player
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Re: Map visualization tool

Postby quauru » Fri Apr 27, 2012 9:03 am

Three ways


:ti: :r1: :ti: :de: :ti:
:r1: :ti: :em: :ti: :r1:
:pl: :ti: :ti: :ti: :op:
:r1: :ti: :em: :ti: :r1:
:ti: :de: :ti: :r1: :ti:
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Re: Map visualization tool

Postby Kenjun » Fri Apr 27, 2012 9:14 am

lappakone wrote:
Kenjun wrote:Fortress:

:em: :em: :op: :em: :em:
:de: :r1: :ti: :r1: :de:
:ti: :ti: :ti: :ti: :ti:
:ti: :ti: :ti: :ti: :ti:
:de: :r1: :ti: :r1: :de:
:em: :em: :pl: :em: :em:

All my ideas focus more on 'balance' than on 'fun'


Nice-looking maps, Kenjun. Although I think that Fortress could become very hard to win for both sides because there is only one way to conquer the stronghold. But maybe that's the point... :mrgreen:


Yes, that's the point and hence the name.
I took care not to put in too many resources/deployment tiles so that Blue cannot have an easy win just by camping and winning by DP. Maybe it can be further reduced?

Yes, Mip made a very valid point. Not sure the what is the maximum battleground size. Maybe Infest the mind will be less effective if the distance between the 2 camps is increased? And the resources/deployment tiles are reduced to 1 each (for each side)?
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Re: Map visualization tool

Postby Kenjun » Fri Apr 27, 2012 9:15 am

quauru wrote:Three ways


:ti: :r1: :ti: :de: :ti:
:r1: :ti: :em: :ti: :r1:
:pl: :ti: :ti: :ti: :op:
:r1: :ti: :em: :ti: :r1:
:ti: :de: :ti: :r1: :ti:


Love this.
Forces players into a dilemma. Go for the throat? Or gather and build to win?
The deployment tiles could be the key to victory too.
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Re: Map visualization tool

Postby Mip » Fri Apr 27, 2012 9:17 am

Blue can no longer gain dom points by domovoi, now yellow can do that with homunculus. Unless you mean putting underworld spies there and continously exhausting them every turn?

The distance between the starting points doesn't matter as much as the fact that a cost of 1 card can delay all of his units for an entire turn, since that one blocks all the second one from moving out.
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Re: Map visualization tool

Postby quauru » Fri Apr 27, 2012 9:26 am

Metropolis (a variety of Coiled)

:ti: :ti: :ti: :r1: :r1:
:ti: :r1: :op: :ti: :ti:
:de: :ti: :em: :ti: :de:
:ti: :ti: :pl: :r1: :ti:
:r1: :r1: :ti: :ti: :ti:
Last edited by quauru on Sat Apr 28, 2012 12:50 pm, edited 4 times in total.
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Re: Map visualization tool

Postby quauru » Fri Apr 27, 2012 2:39 pm

Bridges

:ti: :ti: :r1: :op: :ti:
:ti: :de: :em: :r1: :ti:
:ti: :ti: :r1: :ti: :ti:
:ti: :r1: :em: :de: :ti:
:ti: :pl: :r1: :ti: :ti:
Last edited by quauru on Sat Apr 28, 2012 10:10 am, edited 1 time in total.
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