This is an imperfect archive of the piecepack mailing list that was hosted by Yahoo! from about November 2000 to December 2020. Email addresses are partially anonymized, some messages are apparently encrypted by Gmail, and a few of the final messages, from after I made this archive, are also missing. I will do what I can to remedy these issues, but I thought it was best to upload this message archive as soon as possible. Ron Hale-Evans 26 Dec 2020 *** From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 1 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_2); 29 Nov 2000 20:51:21 -0000 Received: (qmail 26477 invoked from network); 29 Nov 2000 20:51:19 -0000 Received: from unknown (10.1.10.142) by l9.egroups.com with QMQP; 29 Nov 2000 20:51:19 -0000 Received: from unknown (HELO mq.egroups.com) (10.1.1.36) by mta3 with SMTP; 29 Nov 2000 21:52:25 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.28] by mq.egroups.com with NNFMP; 29 Nov 2000 20:51:19 -0000 Date: Wed, 29 Nov 2000 20:51:13 -0000 To: piecepack@egroups.com Subject: Introduction to the piecepack Message-ID: <903q81+j4if@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 971 X-Mailer: eGroups Message Poster From: "James Droscha" There is a decent description of the piecepack at: http://www.galloglassgames.com/Piecepack.asp There is a growing list of links to games designed for the piecepack at: http://www.galloglassgames.com/Piecepack_Rule_Sets.asp In the near future, there will hopefully be a PDF version of the piecepack parts so that you can print them out and glue them to cardboard or wood to make your own piecepack. Galloglass Games (http://www.galloglassgames.com) plans to publish a version of the piecepack starting in January 2001. All of the parts will be wood, hand stamped in color with rubber stamps, and will come in an acrylic case. The price will be in the (US)$15 to $20 range. It is important to note, however, that the piecepack is public domain, and that interested manufacturers may publish their own versions without royalty or license. We'll keep this list open and unmoderated to start, then impose limits only if needed. --James Kyle From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 2 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_2); 30 Nov 2000 17:34:33 -0000 Received: (qmail 57299 invoked from network); 30 Nov 2000 17:34:32 -0000 Received: from unknown (10.1.10.142) by l9.egroups.com with QMQP; 30 Nov 2000 17:34:32 -0000 Received: from unknown (HELO hi.egroups.com) (10.1.10.41) by mta3 with SMTP; 30 Nov 2000 18:35:38 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.117] by hi.egroups.com with NNFMP; 30 Nov 2000 17:34:32 -0000 Date: Thu, 30 Nov 2000 17:34:31 -0000 To: piecepack@egroups.com Subject: Need Help - Traditional Games for Piecepack Message-ID: <906337+v164@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 718 X-Mailer: eGroups Message Poster From: "James Droscha" Hey All, I'd like help compiling a list of all "traditional" board games that can be played with the piecepack, and any modifications needed to do so. I'm also interested in simple variants. I'll start with: CHECKERS - Use backs of 16 tiles, arranged 4 x 4 to give an 8 x 8 grid of spaces, then one player uses coins number side up and the other player uses coins suit side up. MEMORY - Requires 2 piecepacks. Match by suit and value. OTHELLO - Requires 3 piecepacks to have enough coins for full size board. Use backs of 16 tiles, arranged 4 x 4 to give an 8 x 8 board. One player uses coins number side up and the other player uses coins suit side up. Can you think of others? Thanks, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 3 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_3); 8 Dec 2000 04:57:09 -0000 Received: (qmail 13407 invoked from network); 8 Dec 2000 04:57:08 -0000 Received: from unknown (10.1.10.27) by l7.egroups.com with QMQP; 8 Dec 2000 04:57:08 -0000 Received: from unknown (HELO ej.egroups.com) (10.1.10.49) by mta2 with SMTP; 8 Dec 2000 04:57:08 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.4.74] by ej.egroups.com with NNFMP; 08 Dec 2000 04:57:08 -0000 Date: Fri, 08 Dec 2000 04:57:00 -0000 To: piecepack@egroups.com Subject: Volunteer Layout Work Message-ID: <90ppms+fk4g@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 402 X-Mailer: eGroups Message Poster From: "James Droscha" Hey, Is anybody here interested in volunteering to put together a PDF piecepack that gamers can download, print out, and glue to cardboard or wood pieces? If so, please contact me for details/specs at jdroscha@.... You do not have to have the capacity to create the PDFs yourself, as I can take your layouts and turn them into PDFs from most layout programs. Thanks, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 4 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_3); 19 Dec 2000 18:41:44 -0000 Received: (qmail 65209 invoked from network); 19 Dec 2000 18:41:44 -0000 Received: from unknown (10.1.10.142) by l9.egroups.com with QMQP; 19 Dec 2000 18:41:44 -0000 Received: from unknown (HELO hm.egroups.com) (10.1.10.45) by mta3 with SMTP; 19 Dec 2000 19:42:49 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.96] by hm.egroups.com with NNFMP; 19 Dec 2000 18:41:43 -0000 Date: Tue, 19 Dec 2000 18:41:40 -0000 To: piecepack@egroups.com Subject: Printable Piecepack Available Message-ID: <91oa54+fpr7@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 324 X-Mailer: eGroups Message Poster From: "James Droscha" Piecepackers, Paul Shope has graciously provided us with a printable edition of the piecepack. It is available in PDF format at: http://www.galloglassgames.com/Printable_Piecepack.asp Included on the page linked above are instructions for constructing your piecepack, but it is fairly self-explanatory. --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 5 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_3); 27 Dec 2000 14:32:35 -0000 Received: (qmail 21262 invoked from network); 27 Dec 2000 14:32:35 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 27 Dec 2000 14:32:35 -0000 Received: from unknown (HELO hj.egroups.com) (10.1.10.42) by mta1 with SMTP; 27 Dec 2000 14:32:35 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.28] by hj.egroups.com with NNFMP; 27 Dec 2000 14:32:35 -0000 Date: Wed, 27 Dec 2000 14:32:34 -0000 To: piecepack@egroups.com Subject: Billiards Message-ID: <92cui2+69jg@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 86 X-Mailer: eGroups Message Poster From: "James Droscha" Hey Chris, Can you tell us about the Billiards game you are working on? --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 6 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_3); 27 Dec 2000 14:43:04 -0000 Received: (qmail 43956 invoked from network); 27 Dec 2000 14:43:04 -0000 Received: from unknown (10.1.10.142) by l10.egroups.com with QMQP; 27 Dec 2000 14:43:04 -0000 Received: from unknown (HELO hp.egroups.com) (10.1.2.220) by mta3 with SMTP; 27 Dec 2000 15:44:09 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.103] by hp.egroups.com with NNFMP; 27 Dec 2000 14:43:04 -0000 Date: Wed, 27 Dec 2000 14:43:01 -0000 To: piecepack@egroups.com Subject: Need Volunteer - MotoX Diagram Message-ID: <92cv5l+d9e5@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 652 X-Mailer: eGroups Message Poster From: "James Droscha" Hey, For those of you that have playtested MotoX: I'm currently writing up the rules (I'll send a draft to this list before I finalize and post to the site). Would anyone like to volunteer to provide a diagram of a sample track? I'd like a 3Dish isometric view, since that will be the only way to see clearly what the track looks like with the jump ramps. 24 tiles and 8 coins. I need a 300dpi 1-bit image, any format, Mac or PC, any size and shape (I'll format the rules text around it). Please email me at jdroscha@... if interested. Name credit for the image will be given on the rulesheet. Thanks, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 7 Return-Path: X-Sender: young.chris@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_3); 27 Dec 2000 21:35:38 -0000 Received: (qmail 66027 invoked from network); 27 Dec 2000 21:35:37 -0000 Received: from unknown (10.1.10.27) by l8.egroups.com with QMQP; 27 Dec 2000 21:35:37 -0000 Received: from unknown (HELO cj.egroups.com) (10.1.2.82) by mta2 with SMTP; 27 Dec 2000 21:35:37 -0000 X-eGroups-Return: young.chris@... Received: from [10.1.2.155] by cj.egroups.com with NNFMP; 27 Dec 2000 21:35:37 -0000 Date: Wed, 27 Dec 2000 21:35:27 -0000 To: piecepack@egroups.com Subject: Re: Billiards Message-ID: <92dnav+grsm@...> In-Reply-To: <92cui2+69jg@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1046 X-Mailer: eGroups Message Poster From: young.chris@... Well I am still working on Table layout, but here is the idea. You use all the square tiles to create the "Table" Simular to the field in the soccer game. You use five coins of two symbols, ( 5 blue, 5 yellow for examle ) The are used for the stripes and solids. Then you use one coin for the Cue ball, ( I used the black Swirl from the number side of a coin ) Then taking turns you flick the cue coin into the others trying to " Sink " a colored coin into one of the pockets. it seems to work pretty well, but I need to refine the layout of the square tiles. if anyone has any suggestions on tile placement, so the pockets are easier to use, I would appreciate it. I figure once I get the standard table created, we could always make trick tables of odd shapes... maybe even use the dice and pawns to create a kind of "Bumper Pool". Chris --- In piecepack@egroups.com, "James Droscha" wrote: > Hey Chris, > > Can you tell us about the Billiards game you are working on? > > --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 9 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_3); 28 Dec 2000 18:13:05 -0000 Received: (qmail 5932 invoked from network); 28 Dec 2000 18:13:05 -0000 Received: from unknown (10.1.10.27) by m8.onelist.org with QMQP; 28 Dec 2000 18:13:05 -0000 Received: from unknown (HELO mu.egroups.com) (10.1.1.40) by mta2 with SMTP; 28 Dec 2000 18:13:05 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.36] by mu.egroups.com with NNFMP; 28 Dec 2000 18:13:05 -0000 Date: Thu, 28 Dec 2000 18:12:59 -0000 To: piecepack@egroups.com Subject: Re: Billiards Message-ID: <92fvrb+bg4p@...> In-Reply-To: <92fvoh+k7qi@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 198 X-Mailer: eGroups Message Poster From: "James Droscha" Dang it! Make that: [][][][] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [][][][] --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 10 Return-Path: X-Sender: pmshope@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_3); 4 Jan 2001 22:16:18 -0000 Received: (qmail 39329 invoked from network); 4 Jan 2001 22:15:46 -0000 Received: from unknown (10.1.10.27) by l9.egroups.com with QMQP; 4 Jan 2001 22:15:46 -0000 Received: from unknown (HELO mq.egroups.com) (10.1.1.36) by mta2 with SMTP; 4 Jan 2001 22:15:46 -0000 X-eGroups-Return: pmshope@... Received: from [10.1.10.99] by mq.egroups.com with NNFMP; 04 Jan 2001 22:15:46 -0000 Date: Thu, 04 Jan 2001 22:15:37 -0000 To: piecepack@egroups.com Subject: Putt putt Message-ID: <932sm9+2fqk@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 691 X-Mailer: eGroups Message Poster From: "Paul Shope" I enjoyed Chris's message the other day about the billiards game. With that and "Soccer" I think we have an official genre of piecepack games which I dub "flickers." (This refers to the practice of flicking the coins, in case you don't get it.) Chris's idea also gave me a brainstorm for another flicker: Miniature Golf. I haven't worked out any rules yet, but I think it would be fun to set up strange and interesting courses to flick your way through. I suppose the rules wouldn't be all that complicated actually. Just flick your "ball" through the course in as few flicks as possible. The player with the lowest number of strokes/flicks wins. Comments? Suggestions? From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 11 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_3); 5 Jan 2001 18:58:44 -0000 Received: (qmail 27894 invoked from network); 5 Jan 2001 18:43:30 -0000 Received: from unknown (10.1.10.142) by l8.egroups.com with QMQP; 5 Jan 2001 18:43:30 -0000 Received: from unknown (HELO fj.egroups.com) (10.1.10.46) by mta3 with SMTP; 5 Jan 2001 19:44:35 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.91] by fj.egroups.com with NNFMP; 05 Jan 2001 18:43:28 -0000 Date: Fri, 05 Jan 2001 18:43:27 -0000 To: piecepack@egroups.com Subject: Re: Putt putt Message-ID: <9354kf+aa3n@...> In-Reply-To: <932sm9+2fqk@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2455 X-Mailer: eGroups Message Poster From: "James Droscha" --- In piecepack@egroups.com, "Paul Shope" wrote: > I enjoyed Chris's message the other day about the billiards game. > With that and "Soccer" I think we have an official genre of piecepack > games which I dub "flickers." (This refers to the practice of > flicking the coins, in case you don't get it.) In general terms, they would be called "manual dexterity games", but "flickers" is much shorter! > Chris's idea also gave me a brainstorm for another flicker: > Miniature Golf. I haven't worked out any rules yet, but I think it > would be fun to set up strange and interesting courses to flick your > way through. > > I suppose the rules wouldn't be all that complicated actually. Just > flick your "ball" through the course in as few flicks as possible. > The player with the lowest number of strokes/flicks wins. Cool. Are you thinking that each "hole" would be set up and played before moving on to the next? Or more like you set up an entire "course" to be played through non-stop? One thing that comes to mind is that if you build the entire course, it would likely be the equivalent of only 3 or 4 holes, but you could use the leftover coins to conveniently keep track of strokes. If you build and play each hole separately, you will probably want to keep a scoresheet on paper. Also, if you play one hole at a time, you could form the "hole" at the edge of the table; this would eliminate the need for a rule on judging if a ball is _in_ the hole. Another thing that comes to mind is obstacles for the course. You could really use anything within reach... cans, jars, toys, whatever. One interesting experiment might be to take, say, three tiles and put a rubberband around them to create a kind of springy bumber. To me, it seems like if you intend to play one hole at a time, it would be nice if there were a rule determining who was reponsible for setting up the next hole and they could just build it spontaneously. If, instead, you intend to layout the course all at once, it might be better to have diagrams of pre-designed courses. This talk of flickers also makes me wonder what other types of manual dexterity games could be played with a piecepack (though you would want to play with wood, plastic, or ceramic pieces). For example, what about a game that involved rolling the coins through arches or other structures built from tiles? --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 12 Return-Path: X-Sender: young.chris@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_3); 8 Jan 2001 21:36:44 -0000 Received: (qmail 53739 invoked from network); 8 Jan 2001 21:35:33 -0000 Received: from unknown (10.1.10.142) by l9.egroups.com with QMQP; 8 Jan 2001 21:35:33 -0000 Received: from unknown (HELO c3.egroups.com) (10.1.10.50) by mta3 with SMTP; 8 Jan 2001 22:36:38 -0000 X-eGroups-Return: young.chris@... Received: from [10.1.4.67] by c3.egroups.com with NNFMP; 08 Jan 2001 21:35:32 -0000 Date: Mon, 08 Jan 2001 21:35:16 -0000 To: piecepack@egroups.com Subject: Piecepack Icons Message-ID: <93dbqk+5jb8@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 164 X-Mailer: eGroups Message Poster From: young.chris@... Hey Paul, Could you post the icons for the piecepack in the file area? All I need is the Suits, and the Swirl on the coins. Thanks, Chris From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 13 Return-Path: X-Sender: pmshope@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_3); 10 Jan 2001 17:03:00 -0000 Received: (qmail 37979 invoked from network); 10 Jan 2001 16:51:49 -0000 Received: from unknown (10.1.10.142) by l10.egroups.com with QMQP; 10 Jan 2001 16:51:49 -0000 Received: from unknown (HELO jk.egroups.com) (10.1.10.92) by mta3 with SMTP; 10 Jan 2001 17:52:54 -0000 X-eGroups-Return: pmshope@... Received: from [10.1.10.106] by jk.egroups.com with NNFMP; 10 Jan 2001 16:51:48 -0000 Date: Wed, 10 Jan 2001 16:51:44 -0000 To: piecepack@egroups.com Subject: Re: Piecepack Icons Message-ID: <93i3v0+mvlh@...> In-Reply-To: <93dbqk+5jb8@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 808 X-Mailer: eGroups Message Poster From: "Paul Shope" Hear ye, here ye, In the file area, you will now find the symbols used for the suits and swirl. They're in gif format, but I also have eps files, if anyone needs higher quality. There are large and small versions of each suit (sun, moon, crown, fleur de lys), as seen in the pdf docs on the Galloglass site. On a related note, has anyone printed out the pdfs to make a set? I haven't had a chance yet, and I'm curious how it will work. If so, what material did you use? Was it difficult to line everything up? That kind of thing. Regards, Piecepackin' Paul --- In piecepack@egroups.com, young.chris@a... wrote: > Hey Paul, > Could you post the icons for the piecepack in the file area? > > All I need is the Suits, and the Swirl on the coins. > > Thanks, > Chris From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 14 Return-Path: X-Sender: young.chris@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-6_3_1_3); 10 Jan 2001 17:32:07 -0000 Received: (qmail 81141 invoked from network); 10 Jan 2001 17:21:13 -0000 Received: from unknown (10.1.10.142) by l7.egroups.com with QMQP; 10 Jan 2001 17:21:13 -0000 Received: from unknown (HELO megrez.acdadmin.net) (207.179.70.130) by mta3 with SMTP; 10 Jan 2001 18:22:18 -0000 Received: from acd.net ([207.179.76.130]) by megrez.acdadmin.net with Microsoft SMTPSVC(5.0.2195.1600); Wed, 10 Jan 2001 12:21:49 -0500 Message-ID: <3A5C9987.1EB87981@...> Date: Wed, 10 Jan 2001 12:19:06 -0500 X-Mailer: Mozilla 4.73 [en] (Win98; I) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@egroups.com Subject: Re: [piecepack] Re: Piecepack Icons References: <93i3v0+mvlh@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Return-Path: young.chris@... X-OriginalArrivalTime: 10 Jan 2001 17:21:49.0543 (UTC) FILETIME=[D0ECCF70:01C07B29] From: Chris Young Thanks Paul... that will be a great help. Yes, James printed out all our pdf files using his Color Laser printer. They were printed on full page label, and I cut them out with a paper cutter and a pair of scissors. I applyed the labels to the wood tiles James is using when he rubber stamps a set. Everything seemed to work out great.... Chris Paul Shope wrote: > Hear ye, here ye, > > In the file area, you will now find the symbols used for the suits > and swirl. They're in gif format, but I also have eps files, if > anyone needs higher quality. There are large and small > versions of each suit (sun, moon, crown, fleur de lys), as seen in > the pdf docs on the Galloglass site. > > On a related note, has anyone printed out the pdfs to make a set? I > haven't had a chance yet, and I'm curious how it will work. If so, > what material did you use? Was it difficult to line everything up? > That kind of thing. > > Regards, > Piecepackin' Paul > > --- In piecepack@egroups.com, young.chris@a... wrote: > > Hey Paul, > > Could you post the icons for the piecepack in the file area? > > > > All I need is the Suits, and the Swirl on the coins. > > > > Thanks, > > Chris > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 15 Return-Path: X-Sender: pmshope@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-7_0_1_2); 22 Jan 2001 17:07:50 -0000 Received: (qmail 42502 invoked from network); 22 Jan 2001 16:56:32 -0000 Received: from unknown (10.1.10.27) by l9.egroups.com with QMQP; 22 Jan 2001 16:56:32 -0000 Received: from unknown (HELO hl.egroups.com) (10.1.10.44) by mta2 with SMTP; 22 Jan 2001 16:56:31 -0000 X-eGroups-Return: pmshope@... Received: from [10.1.2.11] by hl.egroups.com with NNFMP; 22 Jan 2001 16:56:29 -0000 Date: Mon, 22 Jan 2001 16:56:26 -0000 To: piecepack@egroups.com Subject: Green crowns Message-ID: <94honq+783o@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 279 X-Mailer: eGroups Message Poster From: "Paul Shope" ...pink hearts, orange stars, purple horseshoes... Chris has requested a custom conversion of the piecepack PDFs. In the files area, you can now find the Crowns page in GREEN (as opposed to the original yellow found on the Galloglass Games site). Oh, me lucky charms, Paul From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 16 Return-Path: X-Sender: pmshope@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-7_0_1_2); 22 Jan 2001 21:32:45 -0000 Received: (qmail 31685 invoked from network); 22 Jan 2001 21:09:47 -0000 Received: from unknown (10.1.10.142) by m8.onelist.org with QMQP; 22 Jan 2001 21:09:47 -0000 Received: from unknown (HELO jj.egroups.com) (10.1.10.91) by mta3 with SMTP; 22 Jan 2001 22:10:52 -0000 X-eGroups-Return: pmshope@... Received: from [10.1.2.106] by jj.egroups.com with NNFMP; 22 Jan 2001 21:09:47 -0000 Date: Mon, 22 Jan 2001 21:09:45 -0000 To: piecepack@egroups.com Subject: Source files Message-ID: <94i7ip+nbf7@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 364 X-Mailer: eGroups Message Poster From: "Paul Shope" For anyone who's interested, (such as Chris), I've uploaded the source files for the PDFs. They were built in ClarisWorks and output using PDF Writer. I used Photoshop to color the symbol graphics, then copy and paste them into Claris, (these are the gifs that have already been posted). If anyone has any questions or requests, please let me know. Paul From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 17 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_0_3); 12 Feb 2001 05:28:39 -0000 Received: (qmail 72584 invoked from network); 12 Feb 2001 05:28:38 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 12 Feb 2001 05:28:38 -0000 Received: from unknown (HELO mu.egroups.com) (10.1.1.40) by mta1 with SMTP; 12 Feb 2001 05:28:38 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.33] by mu.egroups.com with NNFMP; 12 Feb 2001 05:28:38 -0000 Date: Mon, 12 Feb 2001 05:28:37 -0000 To: piecepack@yahoogroups.com Subject: Some piecepack material sources Message-ID: <967sa5+qrjb@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2730 X-Mailer: eGroups Message Poster From: jdroscha@... Dave Boyle asked me the following, and I thought the answers might be of interest to others on this list: > Where did you get the pieces that you used in constructing your piece packs? > I'm assuming from Woodwrks, it looks like they have everything. Yes, I got all my wood parts from http://www.woodwrks.com (note the missing "o" if you are typing the URL by hand). For my own piecepacks, I used the following: tiles = 2" x 2" squares, 1/4" thick coins = 3/4" diameter circles, 1/8" thick dice = 1/2" x 1/2" x 1/2" blocks pawns = pre-painted game pawns Chris Young prefers to use 5/8" blocks for his dice, which I recommend. 5/8" is the size of standard, 16mm dice. The only reason I use 1/2" blocks is that I already had a large quantity left over in my stockroom. > How about the stamps? The rubber stamps I used to mark my piecepacks were all purchased at various shops here in Michigan, but they might be available elsewhere. The stamps I used are: tile numbers = "Friendship" alphabet (w/ numbers) on 1-1/2" x 1" blocks, by Hero Arts coin and dice numbers = "Friendship" alphabet (w/ numbers) on 3/8" x 3/ 8" post blocks, by Hero Arts coin and dice suits = Classical Desk Set from the Pixie Stamp Set line on 3/8" x 3/8" post blocks, by Personal Stamp Exchange (item # PI106) tile sun and moon = 1-1/2" Celestial set by Hero Arts (item # LL507) tile arms = 1-1/2" Fleur de Lis by Rubber Stampede (item # A1946B) tile crown = 1-1/2" Crown by All Night Media (item # 448C) coin ace = spiral from Silhouette Sprinkles set on 3/8" x 3/8" post blocks by Hero Arts (item # LL438) There's also a spiral (used for the coin aces) in the Classical Desk Set, but I like the way the one from the Silhouette Sprinkles set looks better. So far, I have not yet found a suitable method of marking the 2x2 grid on the backs of the tiles. I will attempt to carve my own rubber stamp for this, but have not taken the time to do so. If you find a good way to mark the tile backs, please share with the list. For those of you that live in Michigan, I got all these stamps at Debbie & Company in northeast Grand Rapids (Plainfield) and at Our Favorite Things in East Lansing. Though I have not bought anything directly from them, I know that Hero Arts has a website: http://www.heroarts.com Now, having passed along all this info, I would encourage everyone to experiment with their own piecepack designs, including materials and methods of marking. Although the more piecepacks you make, the faster you will get at it, it seems to take me roughly an hour to make one. If anyone else has info on good ways to manufacture piecepacks, please feel free to share with the list. --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 18 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_0_4); 28 Feb 2001 18:57:28 -0000 Received: (qmail 54190 invoked from network); 28 Feb 2001 18:57:27 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 28 Feb 2001 18:57:27 -0000 Received: from unknown (HELO ej.egroups.com) (10.1.10.49) by mta1 with SMTP; 28 Feb 2001 18:57:27 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.68] by ej.egroups.com with NNFMP; 28 Feb 2001 18:57:27 -0000 Date: Wed, 28 Feb 2001 18:57:24 -0000 To: piecepack@yahoogroups.com Subject: MotoX Rules Draft Message-ID: <97jhmk+plt5@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 7012 X-Mailer: eGroups Message Poster From: jdroscha@... Okay Everybody, Below is a first draft of the rules to MotoX, a motocross game I wrote with Paul Shope. The game has been playtested about 10 times, and I'm pretty happy with the design, but I am still interested in any design input you've got. Also, any suggestions on clearing up the wording (both from those of you that have played and those of you that have not) would be greatly appreciated. For the final version, I plan to include either a diagram or photo of a sample track, since it seems difficult to visualize otherwise. Please post any comments you have to the list. Thanks, James ---------- MotoX (v 1.0b draft 1) for the piecepack 3 - 4 players 30 minutes Copyright @ 2001 by James Kyle and Paul Shope SETUP Divide all the coins into two equal groups. Set one group aside, then deal the remaining coins evenly between the players. Deal all tiles evenly between the players. Roll to see who will be the starting player. The starting player must place one tile somewhere on the table; this will be the starting tile of the race track. After that, take turns. On your turn, you may either add a tile to the track or add a coin beneath a tile to increase its jump ramp height. To add a tile, simply play one of your tiles, face-down, adjacent to the last tile played. It may not touch any other tiles, and both spaces must line up with those on the adjacent tile. To add a coin, find a tile for which the tile itself and both tiles adjacent to it are in a straight line. Lift the edge of the tile farthest from the starting tile of the track and insert a coin under the center of the tile's edge, stacking the coin atop any coins already there. This will create a jump ramp. The number of coins under the edge of a tile is the "height" of the jump ramp. A jump ramp may not be higher than 3. After all players have played all of their tiles and coins, the race track is finished. The last tile played is the finish tile, and the edge of this tile farthest from the rest of the track is the finish line of the track. Deal the second half of the coins (which were set aside earlier) evenly between the players. Beginning with the starting player, each player chooses a pawn (bike) and places it on any empty space of the starting tile. Take turns (see TURN SEQUENCE below), beginning with the starting player and passing play to the left. TURN SEQUENCE 1) If your bike is wiped out, choose whether or not to attempt re- entering the track. 2) If your bike is not wiped out, choose whether wish to move (see MOVEMENT below) or pass. 3) Pass play to the left. MOVEMENT Check your current race ranking (see RACE RANKING below). If you are in first place, roll one die. If you are in second place, roll two dice. If you are in third place, roll three dice. If you are in fourth place, roll four dice. Choose ONE of the numbers you have rolled (you may count any ace as a 1) to use for movement, and move your pawn in a straight line a number of spaces exactly equal to that number. Your move must be either toward the next tile (toward the finish line) or parallel with the edge shared between the tile you are on and the next tile. You may never move away from the next tile. You may not move into or through a space that is occupied by another player's pawn (except when jumping; see JUMP RAMPS below). If you have no direction in which to legally move, you must wipe out (see WIPING OUT below). For each null shown on the dice you have rolled, you may make one 90-degree turn at any point during your move. If all the dice show nulls, you will not move. RACE RANKING To determine your current race ranking, (which affects the number of dice you roll for movement,) check to see if your bike is in 1st, 2nd, 3rd, or 4th place. Bikes that are on tiles closest to the finish line have the highest race ranking. If there is more than one bike on a tile, the one closest to edge of the tile adjacent to the next tile of the track has the higher ranking. If bikes are tied for a rank, the next rank below is skipped. (For example, if there are two bikes tied for 1st place, then there is no 2nd place and the next highest ranked bike is in 3rd place.) Bikes that are wiped out (off the track) count toward race ranking as if they were on the space they left the track. WIPING OUT There are three ways to wipe out: 1) If you run out of track during a move, you wipe out from the space you left the track. 2) If your move would force you into another player's bike, then you do not move, but instead wipe out from your current space. 3) If your bike gets landed on by a bike jumping off a ramp, you wipe out from your current space. When you wipe out, take your pawn off the track and place it next to the space where you wiped out. On your next turn, you may attempt to re-enter the track (see RE-ENTERING THE TRACK below). RE-ENTERING THE TRACK If your bike is wiped out at the beginning of your turn, you may attempt to re-enter the track at the space from which you wiped out. To do so, make a normal movement roll (with the number of dice adjusted for current race ranking). If you roll an ace, you have successfully kick-started your bike; place your pawn onto the space you left the track. Any dice left over (after the ace) may then be used as a normal movement roll, if desired. If you fail to roll an ace while attempting to re-enter the track, your bike would not start and you must wait until next turn to try again. If the space you left the track from is occupied by another bike, you may not attempt to re-enter the track this turn; instead, draw a coin from those that have been discarded (if any). JUMP RAMPS If a move will get your bike across the raised edge of a jump ramp, then the roll used for movement must be higher than the height of the jump ramp. If none of your dice show numbers higher than the height of the jump ramp, then you may not move this turn. Bikes "fly" off each jump ramp. If there are bikes on the next tile(s) after a jump ramp, bikes moving off the jump ramp may pass over them; count each space whether there is a bike in it or not. If jumping off a ramp lands a bike on top of another, the bike being landed on immediately wipes out from that space. SPENDING COINS The coins dealt to players after the track is built may be spent in two different ways: 1) If you are attempting to re-enter the track, you may discard a coin before you roll. The coin replaces the ace required to enter the track. You may then make a normal movement roll if desired. 2) Before you roll the dice for movement, you may discard one or more coins to include one extra die per coin spent. You may never roll more than four dice for movement. WINNING To cross the finish line, just move off the last tile placed during track building. The first player to cross the finish line wins the race. ---------- From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 19 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_0_4); 1 Mar 2001 20:31:57 -0000 Received: (qmail 66827 invoked from network); 1 Mar 2001 20:31:56 -0000 Received: from unknown (10.1.10.27) by m8.onelist.org with QMQP; 1 Mar 2001 20:31:56 -0000 Received: from unknown (HELO barry.mail.mindspring.net) (207.69.200.25) by mta2 with SMTP; 1 Mar 2001 20:31:55 -0000 Received: from jdoherty-home (user-2ive0fo.dialup.mindspring.com [165.247.1.248]) by barry.mail.mindspring.net (8.9.3/8.8.5) with SMTP id PAA01046 for ; Thu, 1 Mar 2001 15:31:53 -0500 (EST) Message-ID: <005d01c0a28e$da5c1f20$6b08f7a5@jdoherty-home> To: Subject: Re: [piecepack] MotoX Rules Draft Date: Thu, 1 Mar 2001 15:33:18 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" Hello everyone, This is my first post to the piecepack list. I'm Jim Doherty, and I met James at Gencon last year. I've started two piecepack designs which I hope to tell you all about in the next few weeks. I haven't played MotoX, but after reading this, I'd very much like to. I'm partial to games where the "board" is built differently every time, and I really like the way you roll different dice dependent on your race ranking. The coin-spending looks to be a great mechanic as well. Here's some specific comments on the rules text... all IMHO, of course... >It may not touch any other tiles, >and both spaces must line up with those on the adjacent tile. This confused me quite a bit at first until I figured out what you meant by "spaces." Are the four quadrants of the tile backs commonly referred to as spaces in piecepack lore? Just curious: did you try allowing the second tile to be offset by one space, creating a 1-lane alley between the tiles? (Or perhaps allowing obstacles to be placed on the course to achieve the same thing?) Maybe there's enough wiping out in the game already... >The last tile played is the finish tile, >and the edge of this tile farthest from the rest of the track is the >finish line of the track. Perhaps: The last tile played is the finish tile, and the edge opposite the previous tile is the finish line. >Your move must >be either toward the next tile (toward the finish line) or parallel >with the edge shared between the tile you are on and the next tile. >You may never move away from the next tile. If I'm reading this right, perhaps: Your may move forwards (toward the finish line) or sideways. You may not move backwards. > For each null shown on the dice you have rolled, you may make >one 90-degree turn at any point during your move. This is a great mechanic. >Bikes that are on tiles closest to >the finish line have the highest race ranking. If there is more than >one bike on a tile, the one closest to edge of the tile adjacent to >the next tile of the track has the higher ranking. To me, it seems just saying "Bikes closest to the finish line have the highest ranking" is clear enough. Looks like a good one guys! Jim From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 20 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_0_4); 2 Mar 2001 19:58:31 -0000 Received: (qmail 59970 invoked from network); 2 Mar 2001 19:58:31 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 2 Mar 2001 19:58:31 -0000 Received: from unknown (HELO mq.egroups.com) (10.1.1.36) by mta1 with SMTP; 2 Mar 2001 19:58:31 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.118] by mq.egroups.com with NNFMP; 02 Mar 2001 19:58:31 -0000 Date: Fri, 02 Mar 2001 19:58:27 -0000 To: piecepack@yahoogroups.com Subject: Re: MotoX Rules Draft Message-ID: <97ou13+9dt9@...> In-Reply-To: <005d01c0a28e$da5c1f20$6b08f7a5@jdoherty-home> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2201 X-Mailer: eGroups Message Poster From: jdroscha@... Hi Jim, Thanks very much for the comments. > I haven't played MotoX, but after reading this, I'd very much > like to. I'm partial to games where the "board" is built differently > every time Keep your eye out for the write-up to another Kyle/Shope design we've been playtesting, called "Dungeon Crawl" which features a semi- random dungeon setup. > Are the four quadrants of the tile backs > commonly referred to as spaces in piecepack lore? Yessir. > Just curious: did you try allowing the second tile to be offset > by one space, creating a 1-lane alley between the tiles Yup. It's a variant I call "Bottlenecks". Too painful with four players, but OK for three. > >The last tile played is the finish tile, > >and the edge of this tile farthest from the rest of the track is the > >finish line of the track. > > Perhaps: The last tile played is the finish tile, and the edge > opposite the previous tile is the finish line. Good suggestion. Seems clearer. > >Your move must > >be either toward the next tile (toward the finish line) or parallel > >with the edge shared between the tile you are on and the next tile. > >You may never move away from the next tile. > > If I'm reading this right, perhaps: Your may move forwards (toward > the finish line) or sideways. You may not move backwards. You're reading it right, but once you actually see a track in front of you, you'll realize that your suggested text is insufficient to be clear in all cases. Perhaps the best solution would be to give your version, then mine as a clarification. > >Bikes that are on tiles closest to > >the finish line have the highest race ranking. If there is more than > >one bike on a tile, the one closest to edge of the tile adjacent to > >the next tile of the track has the higher ranking. > > To me, it seems just saying "Bikes closest to the finish line have > the highest ranking" is clear enough. Same as last comment. Not clear in all cases (once you've seen a sample track), but could be used as the general rule with my draft rule as clarification. > Looks like a good one guys! Thanks, Jim! Good to hear from you. --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 21 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_0_4); 4 Mar 2001 13:59:41 -0000 Received: (qmail 14540 invoked from network); 4 Mar 2001 13:59:40 -0000 Received: from unknown (10.1.10.26) by m8.onelist.org with QMQP; 4 Mar 2001 13:59:40 -0000 Received: from unknown (HELO ho.egroups.com) (10.1.2.219) by mta1 with SMTP; 4 Mar 2001 13:59:40 -0000 X-eGroups-Return: dboyle@... Received: from [10.1.10.123] by ho.egroups.com with NNFMP; 04 Mar 2001 13:59:40 -0000 Date: Sun, 04 Mar 2001 13:59:38 -0000 To: piecepack@yahoogroups.com Subject: New rules draft Message-ID: <97thoa+aslk@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2805 X-Mailer: eGroups Message Poster From: dboyle@... Ok, here's a draft of the rules to a new game (as yet unnamed). I first conned people into playing it on Friday, and what you see below is what came out of those few games. I'd be happy to hear any comments or suggestions anyone might have. Thanks. *-*-*-*-*-* NUMBER OF PLAYERS 2-4 THE BOARD Place four tiles in a 2x2 square with their backs showing, forming a 4x4 grid. THE PIECES Turn all the coins so that their suit side is showing. The each player picks one suit and takes a number of coins of that suit based on the number of people playing: 2 players - 6 coins apiece 3 players - 5 coins apience 4 players - 4 coins apiece We also found it helpful for each player to put the pawn that matches the color of their suit in front of them, as a reminder to them and the other players during the game of which suit they were playing. SETUP First player is determined by long jump contest (just kidding, don't have a rule for this yet). Starting with the first player and proceeding clockwise around the board, each player in turn places one of their coings on the board in an empty square. The coin is placed suit side up, with the direction indicator pointing either to a side or a corner of the square, indicating the type of the piece (see below). This continues until all players have placed all their pieces. GAME PLAY Starting with the first player, and proceeding clockwise around the board, each player in turn moves one of their coins according to the type of coin (indicated by the direction marker). If the direction marker points to a corner, the piece can move diagonally, like a bishop in chess. If the direction marker points to a side, the piece can move orthagonally, like a rook in chess. Pieces move in a straight line, and stop if they hit a wall or land on an opponent's piece. If you land on another player's piece, you have captured that piece. Remove it from the board and place it in front of you, to be scored at the end of the game. You cannot caputre your own pieces. If your move does not result in the capture of another player's piece, then you must remove one of your own from the board. This piece is discarded, and does not count for anyone when scoring at the end of the game. Play proceeds until there are no coins left of the board. SCORING If one player has captured more pieces than any other player, then that person is the winner. One tie-breaker has been suggested (lifted deftly from T&E). Count the number of pieces of each other player you have captured. Of those numbers the lowest number is the tie breaker (second lowest is second, etc). So if you didn't capture any of another player's pieces, your tie-breaker number would be 0, regardless of how many pieces you captured altogether. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 22 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_0_4); 5 Mar 2001 06:02:08 -0000 Received: (qmail 79682 invoked from network); 5 Mar 2001 06:02:04 -0000 Received: from unknown (10.1.10.26) by m8.onelist.org with QMQP; 5 Mar 2001 06:02:04 -0000 Received: from unknown (HELO hh.egroups.com) (10.1.10.40) by mta1 with SMTP; 5 Mar 2001 06:02:04 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.119] by hh.egroups.com with NNFMP; 05 Mar 2001 06:02:03 -0000 Date: Mon, 05 Mar 2001 06:02:02 -0000 To: piecepack@yahoogroups.com Subject: Re: New rules draft Message-ID: <97va4q+1jme@...> In-Reply-To: <97thoa+aslk@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2679 X-Mailer: eGroups Message Poster From: jdroscha@... > Date: Sun, 04 Mar 2001 13:59:38 -0000 > From: dboyle@... > Subject: New rules draft > > Turn all the coins so that their suit side is showing. The each > player picks one suit and takes a number of coins of that suit > based on the number of people playing: > > 2 players - 6 coins apiece > 3 players - 5 coins apience > 4 players - 4 coins apiece Could go with even more players if you used the number sides, and give each player a number. If you did, though, you would probably want to go with a bigger board so the players could have more pieces (otherwise a player could be out of the game before they even got a turn). For example, a 3 tile by 2 tile board (because, well, does the board really need to be square?) would allow 6 players, each with 4 pieces. > We also found it helpful for each player to put the pawn that > matches the color of their suit in front of them, as a reminder to > them and the other players during the game of which suit they > were playing. If you decided to include options for 5 or 6 players, you could mark who is who with unused tiles. > First player is determined by long jump contest (just kidding, > don't have a rule for this yet). How about just rolling for it? > Starting with the first player and proceeding clockwise around > the board, each player in turn places one of their coings on the > board in an empty square. The coin is placed suit side up, with > the direction indicator pointing either to a side or a corner of the > square, indicating the type of the piece (see below). This > continues until all players have placed all their pieces. I suggest that all "rook" pieces point toward the same side of the board and that all "bishop" pieces point to the same corner. Even better if these are near opposite. For example, if all rooks point toward nine o'clock, all bishops could point toward one thirty. This would help keep all players clear on the nature of each piece. > Pieces move in a straight line, and stop if they hit a wall Just a wording suggestion: "edge of board" instead of "wall"? > If your move does not result in the capture of another player's > piece, then you must remove one of your own from the board. > This piece is discarded, and does not count for anyone when > scoring at the end of the game. I like that this is an option, and that you are not strictly required to capture. > Play proceeds until there are no coins left of the board. Maybe last piece on the board could score a point for its owner? A nice bonus for last survivor? The game played pretty clean, Dave. I look forward to posting your final write-up. --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 23 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_0_4); 5 Mar 2001 22:34:24 -0000 Received: (qmail 62189 invoked from network); 5 Mar 2001 22:33:46 -0000 Received: from unknown (10.1.10.27) by l9.egroups.com with QMQP; 5 Mar 2001 22:33:46 -0000 Received: from unknown (HELO c3.egroups.com) (208.50.99.225) by mta2 with SMTP; 5 Mar 2001 22:33:45 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.163] by c3.egroups.com with NNFMP; 05 Mar 2001 22:33:35 -0000 Date: Mon, 05 Mar 2001 22:33:31 -0000 To: piecepack@yahoogroups.com Subject: Power Lines update posted Message-ID: <98147r+gdu2@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 272 X-Mailer: eGroups Message Poster From: jdroscha@... Piecepackers, I have uploaded an update (v1.10) to Dave Boyle's "Power Lines" onto the Galloglass piecepack rule sets page: http://www.galloglassgames.com/Piecepack_Rule_Sets.asp The new version includes rules for a 2-game match, as requested by Dave. --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 24 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_0_4); 11 Mar 2001 22:22:29 -0000 Received: (qmail 83178 invoked from network); 11 Mar 2001 22:22:28 -0000 Received: from unknown (10.1.10.27) by l9.egroups.com with QMQP; 11 Mar 2001 22:22:28 -0000 Received: from unknown (HELO maynard.mail.mindspring.net) (207.69.200.243) by mta2 with SMTP; 11 Mar 2001 22:22:28 -0000 Received: from jdoherty-home (user-2ive2ip.dialup.mindspring.com [165.247.10.89]) by maynard.mail.mindspring.net (8.9.3/8.8.5) with SMTP id RAA16322 for ; Sun, 11 Mar 2001 17:22:24 -0500 (EST) Message-ID: <055001c0aa79$ec623e00$4a06f7a5@jdoherty-home> To: Subject: Baseball Rules Draft Date: Sun, 11 Mar 2001 17:23:38 -0500 MIME-Version: 1.0 Content-Type: multipart/alternative; boundary="----=_NextPart_000_054D_01C0AA50.02BB2A60" X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" ------=_NextPart_000_054D_01C0AA50.02BB2A60 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Hello all, Here's my first piecepack draft. It's a baseball game that a= ctually seeks to emulate the real sport... as such, your opinion of it may = well be colored by your opinion of the real thing. This was originally a= Word document, but I thought it might be too big to mail politely, so I st= uck it up here: http://dianejim.home.mindspring.com/Baseball_HTML.htm = I'd be interested to hear if this document makes any sense, since I haven't= run it by anyone yet, and of course whether the game is playable or enjoya= ble for you. Cheers, Jim ------=_NextPart_000_054D_01C0AA50.02BB2A60 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
Hello all,
 
  Here's my = first piecepack draft.  It's a baseball game
that actually seeks to emulate the real sp= ort... as such, your opinion
of it may well be colored by your opinion of the real thing.
 
  This was originally a Word = document, but I thought it might
be too big to mail politely, so I stuck it up here: 
 
http://dianejim.home.mindspring.com/Baseball_HTML.htm
 <= /DIV>
  I'd= be interested to hear if this document makes any sense, since
I haven't run it by anyone yet= , and of course whether the game is
playable or enjoyable for you.
 
Cheers,
Jim
 
 
 
 
 
------=_NextPart_000_054D_01C0AA50.02BB2A60-- From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 25 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_1_0_1); 2 Apr 2001 01:51:02 -0000 Received: (qmail 38930 invoked from network); 2 Apr 2001 01:51:01 -0000 Received: from unknown (10.1.10.26) by m8.onelist.org with QMQP; 2 Apr 2001 01:51:01 -0000 Received: from unknown (HELO ci.egroups.com) (10.1.2.81) by mta1 with SMTP; 2 Apr 2001 01:51:01 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.132] by ci.egroups.com with NNFMP; 02 Apr 2001 01:51:01 -0000 Date: Mon, 02 Apr 2001 01:50:58 -0000 To: piecepack@yahoogroups.com Subject: Re: Baseball Rules Draft Message-ID: <9a8lu2+k1mb@...> In-Reply-To: <055001c0aa79$ec623e00$4a06f7a5@jdoherty-home> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2388 X-Mailer: eGroups Message Poster From: jdroscha@... Jim, I took the opportunity to try out the Baseball rules with a friend of mine yesterday. We played the v0.2 rules with neither of the optional rules (took the aces out). The game sheets were very helpful. In the v0.2 rules, under the Setup section, it says that each player takes 2 full sets of tiles. Perhaps this would be more clearly stated as 2 full suits of tiles. Also, under this same section, it says what to do with all the tiles but one 5 tile per player. I believe this is a holdover from the v0.1 rules, wherein I recall the instruction to set the extra 5 tile next to the pitching stack as a reminder of the pitchers' less-than-stellar batting abilities. Other than that, the rules seemed complicated until we got the hang of it. Once we had it figured it out, the game went pretty smooth and was a good deal of fun. The final score (after 5 innings) was 4 to 5 (on a double with 2 outs). The total time was 45 minutes, but on subsequent playes, I expect the time would be shorter. We wanted to test the rules as-is, but afterward, we felt the game would not be overly long at a full 9 innings. Each of us was only about "half-way" through our second pitcher, so running out of arm would probably not be a problem (especially if the extra 5 were included in the pitching stack for a total of 4 pitchers). We suggest the following additions to the game sheets: 1) move the positions outside the boxes so they can be read when the tiles are placed in the boxes 2) inning track 3) scoring track We both wondered if it might be better to use "forced" running instead of moving each runner moving the same number of bases as the batter. We both also disliked the rule for the leading runner stealing the next base. It seemed too easy, provided the runner met the criteria (value equal to or higher than the catcher). Joe (the friend I was playing with) suggested that the rule should not test the runner, but instead the fielders, since the runners could run all round the bases as they please if the fielders sucked sufficiently. It might be a bit much, but his suggestion was to make a fielding roll (for the throw) by the fielder the batter hit the ball to, then another fielding roll (for the catch) by the fielder the lead runner is trying to steal the base of. All in all, good show. --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 27 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_1_2); 25 Apr 2001 03:38:40 -0000 Received: (qmail 11002 invoked from network); 25 Apr 2001 03:38:39 -0000 Received: from unknown (10.1.10.26) by m8.onelist.org with QMQP; 25 Apr 2001 03:38:39 -0000 Received: from unknown (HELO c9.egroups.com) (10.1.2.66) by mta1 with SMTP; 25 Apr 2001 03:38:39 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.107] by c9.egroups.com with NNFMP; 25 Apr 2001 03:38:39 -0000 Date: Wed, 25 Apr 2001 03:38:37 -0000 To: piecepack@yahoogroups.com Subject: Need Help with Hanging Gardens Rule Message-ID: <9c5grt+68og@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2948 X-Mailer: eGroups Message Poster From: jdroscha@... Designers, The Roundhouse Gamers have been testing a piecepack ruleset called Hanging Gardens, and it's well oiled all but one sticking spot. I'm looking for suggestions to knock this last bit of rust off. I'll post full rules later (after they're written up formally) but here's the basics: dump a whole piecepack on the table, take turns placing any two pieces, game ends when all pieces are played, then players count their scores. The gardens are built from terraces (face down tiles, 2x2 spaces showing) and platforms (face up tiles), first with terraces flat on the table, then two platforms topped with a terrace to go "up" a level. There's no fixed board; players stack levels as they desire. Plant beds are represented by coins (suit/color side up), one per space. Pawns stand for gazebos/cupolas from which the gardens are viewed (one per player). The trouble takes place during scoring. As part of scoring, you need to be able to determine with certainty which plant beds can be seen from a particular gazebo, given intervening obstructing levels (plateaus). How do we construct a clean, easy-to-apply-and-remember rule for: 1) Determining if a plateau is obstructing your view, regarding line of site in the X and Y plane. That is, how do you define the line of site from overhead (bird's eye view). 2) Determining if a plateau is obstructing your view, regarding line of site in the Z axis. That is, how do you define the line of site as seen from the side of the board. Some suggestions that have been put forth: 1) string 2) eyeball it (put your eye next to the pawn) 3) have players vote 4) [courtesy Dave Boyle] for Z axis visibility [assuming gazebo viewing height is 1 level greater than the height of the plateau the gazebo sits on]... the minimum distance a bed needs to be from the gazebo is = (height difference between gazebo and bed * distance from gazebo to plateau) / height difference between gazebo and plateau The merits of suggestions #1 and #2 above are that they are simple and take care of all 3 axes at once, but the trouble is that they are imprecise (a slight nudge of tiles might change results). Suggestion #3 seems interesting, but with some groups of players it would never fly... such players would never vote in favor of other players. Suggestion #4 seems to work for determining obstruction in the Z axis (and is based on the actual geometry of the situation), and is fairly easy to implement once you get used to it, but it is difficult to remember and some players would be put off by the formula; also, it does nothing to solve the problem in the X-Y plane. So, is this enough information to obtain a few suggestions? Let me know if you need clarification on anything. I realize it can sometimes be difficult to grasp the essence of a game without at least seeing it played, but hopefully you can intuit the essentials. Thanks, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 28 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_1_2); 25 Apr 2001 23:54:19 -0000 Received: (qmail 1873 invoked from network); 25 Apr 2001 23:54:18 -0000 Received: from unknown (10.1.10.142) by m8.onelist.org with QMQP; 25 Apr 2001 23:54:18 -0000 Received: from unknown (HELO hall.mail.mindspring.net) (207.69.200.60) by mta3 with SMTP; 25 Apr 2001 23:54:18 -0000 Received: from jdoherty-home (user-2ive1i6.dialup.mindspring.com [165.247.6.70]) by hall.mail.mindspring.net (8.9.3/8.8.5) with SMTP id TAA18748 for ; Wed, 25 Apr 2001 19:54:16 -0400 (EDT) Message-ID: <06c001c0cde3$36c19360$4606f7a5@jdoherty-home> To: Subject: Re: [piecepack] Need Help with Hanging Gardens Rule Date: Wed, 25 Apr 2001 19:55:31 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" James, Sounds like a very original game. I'd vote for eyeballing LOS and using a string for close calls. While it's true this is imprecise, it sounds like a pretty informal game, so I doubt you'd have much daggers-drawn rules-lawyering over line of sight interpretations. And if my group were playing it, I think we could live with the concept of taking care not to nudge pieces, and reconstructing carefully when it happens. Anyone who plays out miniatures battles lives with that kind of thing. While I'm here, what's the status on the piecepack? Any foreseeable for-sale date? Cheers, Jim >Some suggestions that have been put forth: >1) string >2) eyeball it (put your eye next to the pawn) >3) have players vote >4) [courtesy Dave Boyle] for Z axis visibility [assuming gazebo >viewing height is 1 level greater than the height of the plateau the >gazebo sits on]... the minimum distance a bed needs to be from >the gazebo is = (height difference between gazebo and bed * >distance from gazebo to plateau) / height difference between >gazebo and plateau > >The merits of suggestions #1 and #2 above are that they are >simple and take care of all 3 axes at once, but the trouble is that >they are imprecise (a slight nudge of tiles might change results). >Suggestion #3 seems interesting, but with some groups of >players it would never fly... such players would never vote in favor >of other players. Suggestion #4 seems to work for determining >obstruction in the Z axis (and is based on the actual geometry of >the situation), and is fairly easy to implement once you get used >to it, but it is difficult to remember and some players would be >put off by the formula; also, it does nothing to solve the problem >in the X-Y plane. > >So, is this enough information to obtain a few suggestions? Let >me know if you need clarification on anything. I realize it can >sometimes be difficult to grasp the essence of a game without at >least seeing it played, but hopefully you can intuit the essentials. > >Thanks, >James > > > >To unsubscribe from this group, send an email to: >piecepack-unsubscribe@egroups.com > > > >Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 30 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_1_2); 3 May 2001 01:00:32 -0000 Received: (qmail 94211 invoked from network); 2 May 2001 23:31:43 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 2 May 2001 23:31:43 -0000 Received: from unknown (HELO jk.egroups.com) (10.1.10.92) by mta1 with SMTP; 2 May 2001 23:31:42 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.230] by jk.egroups.com with NNFMP; 02 May 2001 22:39:03 -0000 Date: Wed, 02 May 2001 21:49:35 -0000 To: piecepack@yahoogroups.com Subject: Directional Indicators Message-ID: <9cpvdf+she7@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 516 X-Mailer: eGroups Message Poster From: jdroscha@... As the release of the first commercially available piecepacks (from Mesomorph Games) seems imminent, I've realized I overlooked one bit of terminology they may wish to include in their accompanying rulebooklet: what to call that little mark on each side of a coin that can be used to indicate direction or rotation of the coin? Tick mark? Facing mark? Any other suggestions that would be generic and easy to remember? Are there any applicable standard terms already used in, say, wargaming? Thanks, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 32 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_1_2); 7 May 2001 16:24:55 -0000 Received: (qmail 58460 invoked from network); 7 May 2001 16:24:54 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 7 May 2001 16:24:54 -0000 Received: from unknown (HELO hp.egroups.com) (10.1.2.220) by mta1 with SMTP; 7 May 2001 16:24:54 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.103] by hp.egroups.com with NNFMP; 07 May 2001 16:24:54 -0000 Date: Mon, 07 May 2001 16:24:53 -0000 To: piecepack@yahoogroups.com Subject: Re: Hanging Gardens Draft Message-ID: <9d6i8l+kbsb@...> In-Reply-To: <9d5a5v+81rg@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 561 X-Mailer: eGroups Message Poster From: jdroscha@... > 2) The number of spaces on the far side of a plateau (as seen > from the gazebo) that is obscured by the plateau can be > approximated with the following: the product of the bed's > distance from the gazebo multiplied by the plateau's height all > divided by the gazebo's height... Doh. Make that: 2) A particular bed is obscured by a plateau unless its distance from the plateau is equal or greater than the following: the product of the bed's distance from the gazebo multiplied by the plateau's height all divided by the gazebo's height... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 33 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_1_2); 8 May 2001 15:42:04 -0000 Received: (qmail 21975 invoked from network); 8 May 2001 14:46:40 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 8 May 2001 14:46:40 -0000 Received: from unknown (HELO ef.egroups.com) (10.1.2.111) by mta1 with SMTP; 8 May 2001 14:46:40 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.4.68] by ef.egroups.com with NNFMP; 08 May 2001 14:46:39 -0000 Date: Tue, 08 May 2001 14:46:39 -0000 To: piecepack@yahoogroups.com Subject: Takeover Draft Message-ID: <9d90sf+abdr@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 3723 X-Mailer: eGroups Message Poster From: jdroscha@... Here is a draft of the rules for Takeover. I am interested in any and all remarks. Thanks, James __________ TAKEOVER a game of strategy and tactics for the piecepack (v 1.0b, 7 May 2001) Copyright (C) 2001 by James Kyle and Chris Young 2 to 6 players 30 minutes SUMMARY Players take turns merging corporations (tiles) to increase either short-term cash gains (value-up coins) or long-term stocks that pay out at the end of the game (suit-up coins). The suit of a tile represents its industry; the value of each tile, along with the number of other tiles in its stack, represents its worth. SETUP Shuffle all the tiles and lay them out, face-up, in a 6 tile by 4 tile grid. Place all stocks (coins) value-up on the table. Roll to see who will begin initial stock selection. Take turns choosing and collecting one stock each, reversing the pecking order each round. Continue until all stocks have been taken by players. Then, simultaneously, all players must conceal their stocks and may flip as many of them as desired suit-side up. Henceforth, all suit-up coins are considered stocks and all value-up coins are considered cash assets. PLAY Starting with the player who began initial stock selection, take turns; on your turn, you may either merge two corporations or pass. At any time during play, players may negotiate, deal, and trade stocks and cash assets. GAME END If no more mergers are possible, or if all players pass in succession, the game ends and players cash out their stocks. The player with the most money wins. MERGING CORPORATIONS Corporations that are adjacent (diagonal is not sufficient) and are within the same industry may be merged for free. Simply pick up one of the corporations (including any tiles stacked below it) and stack it on top of the other. The owner of the stock matching the corporation that is being subsumed must then cash out the stock (if it has not been already) by flipping the coin value-side up. Corporations that are adjacent but are within different industries may be merged at the cost of the value (NOT total worth) shown on the corporation being subsumed. The player performing the merger must pay this cost by discarding cash assets with a total value equal to or greater than the cost. If the player overpays, the extra is lost. (Subsuming a penny stock (null value) corporation is free.) Beyond this cost, the procedure for the merger is the same as described above. SPECIAL MERGING OPPORTUNITIES Penny stocks (null coins) that are cashed in have no cash value but represent special merging opportunities. By discarding such a coin, a player may merge two corporations that are not adjacent to each other on the board, provided the two corporations are in the same row or column. The merger is performed in the same way as described above (in MERGING CORPORATIONS) including any cost associated with merging corporations that are from differing industries. SCORING At game end, players calculate their individual scores as follows: 1) Evaluate each stock (suit-up coin) by finding the corresponding corporation on the board (the tile that matches by suit and value). The corporation's worth is equal to the value showing on the top tile, in millions of dollars, plus one million dollars for each other tile in its stack. For example, a corporation consisting of the 2 of suns stacked on top of three other tiles would score a total of ($2m + $3m =) $5 million. 2) Evaluate each of your cash assets as each value-up coin's value in millions of dollars. 3) Add the total worth of your stocks and the total worth of your cash assets to arrive at your total score for the game. -end- From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 34 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_1_2); 8 May 2001 18:11:49 -0000 Received: (qmail 69374 invoked from network); 8 May 2001 17:07:38 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 8 May 2001 17:07:38 -0000 Received: from unknown (HELO jj.egroups.com) (10.1.10.91) by mta1 with SMTP; 8 May 2001 17:07:38 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.113] by jj.egroups.com with NNFMP; 08 May 2001 17:07:38 -0000 Date: Tue, 08 May 2001 17:07:37 -0000 To: piecepack@yahoogroups.com Subject: Re: Takeover Draft Message-ID: <9d994p+66pn@...> In-Reply-To: <9d90sf+abdr@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 510 X-Mailer: eGroups Message Poster From: jdroscha@... > SPECIAL MERGING OPPORTUNITIES > Penny stocks (null coins) that are cashed in have no cash > value but represent special merging opportunities. By discarding > such a coin, a player may merge two corporations that are not > adjacent to each other on the board, provided the two corporations > are in the same row or column. Doh again. The last sentence above should read: ...provided the two corporations are in the same row or column with only blank table space between them. Apologies, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 35 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_1_2); 9 May 2001 02:23:30 -0000 Received: (qmail 24277 invoked from network); 9 May 2001 02:23:28 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 9 May 2001 02:23:28 -0000 Received: from unknown (HELO ef.egroups.com) (10.1.2.111) by mta1 with SMTP; 9 May 2001 02:23:28 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.4.68] by ef.egroups.com with NNFMP; 09 May 2001 02:23:27 -0000 Date: Wed, 09 May 2001 02:23:26 -0000 To: piecepack@yahoogroups.com Subject: Dungeon Crawl Draft Message-ID: <9da9mu+c5oo@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 7288 X-Mailer: eGroups Message Poster From: jdroscha@... Dang, it's getting drafty in here! Once again, I welcome any and all questions, suggestions, and comments. Thanks, James __________ DUNGEON CRAWL a game for the piecepack (v 1.0b, 8 May 2001) Copyright (C) 2001 by James Kyle and Paul Shope 2 to 4 players 45 minutes SUMMARY After building the dungeon, players move their characters (pawns) about the dungeon seeking treasure (crown coins). Monsterous denizens (moon coins) and deadly traps (sun coins) pose hazards which may cause damage (value-up coins in player's holdings), but defeating these challenges earns experience useful for later encounters (suit-up coins in player's holdings). Players may also attack each other in an attempt to steal treasure or equipment (arms coins). Once the final treasure has been found, the game ends, and the player with the highest total value in treasure wins. SETUP Shuffle all tiles, face-down, and deal them evenly to the players. Shuffle all coins, value-side up, and deal them evenly to the players. Give each player a die. Roll to see who will begin dungeon building. The first player places a tile face-down in the middle of the table, then takes all four pawns and places them on the line segments between the spaces of the tiles (one per segment). Then, starting with the second player, take turns placing tiles face down in the following manner: 1) Turn over the tile and match its color to one of the pawns on the first tile played, noting which edge of the tile the pawn is on. 2) Place the tile, face-down, adjacent to the last tile placed, on the against the edge of the last tile placed that corresponds to the matching colored pawn. 3) If there is already a tile in the place determined by this method, place the tile anywhere along the edge furthest from the first tile played, in the direction that corresponds to the matching colored pawn. 4) After placing the tile, choose one of your coins and place it, value-side up, on the tile in the space closest to you (each player should be placing coins in different corners of tiles). After all tiles and coins have been placed in this way, you will have a randomized dungeon layout with one coin on each tile. Starting with the player who layed the first tile, take turns placing the pawn of the player to your left (which matches the color of that player's die) at an "entrance". An entrance is any empty space on an edge farthest from the first tile placed in any of the four cardinal directions. In other words, if the dungeon were enclosed in a rectangle that expanded each time a tile was added, an entrance is any empty space that touches that rectangle. Once all players' pawns are placed, discard any extra pawns and begin play starting with the player that laid the first tile during dungeon building. PLAY Take turns (following the turn sequence) until all six treasures have been found. GAME END AND WINNING The game ends as soon as the sixth treasure is revealed. All players then reveal their treasure values. The player with the highest total treasure value wins. In the event of a tie, the player among those tied that has the single most valuable treasure wins. TURN SEQUENCE On your turn, you may move your character (if desired). If your character lands on a coin, reveal the coin's suit and react accordingly. If your character does not land on a coin, but lands in a space adjacent to another character, you may attack that other character. MOVEMENT Characters can move as many spaces as desired in a straight line in any direction (like a queen in chess). A character must stop if it reaches a space containing a coin. A character may not pass over another character. SPRINGING A TRAP (Suns) When you land on a trap, first decide how much, if any, trap experience you will spend. Discard one sun coin for each experience you wish to spend. Then, roll the die and add one point per experience spent. If the result is greater than the trap's value, you have successfully disarmed the trap; place the coin suit-up in your holdings (in front of you), as it is now a point of trap experience. If your die roll (modified by experience spent) is not greater than the trap's value, then you fell for the trap and are injured by it; collect the coin and place the coin value-up in your holdings, as it is now damage equal to the trap's value. FIGHTING A MONSTER (Moons) When you land on a monster, first decide how much, if any, monster experience you will spend. Discard one moon coin for each experience you wish to spend. Then, roll the die and add one point per experience spent. If the result is greater than the monster's value, you have successfully defeated the monster; place the coin suit-up in your holdings (in front of you), as it is now a point of monster experience. If your die roll (modified by experience spent) is not greater than the monster's value, then the monster injured you before fleeing; collect the coin and place the coin value-up in your holdings, as it is now damage equal to the monster's value. FINDING TREASURE (Crowns) When you land on a treasure, make sure all players have seen its value, then place the coin suit-up in your holdings. You may look at the value of your own treasures whenever you wish. FINDING EQUIPMENT (Arms) When you land on a piece of equipment, place the coin suit-up in your holdings, as it is now considered a point worth of equipment. Equipment has two uses: assistance in fighting other characters and diminishing of damage. ATTACKING ANOTHER CHARACTER When one character attacks another, the attacker first decides how much equipment, if any, to spend, and discards one arms coin per equipment spent. The defender then decides how much equipment, if any, to spend, and discards one arms coin per equipment spent. Then, the players each roll their dice and add one point to their rolls for each point of equipment they spent. If the attacker's modified roll is not higher than the defender's, the attack fails and nothing results from the fight. If the attacker's modified roll is higher than the defender's, the attack is successful. A successful attacker may choose either a treasure (taken at random from the defender's holdings) or an equipment point (taken from the defender's holdings) as spoils. DAMAGE Each time you suffer damage from a trap or monster, you may apply equipment to the damage. For each point of equipment applied, you may ignore one point of damage. To show that a point of equpiment has been applied toward avoiding damage, group the equipment with the value-up coins showing the damage. If at any point during the game you accumulate 10 or more points of damage (after modification for equipment), your character dies. DYING If you die, follow these steps: 1) Discard all of your experience. 2) Leave all of your armor and treasure stacked, value-side up, in the space in which you died. 3) Remove your character from the board. On your next turn, you may re-enter the game by placing your character at any entrance. On the turn following, resume play as normal. Any player may pick the entire stack of armor and/or treasure you left behind by landing on it. -end- From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 36 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_1_3); 9 Jun 2001 04:21:47 -0000 Received: (qmail 24286 invoked from network); 9 Jun 2001 04:21:46 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 9 Jun 2001 04:21:46 -0000 Received: from unknown (HELO ho.egroups.com) (10.1.2.219) by mta1 with SMTP; 9 Jun 2001 04:21:46 -0000 X-eGroups-Return: dboyle@... Received: from [10.1.4.69] by ho.egroups.com with NNFMP; 09 Jun 2001 04:21:46 -0000 Date: Sat, 09 Jun 2001 04:21:46 -0000 To: piecepack@yahoogroups.com Subject: Piecepack.org opens Message-ID: <9fs88q+d184@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 521 X-Mailer: eGroups Message Poster From: dboyle@... Piecepack.org is a website devoted to all things piecepack. It is a central repository of information about piecepack rule sets, piecepack related sites and anything else having to do with piecepacks. While Mesomorph Games will be maintaining the site, we will be listing anyone involved with piecepacks. If you have a rule set, a related site, or you are making and selling piecepacks yourself, let us know and we will include your information. You can contact us at support@... (or just post here). From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 37 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_1_3); 9 Jun 2001 13:33:22 -0000 Received: (qmail 95004 invoked from network); 9 Jun 2001 13:33:22 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 9 Jun 2001 13:33:22 -0000 Received: from unknown (HELO mu.egroups.com) (10.1.1.40) by mta1 with SMTP; 9 Jun 2001 13:33:22 -0000 X-eGroups-Return: dboyle@... Received: from [10.1.10.63] by mu.egroups.com with NNFMP; 09 Jun 2001 13:33:22 -0000 Date: Sat, 09 Jun 2001 13:33:21 -0000 To: piecepack@yahoogroups.com Subject: Mesomorph Games selling piecepacks Message-ID: <9ft8j1+sl77@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 374 X-Mailer: eGroups Message Poster From: dboyle@... Mesomorph Games is open for business, and our first commercially available product is the Mesomorph Games brand piecepack. Please visit our website at http://www.mesomorph.com/ for more information, or visit http://www.piecepack.org/ to find out more about piecepacks. I've also added both of these links to the bookmarks section of this group for your convenience. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 39 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_2_0); 11 Jul 2001 16:51:09 -0000 Received: (qmail 56051 invoked from network); 11 Jul 2001 16:39:51 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 11 Jul 2001 16:39:51 -0000 Received: from unknown (HELO hi.egroups.com) (10.1.10.41) by mta1 with SMTP; 11 Jul 2001 16:39:51 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.207] by hi.egroups.com with NNFMP; 11 Jul 2001 16:39:50 -0000 Date: Wed, 11 Jul 2001 16:39:46 -0000 To: piecepack@yahoogroups.com Subject: Re: Piecepack Photos Message-ID: <9ihvgi+ie1n@...> In-Reply-To: <9igoaq+pl29@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 510 X-Mailer: eGroups Message Poster From: jdroscha@... --- In piecepack@y..., jdroscha@g... wrote: > > Mik Svellov has posted information including a couple of nice > photos I missed the individual descriptions and photos of each of the piecepack games written so far, until Dave pointed them out to me. If you want a quick overview along with an excellent photo of each game, make sure you visit the links at the bottom of this page: http://www.brettboard.dk/cgi-bin2/webdata_games.pl? cgifunction=form&fid=994614610 Thanks again, Mik! --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 40 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_2_0); 13 Jul 2001 05:17:56 -0000 Received: (qmail 22859 invoked from network); 13 Jul 2001 05:17:56 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 13 Jul 2001 05:17:56 -0000 Received: from unknown (HELO fg.egroups.com) (10.1.2.134) by mta1 with SMTP; 13 Jul 2001 05:17:56 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.106] by fg.egroups.com with NNFMP; 13 Jul 2001 05:17:56 -0000 Date: Fri, 13 Jul 2001 05:17:55 -0000 To: piecepack@yahoogroups.com Subject: Dungeon Crawl dungeon creation Message-ID: <9im0a3+ab1p@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2846 X-Mailer: eGroups Message Poster From: jdroscha@... Hey All, I've been exchaning some emails with Jim Doherty of Eight Foot Llama and he has what I feel are some excellent suggestions for clarifying the dungeon creation rules in Dungeon Crawl. I'd like any and all opinions either way. Some combination of the two? How would you write it? --------- Rules currently in draft: The first player places a tile face-down in the middle of the table, then takes all four pawns and places them on the line segments between the spaces of the tiles (one per segment). Starting with the second player, take turns placing tiles face down in the following manner: 1) Turn over a tile and match its color to one of the pawns on the first tile played, noting which edge of that tile the pawn is on. 2) Place the tile, face-down, adjacent to the last tile placed, against the edge of the last tile placed that correlates to the matching colored pawn. 3) If there is already a tile in the place determined by this method, place the tile anywhere along the edge furthest from the first tile played, in the direction that correlates to the matching colored pawn. 4) After placing the tile, choose a coin and place it, value-side up, on the tile in the space closest to you (each player should be placing coins in different corners of tiles). --------- Jim's suggestion: The first player places a tile face-down in the middle of the table, then takes all four pawns and places them on the line segments between the spaces of the tiles (one per segment). The black pawn indicates north. The other pawns will therefore indicate east, south, and west. Starting with the second player, take turns placing tiles face down in the following manner: 1) Turn over one tile and place it next to the last tile played. The color of this tile will indicate where it should be played relative to the last tile. If it is black, for example, place it on the north edge of the last tile played. A red tile might have to be played on the east edge of the last tile, while a green tile might have to be played on the south edge, etc.. The orientation of the pawns will tell you where to place your tile. 2) It may be that you can't place your tile because there is already a tile in that location. If so, place the tile anywhere along the edge furthest from the first tile played, in the appropriate direction. For example, if you can't place a black tile, place it instead on the north edge of the northernmost tile on the board. If multiple tiles tie for the title of northernmost, take your pick. 3) After placing the tile, choose one of your coins and place it, value-side up, on the tile. Put it on the space closest to you. Thus each player will be placing coins on a particular space (northeast, northwest, southeast, southwest) of any given tile. ------------ Thanks, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 41 Return-Path: X-Sender: young.chris@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_2_0); 13 Jul 2001 18:57:12 -0000 Received: (qmail 90448 invoked from network); 13 Jul 2001 18:56:49 -0000 Received: from unknown (10.1.10.27) by m8.onelist.org with QMQP; 13 Jul 2001 18:56:49 -0000 Received: from unknown (HELO smtp.acd.net) (207.179.72.10) by mta2 with SMTP; 13 Jul 2001 18:56:48 -0000 Received: from acd.net ([209.153.146.151]) by smtp.acd.net with Microsoft SMTPSVC(5.0.2195.1600); Fri, 13 Jul 2001 14:56:06 -0400 Message-ID: <3B4F43D1.AFD7B97E@...> Date: Fri, 13 Jul 2001 14:54:09 -0400 X-Mailer: Mozilla 4.74 [en] (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Dungeon Crawl dungeon creation References: <9im0a3+ab1p@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Return-Path: young.chris@... X-OriginalArrivalTime: 13 Jul 2001 18:56:06.0564 (UTC) FILETIME=[78C7B640:01C10BCD] From: Chris Young Hmmm.... Maybe it's just me... but both sound kinda confusing. and I even know how to play the game.. grin but as for changes I have no idea.... But I think the examples help. Chris jdroscha@... wrote: > Hey All, > > I've been exchaning some emails with Jim Doherty of Eight > Foot Llama and he has what I feel are some excellent > suggestions for clarifying the dungeon creation rules in > Dungeon Crawl. I'd like any and all opinions either way. Some > combination of the two? How would you write it? > > --------- > Rules currently in draft: > > The first player places a tile face-down in the middle of the table, > then takes all four pawns and places them on the line segments > between > the spaces of the tiles (one per segment). Starting with the > second > player, take turns placing tiles face down in the following > manner: > 1) Turn over a tile and match its color to one of the pawns on the > first > tile played, noting which edge of that tile the pawn is on. > 2) Place the tile, face-down, adjacent to the last tile placed, > against > the edge of the last tile placed that correlates to the matching > colored > pawn. > 3) If there is already a tile in the place determined by this > method, > place the tile anywhere along the edge furthest from the first tile > played, in the direction that correlates to the matching colored > pawn. > 4) After placing the tile, choose a coin and place it, value-side up, > on > the tile in the space closest to you (each player should be > placing > coins in different corners of tiles). > > --------- > Jim's suggestion: > > The first player places a tile face-down in the middle of the table, > then takes all four pawns and places them on the line segments > between the spaces of the tiles (one per segment). The black > pawn indicates north. The other pawns will therefore indicate > east, south, and west. > > Starting with the second player, take turns placing tiles face > down in the following manner: > > 1) Turn over one tile and place it next to the last tile played. > The color of this tile will indicate where it should be played > relative > to the last tile. If it is black, for example, place it on the north > edge > of the last tile played. A red tile might have to be played on the > east > edge of the last tile, while a green tile might have to be played on > the > south edge, etc.. The orientation of the pawns will tell you where > to place your tile. > > 2) It may be that you can't place your tile because there is already > a > tile in that location. If so, place the tile anywhere along the edge > furthest from the first tile played, in the appropriate direction. For > example, if you can't place a black tile, place it instead > on the north edge of the northernmost tile on the board. If > multiple tiles tie for the title of northernmost, take your pick. > > 3) After placing the tile, choose one of your coins and place it, > value-side up, on the tile. Put it on the space closest to you. > Thus > each player will be placing coins on a particular space > (northeast, > northwest, southeast, southwest) of any given tile. > ------------ > > Thanks, > James > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 42 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_2_0); 20 Jul 2001 03:18:40 -0000 Received: (qmail 73349 invoked from network); 20 Jul 2001 03:18:35 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 20 Jul 2001 03:18:35 -0000 Received: from unknown (HELO n13.groups.yahoo.com) (10.1.10.91) by mta1 with SMTP; 20 Jul 2001 03:18:35 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.43] by jj.egroups.com with NNFMP; 20 Jul 2001 03:18:35 -0000 Date: Fri, 20 Jul 2001 03:18:35 -0000 To: piecepack@yahoogroups.com Subject: Piecepack Seminar at GenCon Message-ID: <9j87ub+gdl4@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 545 X-Mailer: eGroups Message Poster From: jdroscha@... For Anyone Attending GenCon, I will be giving a seminar all about the piecepack on Suday, August 5 from 10am til noon (Event #9059). The seminar is FREE. We will be discussing the concept behind the piecepack, the composition of the piecepack, and tips for designing piecepack games. We will also be demoing some piecepack games as best we can (given table space limitations and depending on the number of attendees). Please come join us if you will be at GenCon -- great fun, be assured. Thanks, James Droscha Galloglass Games From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 43 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_2_0); 24 Jul 2001 02:55:01 -0000 Received: (qmail 2386 invoked from network); 24 Jul 2001 02:55:01 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 24 Jul 2001 02:55:01 -0000 Received: from unknown (HELO n27.groups.yahoo.com) (10.1.2.135) by mta1 with SMTP; 24 Jul 2001 02:55:01 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.116] by fh.egroups.com with NNFMP; 24 Jul 2001 02:55:01 -0000 Date: Tue, 24 Jul 2001 02:54:58 -0000 To: piecepack@yahoogroups.com Subject: A Word About Attachments Message-ID: <9jio22+1150g@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 572 X-Mailer: eGroups Message Poster From: jdroscha@... Piecepack List Members, Due to the recent rash of email attachment viruses, I have turned off the ability to include attachments on postings to this list. Though no viruses have yet struck this list, I felt it prudent to engage preventative measures. However, all members are allowed to upload files into the file area (http://groups.yahoo.com/group/piecepack/files), so if you need to include a diagram to illustrate a rules draft or to clarify some other topic of discussion, please feel free to upload a file and refer to it in your post. Thanks, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 44 Return-Path: X-Sender: AndAgainMA@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_2_0); 1 Aug 2001 13:58:18 -0000 Received: (qmail 3993 invoked from network); 1 Aug 2001 13:47:06 -0000 Received: from unknown (10.1.10.26) by l8.egroups.com with QMQP; 1 Aug 2001 13:47:06 -0000 Received: from unknown (HELO n10.groups.yahoo.com) (10.1.10.49) by mta1 with SMTP; 1 Aug 2001 13:47:06 -0000 X-eGroups-Return: AndAgainMA@... Received: from [10.1.2.11] by ej.egroups.com with NNFMP; 01 Aug 2001 13:47:05 -0000 Date: Wed, 01 Aug 2001 13:47:03 -0000 To: piecepack@yahoogroups.com Subject: Re: Mesomorph Games selling piecepacks Message-ID: <9k918n+q2me@...> In-Reply-To: <9ft8j1+sl77@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 175 X-Mailer: eGroups Message Poster From: "Andrew" The packs look good. Are there any plans to sell them thru the usual suspects i.e., Funagain, Boulder, etc.? Thank you, Andrew http://members.aol.com/andagainma/Games.htm From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 45 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_2_0); 7 Aug 2001 03:15:03 -0000 Received: (qmail 35977 invoked from network); 7 Aug 2001 03:15:02 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 7 Aug 2001 03:15:02 -0000 Received: from unknown (HELO n19.groups.yahoo.com) (10.1.2.2) by mta1 with SMTP; 7 Aug 2001 03:15:02 -0000 X-eGroups-Return: dboyle@... Received: from [10.1.10.108] by mw.egroups.com with NNFMP; 07 Aug 2001 03:15:01 -0000 Date: Tue, 07 Aug 2001 03:15:01 -0000 To: piecepack@yahoogroups.com Subject: Re: Mesomorph Games selling piecepacks Message-ID: <9knmfl+9ibj@...> In-Reply-To: <9k918n+q2me@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 376 X-Mailer: eGroups Message Poster From: dboyle@... Andrew, We would have answered sooner but we just got back from Gen Con. > The packs look good. Thanks! > Are there any plans to sell them thru the usual suspects i.e., > Funagain, Boulder, etc.? Nothing definite yet. If that changes, we will be sure to let everyone know. Of course, you COULD order a piecepack set through our website (http://www.mesomorph.com/). From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 46 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_2_0); 7 Aug 2001 12:35:36 -0000 Received: (qmail 10697 invoked from network); 7 Aug 2001 12:35:36 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 7 Aug 2001 12:35:36 -0000 Received: from unknown (HELO n10.groups.yahoo.com) (10.1.10.49) by mta1 with SMTP; 7 Aug 2001 12:35:36 -0000 X-eGroups-Return: karol@... Received: from [10.1.2.23] by ej.egroups.com with NNFMP; 07 Aug 2001 12:35:36 -0000 Date: Tue, 07 Aug 2001 12:35:33 -0000 To: piecepack@yahoogroups.com Subject: Mesomorph Games Re-tooling Message-ID: <9konal+vc44@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 463 X-Mailer: eGroups Message Poster From: karol@... Please note that a limited quantity of first edition piecepacks are still available through Mesomorph Games, however; we are in the process of re-tooling and expect to have a second edition out in a couple of weeks - hopefully this new edition will have an updated rulebook reflecting a couple new games and changes to current rules. Piecepack.org remains the best place for up-to-date changes to be found. Thank you- Karol (Sales Manager- Mesomorph Games) From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 48 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 9 Aug 2001 03:41:55 -0000 Received: (qmail 24451 invoked from network); 9 Aug 2001 03:41:41 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 9 Aug 2001 03:41:41 -0000 Received: from unknown (HELO n24.groups.yahoo.com) (10.1.2.111) by mta1 with SMTP; 9 Aug 2001 03:41:41 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.100] by ef.egroups.com with NNFMP; 09 Aug 2001 03:41:41 -0000 Date: Thu, 09 Aug 2001 03:41:37 -0000 To: piecepack@yahoogroups.com Subject: Killer App? Message-ID: <9kt0ph+ndns@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 687 X-Mailer: eGroups Message Poster From: jdroscha@... Hi All, Greg Aleknevicus gave the piecepack a nod over at the Games Journal last week (http://www.thegamesjournal.com). He raises some interesting points, among them his belief that the success (presumably proliferation?) of the piecepack will depend on the development of a "killer app" for the system. That is, he asserts that it needs a single game compelling enough for games to purchase a piecepack just so they can play that one game. I am curious about others' thoughts on this matter. Personally, I wonder if there even could be one such game. It seems like that "killer app" might be a different game for each person. What do you think? Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 49 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 9 Aug 2001 04:09:03 -0000 Received: (qmail 7742 invoked from network); 9 Aug 2001 04:08:27 -0000 Received: from unknown (10.1.10.27) by l7.egroups.com with QMQP; 9 Aug 2001 04:08:27 -0000 Received: from unknown (HELO hall.mail.mindspring.net) (207.69.200.60) by mta2 with SMTP; 9 Aug 2001 04:08:27 -0000 Received: from jdoherty-home (user-2ive1o6.dialup.mindspring.com [165.247.7.6]) by hall.mail.mindspring.net (8.9.3/8.8.5) with SMTP id AAA17172 for ; Thu, 9 Aug 2001 00:08:26 -0400 (EDT) Message-ID: <00ac01c12089$6c844260$ea05f7a5@jdoherty-home> To: Subject: Re: [piecepack] Killer App? Date: Thu, 9 Aug 2001 00:11:53 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" > What do you think? Well, if you define success as "commercial proliferation" of the piecepack, I think he's right. I suspect that gamers are drawn to games, not the concept of games that the piecepack represents. For the piecepack to really take off, I think you would need one (or more) truly unique and compelling games that require its purchase. In other words, one fantastic game will generate more sales than twenty decent-but-ordinary ones. While no one game will appeal to everyone, a game with widespread appeal -- a sort of Settlers of Catan for the piecepack -- would really get us proliferation. On the other hand, if you define success as just "generating some interest among game designers," then there is no such need for a killer app. I think it comes down to whether the piecepack is to be something every gamer has on their shelf, or something that game designers toy with in their spare time. If you want the former, a single game that draws some buzz is the best marketing tool to make it happen. Cheers, Jim From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 50 Return-Path: X-Sender: moo@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 9 Aug 2001 17:33:19 -0000 Received: (qmail 66009 invoked from network); 9 Aug 2001 17:31:26 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 9 Aug 2001 17:31:26 -0000 Received: from unknown (HELO n6.groups.yahoo.com) (10.1.10.45) by mta1 with SMTP; 9 Aug 2001 17:31:26 -0000 X-eGroups-Return: moo@... Received: from [10.1.2.240] by hm.egroups.com with NNFMP; 09 Aug 2001 17:31:26 -0000 Date: Thu, 09 Aug 2001 17:31:26 -0000 To: piecepack@yahoogroups.com Subject: Re: Killer App? Message-ID: <9kuhde+5lr1@...> In-Reply-To: <00ac01c12089$6c844260$ea05f7a5@jdoherty-home> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1474 X-Mailer: eGroups Message Poster From: moo@... Not entirely. For an idea like the piecepack to proliferate, what it needs is advertising. Given that no company stands to make a HUGE bundle from sales, this means that the sanest way would be a rabid online community. (At least large. Actually foaming at the mouth might be a bad thing.) I don't think a single game will do it, as the games have a rather abstract feel to them -- I'm starting to think that themes sell games more than any other factor (especially in the US). One thing I did wonder is why piecepack.org doesn't cater to newbie designers a bit more. Perhaps a bio section for the various game designers---and possibly a review section as the number of rules grows beyond a dozen. This would help start the community, and provide a larger incentive for unpublished game designers (and there are a LOT of folks who can create decent games out there.) to begin creating for it. Moo Frank --- In piecepack@y..., "Jim/Diane Doherty" wrote: > > What do you think? > > Well, if you define success as "commercial proliferation" of the > piecepack, I think he's right. > > I suspect that gamers are drawn to games, not the > concept of games that the piecepack represents. For the > piecepack to really take off, I think you would need one (or more) > truly unique and compelling games that require its purchase. > In other words, one fantastic game will generate more sales > than twenty decent-but-ordinary ones. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 51 Return-Path: X-Sender: dougo@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 9 Aug 2001 21:04:46 -0000 Received: (qmail 3446 invoked from network); 9 Aug 2001 21:04:42 -0000 Received: from unknown (10.1.10.142) by m8.onelist.org with QMQP; 9 Aug 2001 21:04:42 -0000 Received: from unknown (HELO amber.ccs.neu.edu) (129.10.116.51) by mta3 with SMTP; 9 Aug 2001 21:04:38 -0000 Received: from vega.ccs.neu.edu (dougo@... [129.10.116.206]) by amber.ccs.neu.edu (8.10.0.Beta10/8.10.0.Beta10) with ESMTP id f79L4bX19109 for ; Thu, 9 Aug 2001 17:04:37 -0400 (EDT) Received: (from dougo@localhost) by vega.ccs.neu.edu (8.10.0.Beta10/8.10.0.Beta10) id f79L4aQ01903; Thu, 9 Aug 2001 17:04:36 -0400 (EDT) Message-ID: <15218.64228.407019.70703@...> Date: Thu, 9 Aug 2001 17:04:36 -0400 (EDT) To: piecepack@yahoogroups.com Subject: Re: [piecepack] Killer App? In-Reply-To: <9kt0ph+ndns@...> References: <9kt0ph+ndns@...> X-Mailer: VM 6.72 under 21.1 (patch 3) "Acadia" XEmacs Lucid X-Face: (4D-osoq?}7M3\EgvbWKo jdroscha@... writes: > I am curious about others' thoughts on this matter. Personally, > I wonder if there even could be one such game. It seems like > that "killer app" might be a different game for each person. The "Mu und Mehr" game is basically a special deck of cards with rules for a bunch of games, but probably almost everyone who buys it gets it for Mu itself. (Personally I like Wimmuln, the Oh Hell variant, at least as much as Mu.) Ditto with Tichu and Wizard. There are lots of games you can play on a chess board, but chess is pretty much the "killer app" for that. (Although I got a cheapie set mainly so I could use the board for RAMbots...) However, there's probably a much smaller proportion of people who bought an Icehouse set who just wanted to play Icehouse. I suspect that a decent-sized, well-rounded set of polished, interesting games can work just as well as a single one with universal appeal, but the latter might be easier and more effective if you're really going for widespread acceptance. Unique, high-quality components helps too, but I think you've got that already. I'm curious about the genesis of the piecepack-- was there a particular game idea that led to its design, or did you just put together several different commonly-used piece ideas? The rules I've looked at seem mostly to be adaptations of other games to the piecepack set, and don't use all the features of the set-- a "killer app" game would probably need to have some fairly unique mechanisms that take advantage of all the important aspects of the piecepack set. Although it may not even be clear what all those aspects are yet... --dougo@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 53 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 02:19:04 -0000 Received: (qmail 95928 invoked from network); 10 Aug 2001 02:19:03 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 10 Aug 2001 02:19:03 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.12.10.58) by mta1 with SMTP; 10 Aug 2001 02:19:02 -0000 Received: from Micron (10.0.1.4) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Thu, 9 Aug 2001 22:18:59 -0400 Message-ID: <00b401c12142$e33d7b60$0401000a@Micron> To: References: <9kvfrn+pu48@...> Subject: Re: [piecepack] Re: Killer App? Date: Thu, 9 Aug 2001 22:19:30 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4133.2400 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4133.2400 From: "Karol" Excellent idea Rob! Absolutely excellent. If you have an idea of how to go about doing this we'd love to know it! Karol ----- Original Message ----- From: To: Sent: Thursday, August 09, 2001 10:11 PM Subject: [piecepack] Re: Killer App? > Hi, > > I saw the piecepack at GENCON and I am waiting for my > piecepack to arrive from Messomorph. > > I think a "killer app" could help, but it would be difficult to find. I > think that a more likely course to mass proliferation will be the > accumulation of enough different games to reach some sort of > critical mass. If there were books with hundreds of games for > the piecepack (just like there are for cards). Then I think it will > begin to really take off in the marketplace. > > I also think that it needs a large collection of single player > games. The piecepack equivalent of "solitaire" could be a killer > app. > > Regards, > Rob > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 54 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 02:21:47 -0000 Received: (qmail 2368 invoked from network); 10 Aug 2001 02:21:46 -0000 Received: from unknown (10.1.10.27) by l9.egroups.com with QMQP; 10 Aug 2001 02:21:46 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.12.10.58) by mta2 with SMTP; 10 Aug 2001 02:21:43 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Thu, 9 Aug 2001 22:21:43 -0400 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.02.2022 Date: Thu, 09 Aug 2001 22:21:40 -0400 Subject: Re: [piecepack] Killer App? To: Message-ID: In-Reply-To: <9kt0ph+ndns@...> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle > Hi All, > > Greg Aleknevicus gave the piecepack a nod over at the Games > Journal last week (http://www.thegamesjournal.com). He raises > some interesting points, among them his belief that the success > (presumably proliferation?) of the piecepack will depend on the > development of a "killer app" for the system. That is, he asserts > that it needs a single game compelling enough for games to > purchase a piecepack just so they can play that one game. > > I am curious about others' thoughts on this matter. Personally, > I wonder if there even could be one such game. It seems like > that "killer app" might be a different game for each person. > > What do you think? > > Game On, > James I disagreed with the whole "killer app" argument on two fronts. First, you would have to go about advertising the thing completely differently if you wanted to promote a "killer app" type of game. Instead of a piecepack set, which by the way can be used to play the hot new "Attack of the Clones" game (you know some evil person out there is working on this already), you would have to advertise the "attack of the clones game", and throw in the other rules and piecepack concept as extras, or just ditch the other games altogether. You'd have to go one way or the other, or risk confusing the message. Second, I don't see why the piecepack can't be successful given the current formula. All you need is an attractive piecepack set and enough good (not necessarily great) rules covering a wide variety of genres, mechanics and age/skill levels. Couple that with the ability to get new and updated rule sets from piecepack.org, and this group, and I think it's pretty appealing. Two problems right now: We don't have the depth of rule sets we need, and even given the PR piecepack has received, not enough people have heard about it. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 55 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 02:27:07 -0000 Received: (qmail 90713 invoked from network); 10 Aug 2001 02:27:06 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 10 Aug 2001 02:27:06 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.12.10.58) by mta1 with SMTP; 10 Aug 2001 02:27:06 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Thu, 9 Aug 2001 22:27:06 -0400 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.02.2022 Date: Thu, 09 Aug 2001 22:27:03 -0400 Subject: Re: [piecepack] Re: Killer App? To: Message-ID: In-Reply-To: <9kuhde+5lr1@...> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle > Not entirely. For an idea like the piecepack to proliferate, what it > needs is advertising. Given that no company stands to make a > HUGE bundle from sales, this means that the sanest way would > be a rabid online community. (At least large. Actually foaming at > the mouth might be a bad thing.) I beg to differ with you. We plan to make great big gobs of cash from piecepack sales! ;] > I don't think a single game will do it, as the games have a rather > abstract feel to them -- I'm starting to think that themes sell > games more than any other factor (especially in the US). > > One thing I did wonder is why piecepack.org doesn't cater to > newbie designers a bit more. Perhaps a bio section for the > various game designers---and possibly a review section as the > number of rules grows beyond a dozen. Well, the short answer is time. We wanted to put a site out there that would introduce people to the piecepack concept. Expanding it was always part of the plan, and I think your suggestions are good ones. > This would help start the community, and provide a larger > incentive for unpublished game designers (and there are a LOT > of folks who can create decent games out there.) to begin > creating for it. > > Moo > Frank > > > > > --- In piecepack@y..., "Jim/Diane Doherty" wrote: >>> What do you think? >> >> Well, if you define success as "commercial proliferation" of the >> piecepack, I think he's right. >> >> I suspect that gamers are drawn to games, not the >> concept of games that the piecepack represents. For the >> piecepack to really take off, I think you would need one (or more) >> truly unique and compelling games that require its purchase. >> In other words, one fantastic game will generate more sales >> than twenty decent-but-ordinary ones. > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 56 Return-Path: X-Sender: young.chris@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 02:36:02 -0000 Received: (qmail 90865 invoked from network); 10 Aug 2001 02:36:00 -0000 Received: from unknown (10.1.10.26) by l8.egroups.com with QMQP; 10 Aug 2001 02:36:00 -0000 Received: from unknown (HELO smtp.acd.net) (207.179.72.10) by mta1 with SMTP; 10 Aug 2001 02:36:00 -0000 Received: from acd.net ([207.179.65.93]) by smtp.acd.net with Microsoft SMTPSVC(5.0.2195.1600); Thu, 9 Aug 2001 22:27:47 -0400 Message-ID: <3B734535.56B58210@...> Date: Thu, 09 Aug 2001 22:21:41 -0400 X-Mailer: Mozilla 4.74 [en] (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: Killer App? References: <9kvfrn+pu48@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Return-Path: young.chris@... X-OriginalArrivalTime: 10 Aug 2001 02:27:47.0425 (UTC) FILETIME=[0B4E2D10:01C12144] From: Chris Young I would agree. If there were more games like there are for cards.. including some single player games, that would help. After all a standard deck of cards doesn't really have a "killer app". Everyone plays what they like... Some have Poker nights, others play Cribbage or Euker. Is Mesomorph planning on producing a travel size version? One that might be a bit more "Pocket Sized"? Chris rmundsc@... wrote: > Hi, > > I saw the piecepack at GENCON and I am waiting for my > piecepack to arrive from Messomorph. > > I think a "killer app" could help, but it would be difficult to find. I > think that a more likely course to mass proliferation will be the > accumulation of enough different games to reach some sort of > critical mass. If there were books with hundreds of games for > the piecepack (just like there are for cards). Then I think it will > begin to really take off in the marketplace. > > I also think that it needs a large collection of single player > games. The piecepack equivalent of "solitaire" could be a killer > app. > > Regards, > Rob > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 57 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 05:20:17 -0000 Received: (qmail 35081 invoked from network); 10 Aug 2001 05:20:17 -0000 Received: from unknown (10.1.10.26) by m8.onelist.org with QMQP; 10 Aug 2001 05:20:17 -0000 Received: from unknown (HELO n18.groups.yahoo.com) (10.1.1.37) by mta1 with SMTP; 10 Aug 2001 05:20:17 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.98] by mr.egroups.com with NNFMP; 10 Aug 2001 05:20:17 -0000 Date: Fri, 10 Aug 2001 05:20:14 -0000 To: piecepack@yahoogroups.com Subject: Piecepack.org Clarification Message-ID: <9kvque+ah3r@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 905 X-Mailer: eGroups Message Poster From: jdroscha@... Hi All, I'm enjoying the discussion regarding the "killer app" issue. I appreciate folks expressing their thoughts on this matter. But since the piecepack.org site and the original intent and "marketing" of the piecepack are being brought to the fore, and since we have several new members on the list, I wish to take a moment for clarification to avoid potential confusion. James Kyle (that's me) is the designer of the piecepack. The piecepack.org site is maintained by Mesomorph Games, the first company to publish piecepack sets. I am not a member of Mesomorph and have no financial interest in the company. I do believe this is probably a good forum for suggestions (such as Frank's) concerning content on the piecepack.org site; would someone from Mesomorph care to comment one way or the other on how/where they would like to get comments about the site? Thanks, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 58 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 11:09:29 -0000 Received: (qmail 55384 invoked from network); 10 Aug 2001 11:09:29 -0000 Received: from unknown (10.1.10.27) by l7.egroups.com with QMQP; 10 Aug 2001 11:09:29 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.12.10.58) by mta2 with SMTP; 10 Aug 2001 11:09:28 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Fri, 10 Aug 2001 07:09:26 -0400 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.02.2022 Date: Fri, 10 Aug 2001 07:09:25 -0400 Subject: Re: [piecepack] Piecepack.org Clarification To: Message-ID: In-Reply-To: <9kvque+ah3r@...> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle > Hi All, > > I'm enjoying the discussion regarding the "killer app" issue. I > appreciate folks expressing their thoughts on this matter. > But since the piecepack.org site and the original intent and > "marketing" of the piecepack are being brought to the fore, and > since we have several new members on the list, I wish to take a > moment for clarification to avoid potential confusion. > James Kyle (that's me) is the designer of the piecepack. The > piecepack.org site is maintained by Mesomorph Games, the first > company to publish piecepack sets. I am not a member of > Mesomorph and have no financial interest in the company. > I do believe this is probably a good forum for suggestions > (such as Frank's) concerning content on the piecepack.org site; > would someone from Mesomorph care to comment one way or > the other on how/where they would like to get comments about > the site? > > Thanks, > James Since we are both on this group, we will see any comments you make here. If you want to contact us directly with comments/suggestions about the piecepack.org site, you can write to admin@.... For comments/suggestions about the piecepack set we produce, visit the Mesomorph Games website or send email to sales@... I think it would help this discussion if we make a distinction here between marketing and advocacy (or evangelizing, depending on your fervor). I think anyone who is interested in the piecepack and wants it to succeed can and should take part in advocacy for piecepack as a concept. Building an active online community in support of the product will go a long way toward making it a success, and the hubs of that community will be this list and piecepack.org. Marketing would be selling the actual product. That's a problem for those of us who are manufacturing piecepacks, and not really germane to the discussion here. Other than the occasional announcement of major changes in availability, we try to keep those details separate from this group. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 61 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 13:02:02 -0000 Received: (qmail 37460 invoked from network); 10 Aug 2001 13:02:01 -0000 Received: from unknown (10.1.10.27) by l9.egroups.com with QMQP; 10 Aug 2001 13:02:01 -0000 Received: from unknown (HELO hall.mail.mindspring.net) (207.69.200.60) by mta2 with SMTP; 10 Aug 2001 13:01:59 -0000 Received: from jdoherty-home (user-2ive2tb.dialup.mindspring.com [165.247.11.171]) by hall.mail.mindspring.net (8.9.3/8.8.5) with SMTP id JAA16457 for ; Fri, 10 Aug 2001 09:01:57 -0400 (EDT) Message-ID: <022f01c1219d$1c7694c0$ea05f7a5@jdoherty-home> To: Subject: Re: [piecepack] Killer App? Date: Fri, 10 Aug 2001 09:04:57 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" Hi David, >First, you would have to go about advertising the thing completely >differently if you wanted to promote a "killer app" type of game. Well, I'm not sure it's quite that dramatic a change, at least in my head. It's just an additional weapon in your marketing arsenal. You can say something like "The piecepack is a revolutionary generic boardgame. Play great wargames like Attack of the Clones and solitaire games like One Man Thrag. And many more!" >You'd have to go one way or the other, or risk >confusing the message. Personally, I don't think so. I think game designers and certain gamers will look at the piecepack and see a revolutionary concept, while most will see that they love Attack of the Clones and One Man Thrag. What do you see when you look at a deck of cards? I see Cribbage. If my son is holding the deck, I see Go Fish. And so on. Playing cards don't have a single killer app, they have several. It's these games that leap to my mind, not the cleverness of the deck as a generic gaming device. I'm not saying the piecepack needs "a" killer app to be marketed at the exclusion of all else, only that it would benefit greatly from its "first" killer app to help make it famous. >Second, I don't see why the piecepack can't be successful given the current >formula. It certainly can. It's just a question of what gets the word out fastest. It's generally easier to market a good game than a good abstract concept. I think if I were selling piecepacks, I'd draw attention to the best games in each genre. I'd go to wargame cons and run Attack of the Clones. I'd go to fantasy cons and run The Wand of Odin. I'd go to summer camps and run Hunt the Wocket for kids. All the while mentioning that this is only part of what the piecepack offers. That way, the games themselves would gain notoriety, and people would be running around saying "Have you played Attack of the Clones on the piecepack? Great game." "Yeah, and I think my kids would like that Wocket game they mentioned. I'm going to pick one up." >and even given the PR piecepack has received, not enough >people have heard about it. I believe all Greg was saying is that a truly great and well-promoted game or two would spread the word even faster. Cheers, Jim Doherty Eight Foot Llama From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 62 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 15:24:58 -0000 Received: (qmail 91762 invoked from network); 10 Aug 2001 15:23:25 -0000 Received: from unknown (10.1.10.26) by m8.onelist.org with QMQP; 10 Aug 2001 15:23:25 -0000 Received: from unknown (HELO n32.groups.yahoo.com) (10.1.2.221) by mta1 with SMTP; 10 Aug 2001 15:23:25 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.99] by hn.egroups.com with NNFMP; 10 Aug 2001 15:23:25 -0000 Date: Fri, 10 Aug 2001 15:23:21 -0000 To: piecepack@yahoogroups.com Subject: Genesis, Cloning, Possibilities Message-ID: <9l0u99+3bim@...> In-Reply-To: <15218.64228.407019.70703@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 3264 X-Mailer: eGroups Message Poster From: jdroscha@... --- In piecepack@y..., Doug Orleans wrote: > > I'm curious about the genesis of the piecepack-- was there a > particular game idea that led to its design, or did you just put > together several different commonly-used piece ideas? The piecepack was designed conceptually and is intended, somewhat, as an experiment. I had no games in mind when I built the piecepack, and I did not design the first piecepack game (which was the manual dexterity game Soccer, by the by) until after the piecepack was finalized and I had built the first prototype. The components and markings were created to give designers many elements used in common game mechanisms in one convenient package. As far as I know, no other game set was designed in this way. The Icehouse set, for example, was created specifically to play Icehouse and was later found to be suitable for the development of several other games. But because of the way it came into being, it lacks some common gaming elements such as a board, a convenient randomizer, and convenient information hiding. > The rules I've > looked at seem mostly to be adaptations of other games to the > piecepack set, and don't use all the features of the set This is an interesting perception, as none of the existing piecepack games (that I can think of) are adaptions of other games (unless you count the real-life equivalents of Soccer and Baseball). Some of the games certainly resemble other games in their genre; MotoX, for example, necessarily has similarities to other racing games. But most of the piecepack games contain mechanics that, at least to me, are brand new. In MotoX, for instance, rolling a number of dice equal to your position in the race (1 die if you are in first, 2 dice if in second, etc.) then selecting which value to use for movement was new to me when I wrote it. I can't say there are no other games out there with that mechanic, but if there are, I don't know about them. I personally have never seen anything remotely similar to the very three-dimensional Hanging Gardens (Mik Svellov's favorite of the bunch so far). If the games all feel like clones to people, I certainly will not argue against that notion, but I wish to make it clear that none of the piecepack games (that I have) written so far were intended mimic existing games. > a "killer > app" game would probably need to have some fairly unique mechanisms > that take advantage of all the important aspects of the piecepack set. > Although it may not even be clear what all those aspects are yet... Correct... none of the games written so far use every aspect of the piecepack. Many of them do not even use all of the components. I am also excited by the possibilities of combining the piecepack with other various game sets. In an article I wrote for Grampa Barmo's Discount Gaming Magazine, I briefly touched on ideas such as playing chess on a board of any shape (piecepack + chess), playing scrabble on a board of any shape (piecepack + Scrabble), combining 2 or more piecepacks, or combining a piecepack with an Icehouse set. Jim Doherty has already combined a piecepack with the standard deck of playing cards to create Baseball. Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 64 Return-Path: X-Sender: dougo@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 18:52:02 -0000 Received: (qmail 28795 invoked from network); 10 Aug 2001 18:51:28 -0000 Received: from unknown (10.1.10.27) by l9.egroups.com with QMQP; 10 Aug 2001 18:51:28 -0000 Received: from unknown (HELO amber.ccs.neu.edu) (129.10.116.51) by mta2 with SMTP; 10 Aug 2001 18:51:28 -0000 Received: from vega.ccs.neu.edu (dougo@... [129.10.116.206]) by amber.ccs.neu.edu (8.10.0.Beta10/8.10.0.Beta10) with ESMTP id f7AIpQX16047 for ; Fri, 10 Aug 2001 14:51:26 -0400 (EDT) Received: (from dougo@localhost) by vega.ccs.neu.edu (8.10.0.Beta10/8.10.0.Beta10) id f7AIpQC03493; Fri, 10 Aug 2001 14:51:26 -0400 (EDT) Message-ID: <15220.11565.884088.561119@...> Date: Fri, 10 Aug 2001 14:51:25 -0400 (EDT) To: piecepack@yahoogroups.com Subject: Re: [piecepack] Genesis, Cloning, Possibilities In-Reply-To: <9l0u99+3bim@...> References: <15218.64228.407019.70703@...> <9l0u99+3bim@...> X-Mailer: VM 6.72 under 21.1 (patch 3) "Acadia" XEmacs Lucid X-Face: (4D-osoq?}7M3\EgvbWKo jdroscha@... writes: > As far as I know, no other game set was designed in this way. The > Icehouse set, for example, was created specifically to play Icehouse > and was later found to be suitable for the development of several > other games. But because of the way it came into being, it lacks > some common gaming elements such as a board, a convenient randomizer, > and convenient information hiding. Interesting. Do you have a list of the particular elements you had in mind when you designed it? > This is an interesting perception, as none of the existing > piecepack games (that I can think of) are adaptions of other games > (unless you count the real-life equivalents of Soccer and Baseball). > Some of the games certainly resemble other games in their genre; > MotoX, for example, necessarily has similarities to other racing > games. But most of the piecepack games contain mechanics that, at > least to me, are brand new. Perhaps "adaptation" is too strong a word (and I certainly didn't mean "clone"). You're right, there are new and interesting mechanics, but most of the games fit pretty well into existing genres. Dungeon Crawl is a bit like Dungeon Quest or Talisman (or maybe Wiz War); Power Lines is similar to Poker Solitaire/Cribbage Squares/Auf Heller und Pfennig; Takeover bears a strong resemblance to Acquire. > I personally have never seen anything remotely > similar to the very three-dimensional Hanging Gardens (Mik Svellov's > favorite of the bunch so far). I think it shares a family resemblance to Torres (3-d tile laying). I can believe that it was an independent creation (perhaps even pre-dating Torres) but I think many people are going to think it was inspired by Torres. This isn't really a bad thing; Mu could be considered an "adaptation" of contract bridge (trick-taking partnership card game where you bid on the trump suit) but it's also pretty unique in that it's a 5-player version with variable partnerships (plus the idea of a bipartite trump suit, which might include numbers). I guess I was thinking of Icehouse, which has no resemblance to anything at all, really. But like I said before, I doubt that the actual Icehouse game is the primary driver of sales of Icehouse sets these days. > If the games all feel like clones to people, I certainly will not > argue against that notion, but I wish to make it clear that none of > the piecepack games (that I have) written so far were intended mimic > existing games. Fair enough. It's an interesting accident that Hanging Gardens resembles Torres. > I am also excited by the possibilities of combining the piecepack > with other various game sets. In an article I wrote for Grampa > Barmo's Discount Gaming Magazine, I briefly touched on ideas such as > playing chess on a board of any shape (piecepack + chess), playing > scrabble on a board of any shape (piecepack + Scrabble), combining 2 > or more piecepacks, or combining a piecepack with an Icehouse set. > Jim Doherty has already combined a piecepack with the standard deck > of playing cards to create Baseball. Clearly you need to combine all of the above, plus Cosmic Encounter and all of its expansion sets... :) --dougo@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 65 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 18:58:32 -0000 Received: (qmail 68964 invoked from network); 10 Aug 2001 18:57:57 -0000 Received: from unknown (10.1.10.26) by m8.onelist.org with QMQP; 10 Aug 2001 18:57:57 -0000 Received: from unknown (HELO n25.groups.yahoo.com) (10.1.1.41) by mta1 with SMTP; 10 Aug 2001 18:57:57 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.23] by mv.egroups.com with NNFMP; 10 Aug 2001 18:57:57 -0000 Date: Fri, 10 Aug 2001 18:57:57 -0000 To: piecepack@yahoogroups.com Subject: Re: Killer App? Message-ID: <9l1arl+8pd5@...> In-Reply-To: <022f01c1219d$1c7694c0$ea05f7a5@jdoherty-home> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 4714 X-Mailer: eGroups Message Poster From: jdroscha@... --- In piecepack@y..., "Jim/Diane Doherty" wrote: > > something like "The piecepack is a revolutionary generic boardgame. > Play great wargames like Attack of the Clones and solitaire > games like One Man Thrag. And many more!" I want to see those rule sets, Jim. One Man Thrag especially. (And no, I'm not serious; I know Jim well enough to know he's just spewing creative titles off the top of his head.) And whoever started with the "Attack of the Clones" gets a demerit; none of that Star Wars Nouveau in here, dang it. Oh, and for the record, I do not personally regard the piecepack as revolutionary. It's just a "deck" of boardgame components. (Of course if you really do feel it's extraordinary, who am I to disillusion you?) > What do you see when you look at a deck of cards? I see Cribbage. Honestly, I see a deck of cards; I see potential. No particular game comes to mind for me. But perhaps for most people, it is their favorite card game that leaps to mind. > I'm not saying the piecepack needs "a" killer app to be marketed > at the exclusion of all else, only that it would benefit greatly > from its "first" killer app to help make it famous. That seems reasonable. > >Second, I don't see why the piecepack can't be successful > >given the current formula. > > It certainly can. It's just a question of what gets the word > out fastest. This reminds me of one of the reasons I designed the piecepack. Boardgames these days seem to come and go with such rapidity that the popularity of each sometimes feels like a fad. Maureen Hiron (designer of Continuo) crystalized this for me in a conversation I had with her at Essen last year. She remarked that (and I'm paraphrasing here) German games are designed for a quick sell through while her own designs are intended for steady, year-after-year sales. I do not know what all to expect for the piecepack, but I had assumed that it would take perhaps 50 or 100 years to reach its full potential. I learned card games from my parents, so I wonder if it will take a generation or two before we find out which piecepack games will stand the test of time. > It's generally easier to market a good game than a good > abstract concept. Very true. At Essen, people kept asking me how to "play Piecepack". It was difficult to express the concept of the piecepack (though the fact that my German is nearly non-existant didn't help) . Basically, I had to resort to setting up a quick game of Matches, then disassembling it and setting up Soccer, all the while trying to explain that there would eventually be as many different games for the set as there are for playing cards. Some of them understood and some of them did not. > I think if I were selling piecepacks, I'd draw attention to the best > games in each genre. I'd go to wargame cons and run Attack of the > Clones. I'd go to fantasy cons and run The Wand of Odin. I'd go to > summer camps and run Hunt the Wocket for kids. All the while > mentioning that this is only part of what the piecepack offers. I'm holding you to those, Jim. [scribble, scribble] The Wand of Odin, unhuh, [scribble] Hunt the Wocket [giggle at Dr. Seuss reference] got it Seriously, though, I wonder if that would cause problems. Since the piecepack components are (out of necessity) abstract, trying to drum up interest in Wand of Odin could be difficult at a fantasy con. And so on. > I believe all Greg was saying is that a truly great and > well-promoted game or two would spread the word even faster. Hmmm, well, I will not try to speak for Greg one way or the other, but I will provide the quote that started the conversation (since I failed to do so when I began the thread): "I think the success of the venture depends very much on whether or not a 'killer app' can be developed. That is, a game good enough that people are willing to buy the sets simply to play it." --Greg Aleknevicus I guess, personally, I could be swayed either way on this. But I'm not sure it matters. I do not know if one could just set out to design a smash hit or "killer app". It seems like things just sometimes take on a life of their own and become popular. At least I can't seem to predict what will and won't catch on, though sometimes I can see the signs in retrospect. I dunno. I guess I invite everyone who has ever wanted to design a game (or has already done so, of course) to try their hand at designing for piecepack. Some of them will rock, and some of them will suck, and most will be somewhere between. How many games out of the entire Hoyle's book do you play? Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 66 Return-Path: X-Sender: moo@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 19:08:53 -0000 Received: (qmail 97044 invoked from network); 10 Aug 2001 19:08:38 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 10 Aug 2001 19:08:38 -0000 Received: from unknown (HELO mail.ajc.com) (205.217.99.1) by mta1 with SMTP; 10 Aug 2001 19:08:38 -0000 Received: from localhost (224-130.coxnews.net [169.137.224.130]) by mail.ajc.com (8.9.3/8.9.3) with ESMTP id PAA21720 for ; Fri, 10 Aug 2001 15:08:33 -0400 (EDT) Message-Id: <200108101908.PAA21720@...> Date: Fri, 10 Aug 2001 15:14:36 -0400 X-Mailer: Apple Mail (2.388) To: piecepack@yahoogroups.com Mime-Version: 1.0 (Apple Message framework v388) In-Reply-To: <15220.11565.884088.561119@...> Subject: Re: [piecepack] Genesis, Cloning, Possibilities From: Frank Branham Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable On Friday, August 10, 2001, at 02:51 PM, Doug Orleans wrote: > > I think i= t shares a family resemblance to Torres (3-d tile laying).=A0 I > can belie= ve that it was an independent creation (perhaps even > pre-dating Torres) b= ut I think many people are going to think it was > inspired by Torres. > > = Fair enough.=A0 It's an interesting accident that Hanging Gardens > resembl= es Torres. Which it doesn't, it resembles Torres rather less than Torres r= esembles Burgenland/Terra Turrium (another Kramer game) or Strata 5, or St= ep by Step (Theta), or the half dozen 3D tile laying games in my collectio= n. If anything Hanging Gardens reminds me of Sentinel----an old C64/Spect= rum computer game. Although MotoX does remind me a bit of Mississppi Queen= . The actual mechanics are rather different. ----------------------------= -------------------------------- I did have a thought for a mechanic sugge= sted by the piecepack: Crazy-8/Domino-like tile laying. Where each tile mu= st match an adjacent tile by suit or number. Moo Frank [Non-text portio= ns of this message have been removed] From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 67 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 19:32:56 -0000 Received: (qmail 56478 invoked from network); 10 Aug 2001 19:32:55 -0000 Received: from unknown (10.1.10.26) by l8.egroups.com with QMQP; 10 Aug 2001 19:32:55 -0000 Received: from unknown (HELO n25.groups.yahoo.com) (10.1.1.41) by mta1 with SMTP; 10 Aug 2001 19:32:55 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.105] by mv.egroups.com with NNFMP; 10 Aug 2001 19:32:55 -0000 Date: Fri, 10 Aug 2001 19:32:51 -0000 To: piecepack@yahoogroups.com Subject: Re: Genesis, Cloning, Possibilities Message-ID: <9l1ct3+vpbh@...> In-Reply-To: <15220.11565.884088.561119@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 3320 X-Mailer: eGroups Message Poster From: jdroscha@... --- In piecepack@y..., Doug Orleans wrote: > > Interesting. Do you have a list of the particular elements > you had in mind when you designed it? Only from memory: a) parts with capable of fully hidden information b) parts with capable of partially hidden information c) randomizers d) modular board e) tokens capable of showing orientation f) all parts other than those making up a board should fit into spaces making up board g) suits and values Incidentally, there are reasons the range of values on tiles and coins is from 0-5 instead of 1-6: a) having both null and ace gives 2 easily identifiable/memorable values that designers can assign "special" meaning to b) rolling n-d6 leaves the bottom end of the resultant range intact while the results still fall along the familiar bell curve c) 0+1+2+3+4+5 = 15 = top end of resultant range for 3d6 [regarding Hanging Gardens:] > I think it shares a family resemblance to Torres (3-d tile laying). I > can believe that it was an independent creation (perhaps even > pre-dating Torres) but I think many people are going to think it was > inspired by Torres. That's a good point; I hadn't thought of Torres. Torres did come first, though I have not played it. I guess it didn't come to mind because I think of Hanging Gardens as "creating variety while maintaining symmetry within line-of-sight in a 3-dimensional environment", rather than the fact that both games involve stacked terrace shapes. My understanding of Torres from reviews that I have read is that the gameplay is completely different from Hanging Gardens. Has anyone played both that might be able to comment further? > Icehouse, which has no resemblance to anything at all, really. But > like I said before, I doubt that the actual Icehouse game is the > primary driver of sales of Icehouse sets these days. I think you're right about that. When I bought my Icehouse set, it didn't even include the rule to Icehouse in the box! It is available for download, of course. > Clearly you need to combine all of the above, plus Cosmic > Encounter and all of its expansion sets... :) Heh heh. Ohmigod. Anyway, one more thing that might be of relevance to this discussion. Another reason I developed the piecepack was to provide myself an outlet for all of the game designs I come up with that are not what I consider to be fairly original. Basically, when I conceptualize a new game these days, I wonder to myself if it could work as a piecepack game. If so, I test it a few times and if I like it, I write it up. If the design is considerably different, then I try to check around to see if anyone else has already done it. If so, I move along to the next design. If not, then I consider it for publication as a commercial game. So, I would be reluctant to say that something strikingly original could never be designed for piecepack, but I can certainly state that it was not designed specifically to encourage ingenuity. It seems like the greatest strength of the piecepack might lie in the creation of abstract games. I wonder if we will need to get some good abstract designers to write rule sets before we see the piecepack come into its own? Any 8x8 Design Contest competitors out there? Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 68 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 19:42:55 -0000 Received: (qmail 68914 invoked from network); 10 Aug 2001 19:42:55 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 10 Aug 2001 19:42:55 -0000 Received: from unknown (HELO n10.groups.yahoo.com) (10.1.10.49) by mta1 with SMTP; 10 Aug 2001 19:42:55 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.95] by ej.egroups.com with NNFMP; 10 Aug 2001 19:42:54 -0000 Date: Fri, 10 Aug 2001 19:42:51 -0000 To: piecepack@yahoogroups.com Subject: Resemblance and Design by Committee [was Re: Genesis, Cloning, Possibilities] Message-ID: <9l1dfr+6958@...> In-Reply-To: <200108101908.PAA21720@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Length: 1389 X-Mailer: eGroups Message Poster From: jdroscha@... --- In piecepack@y..., Frank Branham wrote: > > > Fair enough.= =A0 It's an interesting accident that Hanging Gardens > > resembles Torres.= > > Which it doesn't, it resembles Torres rather less than Torres resemb= les > Burgenland/Terra Turrium (another Kramer game) or Strata 5, or Step = by > Step (Theta), or the half dozen 3D tile laying games in my collecti= on. Frank, your collection (and re-collection) never cease to amaze me= . I doubt I've seen even a single percent of the games you own. Truly as= tounding. > If anything Hanging Gardens reminds me of Sentinel----an old = > C64/Spectrum computer game. Really? I'll have to see if I can dig th= at up for the ol' emulator. > Although MotoX does remind me a bit of Miss= issppi Queen. The actual > mechanics are rather different. Hmmm. It m= ight be interesting to play MotoX with the Mississippi Queen mechanic of b= uilding the track during play. > I did have a thought for a mechanic sugge= sted by the piecepack: > > Crazy-8/Domino-like tile laying. Where each til= e must match an adjacent > tile by suit or number. Heck yeah. You pu= rsuing that or is it open for others? Which reminds me of something els= e. I wondered if it might be an interesting experiment to try to design a= piecepack game by committee, similar to the way FUDGE RPG was designed. = Any ideas on this? Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 69 Return-Path: X-Sender: dougo@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 19:59:29 -0000 Received: (qmail 98045 invoked from network); 10 Aug 2001 19:59:07 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 10 Aug 2001 19:59:07 -0000 Received: from unknown (HELO amber.ccs.neu.edu) (129.10.116.51) by mta1 with SMTP; 10 Aug 2001 19:59:07 -0000 Received: from vega.ccs.neu.edu (dougo@... [129.10.116.206]) by amber.ccs.neu.edu (8.10.0.Beta10/8.10.0.Beta10) with ESMTP id f7AJx5X20245 for ; Fri, 10 Aug 2001 15:59:06 -0400 (EDT) Received: (from dougo@localhost) by vega.ccs.neu.edu (8.10.0.Beta10/8.10.0.Beta10) id f7AJx5C03618; Fri, 10 Aug 2001 15:59:05 -0400 (EDT) Message-ID: <15220.15624.954106.407539@...> Date: Fri, 10 Aug 2001 15:59:04 -0400 (EDT) To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: Genesis, Cloning, Possibilities In-Reply-To: <9l1ct3+vpbh@...> References: <15220.11565.884088.561119@...> <9l1ct3+vpbh@...> X-Mailer: VM 6.72 under 21.1 (patch 3) "Acadia" XEmacs Lucid X-Face: (4D-osoq?}7M3\EgvbWKo jdroscha@... writes: > c) 0+1+2+3+4+5 = 15 = top end of resultant range for 3d6 Interesting mathematical property. Do any games use this fact yet? By the way, if you had one more suit, you could play Quandary / Flinke Pinke. Maybe the green set could be an expansion, like the black icehouse pieces... > I guess it didn't come to mind > because I think of Hanging Gardens as "creating variety while > maintaining symmetry within line-of-sight in a 3-dimensional > environment", rather than the fact that both games involve stacked > terrace shapes. My understanding of Torres from reviews that I have > read is that the gameplay is completely different from Hanging > Gardens. Has anyone played both that might be able to comment > further? You're right, Torres is more about creating height and width (and moving the pawns along the roofs). Perhaps Frank can compare it to his other 3-d tile laying games. > > Clearly you need to combine all of the above, plus Cosmic > > Encounter and all of its expansion sets... :) > > Heh heh. Ohmigod. Have you read Iain M. Banks's _Player of Games_? I imagine the big alien game/way-of-life to be something like this... > It seems like the greatest strength of the piecepack might lie in > the creation of abstract games. I wonder if we will need to get some > good abstract designers to write rule sets before we see the > piecepack come into its own? Any 8x8 Design Contest competitors out > there? I was thinking the same thing-- perhaps a Piecepack Design Contest? --dougo@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 70 Return-Path: X-Sender: moo@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 20:39:19 -0000 Received: (qmail 20864 invoked from network); 10 Aug 2001 20:39:18 -0000 Received: from unknown (10.1.10.142) by l8.egroups.com with QMQP; 10 Aug 2001 20:39:18 -0000 Received: from unknown (HELO mail.ajc.com) (205.217.99.1) by mta3 with SMTP; 10 Aug 2001 20:39:18 -0000 Received: from localhost (224-130.coxnews.net [169.137.224.130]) by mail.ajc.com (8.9.3/8.9.3) with ESMTP id QAA25723 for ; Fri, 10 Aug 2001 16:39:17 -0400 (EDT) Message-Id: <200108102039.QAA25723@...> Date: Fri, 10 Aug 2001 16:45:21 -0400 X-Mailer: Apple Mail (2.388) To: piecepack@yahoogroups.com Mime-Version: 1.0 (Apple Message framework v388) In-Reply-To: <15220.15624.954106.407539@...> Subject: Re: [piecepack] Re: Genesis, Cloning, Possibilities From: Frank Branham Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable On Friday, August 10, 2001, at 03:59 PM, Doug Orleans wrote: > > You're r= ight, Torres is more about creating height and width (and > moving the pawn= s along the roofs).=A0 Perhaps Frank can compare it to > his other 3-d tile= laying games. > Okay: Terra Turrium: This is the origin of Torres, and a= n old game by Kramer. Action points can be used to place pieces, and move = knights. The object here is a more abstract one: have 1 knight on each of = 6 different levels. Strata 5: One aspect here is that the flat pawns are t= he same physical height as the 2x2 tiles. Object is to have one of your pa= wns be at the 5th level. Each pawn has a number from 1-5 on it, indicating= an exact move by the pawn. Players take turns placing a piece (which may = cover up pawns) then moving a piece. Step by Step: Same principle as Stra= ta 5. But each player has one ball. No captures, and tiles are 1x1. Not ac= tually a good game, and far less interesting than Strata 5 Java: You've s= een this right? Crystallis: As best as I can tell, this one has you moving= pieces like monsters, princess, knights, and a frog around on the tiles. = Have yet to translate it, and of course no one else has a copy... :) Nazc= a: By the guy that gave us ISI. This uses tiles in varying 1xN lengths. An= d has a Go sort of scoring and feel. Azteca: An extremely weird game that = resembles a 3D Ta Yu. Players are trying to get connections to the sides o= f the board. the evil bit is that the 14 tiles all twist fully in 3D space= . Moo Frank From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 71 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 10 Aug 2001 22:29:59 -0000 Received: (qmail 69079 invoked from network); 10 Aug 2001 22:29:59 -0000 Received: from unknown (10.1.10.27) by l10.egroups.com with QMQP; 10 Aug 2001 22:29:59 -0000 Received: from unknown (HELO hall.mail.mindspring.net) (207.69.200.60) by mta2 with SMTP; 10 Aug 2001 22:29:59 -0000 Received: from jdoherty-home (user-2ive1u9.dialup.mindspring.com [165.247.7.201]) by hall.mail.mindspring.net (8.9.3/8.8.5) with SMTP id SAA18059 for ; Fri, 10 Aug 2001 18:29:57 -0400 (EDT) Message-ID: <02e201c121ec$751b33c0$ea05f7a5@jdoherty-home> To: Subject: Re: [piecepack] Re: Genesis, Cloning, Possibilities Date: Fri, 10 Aug 2001 18:33:18 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" > It seems like the greatest strength of the piecepack might lie in >the creation of abstract games. Funny you should say that, James. Because I have the nearly opposite point of view. :) [Hey, what good is an email discussion list, beyond throwing a wrench into things?] While the piecepack components are certainly abstract, and are therefore ideal for creating abstract games, to me they are only a small piece of the piecepack puzzle. I see them as currency, tokens, chits, markers, and so on -- the things that are necessary to keep a game going, but not so much the things that are the game itself. In my head, I see the piecepack as board game components in need of detailed surroundings. Add a chessboard, a map of the world, a lego set, a deck of cards, a LARP, some fantasy miniatures, 10 30-sided dice, plastic tanks, and/or some vampire character sheets, and you've got yourself a heck of a piecepack game. And not abstract at all. Cheapass Games -- my apologies for bringing them up, I have the same problems with them that you do -- began with a concept of "We provide the rules, you provide the accessories." But they would still sell you a board and some cards. It was never their intention to create a game that needed nothing other than a few six-sided dice. They've been trying to add value to your accessories. I view the piecepack as The Ultimate Accessory (overstated hype my own). I'd like to design non-abstract games wherein I provide the concrete components, and use the piecepack for its randomizer, ability to hide information, pawns, orientations, suits and values. But that's just me, and as a permanent disclaimer, I might be insane. :) Jim Doherty Eight Foot Llama PS This is not meant to discourage the abstract designers out there. By all means, go for it, while I work on my 30-sided-die vampire tanks! PPS Design contests are definitely a good idea. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 72 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 11 Aug 2001 02:59:36 -0000 Received: (qmail 80033 invoked from network); 11 Aug 2001 02:59:36 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 11 Aug 2001 02:59:36 -0000 Received: from unknown (HELO n9.groups.yahoo.com) (10.1.10.48) by mta1 with SMTP; 11 Aug 2001 02:59:36 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.10.121] by fl.egroups.com with NNFMP; 11 Aug 2001 02:59:36 -0000 Date: Sat, 11 Aug 2001 02:59:34 -0000 To: piecepack@yahoogroups.com Subject: Themed piecepacks embedded in other games? Message-ID: <9l272m+dkso@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 925 X-Mailer: eGroups Message Poster From: rmundsc@... Someone mentioned the importance of themes to sell a game, and someone posted made up game titles like "Wand of Otuz" or something. That got me thinking that piecepacks should come hidden inside of fully themed games. A fantasy or Sci-fi themed game could be "piecepack compatible". They could have all the elements of a piecepack (plus maybe some extras), all themed for the base game. It would be like a bonus to the buyer. "Get this game, and receive a complete fantasy themed piecepack for free!" . Am I making sense? I see a need for a piecepack icon that game publishers could put on their box. A piecepack-compatible logo of some sort. I think this would be the ideal way to proliferate piecepacks at the start. If piecepacks catch on, it would be a great way to sell a new game to a wider market. People might buy your game just to get the themed piecepack it contains. Regards, Rob From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 73 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 11 Aug 2001 03:06:53 -0000 Received: (qmail 13770 invoked from network); 11 Aug 2001 03:06:53 -0000 Received: from unknown (10.1.10.26) by m8.onelist.org with QMQP; 11 Aug 2001 03:06:53 -0000 Received: from unknown (HELO n17.groups.yahoo.com) (10.1.1.36) by mta1 with SMTP; 11 Aug 2001 03:06:52 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.10.108] by mq.egroups.com with NNFMP; 11 Aug 2001 03:06:52 -0000 Date: Sat, 11 Aug 2001 03:06:52 -0000 To: piecepack@yahoogroups.com Subject: Re: Killer App? Message-ID: <9l27gc+n52h@...> In-Reply-To: <00b401c12142$e33d7b60$0401000a@Micron> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1625 X-Mailer: eGroups Message Poster From: rmundsc@... Hi Karol, Do you mean the book with hundreds of games idea, soltaire games idea, or both? Personally I am setting out to author a book of one hundred games for the piecepack. I am working on the first 5 ideas right now. All of them are multi-player :( Solitaire games are a going to be difficult, but I would like to come up with a few for the book. Regards, Rob --- In piecepack@y..., "Karol" wrote: > Excellent idea Rob! Absolutely excellent. If you have an idea of how to go > about doing this we'd love to know it! > Karol > ----- Original Message ----- > From: > To: > Sent: Thursday, August 09, 2001 10:11 PM > Subject: [piecepack] Re: Killer App? > > > > Hi, > > > > I saw the piecepack at GENCON and I am waiting for my > > piecepack to arrive from Messomorph. > > > > I think a "killer app" could help, but it would be difficult to find. I > > think that a more likely course to mass proliferation will be the > > accumulation of enough different games to reach some sort of > > critical mass. If there were books with hundreds of games for > > the piecepack (just like there are for cards). Then I think it will > > begin to really take off in the marketplace. > > > > I also think that it needs a large collection of single player > > games. The piecepack equivalent of "solitaire" could be a killer > > app. > > > > Regards, > > Rob > > > > > > > > To unsubscribe from this group, send an email to: > > piecepack-unsubscribe@egroups.com > > > > > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 74 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 11 Aug 2001 03:16:53 -0000 Received: (qmail 18349 invoked from network); 11 Aug 2001 03:16:52 -0000 Received: from unknown (10.1.10.27) by l9.egroups.com with QMQP; 11 Aug 2001 03:16:52 -0000 Received: from unknown (HELO n18.groups.yahoo.com) (216.115.96.68) by mta2 with SMTP; 11 Aug 2001 03:16:52 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.10.122] by mr.egroups.com with NNFMP; 11 Aug 2001 03:16:48 -0000 Date: Sat, 11 Aug 2001 03:16:46 -0000 To: piecepack@yahoogroups.com Subject: Proposals for improving the piecepack. Message-ID: <9l282u+3mip@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 948 X-Mailer: eGroups Message Poster From: rmundsc@... I have been fiddling around with a paper piecepack for a couple days now and there are a couple things that I think could be done to improve the piecepack. 1. On the suit side of the tiles, it would be nice if the suit icon appeared in all four corners of the tile. I am currently working on a game design where the tiles partially overlap to form a terraced course, and the suit defines the characteristic of the space. The problem is with the suit in only one corner of the tile it is very easy for the suit to become completely covered. Granted with thoughtful planning the suit can always be exposed, but it would be much easier if the suit was just in all four corners of each tile. 2. The pawns should have a facing indicator just like the coins do. It would be nice to have the players be able to have facing indication without having to surrender 1/6 of the coins from the set. Just some thoughts. Regards, Rob. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 75 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 11 Aug 2001 04:19:51 -0000 Received: (qmail 46307 invoked from network); 11 Aug 2001 04:19:51 -0000 Received: from unknown (10.1.10.142) by l8.egroups.com with QMQP; 11 Aug 2001 04:19:51 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.48.127) by mta3 with SMTP; 11 Aug 2001 04:19:50 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Sat, 11 Aug 2001 00:19:48 -0400 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.02.2022 Date: Sat, 11 Aug 2001 00:19:46 -0400 Subject: Re: [piecepack] Re: Genesis, Cloning, Possibilities To: Message-ID: In-Reply-To: <15220.15624.954106.407539@...> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle > I was thinking the same thing-- perhaps a Piecepack Design Contest? Actually, we have been making plans to run just such a contest on piecepack.org, we just hadn't quite settled on the specifics yet. Given the interest shown here recently, let me throw out what we were looking at and ask for comments/suggestions. Periodic contest, 1 or 2 months per cycle. Two tiers, one for pure piecepack game, one not (piecepack combined with other games or parts or what have you). Winner in each tier awarded a free piecepack, supplied by Mesomorph. (Great prize for those without one, maybe not so great for those who already bought one.) We wanted to have some system in place for contestants to receive comments on their designs, with the goal of either submitting it for inclusion on the piecepack rules page, or sending it back with (constructive) suggestions for improvement. Since this would be going through piecepack.org, the same rule applies to entries that we apply to the rules we publicize on the site. We only list rule sets where the author has given permission for the rules to be distributed freely. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 76 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 11 Aug 2001 04:25:04 -0000 Received: (qmail 55238 invoked from network); 11 Aug 2001 04:25:03 -0000 Received: from unknown (10.1.10.27) by l8.egroups.com with QMQP; 11 Aug 2001 04:25:03 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.48.127) by mta2 with SMTP; 11 Aug 2001 04:25:02 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Sat, 11 Aug 2001 00:25:02 -0400 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.02.2022 Date: Sat, 11 Aug 2001 00:25:01 -0400 Subject: Re: [piecepack] Themed piecepacks embedded in other games? To: Message-ID: In-Reply-To: <9l272m+dkso@...> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle > I see a need for a piecepack icon that game publishers > could put on their box. A piecepack-compatible logo of some > sort. There is a logo out there that I think would do a good job. James and Karol both came up with roughly the same logo (independently). I haven't put it on the site yet, but hopefully I will do so this weekend. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 77 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 13 Aug 2001 04:23:04 -0000 Received: (qmail 48858 invoked from network); 13 Aug 2001 04:23:04 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 13 Aug 2001 04:23:04 -0000 Received: from unknown (HELO n14.groups.yahoo.com) (10.1.10.92) by mta1 with SMTP; 13 Aug 2001 04:23:04 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.59] by jk.egroups.com with NNFMP; 13 Aug 2001 04:23:04 -0000 Date: Mon, 13 Aug 2001 04:23:02 -0000 To: piecepack@yahoogroups.com Subject: Re: Proposals for improving the piecepack. Message-ID: <9l7kn6+egpd@...> In-Reply-To: <9l282u+3mip@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1087 X-Mailer: eGroups Message Poster From: jdroscha@... --- In piecepack@y..., rmundsc@g... wrote: > I have been fiddling around with a paper piecepack for a couple > days now and there are a couple things that I think could be > done to improve the piecepack. Hi Rob! These are some good thoughts; allow me to address them: > 1. On the suit side of the tiles, it would be nice if the suit icon > appeared in all four corners of the tile. There is a reason this was not done. The suit is in only one corner so that orientation of each tile is clear and easy to see at a glance. This works the same was as the facing mark on the coins. > 2. The pawns should have a facing indicator just like the coins > do. It would be nice to have the players be able to have facing > indication without having to surrender 1/6 of the coins from the > set. I came very close to doing this, but ultimately I wanted to go easy on manufacturers so they could use standard, stock pawns. Don't be afraid to require directional pawns in your rules, though. People can just grab them out of their Monopoly set. Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 78 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 13 Aug 2001 04:25:02 -0000 Received: (qmail 5423 invoked from network); 13 Aug 2001 04:25:01 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 13 Aug 2001 04:25:01 -0000 Received: from unknown (HELO n15.groups.yahoo.com) (10.1.1.31) by mta1 with SMTP; 13 Aug 2001 04:25:01 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.28] by ml.egroups.com with NNFMP; 13 Aug 2001 04:25:01 -0000 Date: Mon, 13 Aug 2001 04:25:00 -0000 To: piecepack@yahoogroups.com Subject: Rob's C Book [was Re: Killer App?] Message-ID: <9l7kqs+prvs@...> In-Reply-To: <9l27gc+n52h@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 396 X-Mailer: eGroups Message Poster From: jdroscha@... --- In piecepack@y..., rmundsc@g... wrote: > Personally I am setting out to author a > book of one hundred games for the piecepack. I am working on > the first 5 ideas right now. All of them are multi-player :( > Solitaire games are a going to be difficult, but I would like to > come up with a few for the book. Yeehaa, Rob! Keep us up-to-date on your progress! Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 79 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 13 Aug 2001 04:29:52 -0000 Received: (qmail 97592 invoked from network); 13 Aug 2001 04:29:52 -0000 Received: from unknown (10.1.10.26) by m8.onelist.org with QMQP; 13 Aug 2001 04:29:52 -0000 Received: from unknown (HELO n14.groups.yahoo.com) (10.1.10.92) by mta1 with SMTP; 13 Aug 2001 04:29:52 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.59] by jk.egroups.com with NNFMP; 13 Aug 2001 04:29:52 -0000 Date: Mon, 13 Aug 2001 04:29:49 -0000 To: piecepack@yahoogroups.com Subject: Re: Themed piecepacks embedded in other games? Message-ID: <9l7l3t+67ra@...> In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 806 X-Mailer: eGroups Message Poster From: jdroscha@... --- In piecepack@y..., David Martin-Boyle wrote: > > I see a need for a piecepack icon that game publishers > > could put on their box. A piecepack-compatible logo of some > > sort. > > There is a logo out there that I think would do a good job. James and Karol > both came up with roughly the same logo (independently). I haven't put it > on the site yet, but hopefully I will do so this weekend. I also plan to include the icon when I find the time to build a piecepack TrueType font. But if you want to make it yourself, make a square divided into quarters like the back of a tile, then put one suit symbol in each of those spaces: top-left = suns top-right = moons bottom-right = crowns bottom-left = arms Can be done in color or all black and white. Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 80 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 14 Aug 2001 01:10:36 -0000 Received: (qmail 12504 invoked from network); 14 Aug 2001 01:10:35 -0000 Received: from unknown (10.1.10.142) by m8.onelist.org with QMQP; 14 Aug 2001 01:10:35 -0000 Received: from unknown (HELO n25.groups.yahoo.com) (216.115.96.75) by mta3 with SMTP; 14 Aug 2001 01:10:33 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.10.120] by mv.egroups.com with NNFMP; 14 Aug 2001 01:10:33 -0000 Date: Tue, 14 Aug 2001 01:10:28 -0000 To: piecepack@yahoogroups.com Subject: Re: Proposals for improving the piecepack. Message-ID: <9l9tq4+mesq@...> In-Reply-To: <9l7kn6+egpd@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1275 X-Mailer: eGroups Message Poster From: rmundsc@... Hi James, Good points. Thanks for explaining your reasoning. Regards, Rob --- In piecepack@y..., jdroscha@g... wrote: > --- In piecepack@y..., rmundsc@g... wrote: > > I have been fiddling around with a paper piecepack for a > couple > > days now and there are a couple things that I think could be > > done to improve the piecepack. > > Hi Rob! These are some good thoughts; allow me to address > them: > > > 1. On the suit side of the tiles, it would be nice if the suit icon > > appeared in all four corners of the tile. > > There is a reason this was not done. The suit is in only one > corner so that orientation of each tile is clear and easy to see at > a glance. This works the same was as the facing mark on the > coins. > > > 2. The pawns should have a facing indicator just like the coins > > do. It would be nice to have the players be able to have facing > > indication without having to surrender 1/6 of the coins from the > > set. > > I came very close to doing this, but ultimately I wanted to go > easy on manufacturers so they could use standard, stock > pawns. Don't be afraid to require directional pawns in your rules, > though. People can just grab them out of their Monopoly set. > > Game On, > James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 81 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 14 Aug 2001 01:27:03 -0000 Received: (qmail 68975 invoked from network); 14 Aug 2001 01:27:02 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 14 Aug 2001 01:27:02 -0000 Received: from unknown (HELO n21.groups.yahoo.com) (10.1.2.81) by mta1 with SMTP; 14 Aug 2001 01:27:02 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.10.123] by ci.egroups.com with NNFMP; 14 Aug 2001 01:27:02 -0000 Date: Tue, 14 Aug 2001 01:26:57 -0000 To: piecepack@yahoogroups.com Subject: Rob's C Book [was Re: Killer App?] Message-ID: <9l9up1+47qs@...> In-Reply-To: <9l7kqs+prvs@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 934 X-Mailer: eGroups Message Poster From: rmundsc@... --- In piecepack@y..., jdroscha@g... wrote: > --- In piecepack@y..., rmundsc@g... wrote: > > Personally I am setting out to author a > > book of one hundred games for the piecepack. I am working > on > > the first 5 ideas right now. All of them are multi-player :( > > Solitaire games are a going to be difficult, but I would like to > > come up with a few for the book. > > Yeehaa, Rob! Keep us up-to-date on your progress! > > Game On, > James You bet! When I get to around 20 games (target sometime in November), I'll probably start looking for some playtesters. I'll post a request looking for people that want to playtest on this forum. I feel the piecepack is great way to express my creative side. I have had all sort of ideas for little games bouncing around in my head for years that I wouldn't pursue as a full boxed game, but which I think would be great as a piecepack game. Regards, Rob From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 82 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 14 Aug 2001 01:35:54 -0000 Received: (qmail 88336 invoked from network); 14 Aug 2001 01:35:54 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 14 Aug 2001 01:35:54 -0000 Received: from unknown (HELO n1.groups.yahoo.com) (10.1.10.40) by mta1 with SMTP; 14 Aug 2001 01:35:54 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.2.30] by hh.egroups.com with NNFMP; 14 Aug 2001 01:35:53 -0000 Date: Tue, 14 Aug 2001 01:35:50 -0000 To: piecepack@yahoogroups.com Subject: Re: Themed piecepacks embedded in other games? Message-ID: <9l9v9m+o6lq@...> In-Reply-To: <9l7l3t+67ra@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 920 X-Mailer: eGroups Message Poster From: rmundsc@... --- In piecepack@y..., jdroscha@g... wrote: > --- In piecepack@y..., David Martin-Boyle wrote: > > > I see a need for a piecepack icon that game publishers > > > could put on their box. A piecepack-compatible logo of > some > > > sort. > > > > There is a logo out there that I think would do a good job. > James and Karol > > both came up with roughly the same logo (independently). I > haven't put it > > on the site yet, but hopefully I will do so this weekend. > > I also plan to include the icon when I find the time to build a > piecepack TrueType font. But if you want to make it yourself, > make a square divided into quarters like the back of a tile, then > put one suit symbol in each of those spaces: > top-left = suns > top-right = moons > bottom-right = crowns > bottom-left = arms > > Can be done in color or all black and white. > > Game On, > James Great! Thanks! Rob From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 83 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_1); 21 Aug 2001 21:33:35 -0000 Received: (qmail 91401 invoked from network); 21 Aug 2001 21:32:58 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 21 Aug 2001 21:32:57 -0000 Received: from unknown (HELO n10.groups.yahoo.com) (10.1.10.49) by mta1 with SMTP; 21 Aug 2001 21:32:57 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.98] by ej.egroups.com with NNFMP; 21 Aug 2001 21:32:57 -0000 Date: Tue, 21 Aug 2001 21:32:56 -0000 To: piecepack@yahoogroups.com Subject: Working on Rules? Message-ID: <9luk28+k1ai@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1279 X-Mailer: eGroups Message Poster From: jdroscha@... Greetings All, I was just curious how many folks out there are currently "working" (in any sense) on one or more rule sets for piecepack games. Just trying to get a feel for the current "developer community" as it were. My question, so I'll start: Silver Isle is a strategy game for 4 players that is currently being playtested. A draft of the rules is roughly half typed up. An island is generated semi-randomly at the start of the game. Players take turns performing 2 actions on a turn, moving groups of colonists, mining, fighting, etc. Each player also has a ship for transport around the coast and for trasport to and from Europe. Game ends when all silver is mined from the island, and the player who transported the most silver back to Europe is the winner. Figure Skating is a solitaire game in playtest. The tiles are arranged in an oval rink shape. The player then selects moves (various types and difficulties of jumps and spins), and places them in the rink to plan out the program. Finally, the player "performs" the skating program, with weighted random results which all add up to a final score. Both rule sets will be posted here for comment when drafts are completed. Anyone else working on anything? Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 84 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 24 Aug 2001 01:28:18 -0000 Received: (qmail 88159 invoked from network); 24 Aug 2001 00:54:34 -0000 Received: from unknown (10.1.10.26) by l8.egroups.com with QMQP; 24 Aug 2001 00:54:34 -0000 Received: from unknown (HELO n35.groups.yahoo.com) (10.1.1.40) by mta1 with SMTP; 24 Aug 2001 00:54:34 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.10.64] by mu.egroups.com with NNFMP; 24 Aug 2001 00:54:34 -0000 Date: Fri, 24 Aug 2001 00:54:34 -0000 To: piecepack@yahoogroups.com Subject: Re: Working on Rules? Message-ID: <9m48ka+p15c@...> In-Reply-To: <9luk28+k1ai@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1363 X-Mailer: eGroups Message Poster From: rmundsc@... --- In piecepack@y..., jdroscha@g... wrote: > Greetings All, > > I was just curious how many folks out there are > currently "working" (in any sense) on one or more rule sets for > piecepack games. Just trying to get a feel for the > current "developer community" as it were. > As I stated in an earlier post I am rying to write a boo that will have 100 new games for the piecepack. I had a brainstorming session and came up with 16 concepts which I am starting to flesh out into first drafts. Here are the ideas I am excited about the most so far: Trick-or-Trick: Be the first kid to collect a treat from every house in town and get back home safely. Will you dare to enter the haunted house or cemetery. Bad things can happen, but the brave are often rewarded. Play tricks on opponents to slow them down. Random board set-up, and lots of dice rolling to keep things chaotic. Quarm: This is a scaled down version of a game design I made back in 1990, but never did anyhting with. the original version required about twice as many pieces as a standard piecepack, but its scaling nicely so far with only minor rule changes. This is a pure skill tactical game moving one of a set of pieces each turn according to strict rules. The goal is to eliminate opposing pieces or capture special spaces called quarm. Regards, Rob From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 85 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 24 Aug 2001 01:39:30 -0000 Received: (qmail 11871 invoked from network); 24 Aug 2001 01:03:38 -0000 Received: from unknown (10.1.10.26) by l8.egroups.com with QMQP; 24 Aug 2001 01:03:38 -0000 Received: from unknown (HELO n25.groups.yahoo.com) (10.1.1.41) by mta1 with SMTP; 24 Aug 2001 01:03:37 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.10.100] by mv.egroups.com with NNFMP; 24 Aug 2001 01:03:34 -0000 Date: Fri, 24 Aug 2001 01:03:33 -0000 To: piecepack@yahoogroups.com Subject: Re: Working on Rules? Message-ID: <9m4955+32bl@...> In-Reply-To: <9luk28+k1ai@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1281 X-Mailer: eGroups Message Poster From: rmundsc@... --- In piecepack@y..., jdroscha@g... wrote: > Greetings All, > > I was just curious how many folks out there are > currently "working" (in any sense) on one or more rule sets for > piecepack games. Just trying to get a feel for the > current "developer community" as it were. > Hi, as I posted in an earlier message I am trying to write a book of 100 games for the piecepack. So far I have brainstormed 16 concepts. I am starting to flesh out these initial concepts. Here are two that I am particularly excited about: Trick-or-Treat: Be the first kid to collect a treat from every house in town and get back home safely. Do you dare go into the haunted manor, or old cemetery? Bad things might happen, but the brave are often rewarded. Play tricks on opponents to slow them down. Random board layout and lots of dice rolling keep the game unpredictable and chaoticly fun. Quarm: This is a conversion of a board game idea I came up with back in 1990, but did nothing with at the time. The original idea would take about 2 piecepacks worth of pieces, but it is scaling very nicely. players take turns moving pieces according to strict movement rules. Players win by capturing opposing pieces or special spaces called quarm. Regards, Rob Mundschau From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 86 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 24 Aug 2001 16:23:39 -0000 Received: (qmail 72604 invoked from network); 24 Aug 2001 16:20:06 -0000 Received: from unknown (10.1.10.26) by l8.egroups.com with QMQP; 24 Aug 2001 16:20:06 -0000 Received: from unknown (HELO n23.groups.yahoo.com) (10.1.2.83) by mta1 with SMTP; 24 Aug 2001 16:20:06 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.64] by ck.egroups.com with NNFMP; 24 Aug 2001 16:20:06 -0000 Date: Fri, 24 Aug 2001 16:20:04 -0000 To: piecepack@yahoogroups.com Subject: Re: Working on Rules? Message-ID: <9m5urk+t7ee@...> In-Reply-To: <9m4955+32bl@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 430 X-Mailer: eGroups Message Poster From: jdroscha@... --- In piecepack@y..., rmundsc@g... wrote: > The original idea would > take about 2 piecepacks worth of pieces, but it is scaling very > nicely. Also, consider using 2 piecepacks. Just as many traditional playing card games require 2 decks of cards, there's no reason not to write games for 2 piecepacks. Still, if the game is scaling well, it may have been a good candidate for trimming down anyway. Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 87 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 24 Aug 2001 20:50:05 -0000 Received: (qmail 43296 invoked from network); 24 Aug 2001 20:49:25 -0000 Received: from unknown (10.1.10.27) by m8.onelist.org with QMQP; 24 Aug 2001 20:49:25 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.12.170) by mta2 with SMTP; 24 Aug 2001 20:49:20 -0000 Received: from Micron (10.0.1.4) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Fri, 24 Aug 2001 16:49:18 -0400 Message-ID: <005e01c12cde$7a917740$0401000a@Micron> To: References: <9m5urk+t7ee@...> Subject: Re: [piecepack] Re: Working on Rules? Date: Fri, 24 Aug 2001 16:50:58 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4133.2400 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4133.2400 From: "Karol" I second that. MG is working on expansions, to the original piecepack, which will begin debuting after our newest game, Chesstique is released. They will be different colors/suits. So, if the game you have in mind requires 2 sets of the 4 suits or 8 sets of all differentsuits we plan to have you covered. It would be nice if any game that can be expanded or changed to be played with more and less players or to take more or less time could be modified to fit as many conditions as possible to give players the most variety in their group - even if that "group" is one. The rules can include any number of options. Karol MMB with MG ----- Original Message ----- From: To: Sent: Friday, August 24, 2001 12:20 PM Subject: [piecepack] Re: Working on Rules? > --- In piecepack@y..., rmundsc@g... wrote: > > > The original idea would > > take about 2 piecepacks worth of pieces, but it is scaling very > > nicely. > > Also, consider using 2 piecepacks. Just as many traditional > playing card games require 2 decks of cards, there's no reason not to > write games for 2 piecepacks. Still, if the game is scaling well, it > may have been a good candidate for trimming down anyway. > > Game On, > James > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 88 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 24 Aug 2001 23:26:00 -0000 Received: (qmail 96461 invoked from network); 24 Aug 2001 23:26:00 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 24 Aug 2001 23:26:00 -0000 Received: from unknown (HELO n31.groups.yahoo.com) (10.1.2.220) by mta1 with SMTP; 24 Aug 2001 23:25:59 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.10.133] by hp.egroups.com with NNFMP; 24 Aug 2001 23:25:59 -0000 Date: Fri, 24 Aug 2001 23:25:59 -0000 To: piecepack@yahoogroups.com Subject: Re: Working on Rules? Message-ID: <9m6nq7+d69q@...> In-Reply-To: <005e01c12cde$7a917740$0401000a@Micron> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1981 X-Mailer: eGroups Message Poster From: rmundsc@... I'm thinking that I'll write the rules for a single piecepack and then include optional rules for adding more pieces to have more than 4 players. BTW. Sorry about the double post. My browser crashed when I hit the send button so I thought the post was lost and I typed it in again. Rob M. P.S. Came up with another concept last night so the concept list is at 17. A space empire building game. --- In piecepack@y..., "Karol" wrote: > I second that. MG is working on expansions, to the original piecepack, which > will begin debuting after our newest game, Chesstique is released. They will > be different colors/suits. So, if the game you have in mind requires 2 sets > of the 4 suits or 8 sets of all differentsuits we plan to have you covered. > It would be nice if any game that can be expanded or changed to be played > with more and less players or to take more or less time could be modified to > fit as many conditions as possible to give players the most variety in their > group - even if that "group" is one. The rules can include any number of > options. > Karol MMB with MG > ----- Original Message ----- > From: > To: > Sent: Friday, August 24, 2001 12:20 PM > Subject: [piecepack] Re: Working on Rules? > > > > --- In piecepack@y..., rmundsc@g... wrote: > > > > > The original idea would > > > take about 2 piecepacks worth of pieces, but it is scaling very > > > nicely. > > > > Also, consider using 2 piecepacks. Just as many traditional > > playing card games require 2 decks of cards, there's no reason not to > > write games for 2 piecepacks. Still, if the game is scaling well, it > > may have been a good candidate for trimming down anyway. > > > > Game On, > > James > > > > > > > > > > To unsubscribe from this group, send an email to: > > piecepack-unsubscribe@egroups.com > > > > > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 89 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 24 Aug 2001 23:29:18 -0000 Received: (qmail 54245 invoked from network); 24 Aug 2001 23:29:16 -0000 Received: from unknown (10.1.10.26) by l8.egroups.com with QMQP; 24 Aug 2001 23:29:16 -0000 Received: from unknown (HELO n6.groups.yahoo.com) (10.1.10.45) by mta1 with SMTP; 24 Aug 2001 23:29:16 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.10.114] by hm.egroups.com with NNFMP; 24 Aug 2001 23:29:16 -0000 Date: Fri, 24 Aug 2001 23:29:16 -0000 To: piecepack@yahoogroups.com Subject: Piecepack accessory/expansion idea. Message-ID: <9m6o0c+10b08@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 270 X-Mailer: eGroups Message Poster From: rmundsc@... I think a good idea for something to accessorize the standard piecepack would be a drawstring bag big enough to hold all of the pieces in leu of the current box. The bag would be handy to use for games to randomly draw out tiles or coins. Regards, Rob Mundschau From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 90 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 25 Aug 2001 06:14:24 -0000 Received: (qmail 75686 invoked from network); 25 Aug 2001 06:14:23 -0000 Received: from unknown (10.1.10.142) by m8.onelist.org with QMQP; 25 Aug 2001 06:14:23 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.50.111) by mta3 with SMTP; 25 Aug 2001 06:14:22 -0000 Received: from Micron (10.0.1.4) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Sat, 25 Aug 2001 02:14:22 -0400 Message-ID: <008a01c12d2d$32aa89e0$0401000a@Micron> To: References: <9m6o0c+10b08@...> Subject: Re: [piecepack] Piecepack accessory/expansion idea. Date: Sat, 25 Aug 2001 02:14:28 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4133.2400 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4133.2400 From: "Karol" Second Edition will have new packaging -lighter and easier to put the pieces back in. Drawstring bags should be available somewhere, I think Michael's (a craft-type store) would have them or if you have a relative that likes Royal Crown those purple bags could be used-I used to have a few as a kid, they are good for dice and such as well. A Quart-sized plastic bag works as well. Eventually we had planned to post on the MG site how to put the pieces back in the box, as one customer put it, "that is almost a game by itself", but since we are changing packaging that hasn't been a priority. -Karol MMB MG ----- Original Message ----- From: To: Sent: Friday, August 24, 2001 7:29 PM Subject: [piecepack] Piecepack accessory/expansion idea. > I think a good idea for something to accessorize the standard > piecepack would be a drawstring bag big enough to hold all of > the pieces in leu of the current box. > > The bag would be handy to use for games to randomly draw out > tiles or coins. > > Regards, > Rob Mundschau > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 91 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 27 Aug 2001 21:06:35 -0000 Received: (qmail 1564 invoked from network); 27 Aug 2001 21:02:28 -0000 Received: from unknown (10.1.10.26) by l8.egroups.com with QMQP; 27 Aug 2001 21:02:28 -0000 Received: from unknown (HELO n5.groups.yahoo.com) (10.1.10.44) by mta1 with SMTP; 27 Aug 2001 21:02:28 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.108] by hl.egroups.com with NNFMP; 27 Aug 2001 21:02:28 -0000 Date: Mon, 27 Aug 2001 21:02:26 -0000 To: piecepack@yahoogroups.com Subject: Re: Working on Rules? Message-ID: <9mech2+9go8@...> In-Reply-To: <005e01c12cde$7a917740$0401000a@Micron> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 640 X-Mailer: eGroups Message Poster From: jdroscha@... --- In piecepack@y..., "Karol" wrote: > > MG is working on expansions, to the original piecepack, which > will begin debuting after our newest game, [SNIP]. > They will be different colors/suits. Hi Karol, Does Mesomorph plan to place this add-on set of parts for piecepack into public domain as the original set is? That is, will anyone be able to make components with these additional suits, or does Mesomorph plan to manufacture those exclusively? For example, will new free download pages be added to the piecepack.org site for these suits so that gamers can add them to their hand-made sets? Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 92 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 28 Aug 2001 05:00:05 -0000 Received: (qmail 23486 invoked from network); 28 Aug 2001 05:00:04 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 28 Aug 2001 05:00:04 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.49.118) by mta1 with SMTP; 28 Aug 2001 05:00:03 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Tue, 28 Aug 2001 01:00:00 -0400 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.02.2022 Date: Tue, 28 Aug 2001 00:59:58 -0400 Subject: Re: [piecepack] Re: Working on Rules? To: Message-ID: In-Reply-To: <9mech2+9go8@...> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle >> >> MG is working on expansions, to the original piecepack, which >> will begin debuting after our newest game, [SNIP]. >> They will be different colors/suits. > > Hi Karol, > > Does Mesomorph plan to place this add-on set of parts for > piecepack into public domain as the original set is? That is, will > anyone be able to make components with these additional suits, or > does Mesomorph plan to manufacture those exclusively? For example, > will new free download pages be added to the piecepack.org site for > these suits so that gamers can add them to their hand-made sets? > > Game On, > James James, The new sets are going to have the same components as the suits in the standard piecepack, with the only difference being color and symbol. So the concept would be public domain, as an extension of the original piecepack concept. The only restriction would be that we are going to use original artwork on our expansion sets, so anyone else wanting to make them would have to come up with their own. I don't think we'll use any symbols so unusual that you couldn't find some clipart and/or stamps that would be similar (assuming you don't want to draw it yourself). It is possible that at some point in the future we will come out with expansions for which we would be the exclusive manufacturer. If that is the case with a future expansion, we'll make it pretty clear. Dave (Masquerading as Karol, who can't answer while her machine is being upgraded) From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 93 Return-Path: X-Sender: AndAgainMA@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 28 Aug 2001 15:31:01 -0000 Received: (qmail 12542 invoked from network); 28 Aug 2001 15:28:12 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 28 Aug 2001 15:28:12 -0000 Received: from unknown (HELO n30.groups.yahoo.com) (10.1.2.219) by mta1 with SMTP; 28 Aug 2001 15:28:12 -0000 X-eGroups-Return: AndAgainMA@... Received: from [10.1.2.211] by ho.egroups.com with NNFMP; 28 Aug 2001 15:28:12 -0000 Date: Tue, 28 Aug 2001 15:28:11 -0000 To: piecepack@yahoogroups.com Subject: Re: Piecepack accessory/expansion idea. Message-ID: <9mgdab+df78@...> In-Reply-To: <008a01c12d2d$32aa89e0$0401000a@Micron> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 119 X-Mailer: eGroups Message Poster From: "Andrew" --- In piecepack@y..., "Karol" wrote: > Second Edition ... Any word on when it'll be available? Andrew. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 94 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 28 Aug 2001 16:17:31 -0000 Received: (qmail 53686 invoked from network); 28 Aug 2001 16:15:23 -0000 Received: from unknown (10.1.10.142) by l8.egroups.com with QMQP; 28 Aug 2001 16:15:23 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.49.118) by mta3 with SMTP; 28 Aug 2001 16:15:22 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Tue, 28 Aug 2001 12:15:20 -0400 Message-ID: <003701c12fdc$f519bda0$0501000a@winnt> To: References: <9mech2+9go8@...> Subject: Re: [piecepack] Re: Working on Rules? Date: Tue, 28 Aug 2001 12:17:39 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" > Hi Karol, > > Does Mesomorph plan to place this add-on set of parts for > piecepack into public domain as the original set is? That is, will > anyone be able to make components with these additional suits, or > does Mesomorph plan to manufacture those exclusively? For example, > will new free download pages be added to the piecepack.org site for > these suits so that gamers can add them to their hand-made sets? > Yes! It makes the most sense to us to include these expansions, as Dave said, I wish to add that, we are doing so to make it easier for game designers and players, if everyone making these sets (just MG for far) uses similar suits & expansions then the rules can be used with them without modification. I think the idea you had was to keep things simple and to make it easy for everyone to use and make if they want to. Of course if we come up with anythin unique and compelling then that may not be public domain - in which case I don't think it would be discussed on this group, unless someone else mentioned it. After all this is the Piecepack group not MG group. Now if someone asks about our plans I would reply to them individually. I finally have the hang of these groups, I can tell the difference between a group reply and individual now - which is recent and I appologize for not knowing how to do that in the past. Karol MMB MG > > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 95 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 28 Aug 2001 16:20:55 -0000 Received: (qmail 64529 invoked from network); 28 Aug 2001 16:18:35 -0000 Received: from unknown (10.1.10.142) by l10.egroups.com with QMQP; 28 Aug 2001 16:18:35 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.49.118) by mta3 with SMTP; 28 Aug 2001 16:18:34 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Tue, 28 Aug 2001 12:18:34 -0400 Message-ID: <005b01c12fdd$68b0f530$0501000a@winnt> To: References: <9mgdab+df78@...> Subject: Re: [piecepack] Re: Piecepack accessory/expansion idea. Date: Tue, 28 Aug 2001 12:20:52 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" Once Chesstique is out we will start making expansions available. I don't want to commit to a time and be wrong. I will say we hope to have them starting to come out before the end of this year and that we are working on the concept and details involved. You can mail me directly to ask about this in the future. Sales@... I will make an announcement when they are coming out to this group when the time comes! ----- Original Message ----- From: "Andrew" To: Sent: Tuesday, August 28, 2001 11:28 AM Subject: [piecepack] Re: Piecepack accessory/expansion idea. > --- In piecepack@y..., "Karol" wrote: > > Second Edition ... > > Any word on when it'll be available? > > Andrew. > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 96 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 1 Sep 2001 05:31:20 -0000 Received: (qmail 76737 invoked from network); 1 Sep 2001 05:31:19 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 1 Sep 2001 05:31:19 -0000 Received: from unknown (HELO n6.groups.yahoo.com) (10.1.10.45) by mta1 with SMTP; 1 Sep 2001 05:31:19 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.109] by hm.egroups.com with NNFMP; 01 Sep 2001 05:31:19 -0000 Date: Sat, 01 Sep 2001 05:31:18 -0000 To: piecepack@yahoogroups.com Subject: Silver Isle Rules Draft [LONG] Message-ID: <9mprr6+eubg@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 14202 X-Mailer: eGroups Message Poster From: jdroscha@... Hey all, As usual, I welcome any and all questions and suggestions on this rules draft. If some wording is ugly, please feel free to suggest alternative verbage. For those of you that playtested this, the biggest change is that the mine discovery does not take an action. Also, I've tried to clarify the status of nulls in fights and ships in losing fights. Game On, James ---------- SILVER ISLE (v0.1b) for the piecepack 4 players 90 minutes Copyright 2001 by James Kyle COMPONENTS All parts of one piecepack are needed. Additionally, up to 24 stackable tokens are needed to represent mined silver; pennies or bingo chips work well. SUMMARY Each player represents a nation of Europe seeking wealth from a newly discovered island during the age of colonial expansion: Suns = England Moons = Pirate Confederation Crowns = Spain Arms = France After forming the isle, players move colonist crews (coins) across the isle on foot, or around the coast by sea in a ship (pawn). Crews exploring new land on foot claim new property for their port (null tile), may establish a mine (die), and fight enemy colonists. After a mine is established, crews may mine the site and transport silver (tokens) to their colony or their ship. The ship may trasport silver and/or crews around the coast of the isle and to Europe (off board). GAME END AND WINNING The game ends when all four silver mines are depleted and all silver is in Europe. The player who trasported the most silver to Europe wins. Ties are broken according to the following criteria, in order: 1) most land tiles controlled 2) most colonist crews on isle (including ship, if not in Europe) 3) highest total of crew values on isle 4) highest single crew value on isle SETUP Remove all four null tiles and set them aside. Shuffle all remaining tiles face-down. Place one of the tiles face-down in the middle of the table and put one pawn on each edge of the tile; this creates an association between each of the isle's coasts with a color (for example: red=north, black=south, green=west, blue=east). Take turns picking a tile and adding it to the isle in the following manner: Turn the tile over to check its color and value. Add the tile, face-down, to the isle's coast that matches the color of the new tile by placing it in the row or column that contains a number of tiles equal to the new tile's value (for example, the 3 of suns would go on the north end of the column containing three tiles). If there is no row or column with a number of tiles matching the new tile's value, subtract 1 from the value and try again, repeating as needed until you find a proper placement. If there is more than one row that matches, choose the one closest to the starting tile (with the pawns on it). If there is still a tie, choose at will. If there is no suitable row or column (for example, if you draw the ace of crowns and all rows have 2 or more tiles in them), discard the tile from the game. Once all the tiles have been placed or discarded in this way, the isle is complete. Give one null tile, die, pawn, and six coins, all of matching color, to each player. Roll to see who will be the first player. Starting with the first player, place your null tile (your port) face-up along the coast closest to your side of the table. In other words, slide your port tile from your side of the table (assuming each player sits at a different side of the table) up against the coast of the isle closest to you so that it aligns with any of the "columns" of tiles that make up the isle. Each port must have at least one corner exposed at which ships may dock (see MOVING A SHIP ALONG THE COAST). Leave a small gap between your port tile and the isle to denote your control of your port tile. CONTROLLING TILES As play progresses, the isle will be divided into areas controlled by various players, as well as uncontrolled areas. The borders between areas are demarkated by a small gap. To add a tile to one of your controlled areas, slide the tile so that it abutts your closest controlled tiles, leaving a slight gap between the newly acquired tile and any tiles surrounding it that you do not currently control. At the start of the game, players control only their respective ports, so the null tiles should be set off from the rest of the isle by slight gaps. Although crews at your port can be attacked, and silver may be taken from it, you can never lose control of your port. AREAS OF PLAY The primary field of play in Silver Isle is the isle created during setup. Each player also maintains resources "in Europe" which can be thought of as each player's hand. Your ship (pawn), your colonist crews (coins), and your mine (die) all begin the game in Europe (with nothing loaded on the ship). The silver tokens begin the game in a pile off to the side. When your crews or ship are destroyed in combat, they do not leave the game permanently. Remove the crews or ship from the board, and return them to Europe. These may be brought back onto the board through normal play (loading crews onto the ship and moving the ship from Europe to your port). TURN SEQUENCE Starting with the first player, take turns until all silver has been transported to Europe. On your turn, first check to make sure you can feed all of your colonists (see Starvation below). Then, perform any two actions from the following choices (you may perform the same action twice in a turn): a) Move one of your colonist crews. b) Move your ship along the coast. c) Move your ship from Europe to your port. d) Move your ship from your port to Europe. e) Load silver/colonists onto your ship. f) Unload silver/colonists from your ship. h) Mine silver. i) Claim unprotected silver. j) Attack an enemy crew. k) Attack an enemy ship or port. STARVATION Each turn, before taking any actions, you must check for starvation of your colonist crews. For each crew within a controlled area of the isle, you must have at least one tile within the area. (Note: the crews do NOT need to be distributed one per tile.) If an area you control contains more crews than tiles, you must eliminate the extra crews (your choice). The value of the crews is not significant for starvation purposes. MOVING A COLONIST CREW Each of your coins represents a crew of colonists. Crews travel suit-side up, so that their values remain hidden until involved in an attack. To move a crew, simply move the coin from its current space to any empty adjacent or diagonal space. (Moving one space costs one action.) If your crew moves onto an uncontrolled tile, you immediately gain control of the tile. If you have not yet discovered your mine, you may discover your mine in this tile. If your crew moves onto a tile controlled by another player, but that player does not currently have a crew on the tile, you immediately gain control of the tile. Also, if that player has not yet discovered their mine, you may discover their mine in this tile. (See DISCOVERING MINES) If your crew moves onto a tile controlled by another player and that player has one or more crews on the tile, your crew must immediately attack all of the opponent's crews simultaneously (i.e., the enemy crews fight together with their values combined). This attack does not count as a separate action. If you win the fight, you gain control of the tile. If the fight is a push, your opponent retains control of the tile. A crew may not move into a space occupied by another crew. A crew may not move into a space occupied by a mine. A crew may not move into an enemy port. Any number of crews may occupy their home port. MOVING A SHIP ALONG THE COAST Ships travel around the isle from tile corner to tile corner. To show a ship's position, place the pawn (with any crews and silver it is carrying stacked beneath it) on the table next to the corner of a tile that is entirely surrounded by "water" (i.e., the tile's corner does not touch any other tiles). Only tile corners surrounded by water are elligible for ship movement. To move a ship along the coast, move the pawn (and any crews and/or silver stacked beneath it) from its current tile corner to any other elligible tile corner that is within the ship's sight. In other words, if you were to draw an imaginary line between the ship's current location and its destination, that line must not cross over any part of the isle. If such a line would only touch an interim tile corner, or if the line runs along tile edges, the move is legal (and only takes one action). Any number of ships may be in a single location. Ships at the same location may attack each other. If a ship is docked at a port (i.e., an elligible corner of a null tile), it may attack or be attacked by crews at the port. MOVING A SHIP FROM EUROPE TO PORT A ship must arrive at the isle from Europe by docking at its home port. To move a ship from Europe to your port, move the pawn (and any crews and/or silver stacked beneath it) from the area of the table in front of you to any corner of your port that is surrounded by "water". MOVING A SHIP FROM PORT TO EUROPE A ship must depart for Europe from its home port. To move a ship to Europe, move the pawn (and any crews and/or silver stacked beneath it) from the port to an area of the table in front of you. Arriving in Europe does NOT automatically unload the contents of the ship. Each item must be moved onto or off of the ship by spending actions (see LOAD SILVER/COLONISTS ONTO A SHIP and UNLOAD SILVER/COLONISTS FROM A SHIP). LOAD SILVER/COLONISTS ONTO A SHIP To load one of your colonist crews or a silver token onto a ship, the crew or token must occupy the space closest to the ship. Remove the crew or silver from the space and place it beneath the pawn, stacking it with any other crew and silver there. A crew carrying a silver token must be loaded separately from the silver. Ships may carry any number of crew and silver tokens. UNLOAD SILVER/COLONISTS FROM A SHIP To unload a crew or silver token from your ship, remove the crew or silver token from the stack beneath the ship and place it on the closest space. MINING SILVER To extract silver from a mine, you must control the tile the mine is on, and you must have a colonist crew in a space next to the mine (adjacent or diagonal). The mine need not be your own color. Decrease the value shown on the die by one and place a silver token onto the crew. Each crew can carry only one silver token. When the last silver token is extracted from a mine, leave the die null-side up in its space. CLAIMING UNPROTECTED SILVER If a silver token is not being carried by a crew and is not on a ship, it is considered unprotected (even if it is at a port). Any crew or ship that is next to the silver (adjacent or diagonal) may pick up the silver token as an action. A crew can carry only one silver token. ATTACKING AN ENEMY CREW To attack an enemy crew that is next to one of your crews, declare which of your crews is attacking which enemy crew. Turn over the crews and compare the values. If the value of your crew is higher, the attack is successful. Remove the enemy crew. Your crew, however, will suffer damage equal to the enemy crew's value. If you have any crews left in Europe, you must immediately replace your damaged crew with another crew from Europe with a value no greater than your attacking crew's original value minus the enemy crew's value. If the enemy crew was carrying a silver token, and if your crew was not, place the silver token onto your crew. If the value of your crew is lower, your attack is not successful. Remove your crew. The enemy crew must suffer damage equal to your crew's value, as described above. If your crew was carrying a silver token and the enemy crew was not, place the silver token on the enemy crew. If the value of your crew matches the enemy crew's value, remove both crews and leave any silver they were carrying in their respective spaces. If a null-value crew is ever involved in a fight, it will be eliminated whether it is on the winning or losing side. ATTACKING AN ENEMY SHIP OR PORT A ship may only make an attack if it has one or more colonist crews stacked beneath it. A ship may attack any other ship sharing its location. A ship may also attack a port at which it is docked. A ship may also attack a colonist crew that is in the space closest to the ship's location. A port may only make an attack if it has one or more colonist crews on it. A port may attack any ship docked at the port. A port may also attack any crew that is next to it (adjacent or diagonal). When a ship or port is involved in a fight, the result is determined as described above (see ATTACKING AN ENEMY CREW) with the exception that the values of all the crews in the ship or port are added together before comparison with the opponent's crew value(s). When applying damage to a stack of crews, you may choose which units to eliminate, but only one may be devalued by replacement from a crew from Europe. When a ship loses a fight, it is destroyed (sent back to Europe). The pawn is immediately made availabe as a new ship in Europe (it does not cost an action to rebuild the ship). DISCOVERING A MINE Discovering a mine is not a random process. The following conditions must be met to place a mine: 1) You must be gaining control of a tile. If the tile is uncontrolled, you may discover your own mine. If the tile is controlled by another player, you may discover that player's mine. 2) The tile must not already contain a mine (whether or not the mine is still producing silver). 3) The mine must not already have been placed. Place the mine in any unoccupied space of the tile. The value shown on the die will be the number of silver tokens the mine will produce throughout the game. Determine the mine's value by counting the smallest number of moves a crew would need to move on foot from the mine's space to the port of matching color. ---------- From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 97 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 1 Sep 2001 05:34:50 -0000 Received: (qmail 14345 invoked from network); 1 Sep 2001 05:34:50 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 1 Sep 2001 05:34:50 -0000 Received: from unknown (HELO n35.groups.yahoo.com) (10.1.1.40) by mta1 with SMTP; 1 Sep 2001 05:34:50 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.111] by mu.egroups.com with NNFMP; 01 Sep 2001 05:34:49 -0000 Date: Sat, 01 Sep 2001 05:34:44 -0000 To: piecepack@yahoogroups.com Subject: Interested in Game Session Reports? Message-ID: <9mps1k+2f6s@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 329 X-Mailer: eGroups Message Poster From: jdroscha@... All, I'm interested to know if folks on this list are interested in game session reports of piecepack games. In other words, would you like to read (on this list) the details or highlights from other list members' piecepack game sessions? What about playtest reports of new rulesets under development? Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 98 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 1 Sep 2001 05:39:44 -0000 Received: (qmail 40703 invoked from network); 1 Sep 2001 05:39:44 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 1 Sep 2001 05:39:44 -0000 Received: from unknown (HELO n29.groups.yahoo.com) (10.1.2.184) by mta1 with SMTP; 1 Sep 2001 05:39:44 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.100] by b05.egroups.com with NNFMP; 01 Sep 2001 05:39:44 -0000 Date: Sat, 01 Sep 2001 05:39:43 -0000 To: piecepack@yahoogroups.com Subject: Directional Pawns? Message-ID: <9mpsav+nn3d@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 562 X-Mailer: eGroups Message Poster From: jdroscha@... All, How do you feel about the possibility of changing the piecepack components specification to require the four pawns to indicate direction? I strongly considered this when developing the piecepack, and Rob suggested it a couple weeks ago. I always figured that a ruleset could call for directional player tokens and players could provide them from other games, but if you're travelling with a piecepack, it would be nice not to have to rely on other game parts for as many games as possible. Any opinions one way or the other? Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 99 Return-Path: X-Sender: AndAgainMA@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 1 Sep 2001 12:01:42 -0000 Received: (qmail 78725 invoked from network); 1 Sep 2001 12:01:41 -0000 Received: from unknown (10.1.10.27) by m8.onelist.org with QMQP; 1 Sep 2001 12:01:41 -0000 Received: from unknown (HELO imo-r09.mx.aol.com) (152.163.225.105) by mta2 with SMTP; 1 Sep 2001 12:01:41 -0000 Received: from AndAgainMA@... by imo-r09.mx.aol.com (mail_out_v31_r1.4.) id r.70.f60c74c (3892) for ; Sat, 1 Sep 2001 08:01:37 -0400 (EDT) Message-ID: <70.f60c74c.28c22821@...> Date: Sat, 1 Sep 2001 08:01:37 EDT Subject: Re: [piecepack] Directional Pawns? To: piecepack@yahoogroups.com MIME-Version: 1.0 X-Mailer: AOL 6.0 for Windows US sub 10536 From: AndAgainMA@... Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit It sounds like a good idea. The only harm it might do is that it might be misleading when playing games that require non-directional pawns. Perhaps the pawns could be cylinders, with an arrow at one end and not at the other? But then they wouldn't be as stable as pawn-shaped pawns. Yes, directional pawns would probably be a good idea. Andrew. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 100 Return-Path: X-Sender: AndAgainMA@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 1 Sep 2001 12:07:59 -0000 Received: (qmail 71428 invoked from network); 1 Sep 2001 12:07:58 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 1 Sep 2001 12:07:58 -0000 Received: from unknown (HELO imo-d08.mx.aol.com) (205.188.157.40) by mta1 with SMTP; 1 Sep 2001 12:07:58 -0000 Received: from AndAgainMA@... by imo-d08.mx.aol.com (mail_out_v31_r1.4.) id r.ce.1996bbd0 (3892) for ; Sat, 1 Sep 2001 08:07:54 -0400 (EDT) Message-ID: Date: Sat, 1 Sep 2001 08:07:54 EDT Subject: Re: [piecepack] Silver Isle Rules Draft [LONG] To: piecepack@yahoogroups.com MIME-Version: 1.0 X-Mailer: AOL 6.0 for Windows US sub 10536 From: AndAgainMA@... Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit In a message dated 9/1/01 1:31:54 AM Eastern Daylight Time, jdroscha@... writes: > up to 24 > stackable tokens are needed to represent mined silver; pennies > or bingo chips work well. > > The chips from Don might work particularly well here. And Don is a good game in its own right. Silver Isle sound interesting... can't really say much more than that, since I don't yet have a piecepack. Andrew. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 101 Return-Path: X-Sender: AndAgainMA@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 1 Sep 2001 12:08:33 -0000 Received: (qmail 67971 invoked from network); 1 Sep 2001 12:08:32 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 1 Sep 2001 12:08:32 -0000 Received: from unknown (HELO imo-d10.mx.aol.com) (205.188.157.42) by mta1 with SMTP; 1 Sep 2001 12:08:32 -0000 Received: from AndAgainMA@... by imo-d10.mx.aol.com (mail_out_v31_r1.4.) id r.e4.1a20d5ce (3892) for ; Sat, 1 Sep 2001 08:08:28 -0400 (EDT) Message-ID: Date: Sat, 1 Sep 2001 08:08:28 EDT Subject: Re: [piecepack] Interested in Game Session Reports? To: piecepack@yahoogroups.com MIME-Version: 1.0 X-Mailer: AOL 6.0 for Windows US sub 10536 From: AndAgainMA@... Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I'd be interested! Andrew. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 102 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 1 Sep 2001 13:31:01 -0000 Received: (qmail 90167 invoked from network); 1 Sep 2001 13:31:01 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 1 Sep 2001 13:31:01 -0000 Received: from unknown (HELO johnson.mail.mindspring.net) (207.69.200.177) by mta1 with SMTP; 1 Sep 2001 13:31:01 -0000 Received: from jdoherty-home (user-2ive0g7.dialup.mindspring.com [165.247.2.7]) by johnson.mail.mindspring.net (8.9.3/8.8.5) with SMTP id JAA00243 for ; Sat, 1 Sep 2001 09:31:00 -0400 (EDT) Message-ID: <02f401c132ea$daad2180$7804f7a5@jdoherty-home> To: Subject: Re: [piecepack] Directional Pawns? Date: Sat, 1 Sep 2001 09:34:39 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" Hi -- Directional pawns can be handy, but to me, they fall into the optional category. I think the percentage of games in which they are truly needed would be fairly low. But that could well be just me -- I try to design facing _out_ of my games, even miniature combat games, because so many people forget to point their pieces they way they intended to when they end their turn. And on a more practical note, what would you do with those who had already bought piecepacks? Track them down and send them free pawns? Regards, Jim Doherty Eight Foot Llama www.eightfootllama.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 103 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 1 Sep 2001 16:12:09 -0000 Received: (qmail 81518 invoked from network); 1 Sep 2001 16:12:09 -0000 Received: from unknown (10.1.10.27) by m8.onelist.org with QMQP; 1 Sep 2001 16:12:09 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.49.56) by mta2 with SMTP; 1 Sep 2001 16:12:04 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Sat, 1 Sep 2001 12:11:43 -0400 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.02.2022 Date: Sat, 01 Sep 2001 12:11:41 -0400 Subject: Re: [piecepack] Directional Pawns? To: Message-ID: In-Reply-To: <02f401c132ea$daad2180$7804f7a5@jdoherty-home> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle A while back when this idea first surfaced, Karol and I kicked it around quite a bit. We decided that changing the pawns to include a direction marker would be problematic for much the same reasons Jim mentions (not needed for most games, potentially confusing, leaves out anyone who already purchased one). The solution we came up with was an optional accessory for piecepack, something that could be added to the pawns when a directional marker was needed. That way they are only there when needed, and people who already have their piecepacks aren't left out. If you wanted to make it yourself rather cheaply, you could just get a bunch of small rubber bands (very small) and put a mark on them. Then slip them over the top or bottom of the pawn and there you go. This may not be all that aesthetically pleasing, but it would work. Another option would be just use miniatures for those games where direction matters. > From: "Jim/Diane Doherty" > Reply-To: piecepack@yahoogroups.com > Date: Sat, 1 Sep 2001 09:34:39 -0400 > To: > Subject: Re: [piecepack] Directional Pawns? > > Hi -- > > Directional pawns can be handy, but to me, they fall into the > optional category. I think the percentage of games in which > they are truly needed would be fairly low. > But that could well be just me -- I try to design facing _out_ > of my games, even miniature combat games, because so > many people forget to point their pieces they way they intended > to when they end their turn. > And on a more practical note, what would you do with those > who had already bought piecepacks? Track them down and > send them free pawns? > > Regards, > Jim Doherty > Eight Foot Llama > www.eightfootllama.com > > > > > > > > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 104 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 1 Sep 2001 16:36:00 -0000 Received: (qmail 91047 invoked from network); 1 Sep 2001 16:36:00 -0000 Received: from unknown (10.1.10.27) by l7.egroups.com with QMQP; 1 Sep 2001 16:36:00 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.48.167) by mta2 with SMTP; 1 Sep 2001 16:35:58 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Sat, 1 Sep 2001 12:35:56 -0400 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.02.2022 Date: Sat, 01 Sep 2001 12:35:54 -0400 Subject: Re: [piecepack] Silver Isle Rules Draft [LONG] To: Message-ID: In-Reply-To: Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle > Silver Isle sound interesting... can't really say much more than that, since > I don't yet have a piecepack. If you go to www.piecepack.org you can download a printable version of the piecepack. It's admittedly not the same as having the real thing, but it would allow you to try out the games. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 105 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 3 Sep 2001 22:50:03 -0000 Received: (qmail 19256 invoked from network); 3 Sep 2001 22:50:03 -0000 Received: from unknown (10.1.10.27) by l8.egroups.com with QMQP; 3 Sep 2001 22:50:03 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.12.76) by mta2 with SMTP; 3 Sep 2001 22:50:02 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Mon, 3 Sep 2001 18:49:39 -0400 Message-ID: <000f01c134cb$0e7245e0$0501000a@winnt> To: References: Subject: Re: [piecepack] Directional Pawns? Date: Mon, 3 Sep 2001 18:52:05 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" On the subject of directional pawns: Dave said: > The solution we came up with was an optional accessory for piecepack, > something that could be added to the pawns when a directional marker was > needed. That way they are only there when needed, and people who already > have their piecepacks aren't left out. > > If you wanted to make it yourself rather cheaply, you could just get a bunch > of small rubber bands (very small) and put a mark on them. Then slip them > over the top or bottom of the pawn and there you go. This may not be all > that aesthetically pleasing, but it would work. Another thing, that could be done is to use those little "dots" found at most office supply stores, if you wanted you could put a tiny sticky-backed dot on the "chest" of the pawns to indicate direction. I know Dave thinks this is a silly idea but it would work, the other option would be to put a mark on the pawns yourself with a Sharpe, what to do about the Black Pawn I am not sure, that's how the idea for dots came to me. Miniatures or pieces from other games would work really well if they were handy, otherwise be creative with items that are. Just a thought. Karol MMB MG From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 106 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2); 4 Sep 2001 02:12:02 -0000 Received: (qmail 85118 invoked from network); 4 Sep 2001 02:10:58 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 4 Sep 2001 02:10:58 -0000 Received: from unknown (HELO n31.groups.yahoo.com) (10.1.2.220) by mta1 with SMTP; 4 Sep 2001 02:10:58 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.2.59] by hp.egroups.com with NNFMP; 04 Sep 2001 02:10:58 -0000 Date: Tue, 04 Sep 2001 02:10:56 -0000 To: piecepack@yahoogroups.com Subject: Re: Directional Pawns? Message-ID: <9n1d7g+pgbb@...> In-Reply-To: <9mpsav+nn3d@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 3575 X-Mailer: eGroups Message Poster From: rmundsc@... Hi, I am still in favor of directional pawns. I know that they won't be used for a lot of games, but that same arguement could be made for just about every element of the piecepack. I would like to propose 2 additions to the current pieceoack specification for pawns. 1. The pawn should have a directional indicator to clearly indicate the facing of the pawn to an angular resolution of 45 degrees ( = 8 distinct facings). 2. Each pawn should have 2 distinct states: Upright & Inverted. Point 1 is nothing new. Point 2, however, is a new idea. There are many ways to implement such a pawn 1. As regular polyhedral prism with a notch or mark on the directional side located 1/4 to 1/3 along the hieght of the pawn. Flipping the pawn the mark indicates whether the pawn is Inverted or Upright. 2. A a regular polyhedral prism with one end painted white to indicate the Upright/Inverted state. 3. Pawns that can't be physically inverted can be given a hat/ring/flag to wear to indicate the Inverted state. Why do I want the Upright/Inverted binary state addition? 1. Its easy to add to the piecpack, as shown above it can be done without increasing the piece count. 2. The Inverted state is very handy to indicate metaphors in game mechanics like: - Who has the "ball". - Damage. - Promotion - Voting Yes or No. - Any binary state! I already have a game drafted where I would like to be able to have both the directional capability and 2-state switch ability on piecepack pawns. In the game the pawns represent the player's mothership (coins are fighters). The direction ability would allow me to make the mother ship less manuverable than the fighters (logical) and the inverted state would allow the mothership to be damaged once before it is destroyed (adds depth). I think the game would be much improved with these mechanisms added. This is just one example. As for people who have already purchased piecepacks. It doesn't matter much. Now is the best time to update the specification, before mass distribution begins. People owning older piecepacks simply can't play a very small subset of the newest games until they upgrade. No big deal. The REAL danger is that if the piecepack specification is not allowed to change in this early formative time to add these rather abilities to the piecepack, then I fear that companies that produce the piecepack may add these additional mechanisms themselves in different ways and create grossly divergent piecepacks that are conformant to the base spec but incompatible each others additional mechanisms. I would like to see the most obvious and useful additions to the specification be worked out now and get released into the public domain spec. In summary I would like to push for a change to the specification that the pawns be made directional and Invertable (i.e., have 2 distinct states). Regards, Rob Mundschau --- In piecepack@y..., jdroscha@g... wrote: > All, > > How do you feel about the possibility of changing the > piecepack components specification to require the four pawns to > indicate direction? I strongly considered this when developing > the piecepack, and Rob suggested it a couple weeks ago. I > always figured that a ruleset could call for directional player > tokens and players could provide them from other games, but if > you're travelling with a piecepack, it would be nice not to have to > rely on other game parts for as many games as possible. Any > opinions one way or the other? > > Game On, > James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 107 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_1); 12 Sep 2001 01:38:45 -0000 Received: (qmail 41255 invoked from network); 12 Sep 2001 01:38:00 -0000 Received: from unknown (10.1.10.26) by m8.onelist.org with QMQP; 12 Sep 2001 01:38:00 -0000 Received: from unknown (HELO n16.groups.yahoo.com) (10.1.1.34) by mta1 with SMTP; 12 Sep 2001 01:38:00 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.2.133] by mo.egroups.com with NNFMP; 12 Sep 2001 01:37:38 -0000 Date: Wed, 12 Sep 2001 01:37:34 -0000 To: piecepack@yahoogroups.com Subject: Rendering images of the piecepack Message-ID: <9nme8u+7qk1@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 480 X-Mailer: eGroups Message Poster From: rmundsc@... Hi, I uploaded an image to the photo section of this group. I made the image using the povray tool which is available for free from www.povray.org. I am building up a set of complete primitives for the piecepack. As you can see, all I have so far are pawns and grid side of tiles. When I have a complete set I will post them on the group for everyone to play around with making images of games. I am planning to use this to make images for my book of games. Regards, Rob. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 108 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_1); 12 Sep 2001 03:44:37 -0000 Received: (qmail 22478 invoked from network); 12 Sep 2001 03:42:22 -0000 Received: from unknown (10.1.10.27) by l10.egroups.com with QMQP; 12 Sep 2001 03:42:22 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta2 with SMTP; 12 Sep 2001 03:42:21 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 15h0yH-0007ES-00 for ; Tue, 11 Sep 2001 20:45:53 -0700 Date: Tue, 11 Sep 2001 20:45:52 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Rendering images of the piecepack Message-ID: <20010911204551.F25315@...> References: <9nme8u+7qk1@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: <9nme8u+7qk1@...>; from rmundsc@... on Wed, Sep 12, 2001 at 01:37:34AM -0000 From: Ronald Hale-Evans On Wed, Sep 12, 2001 at 01:37:34AM -0000, rmundsc@... wrote: > > I uploaded an image to the photo section of this group. I made the > image using the povray tool which is available for free from > www.povray.org. I am building up a set of complete primitives for > the piecepack. As you can see, all I have so far are pawns and grid > side of tiles. When I have a complete set I will post them on the > group for everyone to play around with making images of games. I am > planning to use this to make images for my book of games. > > Regards, > Rob. First, hope everyone on the piecepack list is safe and sound, and their loved ones are too. Second, Rob, I just wanted to say I think this is _very_ nice work, and I hope to make use of it myself for my own rules. I hope the graphics already available of piecepack suits, etc., save you some time. I can't wait until you post your povray source files. Ron H-E -- Ron's Info Closet: Center for Ludic Synergy, Kennexions Glass Bead Game, Positive Revolution FAQ, Hexagram-8 I Ching Mailing List, and links... Ron Hale-Evans ... rwhe@... ... Further up and further in! fnord ... rwhe@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 109 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 16 Sep 2001 15:24:29 -0000 Received: (qmail 65780 invoked from network); 16 Sep 2001 15:24:29 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 16 Sep 2001 15:24:29 -0000 Received: from unknown (HELO n16.groups.yahoo.com) (10.1.1.34) by mta1 with SMTP; 16 Sep 2001 15:24:28 -0000 X-eGroups-Return: rmundsc@... Received: from [10.1.2.225] by mo.egroups.com with NNFMP; 16 Sep 2001 15:24:28 -0000 Date: Sun, 16 Sep 2001 15:24:24 -0000 To: piecepack@yahoogroups.com Subject: Is the piecepack color-blind friendly. Message-ID: <9o2g78+alje@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1426 X-Mailer: eGroups Message Poster From: rmundsc@... I have been showing the piecepack to people I know, and I have had two people tell me that they would not buy it because the are red/green colorblind and they can not tell the difference between the red and green pawns. I am not color blind so this was an eye-opening (no pun intended) experience. I did some research on the internet, and I was surprised to learn then 1 in 10 white males have some level of red/green colorblindness. Colorblind people will avoid products that use color schemes which the colorblind person can not distinguish. A deck of cards is usable by colorblind people because the color of the cards additional information that is also on every card in the form of the suit symbol. Hearts & Diamonds = Red, Clubs & Spades = Black. Even a completely colorblind person can play a game of cards because the color of the cards is irrelevant. The only item in the piecepack that is not piecepack compatible are the pawns. The pawns rely completely on their color for the players to tell the pawns apart. I would like to recommend that the piecepack pawns be modified so that a piecepack is completely color-blind compatible just like a deck of cards. I would think the easiest way to do this is to include the suit symbol on the pawns. At the very least the elimination of Red or Green (Yellow is a better choice) as a color for one of the suits would be a good idea. Regards, Rob Mundschau From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 110 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 16 Sep 2001 20:27:35 -0000 Received: (qmail 20177 invoked from network); 16 Sep 2001 17:58:01 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 16 Sep 2001 17:58:01 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta1 with SMTP; 16 Sep 2001 17:58:01 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 15igFe-0004XM-00 for ; Sun, 16 Sep 2001 11:02:42 -0700 Date: Sun, 16 Sep 2001 11:02:42 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Is the piecepack color-blind friendly. Message-ID: <20010916110242.A7279@...> References: <9o2g78+alje@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: <9o2g78+alje@...>; from rmundsc@... on Sun, Sep 16, 2001 at 03:24:24PM -0000 From: Ronald Hale-Evans On Sun, Sep 16, 2001 at 03:24:24PM -0000, rmundsc@... wrote: > I have been showing the piecepack to people I know, and I have had > two people tell me that they would not buy it because the are > red/green colorblind and they can not tell the difference between > the red and green pawns. I am not color blind so this was an > eye-opening (no pun intended) experience. Perhaps your friends could put a rubber band around either the green or red pawn, to distinguish it from the other. That's simple enough. I understand that 1 in 10 white males are colourblind to some degree, and there is not enough awareness about this among gaming companies, but I would hope your friends would not make a political issue about this by not supporting the piecepack concept when a fix is so easy. Alternatively, your friends could _make_ their own piecepacks; the PDF files at piecepack.org contain both yellow and green versions of the Crowns suit, and all pawns have suit symbols. > I would like to recommend that the piecepack pawns be modified so > that a piecepack is completely color-blind compatible just like a > deck of cards. I would think the easiest way to do this is to > include the suit symbol on the pawns. At the very least the > elimination of Red or Green (Yellow is a better choice) as a color > for one of the suits would be a good idea. As I mentioned, this is already true for printable piecepacks. But I'm sure that eventually some manufacturer will do the same for their pawns. As with the question of directional/invertible pawns, I'm sure the current spec will change to meet the needs of players. Call it "piecepack spec 1.0". Incidentally, I just found out that Icehouse, which I had thought was patented, is now also effectively in the public domain. The patent has expired. I'll post some illuminating mail from the Icehouse list after breakfast. PAX et LVX, Ron H-E -- Ron's Info Closet: Center for Ludic Synergy, Kennexions Glass Bead Game, Positive Revolution FAQ, Hexagram-8 I Ching Mailing List, and links... Ron Hale-Evans ... rwhe@... ... Further up and further in! fnord ... rwhe@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 112 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 17 Sep 2001 04:55:14 -0000 Received: (qmail 25523 invoked from network); 16 Sep 2001 21:40:52 -0000 Received: from unknown (10.1.10.142) by l9.egroups.com with QMQP; 16 Sep 2001 21:40:52 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.49.234) by mta3 with SMTP; 16 Sep 2001 21:40:50 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Sun, 16 Sep 2001 17:40:45 -0400 Message-ID: <016a01c13ef8$9f95ca10$0501000a@winnt> To: References: <9o2g78+alje@...> <20010916110242.A7279@...> Subject: Re: [piecepack] Is the piecepack color-blind friendly. Date: Sun, 16 Sep 2001 17:43:29 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" A simple dot of White-out on the top of the red or green pawns head would do it as well. I know someone who did this to solve his inability to distinguish blue from black. Karol MMB ----- Original Message ----- From: "Ronald Hale-Evans" To: Sent: Sunday, September 16, 2001 2:02 PM Subject: Re: [piecepack] Is the piecepack color-blind friendly. > On Sun, Sep 16, 2001 at 03:24:24PM -0000, rmundsc@... wrote: > > > I have been showing the piecepack to people I know, and I have had > > two people tell me that they would not buy it because the are > > red/green colorblind and they can not tell the difference between > > the red and green pawns. I am not color blind so this was an > > eye-opening (no pun intended) experience. > > Perhaps your friends could put a rubber band around either the green > or red pawn, to distinguish it from the other. That's simple enough. > I understand that 1 in 10 white males are colourblind to some degree, > and there is not enough awareness about this among gaming companies, > but I would hope your friends would not make a political issue about > this by not supporting the piecepack concept when a fix is so easy. > > Alternatively, your friends could _make_ their own piecepacks; the PDF > files at piecepack.org contain both yellow and green versions of the > Crowns suit, and all pawns have suit symbols. > > > I would like to recommend that the piecepack pawns be modified so > > that a piecepack is completely color-blind compatible just like a > > deck of cards. I would think the easiest way to do this is to > > include the suit symbol on the pawns. At the very least the > > elimination of Red or Green (Yellow is a better choice) as a color > > for one of the suits would be a good idea. > > As I mentioned, this is already true for printable piecepacks. But > I'm sure that eventually some manufacturer will do the same for their > pawns. As with the question of directional/invertible pawns, I'm sure > the current spec will change to meet the needs of players. Call it > "piecepack spec 1.0". > > Incidentally, I just found out that Icehouse, which I had thought was > patented, is now also effectively in the public domain. The patent > has expired. I'll post some illuminating mail from the Icehouse list > after breakfast. > > PAX et LVX, > > Ron H-E > > -- > Ron's Info Closet: Center for Ludic Synergy, Kennexions Glass Bead Game, > Positive Revolution FAQ, Hexagram-8 I Ching Mailing List, and links... > Ron Hale-Evans ... > rwhe@... ... Further up and further in! fnord ... rwhe@... > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 113 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 17 Sep 2001 05:52:51 -0000 Received: (qmail 80069 invoked from network); 16 Sep 2001 22:42:18 -0000 Received: from unknown (10.1.10.27) by m8.onelist.org with QMQP; 16 Sep 2001 22:42:18 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.49.234) by mta2 with SMTP; 16 Sep 2001 22:42:15 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Sun, 16 Sep 2001 18:42:12 -0400 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.02.2022 Date: Sun, 16 Sep 2001 18:42:07 -0400 Subject: Re: [piecepack] Is the piecepack color-blind friendly. To: Message-ID: In-Reply-To: <20010916110242.A7279@...> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle >> I have been showing the piecepack to people I know, and I have had >> two people tell me that they would not buy it because the are >> red/green colorblind and they can not tell the difference between >> the red and green pawns. I am not color blind so this was an >> eye-opening (no pun intended) experience. > > Perhaps your friends could put a rubber band around either the green > or red pawn, to distinguish it from the other. That's simple enough. This is a good suggestion. Alternately, they could put a small dot of white-out or paint or ink on the top of one of the easily confused pawns. I'm sure there are any number of very simple modifications that could be made to make the pawns easily distinguishable. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 114 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 17 Sep 2001 06:04:02 -0000 Received: (qmail 25116 invoked from network); 16 Sep 2001 22:37:54 -0000 Received: from unknown (10.1.10.27) by l7.egroups.com with QMQP; 16 Sep 2001 22:37:54 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.49.234) by mta2 with SMTP; 16 Sep 2001 22:37:52 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Sun, 16 Sep 2001 18:37:46 -0400 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.02.2022 Date: Sun, 16 Sep 2001 18:37:41 -0400 Subject: Re: [piecepack] specification changes To: Message-ID: In-Reply-To: <9o2g78+alje@...> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle Rob (et al), When we talk about changing the piecepack specification, we should keep some things in mind. Any changes are going to be disruptive not only to the people currently making piecepacks (as far as I know, that's only Mesomorph Games), but also to anyone trying to get started making sets. Anyone looking at getting started who sees the specification as a moving target isn't going to be too enthusiastic about getting involved. People are not limited to following the specification to the letter. If you think a set with directional pawns that can be inverted and different colors or symbols would be an improvement, there's nothing to stop you from making your own piecepack sets. James can jump in here and correct me if I'm off base, but I don't think piecepack was ever intended to fill every need in game design. I believe the assumption was always there that in certain circumstances you would need to use outside pieces/props/modifications with the piecepack for certain games or in certain situations. As for us personally, we are days away from releasing the second edition of our piecepack. We certainly aren't going to go back and make any changes to the composition at this late date. When we get to 3rd edition I'm sure that we will incorporate some suggestions for changes/additions, assuming there is a solid rational for doing so. -- David Martin-Boyle Mesomorph Games From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 115 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 17 Sep 2001 17:57:10 -0000 Received: (qmail 52497 invoked from network); 17 Sep 2001 14:35:38 -0000 Received: from unknown (10.1.10.26) by l8.egroups.com with QMQP; 17 Sep 2001 14:35:38 -0000 Received: from unknown (HELO n17.groups.yahoo.com) (10.1.1.36) by mta1 with SMTP; 17 Sep 2001 14:35:37 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.4.82] by mq.egroups.com with NNFMP; 17 Sep 2001 14:35:37 -0000 Date: Mon, 17 Sep 2001 14:35:37 -0000 To: piecepack@yahoogroups.com Subject: Re: Is the piecepack color-blind friendly. Message-ID: <9o51np+p3t2@...> In-Reply-To: <9o2g78+alje@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1640 X-Mailer: eGroups Message Poster From: jdroscha@... --- In piecepack@y..., rmundsc@g... wrote: > > I would like to recommend that the piecepack pawns be > modified so that a piecepack is completely color-blind > compatible just like a deck of cards. I would think the > easiest way to do this is to include the suit symbol on > the pawns. At the very least the elimination of Red or > Green (Yellow is a better choice) as a color for one of > the suits would be a good idea. Thank you for bringing up the important topic of accessibility. This was considered at the conception of the piecepack, which is why the anatomy (read specification), viewable at http://www.piecepack.org/Anatomy.html, allows manufacturers to use either green OR yellow for the suit of crowns, at their discretion. Why allow green? Because I expected the most cost-effective material for short run piecepacks to be wood, and yellow ink or paint on most shades of wood is not very readable. Somewhere along the way, the suit option for pawns must have been missed, as the original spec called for pawns to be marked by suit and/or color. As you suggest, manufacturers should certainly feel welcome to include the suit on their pawns. (It is not required so that manufacturers may use off-the-shelf available pawns to help keep the piecepack affordable.) The travel-size piecepack that I keep in my car (which is in a box the size of a deck of Magic: the Gathering cards) uses 1/2" birch furniture plugs with the suits stamped on their tops in the appropriate colors. Again, I feel this is an important topic, and I thank you for bringing the matter to the fore. Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 116 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 17 Sep 2001 18:27:23 -0000 Received: (qmail 22258 invoked from network); 17 Sep 2001 14:54:31 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 17 Sep 2001 14:54:31 -0000 Received: from unknown (HELO n20.groups.yahoo.com) (10.1.2.66) by mta1 with SMTP; 17 Sep 2001 14:54:31 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.29] by n20.onelist.org with NNFMP; 17 Sep 2001 14:54:31 -0000 Date: Mon, 17 Sep 2001 14:54:29 -0000 To: piecepack@yahoogroups.com Subject: Re: Icehouse patent expiration Message-ID: <9o52r5+u1fd@...> In-Reply-To: <20010916132438.A17921@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 991 X-Mailer: eGroups Message Poster From: jdroscha@... --- In piecepack@y..., Ronald Hale-Evans wrote: > As I mentioned, the Icehouse patent has expired. Perhaps the > piecepack specification, version 23.5, will one day incorporate > Icehouse pieces or something like them. Ha ha ha! Seriously, though, we don't have to wait that long. The Icehouse pieces themselves are not patented; they are merely the "preferred embodiment" of the Icehouse game. Remember that the Icehouse set was originally designed for use in one, specific game which itself was called Icehouse. The patent only protected the way that game is played, much like WotC's patent protecting Magic: the Gathering. In an article I wrote for Grampa Barmo's Discount Games Magazine (which you owe it to yourself to subscribe to, IMHO), I mused over the possibilities created by combining a piecepack with an Icehouse set. (Incidentally, I also mentioned combining the piecepack with chess men, Scrabble tiles, or playing cards.) Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 117 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 23 Sep 2001 22:36:30 -0000 Received: (qmail 20897 invoked from network); 23 Sep 2001 22:36:26 -0000 Received: from unknown (10.1.10.142) by l7.egroups.com with QMQP; 23 Sep 2001 22:36:26 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta3 with SMTP; 23 Sep 2001 22:36:24 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 15lHxB-00009r-00 for ; Sun, 23 Sep 2001 15:42:25 -0700 Date: Sun, 23 Sep 2001 15:42:25 -0700 To: piecepack mailing list Subject: Playtesters needed for WORMHOLES Message-ID: <20010923154225.A547@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ronald Hale-Evans We are looking for playtesters for our new piecepack game, Wormholes. Read the description below, and if you like it, email rwhe@..., and he will send you a copy of the latest rules for the game. If you decide to be a playtester, we will expect you to play a game or two of Wormholes (more if you like it!) and send us comments via email, the sooner the better. Once we get some feedback and refine the rules, we will release them to everybody. Thanks. Marty and Ron Hale-Evans ***** WORMHOLES a game of starship tactics for the piecepack by Marty Hale-Evans and Ron Hale-Evans [version 0.4b, 2001-09-23] 2 players 20-30 minutes THE STORY In a distant spiral galaxy, even now, two alien factions wage a terrible (yet strangely nonviolent) war over a matter of deep philosophical import. The Orthodox OrthogonAliens believe that peanut-butter sandwiches should be sliced lengthwise, and their opponents, the Devout DiagonAliens, believe that peanut-butter sandwiches should be sliced into little triangles. Both sides employ hyperspace technology that can transport their own ships across the galaxy, or send their enemies into a black hole. The victors in this war shall rule their galaxy unto the most distant ages -- and perhaps one day, our galaxy as well. SUMMARY Players take turns placing "wormholes" (coins) on the spaces of a spiral grid board representing the galaxy. Wormholes can send players' starships (pawns) through hyperspace across the galaxy; some wormholes are actually "black holes" (null coins) that can cause you to lose your next turn. After all wormholes have been placed, players try to land both of their starships on their opponents' bases, diving into wormholes that will send them toward opposing bases, while avoiding both black holes and wormholes that will send them the wrong way. -- Ron's Info Closet: Center for Ludic Synergy, Kennexions Glass Bead Game, Positive Revolution FAQ, Hexagram-8 I Ching Mailing List, and links... Ron Hale-Evans ... rwhe@... ... Further up and further in! fnord ... rwhe@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 118 Return-Path: X-Sender: young.chris@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 24 Sep 2001 01:43:36 -0000 Received: (qmail 87019 invoked from network); 24 Sep 2001 01:43:36 -0000 Received: from unknown (10.1.10.26) by 10.1.1.220 with QMQP; 24 Sep 2001 01:43:36 -0000 Received: from unknown (HELO smtp.acd.net) (207.179.72.10) by mta1 with SMTP; 24 Sep 2001 01:44:27 -0000 Received: from acd.net ([207.30.191.188]) by smtp.acd.net with Microsoft SMTPSVC(5.0.2195.1600); Sun, 23 Sep 2001 21:44:23 -0400 Message-ID: <3BAE8E30.E49374D0@...> Date: Sun, 23 Sep 2001 21:36:48 -0400 X-Mailer: Mozilla 4.74 [en] (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Playtesters needed for WORMHOLES References: <20010923154225.A547@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Return-Path: young.chris@... X-OriginalArrivalTime: 24 Sep 2001 01:44:24.0135 (UTC) FILETIME=[70366570:01C1449A] From: Chris Young Could you post the rules on the piecepack site? perhaps as a text file, in the files area? Chris Young Ronald Hale-Evans wrote: > We are looking for playtesters for our new piecepack game, Wormholes. > Read the description below, and if you like it, email rwhe@..., > and he will send you a copy of the latest rules for the game. If you > decide to be a playtester, we will expect you to play a game or two of > Wormholes (more if you like it!) and send us comments via email, the > sooner the better. Once we get some feedback and refine the rules, we > will release them to everybody. Thanks. > > Marty and Ron Hale-Evans > > ***** > > WORMHOLES > a game of starship tactics for the piecepack > by Marty Hale-Evans > and Ron Hale-Evans > [version 0.4b, 2001-09-23] > > 2 players > 20-30 minutes > > THE STORY > > In a distant spiral galaxy, even now, two alien factions wage a > terrible (yet strangely nonviolent) war over a matter of deep > philosophical import. The Orthodox OrthogonAliens believe that > peanut-butter sandwiches should be sliced lengthwise, and their > opponents, the Devout DiagonAliens, believe that peanut-butter > sandwiches should be sliced into little triangles. Both sides employ > hyperspace technology that can transport their own ships across the > galaxy, or send their enemies into a black hole. The victors in this > war shall rule their galaxy unto the most distant ages -- and perhaps > one day, our galaxy as well. > > SUMMARY > > Players take turns placing "wormholes" (coins) on the spaces of a > spiral grid board representing the galaxy. Wormholes can send > players' starships (pawns) through hyperspace across the galaxy; some > wormholes are actually "black holes" (null coins) that can cause you > to lose your next turn. After all wormholes have been placed, players > try to land both of their starships on their opponents' bases, diving > into wormholes that will send them toward opposing bases, while > avoiding both black holes and wormholes that will send them the wrong > way. > > -- > Ron's Info Closet: Center for Ludic Synergy, Kennexions Glass Bead Game, > Positive Revolution FAQ, Hexagram-8 I Ching Mailing List, and links... > Ron Hale-Evans ... > rwhe@... ... Further up and further in! fnord ... rwhe@... > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 119 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 24 Sep 2001 02:53:59 -0000 Received: (qmail 24545 invoked from network); 24 Sep 2001 02:53:59 -0000 Received: from unknown (10.1.10.142) by 10.1.1.222 with QMQP; 24 Sep 2001 02:53:59 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta3 with SMTP; 24 Sep 2001 02:53:59 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 15lLyT-0000Jx-00 for ; Sun, 23 Sep 2001 20:00:01 -0700 Date: Sun, 23 Sep 2001 20:00:01 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Playtesters needed for WORMHOLES Message-ID: <20010923200001.B910@...> References: <20010923154225.A547@...> <3BAE8E30.E49374D0@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: <3BAE8E30.E49374D0@...>; from young.chris@... on Sun, Sep 23, 2001 at 09:36:48PM -0400 From: Ronald Hale-Evans We're not ready to release the rules yet, but we are sending you the rules in email. We need playtesting comments within the next day or two if our rules are to make the second edition piecepack rulebook, so if you can help, that would be great. If you can't, later comments are still appreciated. Anybody else want the rules? Ron H-E On Sun, Sep 23, 2001 at 09:36:48PM -0400, Chris Young wrote: > Could you post the rules on the piecepack site? perhaps as a text file, > in the files area? > > Chris Young > > Ronald Hale-Evans wrote: > > > We are looking for playtesters for our new piecepack game, Wormholes. > > Read the description below, and if you like it, email rwhe@..., > > and he will send you a copy of the latest rules for the game. If you > > decide to be a playtester, we will expect you to play a game or two of > > Wormholes (more if you like it!) and send us comments via email, the > > sooner the better. Once we get some feedback and refine the rules, we > > will release them to everybody. Thanks. > > > > Marty and Ron Hale-Evans > > > > ***** > > > > WORMHOLES > > a game of starship tactics for the piecepack > > by Marty Hale-Evans > > and Ron Hale-Evans > > [version 0.4b, 2001-09-23] > > > > 2 players > > 20-30 minutes > > > > THE STORY > > > > In a distant spiral galaxy, even now, two alien factions wage a > > terrible (yet strangely nonviolent) war over a matter of deep > > philosophical import. The Orthodox OrthogonAliens believe that > > peanut-butter sandwiches should be sliced lengthwise, and their > > opponents, the Devout DiagonAliens, believe that peanut-butter > > sandwiches should be sliced into little triangles. Both sides employ > > hyperspace technology that can transport their own ships across the > > galaxy, or send their enemies into a black hole. The victors in this > > war shall rule their galaxy unto the most distant ages -- and perhaps > > one day, our galaxy as well. > > > > SUMMARY > > > > Players take turns placing "wormholes" (coins) on the spaces of a > > spiral grid board representing the galaxy. Wormholes can send > > players' starships (pawns) through hyperspace across the galaxy; some > > wormholes are actually "black holes" (null coins) that can cause you > > to lose your next turn. After all wormholes have been placed, players > > try to land both of their starships on their opponents' bases, diving > > into wormholes that will send them toward opposing bases, while > > avoiding both black holes and wormholes that will send them the wrong > > way. > > > > -- > > Ron's Info Closet: Center for Ludic Synergy, Kennexions Glass Bead Game, > > Positive Revolution FAQ, Hexagram-8 I Ching Mailing List, and links... > > Ron Hale-Evans ... > > rwhe@... ... Further up and further in! fnord ... rwhe@... > > > > > > To unsubscribe from this group, send an email to: > > piecepack-unsubscribe@egroups.com > > > > > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ -- Ron's Info Closet: Center for Ludic Synergy, Kennexions Glass Bead Game, Positive Revolution FAQ, Hexagram-8 I Ching Mailing List, and links... Ron Hale-Evans ... rwhe@... ... Further up and further in! fnord ... rwhe@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 120 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 26 Sep 2001 07:55:53 -0000 Received: (qmail 8216 invoked from network); 26 Sep 2001 07:55:52 -0000 Received: from unknown (10.1.10.142) by l8.egroups.com with QMQP; 26 Sep 2001 07:55:52 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta3 with SMTP; 26 Sep 2001 07:55:52 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 15m9e7-0002Ox-00; Wed, 26 Sep 2001 01:02:19 -0700 Date: Wed, 26 Sep 2001 01:02:19 -0700 To: piecepack mailing list Cc: Marty Hale-Evans Subject: Wormholes Message-ID: <20010926010219.B8911@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ronald Hale-Evans The rules for Wormholes, version 0.5.2, are now available at http://www.ludism.org/piecepack/wormholes.html You can also get snazzy standard piecepack logo graphics in various formats, sizes, and resolutions in that directory as well, i.e. http://www.ludism.org/piecepack/ Thanks to my wife Marty (co-designer of Wormholes) for the logo graphics. (The logo concept is of course by James Kyle.) Whew! If we've made Dave and Karol's deadline, Wormholes will appear in the second edition piecepack rulebook. Ron H-E -- Ron's Info Closet: Center for Ludic Synergy, Kennexions Glass Bead Game, Positive Revolution FAQ, Hexagram-8 I Ching Mailing List, and links... Ron Hale-Evans ... rwhe@... ... Further up and further in! fnord ... rwhe@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 121 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 26 Sep 2001 17:36:30 -0000 Received: (qmail 52108 invoked from network); 26 Sep 2001 17:36:30 -0000 Received: from unknown (10.1.10.26) by l8.egroups.com with QMQP; 26 Sep 2001 17:36:30 -0000 Received: from unknown (HELO n31.groups.yahoo.com) (10.1.2.220) by mta1 with SMTP; 26 Sep 2001 17:36:30 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.4.68] by hp.egroups.com with NNFMP; 26 Sep 2001 17:36:30 -0000 Date: Wed, 26 Sep 2001 17:36:29 -0000 To: piecepack@yahoogroups.com Subject: Re: Wormholes Message-ID: <9ot3mt+gpue@...> In-Reply-To: <20010926010219.B8911@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1202 X-Mailer: eGroups Message Poster From: "James K Droscha" --- In piecepack@y..., Ronald Hale-Evans wrote: > The rules for Wormholes, version 0.5.2, are now available at > > http://www.ludism.org/piecepack/wormholes.html Excellent. Thanks for posting the rules, Ron! I look forward to trying it out this weekend. I'll email you privately with any questions or comments we generate. I assume Mesomorph has talked to you about getting the ruleset (or at least a link to it) up at the piecepack.org site? > You can also get snazzy standard piecepack logo graphics in various > formats, sizes, and resolutions in that directory as well, i.e. > > http://www.ludism.org/piecepack/ Cool. http://www.ludism.org/piecepack/pplogo_sm72.gif seems broken. I'm trying to view it with ie5 on Win2K (cuz, uh, I'm at work right now, slap my wrist), and it only shows half the graphic. Also, the file size looks too big, so I think there's something wrong with that file. The others look great. > Thanks to my wife Marty (co-designer of Wormholes) for the logo > graphics. Thanks, Marty! > (The logo concept is of course by James Kyle.) And Karol at Mesomorph... it was sort of a parallel evolution thing. Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 122 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 26 Sep 2001 18:05:21 -0000 Received: (qmail 83811 invoked from network); 26 Sep 2001 18:05:21 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 26 Sep 2001 18:05:21 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.12.116) by mta1 with SMTP; 26 Sep 2001 18:05:20 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Wed, 26 Sep 2001 14:05:17 -0400 Message-ID: <002501c146b6$33294760$0501000a@winnt> To: References: <9ot3mt+gpue@...> Subject: Re: [piecepack] Re: Wormholes Date: Wed, 26 Sep 2001 14:08:09 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" The offer to post Wormholes on piecepack.org was made at the time the rules were sent to Dave and I to playtest. Also, we have requested ANY logos be able to be posted on piecepack.org as well. The actual details on being included in MG rulebook have not yet been ironed out. Thanks Karol ----- Original Message ----- From: "James K Droscha" To: Sent: Wednesday, September 26, 2001 1:36 PM Subject: [piecepack] Re: Wormholes > --- In piecepack@y..., Ronald Hale-Evans wrote: > > The rules for Wormholes, version 0.5.2, are now available at > > > > http://www.ludism.org/piecepack/wormholes.html > > Excellent. Thanks for posting the rules, Ron! I look forward to > trying it out this weekend. I'll email you privately with any > questions or comments we generate. > I assume Mesomorph has talked to you about getting the ruleset (or > at least a link to it) up at the piecepack.org site? > > > You can also get snazzy standard piecepack logo graphics in various > > formats, sizes, and resolutions in that directory as well, i.e. > > > > http://www.ludism.org/piecepack/ > > Cool. http://www.ludism.org/piecepack/pplogo_sm72.gif seems > broken. I'm trying to view it with ie5 on Win2K (cuz, uh, I'm at > work right now, slap my wrist), and it only shows half the graphic. > Also, the file size looks too big, so I think there's something wrong > with that file. The others look great. > > > Thanks to my wife Marty (co-designer of Wormholes) for the logo > > graphics. > > Thanks, Marty! > > > (The logo concept is of course by James Kyle.) > > And Karol at Mesomorph... it was sort of a parallel evolution > thing. > > Game On, > James > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 123 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 26 Sep 2001 18:54:01 -0000 Received: (qmail 3803 invoked from network); 26 Sep 2001 18:53:59 -0000 Received: from unknown (10.1.10.142) by 10.1.1.220 with QMQP; 26 Sep 2001 18:53:59 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta3 with SMTP; 26 Sep 2001 18:55:13 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 15mJwH-0002ob-00 for ; Wed, 26 Sep 2001 12:01:45 -0700 Date: Wed, 26 Sep 2001 12:01:44 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: Wormholes Message-ID: <20010926120144.A10121@...> References: <20010926010219.B8911@...> <9ot3mt+gpue@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: <9ot3mt+gpue@...>; from jdroscha@... on Wed, Sep 26, 2001 at 05:36:29PM -0000 From: Ronald Hale-Evans On Wed, Sep 26, 2001 at 05:36:29PM -0000, James K Droscha wrote: > --- In piecepack@y..., Ronald Hale-Evans wrote: > > The rules for Wormholes, version 0.5.2, are now available at > > > > http://www.ludism.org/piecepack/wormholes.html > > Excellent. Thanks for posting the rules, Ron! I look forward to > trying it out this weekend. I'll email you privately with any > questions or comments we generate. Thanks, James! > > You can also get snazzy standard piecepack logo graphics in various > > formats, sizes, and resolutions in that directory as well, i.e. > > > > http://www.ludism.org/piecepack/ > > Cool. http://www.ludism.org/piecepack/pplogo_sm72.gif seems > broken. OK, I fixed it. The small logos are now called pplogo_sm.* instead of pplogo_sm72.*, cos they may or may not be 72 dpi anymore. (I believe the .gif is 66 dpi.) > > (The logo concept is of course by James Kyle.) > > And Karol at Mesomorph... it was sort of a parallel evolution > thing. Right. I remember the story now. But we're using your ordering of the suit symbols. Ron -- Ron's Info Closet: Center for Ludic Synergy, Kennexions Glass Bead Game, Positive Revolution FAQ, Hexagram-8 I Ching Mailing List, and links... Ron Hale-Evans ... rwhe@... ... Further up and further in! fnord ... rwhe@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 124 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 26 Sep 2001 18:59:35 -0000 Received: (qmail 94129 invoked from network); 26 Sep 2001 18:59:34 -0000 Received: from unknown (10.1.10.142) by l8.egroups.com with QMQP; 26 Sep 2001 18:59:34 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta3 with SMTP; 26 Sep 2001 18:59:34 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 15mK0U-0002ox-00 for ; Wed, 26 Sep 2001 12:06:06 -0700 Date: Wed, 26 Sep 2001 12:06:06 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: Wormholes Message-ID: <20010926120605.B10121@...> References: <9ot3mt+gpue@...> <002501c146b6$33294760$0501000a@winnt> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: <002501c146b6$33294760$0501000a@winnt>; from karol@... on Wed, Sep 26, 2001 at 02:08:09PM -0400 From: Ronald Hale-Evans On Wed, Sep 26, 2001 at 02:08:09PM -0400, Karol wrote: > The offer to post Wormholes on piecepack.org was made at the time the rules > were sent to Dave and I to playtest. Great. Well, feel free to either link to the HTML file or copy it (and the graphics) directly to your site. We are thinking about producing a PDF too. > Also, we have requested ANY logos be able to be posted on > piecepack.org as well. Marty says the logos are hereby in the public domain, so do what you like with them. > The actual details on being included in MG rulebook have not yet > been ironed out. I know the rules are kinda long, but I hope you manage to squeeze them in. Also, I know Dave isn't so keen on dicey games, but maybe... ? > Thanks > Karol Ron -- Ron's Info Closet: Center for Ludic Synergy, Kennexions Glass Bead Game, Positive Revolution FAQ, Hexagram-8 I Ching Mailing List, and links... Ron Hale-Evans ... rwhe@... ... Further up and further in! fnord ... rwhe@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 125 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_3_2_2); 26 Sep 2001 19:33:37 -0000 Received: (qmail 59594 invoked from network); 26 Sep 2001 19:33:36 -0000 Received: from unknown (10.1.10.142) by 10.1.1.223 with QMQP; 26 Sep 2001 19:33:36 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.12.116) by mta3 with SMTP; 26 Sep 2001 19:34:22 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Wed, 26 Sep 2001 15:34:22 -0400 Message-ID: <000701c146c2$a53de020$0501000a@winnt> To: References: <20010926010219.B8911@...> <9ot3mt+gpue@...> <20010926120144.A10121@...> Subject: Re: [piecepack] Re: Wormholes Date: Wed, 26 Sep 2001 15:37:14 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" Karol's ordering of the symbols are the same as James's for the MG Logo, except on the Gen-Con T's. ----- Original Message ----- From: "Ronald Hale-Evans" To: Sent: Wednesday, September 26, 2001 3:01 PM Subject: Re: [piecepack] Re: Wormholes > On Wed, Sep 26, 2001 at 05:36:29PM -0000, James K Droscha wrote: > > --- In piecepack@y..., Ronald Hale-Evans wrote: > > > The rules for Wormholes, version 0.5.2, are now available at > > > > > > http://www.ludism.org/piecepack/wormholes.html > > > > Excellent. Thanks for posting the rules, Ron! I look forward to > > trying it out this weekend. I'll email you privately with any > > questions or comments we generate. > > Thanks, James! > > > > You can also get snazzy standard piecepack logo graphics in various > > > formats, sizes, and resolutions in that directory as well, i.e. > > > > > > http://www.ludism.org/piecepack/ > > > > Cool. http://www.ludism.org/piecepack/pplogo_sm72.gif seems > > broken. > > OK, I fixed it. The small logos are now called pplogo_sm.* instead of > pplogo_sm72.*, cos they may or may not be 72 dpi anymore. (I believe > the .gif is 66 dpi.) > > > > (The logo concept is of course by James Kyle.) > > > > And Karol at Mesomorph... it was sort of a parallel evolution > > thing. > > Right. I remember the story now. But we're using your ordering of > the suit symbols. > > Ron > > -- > Ron's Info Closet: Center for Ludic Synergy, Kennexions Glass Bead Game, > Positive Revolution FAQ, Hexagram-8 I Ching Mailing List, and links... > Ron Hale-Evans ... > rwhe@... ... Further up and further in! fnord ... rwhe@... > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 126 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-7_4_1); 2 Oct 2001 05:14:59 -0000 Received: (qmail 36472 invoked from network); 2 Oct 2001 05:14:58 -0000 Received: from unknown (10.1.10.142) by l7.egroups.com with QMQP; 2 Oct 2001 05:14:58 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta3 with SMTP; 2 Oct 2001 05:14:57 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 15oI0i-0000NP-00; Mon, 01 Oct 2001 22:22:28 -0700 Date: Mon, 1 Oct 2001 22:22:28 -0700 To: piecepack mailing list Cc: Seattle Cosmic mailing list Subject: Wormholes 0.6 Message-ID: <20011001222227.B551@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ronald Hale-Evans The new version of Wormholes, with MUCH improved play, is now available at http://www.ludism.org/piecepack/wormholes.html Besides various rule clarifications, the basic change is that you now only need to land one ship on your opponent's base instead of two. This eliminates 95% of the dance you have to do to maneuver your ships onto the bases. Formerly, the game was more like trying to find a parking space on a bad day. This change also allows for a more strategic game and more player interaction, as you can reserve one starship to run defense. At Mesomorph's suggestion, we have included the two-ship win condition as a variant -- but now, rolling for a ship that has already landed is optional, again eliminating much of the "parking dance". We hope you'll agree the changes are worthwhile. Try them and see. Share and Enjoy! Ron H-E p.s. We got word from Mesomorph tonight -- Wormholes 0.6 WILL be in the second-edition rulebook! Hurray! And thanks to fierce playtesters Tim Higgins and Mark Purtill. -- Ron's Info Closet: Center for Ludic Synergy, Kennexions Glass Bead Game, Positive Revolution FAQ, Hexagram-8 I Ching Mailing List, and links... Ron Hale-Evans ... rwhe@... ... Further up and further in! fnord ... rwhe@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 128 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 22 Oct 2001 06:38:09 -0000 Received: (qmail 62448 invoked from network); 22 Oct 2001 06:38:08 -0000 Received: from unknown (10.1.10.142) by 10.1.1.222 with QMQP; 22 Oct 2001 06:38:08 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta3 with SMTP; 22 Oct 2001 06:38:08 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 15vYj0-0006Tx-00; Sun, 21 Oct 2001 23:38:14 -0700 Date: Sun, 21 Oct 2001 23:38:14 -0700 To: Seattle Cosmic mailing list , Spielfrieks mailing list , piecepack mailing list , icehouse@... Subject: Seattle Cosmic report; piecepack-Icehouse game Message-ID: <20011021233814.A23788@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ronald Hale-Evans X-Yahoo-Profile: rwhe Hi-ho-- The latest Seattle Cosmic Game Night session report (for 20 Oct 2001) is now available at the following URL: http://www.ludism.org/sc/2001-10-20.html Games played at this session include Cosmic Encounter, Zertz, Chinatown, Set, Schotten-Totten, Java, and Snowman Meltdown, a new hybrid piecepack-Icehouse game (the first of its kind, as far as I am aware). I've been too busy lately to post many session reports, but you _can_ see a complete list of sessions and what we've been playing lately at http://www.ludism.org/sc/ Share and Enjoy! Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 129 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 24 Oct 2001 17:53:31 -0000 Received: (qmail 52954 invoked from network); 24 Oct 2001 17:53:31 -0000 Received: from unknown (10.1.10.26) by l9.egroups.com with QMQP; 24 Oct 2001 17:53:31 -0000 Received: from unknown (HELO n18.groups.yahoo.com) (10.1.1.37) by mta1 with SMTP; 24 Oct 2001 17:53:30 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.10.118] by n18.groups.yahoo.com with NNFMP; 24 Oct 2001 17:53:32 -0000 Date: Wed, 24 Oct 2001 17:53:27 -0000 To: piecepack@yahoogroups.com Subject: Re: Seattle Cosmic report; piecepack-Icehouse game Message-ID: <9r6v6n+d2nd@...> In-Reply-To: <20011021233814.A23788@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 526 X-Mailer: eGroups Message Poster From: "James K Droscha" X-Yahoo-Profile: jdroscha --- In piecepack@y..., Ronald Hale-Evans wrote: > Snowman Meltdown, a new > hybrid piecepack-Icehouse game (the first of its kind, as far as I am > aware). The premise for Snowman Meltdown is very amusing. I look forward to testing the game when you feel you are far enough along with the design. Yes, to the best of my knowledge, this is the first design to make use of both a piecepack and an Icehouse set. Good show on including the Black Ice expansion to match all four colors. Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 130 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 25 Oct 2001 04:27:31 -0000 Received: (qmail 77712 invoked from network); 25 Oct 2001 04:27:31 -0000 Received: from unknown (10.1.10.142) by 10.1.1.220 with QMQP; 25 Oct 2001 04:27:31 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta3 with SMTP; 25 Oct 2001 04:27:31 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 15wc7E-0000Vn-00 for ; Wed, 24 Oct 2001 21:27:36 -0700 Date: Wed, 24 Oct 2001 21:27:35 -0700 To: piecepack mailing list Subject: Grampa Barmo piecepack article Message-ID: <20011024212735.A1720@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ronald Hale-Evans X-Yahoo-Profile: rwhe Open question for James-- I bought a one-year subscription to _Grampa Barmo's Discount Games Magazine_ a few weeks ago and was fascinated by the piecepack article you wrote in issue #1. It explains several things I have never seen elsewhere, such as that 3dP (my term, a 'dP' being a piecepack die of 0-5) ranges from 0-15, the same range covered by subsets of a suit of tiles or coins (0+1+2+3+4+5). I'm still trying to think of how to put this fact to use as the basis for a game mechanism. Similarly, your comment in the article about combining the piecepack with Icehouse inspired my new game Snowman Meltdown. I don't want to deprive Demian Katz of income or anything, but all contributors to _Grampa Barmo_ retain copyright, don't they? And it's been several months since the article was published. What are the chances of your publishing this seminal article on piecepack.org or elsewhere soon? Thanks, and thanks for your positive comments about Snowman Meltdown. It's almost ready for Internet playtesting. Ron H-E p.s. Everybody, I highly recommend the Grampa Barmo zine. Here's the URL: http://www.netaxs.com/~katz/grampa/barmo.htm -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 131 Return-Path: X-Sender: AndAgainMA@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 25 Oct 2001 22:20:49 -0000 Received: (qmail 99857 invoked from network); 25 Oct 2001 22:20:49 -0000 Received: from unknown (10.1.10.26) by l10.egroups.com with QMQP; 25 Oct 2001 22:20:49 -0000 Received: from unknown (HELO n3.groups.yahoo.com) (10.1.10.42) by mta1 with SMTP; 25 Oct 2001 22:20:49 -0000 X-eGroups-Return: AndAgainMA@... Received: from [10.1.4.64] by n3.groups.yahoo.com with NNFMP; 25 Oct 2001 22:20:49 -0000 Date: Thu, 25 Oct 2001 22:20:46 -0000 To: piecepack@yahoogroups.com Subject: Hanging Gardens line of sight examples? Message-ID: <9ra37u+9fra@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 277 X-Mailer: eGroups Message Poster From: "Andrew" X-Yahoo-Profile: andagainma I just received a couple of 2nd edition piecepacks in the mail - nice bits! Since I am a fan of tile-laying games, I turned first to Hanging Gardens. I am finding the line-of-sight rules tricky. Has any kind person put together some graphics with examples of LOS? Andrew. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 132 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 26 Oct 2001 16:14:48 -0000 Received: (qmail 22559 invoked from network); 26 Oct 2001 16:14:48 -0000 Received: from unknown (10.1.10.26) by 10.1.1.220 with QMQP; 26 Oct 2001 16:14:48 -0000 Received: from unknown (HELO n20.groups.yahoo.com) (10.1.2.66) by mta1 with SMTP; 26 Oct 2001 16:14:48 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.211] by n20.groups.yahoo.com with NNFMP; 26 Oct 2001 16:14:12 -0000 Date: Fri, 26 Oct 2001 16:14:45 -0000 To: piecepack@yahoogroups.com Subject: Re: Hanging Gardens line of sight examples? Message-ID: <9rc25l+1b9d@...> In-Reply-To: <9ra37u+9fra@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1789 X-Mailer: eGroups Message Poster From: "James K Droscha" X-Yahoo-Profile: jdroscha --- In piecepack@y..., "Andrew" wrote: > I just received a couple of 2nd edition piecepacks in the mail - nice > bits! > > Since I am a fan of tile-laying games, I turned first to Hanging > Gardens. I am finding the line-of-sight rules tricky. Has any kind > person put together some graphics with examples of LOS? Hello Andrew, Good question. Here is a brief conversation Dave Boyle (of Mesomorph Games) and I (the designer of Hanging Gardens) just had... Dave: Did you see the question on the piecepack list about line-of- sight in hanging gardens? jdroscha: yup jdroscha: I think you should position your eyeball right next to the gazebo, then place a sewing needle leaning against the flower bed. Flick the needle with your finger and if it hits you in the eye, you've got LOS. Dave: What about the 3rd time? jdroscha: You must atune yourself with your inner spirit and open your 3rd eye. Dave: You know, one of those cheapo laser pointers would do the trick, come to think of it. jdroscha: The trouble with laser pointers and strings and such is that you must have perfectly squared-up tiles for them to be reliable. That's why the math is necessary. Dave: Well, you either need complex formulas, perfectly arranged tiles, or generally agreeable people. jdroscha: The third option is best, in my opinion, and that is why it is the recommended rule. Dave: Well, it is by far the easiest. Really the rest should just be backup for when there is a real disagreement that would affect the outcome of the game. jdroscha: Yes, that is my opinion as well. Anyway, I agree that we need some photos or diagrams with examples. I intend to add a few when I take the ruleset out of "beta" and build a PDF file for it. Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 133 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 26 Oct 2001 16:33:27 -0000 Received: (qmail 18991 invoked from network); 26 Oct 2001 16:33:27 -0000 Received: from unknown (10.1.10.26) by 10.1.1.224 with QMQP; 26 Oct 2001 16:33:27 -0000 Received: from unknown (HELO n2.groups.yahoo.com) (10.1.10.41) by mta1 with SMTP; 26 Oct 2001 16:33:27 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.25] by n2.groups.yahoo.com with NNFMP; 26 Oct 2001 16:33:26 -0000 Date: Fri, 26 Oct 2001 16:33:25 -0000 To: piecepack@yahoogroups.com Subject: Re: Grampa Barmo piecepack article Message-ID: <9rc38l+u2ip@...> In-Reply-To: <20011024212735.A1720@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1641 X-Mailer: eGroups Message Poster From: "James K Droscha" X-Yahoo-Profile: jdroscha --- In piecepack@y..., Ronald Hale-Evans wrote: > my term, a 'dP' being a piecepack die of 0-5 cute > ranges from 0-15, the same range covered by subsets of a suit of > tiles or coins (0+1+2+3+4+5). I'm still trying to think of how to put > this fact to use as the basis for a game mechanism. If you like those little mathematical curiosities, how about this... you've got 4 null tiles and 4 ace tiles in a piecepack, so you could use them to represent a 4-bit binary number (where null=0 and ace=1). And what is the decimal range of a 4-bit binary? That would be 0-15. > Similarly, your > comment in the article about combining the piecepack with Icehouse > inspired my new game Snowman Meltdown. excellent! > I don't want to deprive Demian Katz of income or anything, but all > contributors to _Grampa Barmo_ retain copyright, don't they? yes > And it's > been several months since the article was published. What are the > chances of your publishing this seminal article on piecepack.org or > elsewhere soon? The chances are pretty good. But first, I want to talk to Katz about what he would consider to be a courteous waiting period before re-publishing an article written for Grampa Barmo's. My thought is 6 months, but I would like to get his opinion. > Thanks, and thanks for your positive comments about Snowman Meltdown. > It's almost ready for Internet playtesting. I look forward to it! > p.s. Everybody, I highly recommend the Grampa Barmo zine. Here's the > URL: > > http://www.netaxs.com/~katz/grampa/barmo.htm I second this recommendation. Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 134 Return-Path: X-Sender: AndAgainMA@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 27 Oct 2001 14:18:12 -0000 Received: (qmail 90368 invoked from network); 27 Oct 2001 14:18:11 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 27 Oct 2001 14:18:11 -0000 Received: from unknown (HELO n16.groups.yahoo.com) (10.1.1.34) by mta1 with SMTP; 27 Oct 2001 14:18:10 -0000 X-eGroups-Return: AndAgainMA@... Received: from [10.1.10.111] by n16.groups.yahoo.com with NNFMP; 27 Oct 2001 14:18:02 -0000 Date: Sat, 27 Oct 2001 14:18:09 -0000 To: piecepack@yahoogroups.com Subject: Re: Hanging Gardens line of sight examples? Message-ID: <9refn1+6knq@...> In-Reply-To: <9rc25l+1b9d@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1426 X-Mailer: eGroups Message Poster From: "Andrew" X-Yahoo-Profile: andagainma James, Thanks for your reply. A couple of other questions. Let me try your patience further, using an example with that sub-cheapass graphics tool, the ascii character set. TT is a terrace (face-down tile, of which there are 5 on the table) SS is a support (face-up tile) G is a gazebo a,b,c,d are beds Ga TT SS SS SSbc SSd TTTTTTTTTT Let's consider each of the four beds in turn. a) Visible, of course. But what if it was another gazebo, rather than a bed? Would this other gazebo block G's view of the beds? Or are gazebos transparent? b) Not visible, since blocked by the plateau on which G rests. b is 2 away from G plateau is of height 1 G is at height 2 b is 1 away from the plateau Hence the formula in the rules tells us that b is not visible. c) Visible, different from b in that it's 3 away from G and 2 away from the plateau. d)Visible. Supports do not obstruct view. If a terrace was placed on top of these supports, then we would have a plateau of height 1, but, without a terrace on top, this is not a plateau. Yes, I agree that agreement among reasonable players is the best way to resolve such questions. But in order to be able to reason about what's visible, the players need to have the visibility rules explained to them. So I'm only slightly apologetic for laboring this. But I do apologize in advance for any typos in this; I've taken a few pins to the eyes recently... Andrew. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 135 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 28 Oct 2001 22:11:56 -0000 Received: (qmail 16342 invoked from network); 28 Oct 2001 22:11:56 -0000 Received: from unknown (10.1.10.26) by l8.egroups.com with QMQP; 28 Oct 2001 22:11:56 -0000 Received: from unknown (HELO n32.groups.yahoo.com) (10.1.2.221) by mta1 with SMTP; 28 Oct 2001 22:11:56 -0000 X-eGroups-Return: jdroscha@... Received: from [10.1.2.51] by n32.groups.yahoo.com with NNFMP; 28 Oct 2001 22:11:56 -0000 Date: Sun, 28 Oct 2001 22:11:53 -0000 To: piecepack@yahoogroups.com Subject: Re: Hanging Gardens line of sight examples? Message-ID: <9rhvr9+kf33@...> In-Reply-To: <9refn1+6knq@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1812 X-Mailer: eGroups Message Poster From: "James K Droscha" X-Yahoo-Profile: jdroscha --- In piecepack@y..., "Andrew" wrote: > Ga > TT > SS SS > SSbc SSd > TTTTTTTTTT > > a) Visible, of course. But what if it was another gazebo, rather than > a bed? Would this other gazebo block G's view of the beds? Good question. This was mistakenly omitted from the rules. gazebos do indeed block LOS. In playtesting, we considered a gazebo to obstruct as if it were a 1 x 1 x 1 terrace (a single-space, 1 height terrace). > b) Not visible, since blocked by the plateau on which G rests. > b is 2 away from G > plateau is of height 1 > G is at height 2 > b is 1 away from the plateau > Hence the formula in the rules tells us that b is not visible. Correct. > c) Visible, different from b in that it's 3 away from G and 2 away > from the plateau. Correct. > d)Visible. Supports do not obstruct view. If a terrace was placed on > top of these supports, then we would have a plateau of height 1, but, > without a terrace on top, this is not a plateau. Another omission from the rules. You're too good! At the end of the game, there must be no exposed supports. > Yes, I agree that agreement among reasonable players is the best way > to resolve such questions. But in order to be able to reason about > what's visible, the players need to have the visibility rules > explained to them. Agreed. The LOS rules are Hanging Garden's greatest weakness. We went round and round with them in playtesting and I'm still not satisfied in the least with them. > So I'm only slightly apologetic for laboring this. But I do apologize > in advance for any typos in this; I've taken a few pins to the eyes > recently... Hee hee! No apologies needed, Andrew. These types of questions are exactly what a beta ruleset needs. Much Thanks, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 136 Return-Path: X-Sender: AndAgainMA@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 29 Oct 2001 01:33:33 -0000 Received: (qmail 65649 invoked from network); 29 Oct 2001 01:33:32 -0000 Received: from unknown (10.1.10.26) by l7.egroups.com with QMQP; 29 Oct 2001 01:33:32 -0000 Received: from unknown (HELO n29.groups.yahoo.com) (10.1.2.184) by mta1 with SMTP; 29 Oct 2001 01:33:32 -0000 X-eGroups-Return: AndAgainMA@... Received: from [10.1.10.93] by n29.groups.yahoo.com with NNFMP; 29 Oct 2001 01:33:32 -0000 Date: Mon, 29 Oct 2001 01:33:30 -0000 To: piecepack@yahoogroups.com Subject: Hanging Gardens end condition Message-ID: <9ribla+ukq9@...> In-Reply-To: <9rhvr9+kf33@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1412 X-Mailer: eGroups Message Poster From: "Andrew" X-Yahoo-Profile: andagainma James, Thanks for clarifying the LOS rules. In doing so, you state that: >At the end of the game, there must be no exposed supports< OK, let's tease out the implications of this. Does it mean that: (i) If there are exposed supports, the game continues, even if all pieces have been played, (ii) If there is only one unplayed piece, and one or more exposed supports, the last piece may not be played (i.e., all the exposed supports must be turned into terraces before the last piece can be played), or (iii) Some other possibility I haven't thought of ? I'd assume (i), but thought I'd check. I'd also like to check this rule. "When the last piece has been played [and there are no exposed suppports] the game ends immediately." So if your first action makes the game satisfy the condition, you don't get your second, is that right. I'm thinking of the case in which all pieces have been played, and there is one exposed support. You'd like to turn it into a terrace as your first action, and then, as your second, move your gazebo onto that very terrace. You cannot do so, because your first action would end the game. Is this right? No reason why it shouldn't be. I really like tile-laying games, as do several of the people with whom I regularly game. Knowing the end condition, and its implications, can be crucial in several such games (e.g., Thru the Desert, Samurai, Medina). Andrew. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 138 Return-Path: X-Sender: AndAgainMA@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 29 Oct 2001 14:32:36 -0000 Received: (qmail 2854 invoked from network); 29 Oct 2001 14:32:35 -0000 Received: from unknown (10.1.10.26) by 10.1.1.220 with QMQP; 29 Oct 2001 14:32:35 -0000 Received: from unknown (HELO n11.groups.yahoo.com) (10.1.10.50) by mta1 with SMTP; 29 Oct 2001 14:32:35 -0000 X-eGroups-Return: AndAgainMA@... Received: from [10.1.2.52] by n11.groups.yahoo.com with NNFMP; 29 Oct 2001 14:32:35 -0000 Date: Mon, 29 Oct 2001 14:32:30 -0000 To: piecepack@yahoogroups.com Subject: Re: 2nd Edition Piecepack Ready! Message-ID: <9rjp9u+sfv@...> In-Reply-To: <004601c157da$3265e470$0501000a@winnt> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 557 X-Mailer: eGroups Message Poster From: "Andrew" X-Yahoo-Profile: andagainma I got my 2/e piecepack recently. Mesomorph and the USPS got it to me very quickly, the bits look great, and the rules booklet has rules for about a dozen games, including the hot-off-the-presses Wormholes. It also includes rules for Hanging Gardens, which I'll be pushing at the next few gaming sessions I host or attend. In fact, I bought a couple of piecepacks, one for me, and one for the prize table at Unity Games III, an all-day gaming event to be held near Boston on Sat Nov 10. See: http://www.gis.net/~dber/ug3/ug3.htm for details. Andrew. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 139 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 29 Oct 2001 14:37:49 -0000 Received: (qmail 88358 invoked from network); 29 Oct 2001 14:37:49 -0000 Received: from unknown (10.1.10.26) by m8.onelist.org with QMQP; 29 Oct 2001 14:37:49 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.49.217) by mta1 with SMTP; 29 Oct 2001 14:37:48 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Mon, 29 Oct 2001 09:37:46 -0500 Message-ID: <001401c16087$c19b33b0$0501000a@winnt> To: References: <9rjp9u+sfv@...> Subject: Re: [piecepack] Re: 2nd Edition Piecepack Ready! Date: Mon, 29 Oct 2001 09:41:10 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" X-Yahoo-Profile: kmmbmesomorph Thanks Andrew! Baker's Dozen, 13 games included in the current rulebook. Updated webpages, & when new games are created and released they will be added to the rulebook and webpage. (As long as author give permission). Karol MMB MG ----- Original Message ----- From: "Andrew" To: Sent: Monday, October 29, 2001 9:32 AM Subject: [piecepack] Re: 2nd Edition Piecepack Ready! > I got my 2/e piecepack recently. Mesomorph and the USPS got it to me > very quickly, the bits look great, and the rules booklet has rules for > about a dozen games, including the hot-off-the-presses Wormholes. It > also includes rules for Hanging Gardens, which I'll be pushing at the > next few gaming sessions I host or attend. > > In fact, I bought a couple of piecepacks, one for me, and one for the > prize table at Unity Games III, an all-day gaming event to be held > near Boston on Sat Nov 10. See: > http://www.gis.net/~dber/ug3/ug3.htm > for details. > > Andrew. > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 140 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 2 Nov 2001 20:17:21 -0000 Received: (qmail 5071 invoked from network); 2 Nov 2001 20:17:20 -0000 Received: from unknown (216.115.97.171) by m2.grp.snv.yahoo.com with QMQP; 2 Nov 2001 20:17:20 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta3.grp.snv.yahoo.com with SMTP; 2 Nov 2001 20:17:20 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 15zkkk-00046r-00 for ; Fri, 02 Nov 2001 12:17:22 -0800 Date: Fri, 2 Nov 2001 12:17:21 -0800 To: piecepack mailing list Subject: piecepack on memepool! Message-ID: <20011102121721.A15588@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ronald Hale-Evans X-Yahoo-Profile: rwhe Two great all-lower-case things that taste great together: piecepack and memepool... For those of you who don't know it, the memepool website archives interesting links to other sites, with (frequently funny, sometimes sardonic) reviews. I was just accepted as a contributor, and one of the first three entries I submitted was about the piecepack. I did a search of the memepool archives, and "piecepack" was not mentioned anywhere, so I submitted the following: ***** The piecepack is public domain game system that is to board games what an ordinary deck of cards is to card games. You can buy wooden piecepacks or print your own. If you get really interested, join the mailing list. to Games by tinfoil ***** All memepool entries are readable by themselves, but contain multiple hyperlinks to other sites. For example, the words "buy wooden piecepacks" are a hyperlink to , the words "print your own" link to , and so on. Check memepool out and you'll see for yourself. The piecepack entry is currently near the top of the page, but as new entries are added, it will slide down to the bottom. In about a month it will be taken off the front page entirely, but it will be archived permanently in two places: the memepool Games archive and my personal archive Yes, my memepool ID is "tinfoil". Dave and Karol, expect a sudden increase in hits at piecepack.org and mesomorph.com. When the website of an activist organization I belong to was mentioned by someone on memepool last year, there was a rapid upswing in people accessing our site for a few days. The memepool effect isn't as intense as the Slashdot effect, but it is significant. Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 141 Return-Path: X-Sender: nick@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 7 Nov 2001 04:56:39 -0000 Received: (qmail 41095 invoked from network); 7 Nov 2001 04:56:38 -0000 Received: from unknown (216.115.97.171) by m10.grp.snv.yahoo.com with QMQP; 7 Nov 2001 04:56:38 -0000 Received: from unknown (HELO zork.zork.net) (64.81.65.8) by mta3.grp.snv.yahoo.com with SMTP; 7 Nov 2001 04:56:39 -0000 Received: from nick by zork.zork.net with local (Exim 3.32 #1 (Debian)) id 161KlT-0003Bv-00; Tue, 06 Nov 2001 20:56:39 -0800 Date: Tue, 6 Nov 2001 20:56:39 -0800 To: piecepack@yahoogroups.com Subject: BitsPack Message-ID: <20011106205639.M26756@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.3.23i X-Fnord: +++ath X-WebTV-Stationery: Standard; BGColor=black; TextColor=black Reply-By: Wed, 4 Apr 2001 14:21:08 -0700 X-Message-Flag: Message text blocked: DRUGS/ALCOHOL, AFFIRMATION OF THE CONSEQUENT From: Nick Moffitt I'm new to this list, so I'm sorry if this is old news, but Cheapass Games is offering an "Ultimate Bits Package" with colored stones, pawns, dice, money, and color coding all around. http://www.cheapass.com/Merchant2/merchant.mv?Screen=PROD&Store_Code=CAG&Product_Code=BITSPAK&Category_Code=GCOMP The lack of numerous (~60) small tokens has been a barrier to my completion of a few piecepack ideas I had, so this should be good. -- INFORMATION GLADLY GIVEN BUT SAFETY REQUIRES AVOIDING UNNECESSARY CONVERSATION 01234567 <- The amazing* indent-o-meter! ^ (*: Indent-o-meter may not actually amaze.) From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 142 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 7 Nov 2001 05:37:36 -0000 Received: (qmail 96393 invoked from network); 7 Nov 2001 05:37:36 -0000 Received: from unknown (216.115.97.167) by m5.grp.snv.yahoo.com with QMQP; 7 Nov 2001 05:37:36 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta1.grp.snv.yahoo.com with SMTP; 7 Nov 2001 05:37:36 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 161LPA-0004uX-00 for ; Tue, 06 Nov 2001 21:37:40 -0800 Date: Tue, 6 Nov 2001 21:37:40 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] BitsPack Message-ID: <20011106213739.A18624@...> References: <20011106205639.M26756@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: <20011106205639.M26756@...>; from nick@... on Tue, Nov 06, 2001 at 08:56:39PM -0800 From: Ronald Hale-Evans X-Yahoo-Profile: rwhe On Tue, Nov 06, 2001 at 08:56:39PM -0800, Nick Moffitt wrote: > I'm new to this list, so I'm sorry if this is old news, but Cheapass > Games is offering an "Ultimate Bits Package" with colored stones, > pawns, dice, money, and color coding all around. > > http://www.cheapass.com/Merchant2/merchant.mv?Screen=PROD&Store_Code=CAG&Product_Code=BITSPAK&Category_Code=GCOMP That link didn't work for me. Try this one: http://makeashorterlink.com/?G1116222 Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 143 Return-Path: X-Sender: nick@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 7 Nov 2001 07:02:18 -0000 Received: (qmail 80831 invoked from network); 7 Nov 2001 07:02:18 -0000 Received: from unknown (216.115.97.172) by m8.grp.snv.yahoo.com with QMQP; 7 Nov 2001 07:02:18 -0000 Received: from unknown (HELO zork.zork.net) (64.81.65.8) by mta2.grp.snv.yahoo.com with SMTP; 7 Nov 2001 07:02:18 -0000 Received: from nick by zork.zork.net with local (Exim 3.32 #1 (Debian)) id 161Mj4-0004bs-00; Tue, 06 Nov 2001 23:02:18 -0800 Date: Tue, 6 Nov 2001 23:02:18 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] BitsPack Message-ID: <20011106230218.B12310@...> Mail-Followup-To: piecepack@yahoogroups.com References: <20011106205639.M26756@...> <20011106213739.A18624@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline In-Reply-To: <20011106213739.A18624@...> User-Agent: Mutt/1.3.23i X-Fnord: +++ath X-WebTV-Stationery: Standard; BGColor=black; TextColor=black Reply-By: Wed, 4 Apr 2001 14:21:08 -0700 X-Message-Flag: Message text blocked: BRAZEN SELF-DECEIT From: Nick Moffitt begin Ronald Hale-Evans quotation: > That link didn't work for me. Try this one: > > http://makeashorterlink.com/?G1116222 Ah, blasted line wrap. Sorry I didn't snip out irrelevant variables, but I didn't know what was relevant. -- INFORMATION GLADLY GIVEN BUT SAFETY REQUIRES AVOIDING UNNECESSARY CONVERSATION 01234567 <- The amazing* indent-o-meter! ^ (*: Indent-o-meter may not actually amaze.) From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 144 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 16 Nov 2001 04:17:23 -0000 Received: (qmail 63565 invoked from network); 16 Nov 2001 04:17:22 -0000 Received: from unknown (216.115.97.167) by m9.grp.snv.yahoo.com with QMQP; 16 Nov 2001 04:17:22 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta1.grp.snv.yahoo.com with SMTP; 16 Nov 2001 04:17:22 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 164aRT-0006Aj-00; Thu, 15 Nov 2001 20:17:27 -0800 Date: Thu, 15 Nov 2001 20:17:27 -0800 To: piecepack mailing list , icehouse@... Cc: Seattle Cosmic mailing list Subject: New game: SNOWMAN MELTDOWN Message-ID: <20011115201727.A23130@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ronald Hale-Evans X-Yahoo-Profile: rwhe I have just made available Snowman Meltdown, the first game to combine a piecepack with an Icehouse set, or an Icehouse set with a piecepack, depending on which list you're on when you're reading this. Two great games that game great together, yadda yadda: Snowman Meltdown is nigh finished, but not nigh perfect. My lovely co-author (that is, my wife Marty) and I would appreciate playtesting feedback. I expect this more from the piecepack list than the Icehouse list, since I bet more piecepackers have an Icehouse set than vice versa, but feedback is welcome from all quarters. (And hey! Icehouse folks! You can make your own piecepack! Follow the link above for details.) Please send comments to me at rwhe@.... Share and Enjoy! Ron p.s. You can see the game being played in this session report of my game group: -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 145 Return-Path: X-Sender: toren_l@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-8_0_0_1); 25 Nov 2001 09:37:20 -0000 Received: (qmail 26588 invoked from network); 25 Nov 2001 09:37:19 -0000 Received: from unknown (216.115.97.167) by m10.grp.snv.yahoo.com with QMQP; 25 Nov 2001 09:37:19 -0000 Received: from unknown (HELO hotmail.com) (216.33.148.29) by mta1.grp.snv.yahoo.com with SMTP; 25 Nov 2001 09:37:21 -0000 Received: from mail pickup service by hotmail.com with Microsoft SMTPSVC; Sun, 25 Nov 2001 01:37:21 -0800 To: , Subject: New Game: DragonQuest Date: Sun, 25 Nov 2001 04:36:56 -0600 MIME-Version: 1.0 X-Mailer: MSN Explorer 7.00.0021.1700 Message-ID: X-OriginalArrivalTime: 25 Nov 2001 09:37:21.0070 (UTC) FILETIME=[C7CB8CE0:01C17594] From: "kenneth leyhe sr" X-Yahoo-Profile: king_toren_l Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I've written up a game that I've been play-testing for awhile and I think it works pretty good now. It uses Icehouse (I've included the soon to be released colors, we've used home made pieces) and a PiecePack. It's called DragonQuest the rules are posted in html (http://www.geocities.com/one_messed_up_fella/dq.html) and also as a PDF (http://www.geocities.com/one_messed_up_fella/dq.pdf) Toren http://www.geocities.com/one_messed_up_fella/ | Find the gateway to the Dungeon | | Network at www.dungeondesigners.com| | Your portal a world you never knew.|Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 146 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-8_0_0_1); 25 Nov 2001 22:24:25 -0000 Received: (qmail 37570 invoked from network); 25 Nov 2001 22:24:24 -0000 Received: from unknown (216.115.97.171) by m2.grp.snv.yahoo.com with QMQP; 25 Nov 2001 22:24:24 -0000 Received: from unknown (HELO linnaeus.ludism.org) (63.225.161.90) by mta3.grp.snv.yahoo.com with SMTP; 25 Nov 2001 22:24:24 -0000 Received: from rwhe by linnaeus.ludism.org with local (Exim 3.12 #1 (Debian)) id 1687hE-0007GI-00; Sun, 25 Nov 2001 14:24:20 -0800 Date: Sun, 25 Nov 2001 14:24:19 -0800 To: icehouse@... Cc: piecepack@yahoogroups.com Subject: Re: New Game: DragonQuest Message-ID: <20011125142419.A27907@...> References: Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from toren_l@... on Sun, Nov 25, 2001 at 04:36:56AM -0600 From: Ronald Hale-Evans X-Yahoo-Profile: rwhe On Sun, Nov 25, 2001 at 04:36:56AM -0600, kenneth leyhe sr wrote: > I've written up a game that I've been play-testing for awhile and I > think it works pretty good now. It uses Icehouse (I've included the > soon to be released colors, we've used home made pieces) and a > PiecePack. > > It's called DragonQuest > > the rules are posted in html > (http://www.geocities.com/one_messed_up_fella/dq.html) and also as a > PDF (http://www.geocities.com/one_messed_up_fella/dq.pdf) Looks interesting, but I cannot read your PDF file at all; it seems to be corrupt. Also, your HTML file was obviously converted directly from Microsoft Word; it is full of Windowsisms like "smart quotes" that come out as question marks or boxes in GNU/Linux web browsers. Please use Latin-1 (ISO-8859-1) characters; they are a Web standard, and practically everyone can read them. Thanks... Ron Hale-Evans -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 147 Return-Path: X-Sender: toren_l@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-8_0_0_1); 27 Nov 2001 18:25:36 -0000 Received: (qmail 12076 invoked from network); 27 Nov 2001 18:25:36 -0000 Received: from unknown (216.115.97.167) by m6.grp.snv.yahoo.com with QMQP; 27 Nov 2001 18:25:36 -0000 Received: from unknown (HELO hotmail.com) (216.33.148.75) by mta1.grp.snv.yahoo.com with SMTP; 27 Nov 2001 18:25:36 -0000 Received: from mail pickup service by hotmail.com with Microsoft SMTPSVC; Tue, 27 Nov 2001 10:25:36 -0800 To: , , Subject: New Game: TMAG Date: Tue, 27 Nov 2001 12:25:34 -0600 MIME-Version: 1.0 X-Mailer: MSN Explorer 7.00.0021.1700 Message-ID: X-OriginalArrivalTime: 27 Nov 2001 18:25:36.0124 (UTC) FILETIME=[E8587BC0:01C17770] From: "kenneth leyhe sr" X-Yahoo-Profile: king_toren_l Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I've written up a game that I've been playing for awhile and I think it works pretty good. It uses Icehouse and 1 or 2 PiecePacks. It is for 3 to 9 players. It's called TMAG: The Martian Assassination Game the rules are posted at (http://www.geocities.com/one_messed_up_fella/tmag.html) Ken games page | Find the gateway to the Dungeon | | Network at www.dungeondesigners.com| | Your portal a world you never knew.|Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 148 Return-Path: X-Sender: young.chris@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 30 Nov 2001 21:43:05 -0000 Received: (qmail 56442 invoked from network); 30 Nov 2001 21:43:05 -0000 Received: from unknown (216.115.97.167) by m12.grp.snv.yahoo.com with QMQP; 30 Nov 2001 21:43:05 -0000 Received: from unknown (HELO n5.groups.yahoo.com) (216.115.96.55) by mta1.grp.snv.yahoo.com with SMTP; 30 Nov 2001 21:43:02 -0000 X-eGroups-Return: young.chris@... Received: from [10.1.4.66] by n5.groups.yahoo.com with NNFMP; 30 Nov 2001 21:43:02 -0000 Date: Fri, 30 Nov 2001 21:42:58 -0000 To: piecepack@yahoogroups.com Subject: New Games Message-ID: <9u8uh2+4ekd@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 223 X-Mailer: eGroups Message Poster From: "Chris Young" I was wondering, These new games people are writing for the piecepack, Are we going to see rules listed here on this site? Perhaps in the files section... or are people planning on posting them someplace else... Chris From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 149 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 30 Nov 2001 22:27:47 -0000 Received: (qmail 40542 invoked from network); 30 Nov 2001 22:27:46 -0000 Received: from unknown (216.115.97.171) by m9.grp.snv.yahoo.com with QMQP; 30 Nov 2001 22:27:46 -0000 Received: from unknown (HELO n8.groups.yahoo.com) (216.115.96.58) by mta3.grp.snv.yahoo.com with SMTP; 30 Nov 2001 22:27:47 -0000 X-eGroups-Return: dboyle@... Received: from [10.1.4.65] by n8.groups.yahoo.com with NNFMP; 30 Nov 2001 22:27:47 -0000 Date: Fri, 30 Nov 2001 22:27:46 -0000 To: piecepack@yahoogroups.com Subject: Re: New Games Message-ID: <9u9152+u34v@...> In-Reply-To: <9u8uh2+4ekd@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1117 X-Mailer: eGroups Message Poster From: dboyle@... X-Yahoo-Profile: dboylemesomorph We keep a repository of rule sets on www.piecepack.org. If an author gives permission for their rule sets to be distributed (with credit to them of course), then we post the rules on the rule sets page and keep a copy of the current version on the server. If someone posts a set here without specifying if they are giving said permission, we usually make a point of writing them to see if they plan to. So, if you write a rule set and you wish to release it for everyone to use (as every good citizen should do), in addition to posting here you can let Karol know about it, and she'll get the ball rolling on getting your rule set added to the list. (For anyone who does not know, and in the interest of full disclosure, Mesomorph Games maintains the Piecepack.org website.) --- In piecepack@y..., "Chris Young" wrote: > I was wondering, > These new games people are writing for the piecepack, > > Are we going to see rules listed here on this site? > Perhaps in the files section... or are people planning > on posting them someplace else... > > Chris From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 150 Return-Path: X-Sender: toren_l@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 1 Dec 2001 00:59:15 -0000 Received: (qmail 12530 invoked from network); 1 Dec 2001 00:59:14 -0000 Received: from unknown (216.115.97.167) by m10.grp.snv.yahoo.com with QMQP; 1 Dec 2001 00:59:14 -0000 Received: from unknown (HELO hotmail.com) (216.33.148.23) by mta1.grp.snv.yahoo.com with SMTP; 1 Dec 2001 00:59:16 -0000 Received: from mail pickup service by hotmail.com with Microsoft SMTPSVC; Fri, 30 Nov 2001 16:59:16 -0800 To: , Subject: new game: martian treasure hunt Date: Fri, 30 Nov 2001 19:59:11 -0500 MIME-Version: 1.0 X-Mailer: MSN Explorer 7.00.0021.1700 Message-ID: X-OriginalArrivalTime: 01 Dec 2001 00:59:16.0608 (UTC) FILETIME=[667D9000:01C17A03] From: "kenneth leyhe sr" X-Yahoo-Profile: king_toren_l Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I've written up a game that I've been playing, and I think it works pretty good. It uses Icehouse and PiecePack. It is for 2 to 4 players. It's called Martian Treasure Hunt the rules are posted at (http://www.geocities.com/one_messed_up_fella/mth.html) Ken games page | Find the gateway to the Dungeon | | Network at www.dungeondesigners.com| | Your portal a world you never knew.|Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 151 Return-Path: X-Sender: toren_l@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 1 Dec 2001 01:01:03 -0000 Received: (qmail 6050 invoked from network); 1 Dec 2001 01:01:02 -0000 Received: from unknown (216.115.97.171) by m5.grp.snv.yahoo.com with QMQP; 1 Dec 2001 01:01:02 -0000 Received: from unknown (HELO hotmail.com) (216.33.148.160) by mta3.grp.snv.yahoo.com with SMTP; 1 Dec 2001 01:01:02 -0000 Received: from mail pickup service by hotmail.com with Microsoft SMTPSVC; Fri, 30 Nov 2001 17:01:02 -0800 To: , Subject: new game : scavenge Date: Fri, 30 Nov 2001 20:00:57 -0500 MIME-Version: 1.0 X-Mailer: MSN Explorer 7.00.0021.1700 Message-ID: X-OriginalArrivalTime: 01 Dec 2001 01:01:02.0882 (UTC) FILETIME=[A5D5B020:01C17A03] From: "kenneth leyhe sr" X-Yahoo-Profile: king_toren_l Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I've written up a game that I've been playing, and I think it works pretty good. It uses Icehouse and PiecePack. It is for 2 to 4 players. It's called Scavenge the rules are posted at (http://www.geocities.com/one_messed_up_fella/scav.html) Ken games page | Find the gateway to the Dungeon | | Network at www.dungeondesigners.com| | Your portal a world you never knew.|Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 152 Return-Path: X-Sender: toren_l@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 3 Dec 2001 21:17:26 -0000 Received: (qmail 19439 invoked from network); 3 Dec 2001 21:17:25 -0000 Received: from unknown (216.115.97.167) by m11.grp.snv.yahoo.com with QMQP; 3 Dec 2001 21:17:25 -0000 Received: from unknown (HELO hotmail.com) (216.33.148.169) by mta1.grp.snv.yahoo.com with SMTP; 3 Dec 2001 21:17:24 -0000 Received: from mail pickup service by hotmail.com with Microsoft SMTPSVC; Mon, 3 Dec 2001 13:17:24 -0800 To: , , Subject: New Game - Magic Mids Date: Mon, 3 Dec 2001 16:17:04 -0500 MIME-Version: 1.0 X-Mailer: MSN Explorer 7.00.0021.1700 Message-ID: X-OriginalArrivalTime: 03 Dec 2001 21:17:24.0520 (UTC) FILETIME=[E71B6280:01C17C3F] From: "kenneth leyhe sr" X-Yahoo-Profile: king_toren_l Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Heres a game again using Icehouse and piecepack. The gang loves it, the hidden strategies especially in the endgame have made it a hit. Magic Mids - icepack.cjb.net/mm.html It is for 2 to 4 players and games last about 15 to 35 minutes. Toren | IcePack Games, hey I like it. | | For games that feature Icehouse and| | piecepack, and some that don't, | | visit icepack.cjb.net |Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 153 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_0_1); 4 Dec 2001 00:53:13 -0000 Received: (qmail 1231 invoked from network); 4 Dec 2001 00:53:12 -0000 Received: from unknown (216.115.97.167) by m3.grp.snv.yahoo.com with QMQP; 4 Dec 2001 00:53:12 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.48.171) by mta1.grp.snv.yahoo.com with SMTP; 4 Dec 2001 00:53:12 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Mon, 3 Dec 2001 19:52:39 -0500 Message-ID: <005901c17c5e$89832d50$0501000a@winnt> To: References: Subject: December 2001 Date: Mon, 3 Dec 2001 19:56:41 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" X-Yahoo-Profile: kmmbmesomorph Hello Everyone, Mesomorph Games is proud to announce: Snowman Meltdown by Ron & Marty Hale-Evans is the 14th game to be added to our Piecepack 2nd Edition Rulebook. (Thank you Ron & Marty!) Slight changes to the www.piecepack.org and www.mesomorph.com websites have been completed. A few more changes are on the horizon in the near future. Have a Safe and Happy Holiday Season, Karol MMB Mesomorph Games From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 154 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_2); 4 Dec 2001 08:33:31 -0000 Received: (qmail 71000 invoked from network); 4 Dec 2001 08:33:30 -0000 Received: from unknown (216.115.97.171) by m6.grp.snv.yahoo.com with QMQP; 4 Dec 2001 08:33:30 -0000 Received: from unknown (HELO n20.groups.yahoo.com) (216.115.96.70) by mta3.grp.snv.yahoo.com with SMTP; 4 Dec 2001 08:33:30 -0000 Received: from [216.115.96.117] by n20.groups.yahoo.com with NNFMP; 04 Dec 2001 08:28:47 -0000 Date: Tue, 04 Dec 2001 08:33:26 -0000 To: piecepack@yahoogroups.com Subject: Re: December 2001 Message-ID: <9ui1om+g6bi@...> In-Reply-To: <005901c17c5e$89832d50$0501000a@winnt> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 672 X-Mailer: eGroups Message Poster From: rwhe@... X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe I'd just like to note that www.ludism.org is down for maintenance, but will probably be back up tomorrow night (Tuesday), along with the rules for Snowman Meltdown. Ron Hale-Evans --- In piecepack@y..., "Karol" wrote: > Hello Everyone, > > Mesomorph Games is proud to announce: Snowman Meltdown by Ron & Marty > Hale-Evans is the 14th game to be added to our Piecepack 2nd Edition > Rulebook. (Thank you Ron & Marty!) > > Slight changes to the www.piecepack.org and www.mesomorph.com websites have > been completed. A few more changes are on the horizon in the near future. > > Have a Safe and Happy Holiday Season, > > Karol MMB > Mesomorph Games From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 155 Return-Path: X-Sender: toren_l@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_2); 5 Dec 2001 21:26:37 -0000 Received: (qmail 82515 invoked from network); 5 Dec 2001 21:26:35 -0000 Received: from unknown (216.115.97.167) by m5.grp.snv.yahoo.com with QMQP; 5 Dec 2001 21:26:35 -0000 Received: from unknown (HELO hotmail.com) (216.33.148.155) by mta1.grp.snv.yahoo.com with SMTP; 5 Dec 2001 21:26:35 -0000 Received: from mail pickup service by hotmail.com with Microsoft SMTPSVC; Wed, 5 Dec 2001 13:26:35 -0800 To: , Subject: New Game: Colonization Date: Wed, 5 Dec 2001 16:26:05 -0500 MIME-Version: 1.0 X-Mailer: MSN Explorer 7.00.0021.1700 Message-ID: X-OriginalArrivalTime: 05 Dec 2001 21:26:35.0744 (UTC) FILETIME=[847CFE00:01C17DD3] From: "kenneth leyhe sr" X-Yahoo-Group-Post: member; u=3236149 X-Yahoo-Profile: king_toren_l Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Here is a game we have been trying to work the bugs out of for a few days now and I think its pretty good. Its called Colonization, its for 2 to 4 players and a game takes from 10 to 30 minutes. The rules can a bit daunting because explaining a game to someone and writting rules for the same game are two entirely different beasts. icepack.cjb.net/colo.html Ken Leyhe PS: As with all the games I've made and posted you are welcome to put them on the piecepack site and in the rules book if you are so inclined. Toren | IcePack Games, hey I like it. | | For games that feature Icehouse and| | piecepack, and some that don't, | | visit icepack.cjb.net |Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 156 Return-Path: X-Sender: toren_l@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_2); 7 Dec 2001 23:17:35 -0000 Received: (qmail 76017 invoked from network); 7 Dec 2001 23:17:35 -0000 Received: from unknown (216.115.97.171) by m11.grp.snv.yahoo.com with QMQP; 7 Dec 2001 23:17:35 -0000 Received: from unknown (HELO hotmail.com) (216.33.148.81) by mta3.grp.snv.yahoo.com with SMTP; 7 Dec 2001 23:17:34 -0000 Received: from mail pickup service by hotmail.com with Microsoft SMTPSVC; Fri, 7 Dec 2001 15:17:34 -0800 To: , , Subject: New Game: Landrush Date: Fri, 7 Dec 2001 18:17:26 -0500 MIME-Version: 1.0 X-Mailer: MSN Explorer 7.00.0021.1700 Message-ID: X-OriginalArrivalTime: 07 Dec 2001 23:17:34.0165 (UTC) FILETIME=[5A0AE850:01C17F75] From: "kenneth leyhe sr" X-Yahoo-Group-Post: member; u=3236149 X-Yahoo-Profile: king_toren_l Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Here is a game I have written up, and I think its pretty good. Its called Landrush, its for 2 to 5 players and a game takes from 10 to 30 minutes. Some of the play mechanics are similar to AH's Aquire, but the challenge of the game is in when to play your large mids. icepack.cjb.net/land.html Ken Leyhe Toren | IcePack Games, hey I like it. | | For games that feature Icehouse and| | piecepack, and some that don't, | | visit icepack.cjb.net |Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 157 Return-Path: X-Sender: guardcaptain@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_2); 8 Dec 2001 04:13:15 -0000 Received: (qmail 72627 invoked from network); 8 Dec 2001 04:13:14 -0000 Received: from unknown (216.115.97.172) by m2.grp.snv.yahoo.com with QMQP; 8 Dec 2001 04:13:14 -0000 Received: from unknown (HELO gull.prod.itd.earthlink.net) (207.217.120.84) by mta2.grp.snv.yahoo.com with SMTP; 8 Dec 2001 04:13:14 -0000 Received: from dialup-166.90.232.29.dial1.detroit1.level3.net ([166.90.232.29] helo=your-318ruqz03z) by gull.prod.itd.earthlink.net with smtp (Exim 3.33 #1) id 16CYrR-0005Km-00 for piecepack@yahoogroups.com; Fri, 07 Dec 2001 20:13:13 -0800 To: Piecepack list Date: Fri, 07 Dec 2001 23:06:12 -0500 X-Priority: 3 (Normal) Message-Id: <31VT61UPE063I09OIMIOJKEGDSR54B8.3c1191b4@your-318ruqz03z> Subject: New piecepack game: Multzo MIME-Version: 1.0 Content-Type: text/plain; charset="windows-1252" X-Mailer: Opera 6.0 build 1010 From: Glenn Overby II X-Yahoo-Group-Post: member; u=31806073 X-Yahoo-Profile: guardcaptain A couple of piecepackers who also play Icehouse (Ron Hale-Evans, Ken Leyhe) introduced me through that list to the piecepack. Now I have designed my first piecepack game. ========== Multzo a piecepack game by Glenn Overby Multzo, a game for 2-5 players, uses only the 24 tiles and 24 coins from a piecepack. (The four dice and four pawns are not used.) It is in the family of Poker and other vying card games. But it doesn't require cash to be interesting. Players try to gain sets of tiles with the greatest value, and there are four different ways to determine the best set (and up to four winners!) each round. Setup: Remove the four null coins. Stack the other five coins of each suit number-side up, with the 2 on top, then 3, 4, 5, and Ace (always valued as 6 in this game) underneath. Put the null coin of each suit symbol-side up next to each stack to identify it. Rounds: The game is played in several rounds. In each round, begin by dealing four tiles face-down to each player. Stack the leftover tiles face-down in a convenient place. The player with the highest current score then plays first, and play continues clockwise. Turns: A player takes a turn by drawing a tile from the face-down stack, OR from any of the previously discarded face-up tiles. Then, the player discards one tile face-up to complete the turn. End: A player may declare the end of a round by making their discard face-down instead of face-up. Each other player then gets one turn, after which the showdown occurs. Showdown: All players reveal their four tiles. The highest-scoring group of tiles in each of four categories wins the round: * Flush (Crown coins): Four tiles of the same suit. * Prime (Arms coins): Four tiles, one of each suit. * Set (Sun coins): Three or four tiles of the same number (null, 2, 3, 4, 5, or Ace). * Run (Moon coins): Three or four tiles of sequential numbers (null-2-3, 2-3-4, 3-4-5, 4-5-Ace, null-2-3-4, 2-3-4-5, or 3-4-5-Ace.) * The same group can be flush and set, flush and run, prime and set, or prime and run. Point values are 6 for the Ace, 5, 4, 3, 2, or 0 for the null. The highest total four- tile value wins in each category where it is eligible. However, a four-tile set or run always beats a three-tile set or run. The winner in each category takes the top coin from the stack corresponding to the category won. If two or more tie for the category win, neither wins. If a player won two categories, they may take the null coin (the multiplier) for one of the two categories, if available, instead of a coin from the stack. Also, a winner of the Flush category takes two Crown coins instead of one. Score: A player's score is the sum of all coins they have won. One multiplier coin doubles the score, two triple it, and so on. After the last coin of any stack is taken, the player with the highest score wins the game. If there are still coins in all stacks, begin a new round. ***** I'll get it on my website over the weekend. Glenn E. Overby II Clinton Twp, MI http://home.earthlink.net/~guardcaptain/ ===== ::quote temporarily disabled:: From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 158 Return-Path: X-Sender: guardcaptain@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_2); 8 Dec 2001 04:19:49 -0000 Received: (qmail 8221 invoked from network); 8 Dec 2001 04:19:48 -0000 Received: from unknown (216.115.97.167) by m5.grp.snv.yahoo.com with QMQP; 8 Dec 2001 04:19:48 -0000 Received: from unknown (HELO gull.prod.itd.earthlink.net) (207.217.120.84) by mta1.grp.snv.yahoo.com with SMTP; 8 Dec 2001 04:19:48 -0000 Received: from dialup-166.90.232.29.dial1.detroit1.level3.net ([166.90.232.29] helo=your-318ruqz03z) by gull.prod.itd.earthlink.net with smtp (Exim 3.33 #1) id 16CYxn-0004Hl-00 for piecepack@yahoogroups.com; Fri, 07 Dec 2001 20:19:48 -0800 To: piecepack@yahoogroups.com Date: Fri, 07 Dec 2001 23:12:46 -0500 X-Priority: 3 (Normal) In-Reply-To: <31VT61UPE063I09OIMIOJKEGDSR54B8.3c1191b4@your-318ruqz03z> Message-Id: Subject: Re: [piecepack] New piecepack game: Multzo MIME-Version: 1.0 Content-Type: text/plain; charset="windows-1252" X-Mailer: Opera 6.0 build 1010 From: Glenn Overby II X-Yahoo-Group-Post: member; u=31806073 X-Yahoo-Profile: guardcaptain I wrote: > * The same group can be flush and set, flush and run, prime and set, or prime >and run. Whoops. Flush and set is impossible, of course. Glenn From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 159 Return-Path: X-Sender: guardcaptain@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_2); 8 Dec 2001 12:58:40 -0000 Received: (qmail 36224 invoked from network); 8 Dec 2001 12:58:40 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 8 Dec 2001 12:58:40 -0000 Received: from unknown (HELO swan.prod.itd.earthlink.net) (207.217.120.123) by mta1.grp.snv.yahoo.com with SMTP; 8 Dec 2001 12:58:40 -0000 Received: from dialup-209.244.89.46.dial1.detroit1.level3.net ([209.244.89.46] helo=your-318ruqz03z) by swan.prod.itd.earthlink.net with smtp (Exim 3.33 #1) id 16Ch3v-0007XZ-00 for piecepack@yahoogroups.com; Sat, 08 Dec 2001 04:58:39 -0800 To: Piecepack list Date: Sat, 08 Dec 2001 07:51:37 -0500 X-Priority: 3 (Normal) Message-Id: Subject: Multzo on web MIME-Version: 1.0 Content-Type: text/plain; charset="windows-1252" X-Mailer: Opera 6.0 build 1010 From: Glenn Overby II X-Yahoo-Group-Post: member; u=31806073 X-Yahoo-Profile: guardcaptain Multzo has been posted, with the correction, at http://home.earthlink.net/~guardcaptain/Multzo.html Glenn E. Overby II Clinton Twp, MI ===== ::quote temporarily disabled:: From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 160 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_2); 9 Dec 2001 06:48:29 -0000 Received: (qmail 86771 invoked from network); 9 Dec 2001 06:48:29 -0000 Received: from unknown (216.115.97.171) by m5.grp.snv.yahoo.com with QMQP; 9 Dec 2001 06:48:29 -0000 Received: from unknown (HELO mtiwmhc26.worldnet.att.net) (204.127.131.51) by mta3.grp.snv.yahoo.com with SMTP; 9 Dec 2001 06:48:29 -0000 Received: from [10.0.1.13] ([12.87.104.243]) by mtiwmhc26.worldnet.att.net (InterMail vM.4.01.03.27 201-229-121-127-20010626) with ESMTP id <20011209064828.IWYL13869.mtiwmhc26.worldnet.att.net@[10.0.1.13]> for ; Sun, 9 Dec 2001 06:48:28 +0000 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.02.2022 Date: Sun, 09 Dec 2001 01:43:56 -0500 Subject: Re: [piecepack] Multzo on web To: Message-ID: In-Reply-To: Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit X-eGroups-From: James Droscha From: James Droscha X-Yahoo-Group-Post: member; u=2452131 X-Yahoo-Profile: jdroscha on 12/8/01 7:51 AM, Glenn Overby II at guardcaptain@... wrote: > Multzo has been posted, with the correction, at > > http://home.earthlink.net/~guardcaptain/Multzo.html Hi Glenn, This looks like it has several interesting characteristics while remaining simple to learn and explain; I look forward to trying it out. I'm curious about the title... can you tell us its origin? Thanks, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 161 Return-Path: X-Sender: guardcaptain@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_2); 9 Dec 2001 10:32:00 -0000 Received: (qmail 11160 invoked from network); 9 Dec 2001 10:32:00 -0000 Received: from unknown (216.115.97.171) by m3.grp.snv.yahoo.com with QMQP; 9 Dec 2001 10:32:00 -0000 Received: from unknown (HELO scaup.prod.itd.earthlink.net) (207.217.120.49) by mta3.grp.snv.yahoo.com with SMTP; 9 Dec 2001 10:31:59 -0000 Received: from dialup-166.90.235.173.dial1.detroit1.level3.net ([166.90.235.173] helo=your-318ruqz03z) by scaup.prod.itd.earthlink.net with smtp (Exim 3.33 #1) id 16D1FX-0004hS-00 for piecepack@yahoogroups.com; Sun, 09 Dec 2001 02:31:59 -0800 To: piecepack@yahoogroups.com Date: Sun, 09 Dec 2001 05:32:37 -0500 X-Priority: 3 (Normal) In-Reply-To: Message-Id: <93QK72KESP9843VUXTFYXWSB2ZF0IC.3c133dc5@your-318ruqz03z> Subject: Re: [piecepack] Multzo on web MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" X-Mailer: Opera 6.0 build 1010 From: Glenn Overby II X-Yahoo-Group-Post: member; u=31806073 X-Yahoo-Profile: guardcaptain James writes: >Hi Glenn, > > This looks like it has several interesting characteristics while >remaining simple to learn and explain; I look forward to trying it out. I'm >curious about the title... can you tell us its origin? Sure. Multzo is the Basque word for group. It's slightly more memorable than calling the game "Combinations" or "Sets" or some such. :) Why did I pick Basque? Dunno. Glenn From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 162 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 26 Dec 2001 17:49:16 -0000 Received: (qmail 88395 invoked from network); 26 Dec 2001 17:49:16 -0000 Received: from unknown (216.115.97.171) by m8.grp.snv.yahoo.com with QMQP; 26 Dec 2001 17:49:16 -0000 Received: from unknown (HELO n1.groups.yahoo.com) (216.115.96.51) by mta3.grp.snv.yahoo.com with SMTP; 26 Dec 2001 17:49:16 -0000 Received: from [216.115.96.167] by n1.groups.yahoo.com with NNFMP; 26 Dec 2001 17:49:16 -0000 Date: Wed, 26 Dec 2001 17:49:14 -0000 To: piecepack@yahoogroups.com Subject: rule set translations Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 938 X-Mailer: Yahoo Groups Message Poster From: "dboylemesomorph" X-Yahoo-Group-Post: member; u=2673640 X-Yahoo-Profile: dboylemesomorph We are hoping to offer translations for the various piecepack rule sets on the piecepack.org site. If you or someone you know would be willing to contribute your time and talents to help translate the rule sets, it would be greatly appreciated (though not monetarily so). Please contact admin@... if you think you can help in this effort. Why the effort? The piecepack has to date been written about on websites and newsgroups in Italy, Germany, the Netherlands and Bulgaria. Piecepack.org has received visitors from over 50 countries (I don't have the list of countries on me, but if there is interest I would be happy to post it). Yes, a large majority of our visitors are from the USA, UK and Canada. That being said, a respectable and still growing amount of interest is coming from elsewhere, and anything we can do to foster that interest would seem to be in our best interest. What do you all think? From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 163 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 28 Dec 2001 02:03:34 -0000 Received: (qmail 811 invoked from network); 28 Dec 2001 02:03:34 -0000 Received: from unknown (216.115.97.171) by m11.grp.snv.yahoo.com with QMQP; 28 Dec 2001 02:03:34 -0000 Received: from unknown (HELO n4.groups.yahoo.com) (216.115.96.54) by mta3.grp.snv.yahoo.com with SMTP; 28 Dec 2001 02:03:33 -0000 Received: from [216.115.96.44] by n4.groups.yahoo.com with NNFMP; 28 Dec 2001 02:03:32 -0000 Date: Fri, 28 Dec 2001 02:03:28 -0000 To: piecepack@yahoogroups.com Subject: PP - first thoughts: specs, pawns, cards, and playtest requests Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 3897 X-Mailer: Yahoo Groups Message Poster From: "david_bruce_cousins" X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins Hi there, I've recently picked up the piecepack and found it to be all I had hoped. My hats off to "ALL INVOLVED" First, forgive me for some pontification.... I've noticed some thoughts going around for modifications to PP, and the flavor of the discussion reminds me of the many open software specifications I've seen. I believe that there should be some ground rules developed for adding to the PP spec (forgive me if there are, but if so I have missed them). For an open software spec, usually these go something like this: There is an open period for proposing additions/changes to the spec. They are collected and the results redistributed for intereseted parties to mull and haggle over. After a predetermined review period, the people involved vote on adding each one of them in. Sooner or later everyone is satisfied, and a final draft is passed around for one more review cycle. The final spec is then released. There has been lots of interesting discussion about upgrading the pawns. I am with the "upgrade" party (sorry Jim, I know you designed direction out of your games, but I designed it IN mine). I think the pawns are the only component in the Mesomorph PiecePack that didn't get due justice (sorry guys). I personally think the next generation pawns should be directional, invertable, and have at least 6 sides (with each marked like one side of a piecepack die), maybe even eight sides! Think of all the things you could use them for: as scoring markers, roll them as dice, and on and on. I realize however, that this is a really big change! As for these kind of changes to the "spec", there is always the issue "what about those who already have bought a PP?" or worse yet "I'm a manufacturer and I have 1000 copies of rev1.0 in my basement!". Same problem happens with software! However, by following the example of the software major.minor revision model, one could add minor changes to the spec by bumping up the minor revision number as long as a current PP set owner could easily add with minor modifications to their current set (e.g. adding a dot to each pawn to indicate spacing), whereas a major mod, like new pieces (or my radically different polygonal invertable directional pawns) require bumping up the major rev number. Manufacturers would only have to "retool" a new set to follow the major revision numbers. One could also produce upgrade kits (a PiecePackPatch) to go from say Release 1 to 2 which only included the modified or additional pieces. Enough pontificating! Thanks to you if you're still reading! ================= I've written a solitare game that I'd like playtesting input for, so please rsvp via email if you are interested. I've also got a little robot battle game called BattlePack that uses the tiles in a hexagonal(!) multi level board. That one needs alot more playtesting, and a bit of thinning out (you could go overboard very easily adding optional rules). Again email if interested. Finally, I had been thinking of ways to add cards to the PP. I wanted at the least a set of 20 cards that mirrored the 20 tiles. Most ways of home fabricating cards (that I know of) are either expensive or give cruddy results. The answer hit me square in the face, when my kids asked me to play the card game UNO. Uno has 4 suits the same colors as PP and the cards are numbered from 1 to 9 twice, a single zero, and a mess of other cards you could consider using. I'm currently working on a train game using PP and an UNO deck. UNO has the advantage of being very easy to get. I don't think there are copyright problems as long as you note that UNO is a registered trademark etc. etc. and don't try to put to many UNO rules into your game. Any feedback on this idea would be greatly appreciated. There, that's enough. Now I'd better finish writing up those rules. Dave Cousins Barrington RI From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 164 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 30 Dec 2001 03:47:20 -0000 Received: (qmail 51323 invoked from network); 30 Dec 2001 03:47:20 -0000 Received: from unknown (216.115.97.172) by m3.grp.snv.yahoo.com with QMQP; 30 Dec 2001 03:47:20 -0000 Received: from unknown (HELO n13.groups.yahoo.com) (216.115.96.63) by mta2.grp.snv.yahoo.com with SMTP; 30 Dec 2001 03:47:20 -0000 Received: from [216.115.96.111] by n13.groups.yahoo.com with NNFMP; 30 Dec 2001 03:36:14 -0000 Date: Sun, 30 Dec 2001 03:47:18 -0000 To: piecepack@yahoogroups.com Subject: Solo: A solitare game for PP - Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Length: 8533 X-Mailer: Yahoo Groups Message Poster From: "david_bruce_cousins" X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins Hi, Submitted for your approval, a solitare game for PP.= I'd love feedback on this one, it may need some polishi= ng, but I think it has good potential. It is my first PP game, so be gentl= e with your feedback (*ouch* hey stop throwing those tiles). TIA and TTFN= Dave ----------------8<-------------8<------------------- Solo A solitar= e game for PiecePack Version 0.1 December 23, 2001 =A9 2001 by David Bruce = Cousins One player, (?? Minutes) Summary =3D=3D=3D=3D=3D=3D=3D Solo is a m= ix of strategy and luck. By moving your pawns around the board you pick up= coins. The values of the coins determine the distance of your next move. = Aces and Blanks are your friends and foes as you strive to clear the board= of all the coins before your last pawn gets retired. Setup =3D=3D=3D=3D= =3D Solo uses ALL the Piecepack pieces. Pull out the four blank tiles. Sh= uffle them and lay them down in a vertical column on the left side of the = table. Place the corresponding colored pawn on each one. These are used to= keep track of the coins that have been discovered during the game. The to= pmost pawn(furthest away from you) will be used first, followed by the nex= t closest one etc. Shuffle the remaining tiles. Place them face up random= ly in a five by four rectangle (or in one of the other patterns described = in the variants section). Separate the coins into groups of like colors, = number side down and shuffle the groups. Place the coins in stacks, still = number side down on like color tiles using the following rule: Place two l= ess coins than the number of the tile (i.e. fives get three coins, fours g= et two coins, threes get one coin and the rest of the tiles get no coins).= Note, the suit of the coins and the tiles they are on must match. Initia= l free move: You may now move a number of coins from tiles that have multip= le coins onto an adjacent orthogonal tile that has no coins. It is suggest= ed that you start with moving four coins total, and increase or reduce th= is number to make the game easier or harder. The more empty tiles there ar= e in the game, the harder it will be to complete. Note, the moved coins do= not have to be the same suit as their new tile. You can move as many coin= s as you want from a given stack. Initial pawn placement. Gather the four = dice together in one hand and randomly choose one. Roll this dice. The res= ulting number/color combination determines the starting tile of the first = pawn. If you roll a blank, then you may choose which tile to start on. Tak= e the pawn which is furthest away from you from its place in the column an= d place it on the starting tile. If the resulting tile has no coins, bum l= uck, the pawn must be retired (see below). The Play: =3D=3D=3D=3D=3D=3D= =3D=3D A game turn proceeds as follows: Take the top coin from the stack = on the tile that your pawn is on. Flip over the coin. One of three actions= will result: * You reveal a number. This is the number of tiles you must= move the pawn. The pawn may be moved in straight lines along a row or col= umn. It must be moved the total number of tiles indicated by the coin, and= may make at most one 90 degree turn. Place the coin face up next to the = blank tile of the same color so you can keep track of which coins have bee= n taken. Note if you cannot move the pawn to a tile containing at least one= coin, you must move it to an empty tile. The pawn must then be retired, = or rescued with an ace (see below). * You reveal a Spiral (ace). Move on= e tile vertically or horizontally. Place the ace in front of you. You may = use each ace one additional time to rescue a pawn (see below). You may che= ck the suit of the ace at any time. * You reveal a Blank: Your pawn is r= etired. It may be rescued if you have an ace in front of you. Place the bl= ank on the corresponding blank tile to indicate that that color is now saf= e! Retiring pawns: =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D Once a pa= wn is retired, the next pawn in the column must enter the game. The pawn i= s placed on the tile that corresponds to the new pawn's color, but with th= e same number as the tile just occupied by the newly retired pawn. If the = resulting tile has no coins, then the player may place the pawn on the clo= sest number (higher or lower) of the pawn's color that contains at least o= ne coin. Rescuing pawns with a spiral (ace): =3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D When your pawn must be retired because it uncovers a blank coin, or be= cause it cannot move to a tile with coins on it, you may rescue that pawn = if you have an ace in front of you. If you choose to rescue the pawn, you = may do one of the following: 1) Stay on the tile or move one tile horizont= ally or vertically and continue the turn by flipping the next coin or 2)= Send your pawn to a random location - randomly pick one die and roll it j= ust like the initial pawn placement (note this becomes more risky as the b= oard clears out). If the resulting tile is blank, the pawn must be retired= (but can be rescued again if you have another ace). Staying on the same = tile usually only makes sense when there are more coins on the tile. Onc= e you have used an ace to rescue a pawn you must place the ace on the corr= esponding blank tile to show that that color's ace has been used up. Note= : it is not always beneficial to rescue a pawn. See if the next pawn will = enter on a more favorable spot before using up an ace. Ending the game and= scoring: =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D Once the last pawn is retired, count the number of coins= left on the board. That is your score. Try to beat it next time by leavin= g less coins. Variants: =3D=3D=3D=3D=3D=3D=3D=3D Toric board: The board i= s now a torus (doughnut). The top and bottom edges are considered next to = each other, as are the left and right edges. As an example a pawn may move= left one space from a tile on the left edge of the board, and be placed o= n the rightmost tile of the same row. Spherical board: A bit more tricky, = here the board must have an even number of columns. When a pawn moves up o= ff the top row of the board, it returns to the top row N/2 tiles to the ri= ght or left where N is the number of columns in the board. The same thing = happens for the bottom edge of the board. Make your own board layout =3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D The board may be laid out in any= shape you can come up with, just as long as you use all the tiles. Note t= hat empty spaces may be considered as playable or not (see Exploring the G= alaxy for more details). If you come up with any particularly devious or e= xciting board, please let us know and we will add it to the next revision = of the rules. Exploring the Galaxy =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D Many themed games have quite a thin veneer of them= e over what is basically an abstract mechanism(s). Here is a galactic expl= oration theme for those who need that extra bit of playing pleasure. The = galaxy board is made as follows: [] [][] [][][][][] [][] [= ][] [][][][][] [][] [] At the center of the galaxy is a giant b= lack hole. You may either play this as off limits, or allow the pawn to tr= avel over it (but not stop in that tile). Furthermore you might want to do= something special when the pawn travels over the center hole (for example= , the black hole causes a gravity whip that adds or subtracts 1 from your = move). You may allow the pawn to travel outside the galaxy (using virtual = tiles) as long as it ends its move on an actual tile. For a much harder g= ame, restrict all movement to actual tiles. Commentary This is the firs= t piecepack game I've designed. When I received my first copy I immediatel= y sat down and started noodling around with the pieces. I had two basic go= als in mind: make a solitare game that was enough of a mix of strategy and= randomness to give a player that "just one more game" feeling, and utiliz= e all the pieces in the piece pack. As the game progressed I realized that= using a different shaped board provided different themes to the game, as = well as different challenges. Rather than restrict the rules to one set fo= rm, I have tried to allow the player to tailor the game to his or her own = level of play. History: Revision 0.1 first playtest revision. Copyleft= David Bruce Cousins 2001. yadda yadda yadda All rights reserved. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 165 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 30 Dec 2001 04:01:47 -0000 Received: (qmail 5109 invoked from network); 30 Dec 2001 04:01:47 -0000 Received: from unknown (216.115.97.167) by m9.grp.snv.yahoo.com with QMQP; 30 Dec 2001 04:01:47 -0000 Received: from unknown (HELO n28.groups.yahoo.com) (216.115.96.78) by mta1.grp.snv.yahoo.com with SMTP; 30 Dec 2001 04:01:47 -0000 Received: from [216.115.96.152] by n28.groups.yahoo.com with NNFMP; 30 Dec 2001 04:01:47 -0000 Date: Sun, 30 Dec 2001 04:01:44 -0000 To: piecepack@yahoogroups.com Subject: Copyright question. Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 362 X-Mailer: Yahoo Groups Message Poster From: "david_bruce_cousins" X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins Hi, I've found a real neat variant of Mancala called "the glass bead game" that works very well with (only one) Piecepack. The thing is, it is published in the book "New Rules for Classic Games" written by R. Wayne Schmittberger. I think it would be nice to post the rules to games such as this that are adapted to PP, but are there copyright issues? Dave From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 166 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 30 Dec 2001 07:19:43 -0000 Received: (qmail 71509 invoked from network); 30 Dec 2001 07:19:43 -0000 Received: from unknown (216.115.97.172) by m2.grp.snv.yahoo.com with QMQP; 30 Dec 2001 07:19:43 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta2.grp.snv.yahoo.com with SMTP; 30 Dec 2001 07:19:43 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16KaKW-0006p5-00 for ; Sat, 29 Dec 2001 23:24:24 -0800 Date: Sat, 29 Dec 2001 23:24:24 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Copyright question. Message-ID: <20011229232423.A25920@...> References: Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from david.cousins@... on Sun, Dec 30, 2001 at 04:01:44AM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Sun, Dec 30, 2001 at 04:01:44AM -0000, david_bruce_cousins wrote: > Hi, > I've found a real neat variant of Mancala called "the glass bead > game" that works very well with (only one) Piecepack. The thing is, it > is published in the book "New Rules for Classic Games" written by R. > Wayne Schmittberger. I think it would be nice to post the rules to > games such as this that are adapted to PP, but are there copyright > issues? > > Dave There are always copyright issues in our society. (See my reply to your solitaire game message, which I will post in a few minutes.) Probably no one would have any legal basis to object, though, if you merely posted a link to the following page (written by the game's inventor), plus additional information on how to adapt piecepack components to play the game. http://www.mindsports.net/Arena/GlassBeadGameTutor/ Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 167 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 30 Dec 2001 07:43:30 -0000 Received: (qmail 86069 invoked from network); 30 Dec 2001 07:43:30 -0000 Received: from unknown (216.115.97.172) by m5.grp.snv.yahoo.com with QMQP; 30 Dec 2001 07:43:30 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta2.grp.snv.yahoo.com with SMTP; 30 Dec 2001 07:43:30 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16KahY-0006pS-00 for ; Sat, 29 Dec 2001 23:48:12 -0800 Date: Sat, 29 Dec 2001 23:48:12 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Solo: A solitare game for PP - Message-ID: <20011229234812.B25920@...> References: Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from david.cousins@... on Sun, Dec 30, 2001 at 03:47:18AM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Sun, Dec 30, 2001 at 03:47:18AM -0000, david_bruce_cousins wrote: Your game looks interesting, David. I intend to try it at the earliest possible opportunity, either tonight or tomorrow night. > Exploring the Galaxy > ==================== > Many themed games have quite a thin veneer of theme over what is > basically an abstract mechanism(s). This is somewhat true, IMHO. However, your game is not an abstract game in the technical sense, because it (1) is for one player, (2) contains chance elements, and (3) contains hidden information. Mathematically speaking, an abstract game is a game for two players with perfect information and no chance elements. Loosely speaking, on the other hand, most piecepack games are pretty abstract, in that piecepack tiles don't have (say) grass and dirt printed on them, even when they are used to represent dry land, as in Silver Isle, unlike (say) Settlers of Catan. The best you can ever do with a piecepack (without adding extra components) is something like your layout below that represents a galaxy. You just have to use your imagination! > The galaxy board is made as follows: > [] > [][] > [][][][][] > [][] [][] > [][][][][] > [][] > [] > At the center of the galaxy is a giant black hole. By the way, this board is virtually identical to the first one we tried for Wormholes. We eventually settled on the one we use now with two long, narrow "spiral arms" because we wanted (1) a two-ended board, and (2) more action happening in the tight squeeze in the middle as players passed each other with their starships. > Copyleft David Bruce Cousins 2001. yadda yadda yadda > All rights reserved. OK. You have just made a statement equivalent to "Black is white". Insofar as the word "copyleft" has any legal standing, it pretty much means the opposite of "all rights reserved". I recommend you follow this link, which explains some of the issues involved: http://www.gnu.org/licenses/licenses.html#WhatIsCopyleft When you state, "all rights reserved", this means that no one can copy your rules, including the people who manage the Piecepack.org site. That's not what you want, is it? As far as I know, "yadda yadda yadda" has no legal standing whatsoever. :-) Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 168 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 30 Dec 2001 18:40:11 -0000 Received: (qmail 48283 invoked from network); 30 Dec 2001 18:28:23 -0000 Received: from unknown (216.115.97.172) by m10.grp.snv.yahoo.com with QMQP; 30 Dec 2001 18:28:23 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta2.grp.snv.yahoo.com with SMTP; 30 Dec 2001 18:28:24 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16Kklj-00010c-00 for ; Sun, 30 Dec 2001 10:33:11 -0800 Date: Sun, 30 Dec 2001 10:33:11 -0800 To: piecepack mailing list Subject: Glass Bead Game Mancala & pp Message-ID: <20011230103311.A26276@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe David Bruce Cousins mentioned that a Mancala game called the Glass Bead Game (after Hesse's novel) can be played very well using only one piecepack. You can find the rules in R. Wayne Schmittberger's book _New Rules for Classic Games_ or online at the inventor Christian Freeling's website: http://www.mindsports.net/Arena/GlassBeadGameTutor/ Dave, I took Schmittberger's book to bed with me last night (you have good taste, BTW; this really is an invaluable resource for game designers like me who have not attained the expertise of a Sid Sackson or Reiner Knizia). I could not for the life of me see how to play the vanilla Glass Bead Game Mancala with a piecepack. But then I woke up this morning and read that it required only 10 clear stones (not 20, as I thought when I was half-asleep last night) and 10 coloured stones in five pairs. You could use four pairs of suit sides plus a pair of nulls for the coloured beads, and use number-side-up coins for the ten "stones", or clear beads, and still have four left over. Cool! I'm going to give this one a spin soon too, after I try your Solo solitaire. BTW, I am developing a piecepack game that is closer in spirit (I hope) to the "real" Glass Bead Game in Hesse's novel. The working title is the Kennexions Riddle Game. For a taste of some of the mechanisms I'll be using, you can visit http://kennexions.ludism.org/ Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 169 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 30 Dec 2001 19:41:11 -0000 Received: (qmail 13156 invoked from network); 30 Dec 2001 19:22:02 -0000 Received: from unknown (216.115.97.167) by m9.grp.snv.yahoo.com with QMQP; 30 Dec 2001 19:22:02 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta1.grp.snv.yahoo.com with SMTP; 30 Dec 2001 19:22:02 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16Klbd-00011U-00 for ; Sun, 30 Dec 2001 11:26:49 -0800 Date: Sun, 30 Dec 2001 11:26:49 -0800 To: piecepack mailing list Subject: Second vs. First Edition piecepacks Message-ID: <20011230112648.B26276@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe I own a first edition piecepack from Mesomorph Games. My game group owns a second edition, currently on loan to one of our other players (hi, Kisa!). I have seen and handled both extensively, so I feel I have some basis for a comparison of the first and second editions. However, remember that Mesomorph piecepacks are handmade in small production runs, so your mileage may vary. There seems to be a common misconception that the only difference between the first and second editions of the piecepack is the rulebook, which has more games in the second edition. This is not the case. Here are the main differences: 1. The art. Because of copyright issues with the artist for the piecepack icons in the first edition, Mesomorph decided to play it safe and design their own art for the second edition. To my mind, this is a happy change. The old art, which came from rubber stamps, was old-fashioned and syrupy (a smiling, cherubic Sun on the Ace, that sort of thing). The new art is much cleaner, more abstract, and ultimately more attractive IMHO. It also seems to be silkscreened on rather than rubber-stamped on, making for a more professional appearance. If you have a second edition rulebook but no other second edition components, you can see what the icons look like on the cover of the book. 2. The texture. The first edition was somewhat over-varnished, leading to a sticky, "goopy" texture, especially on the tiles, but also on the coins. The new set has just the right amount of varnish, and a smooth, sanded feel that is very pleasant. 3. Colour-bleeding. This is crucial. In my first-edition set, the over-varnishing and rubber-stamping led to some bleeding of the suit colours from the suit side of the coins to the number side, making it apparent what suit a coin was even when the number side was face-up. The effect is subtle in most cases, but if you were playing piecepack games for money, you wouldn't want to use my first-edition set; it would be like playing with marked cards. Fortunately, this effect is completely absent in my group's second-edition set. 4. The box. The first-edition box is a plastic box evidently designed to hold baseball cards. It is hard and has sharp edges, but is very compact. Some people complained that it is too small to contain all the pieces. With some practice, I can actually fit all my piecepack components into it. Mesomorph promised the second-edition box would be easier to fit the components into, but I actually have a harder time with it; maybe it's just lack of practice. In any case, the new box is wider, taller, and flatter, and is generally more attractive, with coloured labels on both front and back. It is made of cardboard, so you will not bark your hands on this box, as you might have with the first edition. Overall, the second edition is a big improvement, IMHO. Even if you have a first-edition set, if you have some holiday money burning a hole in your pocket, you might want to order a second edition. I know I intend to order one for myself as soon as I get my financial act together. But don't feel you got a bad bargain if you have a first edition. You can use a first edition with a second edition without confusing the pieces, and the first edition may be worth a nice sum down the road; can you imagine owning a copy of the first deck of cards? Disclaimer: Although I feel I have gotten to know the folks at Mesomorph games somewhat through extensive email correspondence, this is an independent, unpaid evaluation. Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 170 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 30 Dec 2001 22:25:13 -0000 Received: (qmail 16306 invoked from network); 30 Dec 2001 22:25:12 -0000 Received: from unknown (216.115.97.172) by m9.grp.snv.yahoo.com with QMQP; 30 Dec 2001 22:25:12 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.50.197) by mta2.grp.snv.yahoo.com with SMTP; 30 Dec 2001 22:25:11 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Sun, 30 Dec 2001 17:25:11 -0500 Message-ID: <006301c19181$76614760$0501000a@winnt> To: References: <20011230112648.B26276@...> Subject: Re: [piecepack] Second vs. First Edition piecepacks Date: Sun, 30 Dec 2001 17:29:36 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MIMEOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph Thank you Ron, one note - both sets are hand-stamped (by me infact). The stamps we had made for our art are much nicer than the ones we bought at the store. We strive to make quality games, we listen to the comments we get and we are working on solutions - typically we don't publically discuss what we are working on until it is done. If you are having trouble w/ 2nd Edition boxes this might help- tiles go in first, in a 2 x 3 x 4 tiles high grid, the coins must go side-up - in a row of two (2 rows of one) between the box and tiles and between the dice and box (with 2 flat along the bottom next to the dice), pawns go on top of the dice and the 2 flat coins. Rulebook on top of the coins and rubberband the lid on. The growing thickness of the rulebook makes the box a tighter fit than it was at first. We will be updating our webpages and hopefully adding some cool features in the near future. I am interested to hear of any ideas folks might have for either of the sites, particularly things you might like to see on the www.piecepack.org site - Dave's idea about having the rules translated is something that I think will help piecepack go global. Thanks for reading! and HAPPY NEW YEAR!!! Karol MMB Mesomorph Games www.mesomorph.com ----- Original Message ----- From: "Ron Hale-Evans" To: "piecepack mailing list" Sent: Sunday, December 30, 2001 2:26 PM Subject: [piecepack] Second vs. First Edition piecepacks > I own a first edition piecepack from Mesomorph Games. My game group > owns a second edition, currently on loan to one of our other players > (hi, Kisa!). I have seen and handled both extensively, so I feel I > have some basis for a comparison of the first and second editions. > However, remember that Mesomorph piecepacks are handmade in small > production runs, so your mileage may vary. > > There seems to be a common misconception that the only difference > between the first and second editions of the piecepack is the > rulebook, which has more games in the second edition. This is not the > case. Here are the main differences: > > 1. The art. Because of copyright issues with the artist for the > piecepack icons in the first edition, Mesomorph decided to play it > safe and design their own art for the second edition. To my mind, > this is a happy change. The old art, which came from rubber > stamps, was old-fashioned and syrupy (a smiling, cherubic Sun on > the Ace, that sort of thing). The new art is much cleaner, more > abstract, and ultimately more attractive IMHO. It also seems to be > silkscreened on rather than rubber-stamped on, making for a more > professional appearance. If you have a second edition rulebook but > no other second edition components, you can see what the icons look > like on the cover of the book. > > 2. The texture. The first edition was somewhat over-varnished, > leading to a sticky, "goopy" texture, especially on the tiles, but > also on the coins. The new set has just the right amount of > varnish, and a smooth, sanded feel that is very pleasant. > > 3. Colour-bleeding. This is crucial. In my first-edition set, the > over-varnishing and rubber-stamping led to some bleeding of the > suit colours from the suit side of the coins to the number side, > making it apparent what suit a coin was even when the number side > was face-up. The effect is subtle in most cases, but if you were > playing piecepack games for money, you wouldn't want to use my > first-edition set; it would be like playing with marked cards. > Fortunately, this effect is completely absent in my group's > second-edition set. > > 4. The box. The first-edition box is a plastic box evidently designed > to hold baseball cards. It is hard and has sharp edges, but is > very compact. Some people complained that it is too small to > contain all the pieces. With some practice, I can actually fit all > my piecepack components into it. Mesomorph promised the > second-edition box would be easier to fit the components into, but > I actually have a harder time with it; maybe it's just lack of > practice. In any case, the new box is wider, taller, and flatter, > and is generally more attractive, with coloured labels on both > front and back. It is made of cardboard, so you will not bark your > hands on this box, as you might have with the first edition. > > Overall, the second edition is a big improvement, IMHO. Even if you > have a first-edition set, if you have some holiday money burning a > hole in your pocket, you might want to order a second edition. I know > I intend to order one for myself as soon as I get my financial act > together. But don't feel you got a bad bargain if you have a first > edition. You can use a first edition with a second edition without > confusing the pieces, and the first edition may be worth a nice sum > down the road; can you imagine owning a copy of the first deck of > cards? > > Disclaimer: Although I feel I have gotten to know the folks at > Mesomorph games somewhat through extensive email correspondence, this > is an independent, unpaid evaluation. > > Ron H-E > > -- > Ron Hale-Evans ... rwhe@... & rwhe@... > Center for Ludic Synergy, Seattle Cosmic Game Night, > Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ > Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ > == You meet the most interesting people when you're a solipsist. == > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 171 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 31 Dec 2001 00:09:38 -0000 Received: (qmail 71780 invoked from network); 31 Dec 2001 00:09:38 -0000 Received: from unknown (216.115.97.171) by m5.grp.snv.yahoo.com with QMQP; 31 Dec 2001 00:09:38 -0000 Received: from unknown (HELO smtp6.mindspring.com) (207.69.200.110) by mta3.grp.snv.yahoo.com with SMTP; 31 Dec 2001 00:09:38 -0000 Received: from sfr-tgn-sjb-vty38.as.wcom.net ([216.192.45.38] helo=daycare) by smtp6.mindspring.com with smtp (Exim 3.33 #1) id 16Kq1F-0000An-00 for piecepack@yahoogroups.com; Sun, 30 Dec 2001 19:09:33 -0500 Message-ID: <000a01c1918f$1db904a0$262dc0d8@daycare> To: References: <20011229234812.B25920@...> Subject: Re: [piecepack] Solo: A solitare game for PP - Date: Sun, 30 Dec 2001 16:07:17 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MIMEOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Is there a symbol for copyleft? I know the symbol for copyright is =A9 May= be a backwards c in the middle of a circle would be nice or a regular c in = a square. I know a backward c in a square. Maybe I should draw it out and c= opyright it or better yet copyleft it. Sorry, I couldn't help myself I jus= t had to be silly. But on the serious side you can't copyright and idea. Y= ou can only copyright the way you expressed the idea. Here is quote from th= e copyright office. So if someone really wanted to they could take a game i= dea and rewrite it in their own words. What does copyright protect? C= opyright, a form of intellectual property law, protects original works of a= uthorship including literary, dramatic, musical, and artistic works such as= poetry, novels, movies, songs, computer software and architecture. Copyrig= ht does not protect facts, ideas, systems, or methods of operation, althoug= h it may protect the way these things are expressed. OK. You have j= ust made a statement equivalent to "Black is white". Insofar as the word = "copyleft" has any legal standing, it pretty much means the opposite of "= all rights reserved". I recommend you follow this link, which explains s= ome of the issues involved: http://www.gnu.org/licenses/licenses.html#= WhatIsCopyleft When you state, "all rights reserved", this means that no= one can copy your rules, including the people who manage the Piecepack.o= rg site. That's not what you want, is it? As far as I know, "yadda yad= da yadda" has no legal standing whatsoever. :-) Ron H-E Y= ahoo! Groups Sponsor ADVERTISEMENT = To unsubscribe from this group, send an email to: piecepack-unsub= scribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! = Terms of Service. = From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 172 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 31 Dec 2001 02:17:51 -0000 Received: (qmail 8594 invoked from network); 31 Dec 2001 02:17:51 -0000 Received: from unknown (216.115.97.171) by m12.grp.snv.yahoo.com with QMQP; 31 Dec 2001 02:17:51 -0000 Received: from unknown (HELO n32.groups.yahoo.com) (216.115.96.82) by mta3.grp.snv.yahoo.com with SMTP; 31 Dec 2001 02:17:50 -0000 Received: from [216.115.96.143] by n32.groups.yahoo.com with NNFMP; 31 Dec 2001 02:17:50 -0000 Date: Mon, 31 Dec 2001 02:17:51 -0000 To: piecepack@yahoogroups.com Subject: Copy this copy that, left, right, which way is up??? Message-ID: In-Reply-To: <000a01c1918f$1db904a0$262dc0d8@daycare> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1098 X-Mailer: Yahoo Groups Message Poster From: "david_bruce_cousins" X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins Ok, pass out the flame throwers!!! The intent of me putting out a game is for it to be "copylefted". This means (at least to extent of my feeble understanding). OK the "all rights reserved" part is a boo-boo, and probably should be changed to all rights subject to [Fill in your favorite open license], that's why it is rev 0.1 ;) But, copyleft is the correct thing IMHO. You must first copyright the work (hell I had to type it up!), and you are able to do that with game instructions. I this case, SOLO is a common-law copyright at the moment. I wouldn't bother to send in drafts to the C.O. Copyleft requires some distribution clause like the GNU GPL. I haven't stuck the legal mumbo on that yet either. IWBN if someone put together a nice boilerplate for the naive waifes of the group (like me) that we could attach to these types of rules postings! BTW, I'm not giving up my day job anytime soon. Dave. PS: sorry for any confusion, all the code I usually write professionally is copyrighted, and I never worry about the details because that's what we pay the lawyer for. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 173 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 31 Dec 2001 02:41:54 -0000 Received: (qmail 19760 invoked from network); 31 Dec 2001 02:41:54 -0000 Received: from unknown (216.115.97.172) by m3.grp.snv.yahoo.com with QMQP; 31 Dec 2001 02:41:54 -0000 Received: from unknown (HELO n4.groups.yahoo.com) (216.115.96.54) by mta2.grp.snv.yahoo.com with SMTP; 31 Dec 2001 02:41:54 -0000 Received: from [216.115.96.44] by n4.groups.yahoo.com with NNFMP; 31 Dec 2001 02:41:54 -0000 Date: Mon, 31 Dec 2001 02:41:51 -0000 To: piecepack@yahoogroups.com Subject: Definitions of Abstract (was Solo: A solitare game for PP - Message-ID: In-Reply-To: <20011229234812.B25920@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2835 X-Mailer: Yahoo Groups Message Poster From: "david_bruce_cousins" X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins --- In piecepack@y..., Ron Hale-Evans wrote: > On Sun, Dec 30, 2001 at 03:47:18AM -0000, david_bruce_cousins wrote: > > > Your game looks interesting, David. I intend to try it at the > earliest possible opportunity, either tonight or tomorrow night. > > > Exploring the Galaxy > This is somewhat true, IMHO. However, your game is not an abstract > game in the technical sense, because it (1) is for one player, (2) > contains chance elements, and (3) contains hidden information. > Mathematically speaking, an abstract game is a game for two players > with perfect information and no chance elements. Is that a definition from Game theory? > You just have to use your imagination! Firmly agreed! > > > The galaxy board is made as follows: > > [] > > [][] > > [][][][][] > > [][] [][] > > [][][][][] > > [][] > > [] > > At the center of the galaxy is a giant black hole. > > By the way, this board is virtually identical to the first one we > tried for Wormholes. We eventually settled on the one we use now with > two long, narrow "spiral arms" because we wanted (1) a two-ended > board, and (2) more action happening in the tight squeeze in the > middle as players passed each other with their starships. > Yes it is interesting what you can do with only 24 tiles! I wanted something that was symmetrical, and maybe a bit more interesting than the rectangle. I was very pleased when the 20 tiles fit into a nice spiral pattern. I think that one of the pleasing aspects of working with PP is that with clever layout of the tiles lots of new board designs may fall out. > > Copyleft David Bruce Cousins 2001. yadda yadda yadda > > All rights reserved. > > OK. You have just made a statement equivalent to "Black is white". > Insofar as the word "copyleft" has any legal standing, it pretty much > means the opposite of "all rights reserved". I recommend you follow > this link, which explains some of the issues involved: > > http://www.gnu.org/licenses/licenses.html#WhatIsCopyleft > > When you state, "all rights reserved", this means that no one can copy > your rules, including the people who manage the Piecepack.org site. > That's not what you want, is it? > > As far as I know, "yadda yadda yadda" has no legal standing > whatsoever. :-) > > Ron H-E > And yadda yadda yadda is about how I feel about the whole mumbo jumbo. Well, All rights reserved, was a last minute sleepy addition to the file! PS: thanks for the complement about my library. If you have any other suggestions for similar books, I'd love to hear them. I also ran through Sacksons book and picked out a handful that either could be played or modified to work with PP. I just thought the glass bead game was a really terrific fit! Dave From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 174 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 31 Dec 2001 03:31:48 -0000 Received: (qmail 22284 invoked from network); 31 Dec 2001 03:31:48 -0000 Received: from unknown (216.115.97.171) by m2.grp.snv.yahoo.com with QMQP; 31 Dec 2001 03:31:48 -0000 Received: from unknown (HELO granger.mail.mindspring.net) (207.69.200.148) by mta3.grp.snv.yahoo.com with SMTP; 31 Dec 2001 03:31:48 -0000 Received: from smui01.slb.mindspring.net ([199.174.114.21]) by granger.mail.mindspring.net with esmtp (Exim 3.33 #1) id 16KtAx-0004ho-00 for piecepack@yahoogroups.com; Sun, 30 Dec 2001 22:31:47 -0500 Received: by smui01.slb.mindspring.net id WAA0000011277; Sun, 30 Dec 2001 22:31:47 -0500 (EST) Date: Sun, 30 Dec 2001 22:31:47 -0500 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Solo: A solitare game for PP - Sender: hexchex@... Message-ID: From: X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex David I have a question, well actually two questions. I've played several games and like the game so far. Although I only played the basic 4 x 5 setup but I'm sure the other boards will be just as fun. Question One. I am not sure what you mean when you say("You may now move a number of coins from tiles that have multiple coins onto an adjacent orthogonal tile that has no coins") as far as movement direction goes. Question Two Can you move throught the board on the first version? I came across this move while I was playing and there is no legal move If you can't. [ ][ ][ ][ ] [ ][ ][ ][ ] [ ][5][ ][ ] [ ][ ][ ][ ] [ ][ ][ ][ ] Tim Schutz Still love the game though. I plan to play it some more. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 175 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 31 Dec 2001 07:55:34 -0000 Received: (qmail 9338 invoked from network); 31 Dec 2001 07:55:34 -0000 Received: from unknown (216.115.97.172) by m2.grp.snv.yahoo.com with QMQP; 31 Dec 2001 07:55:34 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta2.grp.snv.yahoo.com with SMTP; 31 Dec 2001 07:55:34 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16KxMx-00018s-00 for ; Mon, 31 Dec 2001 00:00:27 -0800 Date: Mon, 31 Dec 2001 00:00:26 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Copy this copy that, left, right, which way is up??? Message-ID: <20011231000026.D26276@...> References: <000a01c1918f$1db904a0$262dc0d8@daycare> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from david.cousins@... on Mon, Dec 31, 2001 at 02:17:51AM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Mon, Dec 31, 2001 at 02:17:51AM -0000, david_bruce_cousins wrote: > But, copyleft is the correct thing IMHO. You must first copyright the > work (hell I had to type it up!), and you are able to do that with > game instructions. I this case, SOLO is a common-law copyright at the > moment. I wouldn't bother to send in drafts to the C.O. Copyleft > requires some distribution clause like the GNU GPL. I haven't stuck > the legal mumbo on that yet either. > > IWBN if someone put together a nice boilerplate for the naive waifes > of the group (like me) that we could attach to these types of rules > postings! I suggest something like the following, which my wife Marty and I use on our games. (The GNU FDL is a form of copyleft for written materials.) Copyright 2001 by Marty and Ron Hale-Evans. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license can be found at http://www.gnu.org/copyleft/fdl.html. -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 176 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 31 Dec 2001 14:10:13 -0000 Received: (qmail 10122 invoked from network); 31 Dec 2001 14:10:13 -0000 Received: from unknown (216.115.97.172) by m4.grp.snv.yahoo.com with QMQP; 31 Dec 2001 14:10:13 -0000 Received: from unknown (HELO n35.groups.yahoo.com) (216.115.96.85) by mta2.grp.snv.yahoo.com with SMTP; 31 Dec 2001 14:10:13 -0000 Received: from [216.115.96.143] by n35.groups.yahoo.com with NNFMP; 31 Dec 2001 14:10:11 -0000 Date: Mon, 31 Dec 2001 14:10:12 -0000 To: piecepack@yahoogroups.com Subject: Re: Solo: A solitare game for PP - Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2987 X-Mailer: Yahoo Groups Message Poster From: "david_bruce_cousins" X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins --- In piecepack@y..., wrote: > David > I have a question, well actually two questions. > Question One. > I am not sure what you mean when you say("You may now move a number of coins from tiles that have multiple coins > onto an adjacent orthogonal tile that has no coins") as far as movement direction goes. You pick a number of coins to reposition (I suggested 4 to start as that will let you cover up half of the eight uncovered tiles). You then move coins (one at a time) from any tile which has a stack of coins onto an empty tile that is next to it (no diagonals). You probably don't want to move more than one coin to the empty stack, but that is just a hypothesis of mine. You can move coins from different tiles. Here is an example of the rule. Before: [ 5 3 coins] [ ace 0 coins] after: [ 5 2 coins] [ ace 1 coin ] The intent of this rule was multifold: - To distribute the coins a bit more across the board without breaking a simple to remember distribution rule (#-2) - to let the player adjust the random layout somewhat, giving them some control to get out of a poor initial layout (though what that might be is open to interpretation) - to adjust the difficulty of the game by adjusting the number of coins you move at the beginning. If you move no coins, then there are 8 spaces that will retire your first pawn. If you move 8 coins you should be able to cover all the tiles, though there are cases where that would be impossible ( 5 empty tiles in the shape of a cross comes to mind). I haven't figured out what a good starting number was, so I split it and suggested 4, and adjust up or down to taste. Hope that answers the question. Can you propose text to clarify the rule? Rules are always a balance between verboseness and clarity! > > Question Two > > Can you move throught the board on the first version? > I came across this move while I was playing and there is no legal move If you can't. > > [ ][ ][ ][ ] > [ ][ ][ ][ ] > [ ][5][ ][ ] > [ ][ ][ ][ ] > [ ][ ][ ][ ] > Ah the dreaded five! You got it. There is no legal move here. I should add this case to the section on retiring pawns. My oversight. Interestingly enough, when you play this a short while, you realize that legal moves always fall on diamond shapes of increasing size, and you can quickly recognize when you are stuck. 1: [] []1 [] [] 2: [] [] [] [] 2 [] [] [] [] 3: [] [] [] [] [] [] 3 [] [] [] [] [] [] etc. Fives *are* pretty tough, but I really liked that aspect. This is also one of the reasons I started fiddling with different layouts. > Tim Schutz > > Still love the game though. I plan to play it some more. Thank you very much. That means so much to me. My attitude towards ideas and designs is summed up in the phrase (SW)^3 N, which translates to: "Some win, some won't, so what! Next!" . It is great when one wins (i.e. people like it). Dave Cousins From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 177 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 31 Dec 2001 21:47:03 -0000 Received: (qmail 10912 invoked from network); 31 Dec 2001 21:47:03 -0000 Received: from unknown (216.115.97.167) by m9.grp.snv.yahoo.com with QMQP; 31 Dec 2001 21:47:03 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta1.grp.snv.yahoo.com with SMTP; 31 Dec 2001 21:47:02 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16LALi-0001Pv-00 for ; Mon, 31 Dec 2001 13:52:02 -0800 Date: Mon, 31 Dec 2001 13:52:02 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Definitions of Abstract Message-ID: <20011231135202.A5355@...> References: <20011229234812.B25920@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from david.cousins@... on Mon, Dec 31, 2001 at 02:41:51AM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Mon, Dec 31, 2001 at 02:41:51AM -0000, david_bruce_cousins wrote: > > This is somewhat true, IMHO. However, your game is not an abstract > > game in the technical sense, because it (1) is for one player, (2) > > contains chance elements, and (3) contains hidden information. > > Mathematically speaking, an abstract game is a game for two players > > with perfect information and no chance elements. > > Is that a definition from Game theory? Yes, combinatorial game theory. Here's a good article on what constitutes an abstract game: http://www.thegamesjournal.com/articles/DefiningtheAbstract.shtml Mark Thompson distinguishes between abstract games and abstract strategy games, but I have usually heard the two used interchangeably by knowledgeable people. I forgot to mention that another requirement for an abstract strategy game is that the two players take turns alternately, not simultaneously (as players do in Diplomacy). Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 178 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 2 Jan 2002 20:26:38 -0000 Received: (qmail 87496 invoked from network); 2 Jan 2002 20:26:38 -0000 Received: from unknown (216.115.97.167) by m8.grp.snv.yahoo.com with QMQP; 2 Jan 2002 20:26:38 -0000 Received: from unknown (HELO blount.mail.mindspring.net) (207.69.200.226) by mta1.grp.snv.yahoo.com with SMTP; 2 Jan 2002 20:26:38 -0000 Received: from sfr-tgn-sfe-vty11.as.wcom.net ([216.192.7.11] helo=daycare) by blount.mail.mindspring.net with smtp (Exim 3.33 #1) id 16Lry3-0005aS-00 for piecepack@yahoogroups.com; Wed, 02 Jan 2002 15:26:31 -0500 Message-ID: <001101c193cb$723f9be0$0b07c0d8@daycare> To: Subject: Feedback Please Date: Wed, 2 Jan 2002 12:24:11 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Ok, I made my first piecepack game and my first game for this year. The name of the game is Bottle Toss at Whirlpool Pond. It's not one of my best games but I did have a lot fun making it. You can find the rules at this website http://www.tjgames.com/whirlpoolpond.html I thought about writing up and e-mailing the rules but I find it easier to write in html. Please check it out and give me some feedback. Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 179 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 2 Jan 2002 22:12:59 -0000 Received: (qmail 47284 invoked from network); 2 Jan 2002 22:12:59 -0000 Received: from unknown (216.115.97.167) by m5.grp.snv.yahoo.com with QMQP; 2 Jan 2002 22:12:59 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.50.107) by mta1.grp.snv.yahoo.com with SMTP; 2 Jan 2002 22:12:58 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Wed, 2 Jan 2002 17:12:56 -0500 Message-ID: <000f01c193db$42d2b2b0$0501000a@winnt> To: References: <001101c193cb$723f9be0$0b07c0d8@daycare> Subject: Re: [piecepack] Feedback Please Date: Wed, 2 Jan 2002 17:17:26 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph I've read the rules, it sounds fun, one question about the rules before we play - When you mention "Bill" in the title and "Joe" in the text that follows - does that mean that effects 2 players or is Bill really "Billy Joe"? Thanks for the clarification & for making a piecepack game! Karol ----- Original Message ----- From: "Tim Schutz" To: Sent: Wednesday, January 02, 2002 3:24 PM Subject: [piecepack] Feedback Please > Ok, I made my first piecepack game and my first game for this year. The name of the game is Bottle Toss at Whirlpool Pond. It's not one of my best games but I did have a lot fun making it. You can find the rules at this website http://www.tjgames.com/whirlpoolpond.html I thought about writing up and e-mailing the rules but I find it easier to write in html. > Please check it out and give me some feedback. > Tim Schutz > > > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 180 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 3 Jan 2002 00:08:49 -0000 Received: (qmail 31074 invoked from network); 3 Jan 2002 00:08:48 -0000 Received: from unknown (216.115.97.167) by m3.grp.snv.yahoo.com with QMQP; 3 Jan 2002 00:08:48 -0000 Received: from unknown (HELO blount.mail.mindspring.net) (207.69.200.226) by mta1.grp.snv.yahoo.com with SMTP; 3 Jan 2002 00:08:47 -0000 Received: from [216.192.17.73] (helo=daycare) by blount.mail.mindspring.net with smtp (Exim 3.33 #1) id 16LvR3-0002cK-00 for piecepack@yahoogroups.com; Wed, 02 Jan 2002 19:08:42 -0500 Message-ID: <000801c193ea$7b6f3300$4911c0d8@daycare> To: References: <001101c193cb$723f9be0$0b07c0d8@daycare> <000f01c193db$42d2b2b0$0501000a@winnt> Subject: Re: [piecepack] Feedback Please Date: Wed, 2 Jan 2002 16:06:21 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Joe is a charcter from a different game I made and I guess he felt like sneaking into this one. I replaced all the Joes with Bills. Hopefully I found all the Joes, but if you see him again let me know and I make him go back to the alien game where he belongs. Tim ----- Original Message ----- From: Karol To: piecepack@yahoogroups.com Sent: Wednesday, January 02, 2002 2:17 PM Subject: Re: [piecepack] Feedback Please I've read the rules, it sounds fun, one question about the rules before we play - When you mention "Bill" in the title and "Joe" in the text that follows - does that mean that effects 2 players or is Bill really "Billy Joe"? Thanks for the clarification & for making a piecepack game! Karol ----- Original Message ----- From: "Tim Schutz" To: Sent: Wednesday, January 02, 2002 3:24 PM Subject: [piecepack] Feedback Please > Ok, I made my first piecepack game and my first game for this year. The name of the game is Bottle Toss at Whirlpool Pond. It's not one of my best games but I did have a lot fun making it. You can find the rules at this website http://www.tjgames.com/whirlpoolpond.html I thought about writing up and e-mailing the rules but I find it easier to write in html. > Please check it out and give me some feedback. > Tim Schutz > > > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > Yahoo! Groups Sponsor To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 181 Return-Path: X-Sender: mark.a.biggar@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 3 Jan 2002 19:26:23 -0000 Received: (qmail 17399 invoked from network); 3 Jan 2002 19:26:23 -0000 Received: from unknown (216.115.97.171) by m2.grp.snv.yahoo.com with QMQP; 3 Jan 2002 19:26:23 -0000 Received: from unknown (HELO n25.groups.yahoo.com) (216.115.96.75) by mta3.grp.snv.yahoo.com with SMTP; 3 Jan 2002 19:26:22 -0000 Received: from [216.115.96.151] by n25.groups.yahoo.com with NNFMP; 03 Jan 2002 19:25:14 -0000 Date: Thu, 03 Jan 2002 19:26:20 -0000 To: piecepack@yahoogroups.com Subject: new game -- Worm Derby Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Length: 5388 X-Mailer: Yahoo Groups Message Poster From: "mark_biggar" X-Yahoo-Group-Post: member; u=90743078 X-Yahoo-Profile: mark_biggar Here is a weird little game I've invented of racing worms. Please try it ou= t and let me know what who think Piecepack game -- Worm Derby 2-4 players= The object of the game is to race your worm through a field of obstacles= around a distant pylon and back to the start line before any if the other= player's worms. Worms A worm consists of a connected string of touching = (at the edge) piecepack disks of the same suit. A worm always has two end= disks that only touch one other disk in the worm and may have one or mor= e body disks that touch exactly two other disks. Worms may never form loo= ps or branching structures. A worm can be curved in any way allowed by th= e above description. In the basic rules all worms are six disks long; the = advanced rules allow for worms of lengths from 2 to 6 long. Worm Movement= A worm moves in steps. Each step consists of picking up the disk at one= end of the worm and moving it to touch the disk at the other end of the w= orm. A worm can move in either direction, but is a worm is moving multipl= e steps in one turn it must move all in the same direction (all the steps = must take disks from the same end of the worm). Obstacles Facedown Piece= pack tiles are obstacles that worms must go around as they race. Worms ca= nnot go over obstacles and an obstacle can never be placed on top of a wor= m. If there is not enough room between two obstacles for a worm's disk to= fit, the worm cannot go between the two obstacles. Worms also treat oth= er worms like obstacles. Game setup Give each player the six disks form o= ne suit form his worm. It is convenient to place the correspondingly colo= red pawn in front of each player so that it is easy to tell which worm be= longs to each player (there is no other use of the pawns in this game). A= lso give each player the corresponding colored die. Place two tiles, suit = side up, about 4 tile widths apart to form the start/finish line. Place a= nother tile, suit side up, three to six feet away along the perpendicular = bisector of the start line as the turn pylon for the other end of the race= course. The distance you choose will determine the length of the game; th= e farther away the pylon is the longer the game length. These three tile= s are considered obstacles except unlike other obstacle tiles cannot be mo= ved during the game. Choose a first player by any agreeable method. Turns= will go clockwise around the table starting with the first player. Deal = out the remaining tiles evenly to the players, putting any odd tiles aside= . Starting with the first player, each player in turn places a tile, suit= side down, anywhere on the racecourse between the start line and the pylo= n. These tiles form the set of obstacles for the race. No obstacle may b= e placed at the start within three tile widths of either the start line o= r the pylon. Obstacles my touch but cannot overlap. Obstacles may be pla= ced in any orientation. Continue placing tiles in turn, until all the deal= t tiles have been placed. Starting with the first player, each player in t= urns builds his worm behind the starting line. The starting position of a= worm must be built in a straight line perpendicular to the start line, w= ith only one end disk between the two start line tiles. The race Startin= g with the first player, players take turns moving their worms. The goal = is to move your worm from the start line to and around the far side of the= pylon and back to the start line first before any other worm. To move = your worm, roll your die and move accordingly. On a 2-5 move your worm th= at many steps (remember that you can move your worm either direction, this= may be necessary if blocked by obstacles). On a null you do not move thi= s turn. On an ace you may move an obstacle and then roll again. An obsta= cle may be moved no more then one tile width from its current position an= d may be reoriented as the player chooses. Winning The first player to mo= ve one end of his worm between the two start line tiles after having trave= led around the far side of the pylon has won the race. The remaining worm= s may continue to race to determine second and third place. Variant For = a shorter and simpler game reduce the number of (or completely eliminate) = the obstacle tiles. Advanced Rules =96 Cannibal worms If when moving your= worm, a step would allow you to overlay one of the end disks of another p= layer's worm you may do so and your worm eats that disk, pick it up and gi= ve it back to its owner. This ends your movement for that turn. The att= acked worm, on its next move, must move away from the attacker (steps must= be made by picking up disks from the end of the worm that was eaten). A = worm can never move more steps then its length, if you roll higher than th= e worm's length, the additional steps are lost. When you roll an ace, ins= tead of moving an obstacle, you may add an eaten disk back on to one end o= f your worm (you still get to roll again). Copyright 2001 by Mark A. Big= gar. Permission is granted to copy, distribute and/or modify this documen= t under the terms of the GNU Free Documentation License, Version 1.1 or an= y later version published by the Free Software Foundation; with no Invaria= nt Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the = license can be found at http://www.gnu.org/copyleft/fdl.html. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 182 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 3 Jan 2002 21:59:15 -0000 Received: (qmail 73669 invoked from network); 3 Jan 2002 21:59:15 -0000 Received: from unknown (216.115.97.171) by m2.grp.snv.yahoo.com with QMQP; 3 Jan 2002 21:59:15 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta3.grp.snv.yahoo.com with SMTP; 3 Jan 2002 21:59:14 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g03LxDY29113 for ; Thu, 3 Jan 2002 16:59:14 -0500 (EST) Received: from dopey.ne.mediaone.net (midgard.sitaranetworks.com [199.103.141.24]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id C1M0LFHJ; Thu, 3 Jan 2002 16:59:16 -0500 Message-ID: <3C34D410.6B10E7BB@...> Date: Thu, 03 Jan 2002 16:58:40 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Anteing up - Wand of Odin? Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Hi there. I always like to join a list by making a contribution... Here, tested only in my head, and meager though they are, are the ideas that a brief skimming of the old messages shook out of my attic: Wand of Odin... Have to make this happen. Perhaps it's a quest through the tileboards to find the the blank chips of every suit. ('Od' being the name of the blank rune in most runesets, this seemed fitting.) These would represent the broken pieces of Odin's spear Gungnir, 'Wand of Odin' being a sort of kenning. These would be in the possession of guardian critters, each critter represented and combat-valued by a stack of four chips, one of each suit. (stir the suits, and take one chip from each to assemble each critter). So each critter for Magic, Stealth, War and Guile would have a value determined by their Sun, Moon, Arms, and Crown chip. A blank chip (Shard of the Wand) would indicate the critter was immune to that value of the Quester. Let me state that more clearly: the critter that had the blank Crowns chip for it's Guile value simply could not be bested by the Quester's Guile. Which speaks to the besting of the critters. The solitaire player rolls the dice, all of them, and takes the result as a set of values for the Quester persona's Magic, Stealth, War, and Guile. Blank faces rolled for the Quester at the start of the game have the opposite meaning they do for the critters; the Quester is worthless in that regard, and helpless before even the lowliest of critters using that value to attack. Play begins with a single pawn representing the Quester placed on the blank-faced Arms tile, grid-side down, with the other blank tiles arranged in a square with the Arms tile, with Arms in the upper left, Moon in the upper right, Sun in the lower left, and Crown in the lower right. These represent the worlds of Norse mythology; Arms:Midgard, Moon:Niflheim, Sun:Asgard, Crown:Alfheim. Turn order - all actions must occur in the order given: - Move the Quester pawn - Move to any adjacent tile, only across a side, not diagonally. OR move to any numerically-contiguous tile of the same suit (world). The Quester may also elect not to move. - Reveal a tile, place critters. - A tile that is next in sequence of its suit is placed adjacent to the tile with the next lowest number; ones next to blanks, fours next to threes, etc. The player may choose the exact placement, but only placements with legal orthogonal movement paths are legal. No critter is placed on the new tile, unless the number of critters remaining is equal to the number of unrevealed tiles remaining, in which case a critter is placed, 'asleep' if no Quester is adjacent, 'awakened' otherwise. A tile not next in sequence, and not equal numerically to the Quester pawn's tile, is set aside, still revealed, and populated with a sleeping critter, the legendary denizen of that lost land. When the tile numerically below that tile is placed, the 'lost' tile is to be placed adjacent to its subordinate. A tile that is not next in sequence of its suit, but that matches numerically with the tile occupied by the Quester pawn, is placed adjacent to that tile, and populated with a critter, if any remain. (The Quester has discovered a path to another world, or an otherworldly beast has ambushed the Quester.) If the Quester had moved this turn previous to the tile being revealed, the critter is placed 'awakened', and may pursue in the next phase. If the Quester had not moved, the critter is placed 'asleep'. If a critter is called for by the tile placement rules, and no critters remain, new critters may be assembled from the remains of defeated critters, by stirring the value-down chips and selecting a set of four chips for each new critter. If a critter is called for by the tile placement rules, and neither critters nor chips are available, the nearest sleeping critter is called to the scene, and awakened. - Pursuit by awakened critters - After the Quester has moved, and tiles have been placed, any awakened critter with a Quester pawn within two moves will move to and confront the Quester, with two exceptions. No critter will leave its own world, unless entering the group of blank tiles originally placed. And no critter that fled from the Quester will pursue the Quester, unless heading further into their native world (to a higher-numbered tile). - Effects of the Worlds - Critters native to the worlds (originally placed in a world other than Midgard) have advantages while in those worlds. They may add the value of the tile they are on to all their values for resolution of conflicts, with the exception of the value represented by the opposite symbol in the layout of the original four tiles. Thus an Asgardian critter does not increase its Stealth for conflicts, a Midgardian does not increase its Guile, etc. - Encounters and Stealth - When the Quester and a critter occupy the same tile, an encounter occurs. A Quester which moved into the tile may elect to use their Stealth to attempt to avoid conflict; compare the Moon chip of the critter (revealing that chip only, for this purpose) with the Moon die of the Quester, higher value wins, ties broken by Guile in the same manner. Stealth and Guile ties result in no conflict. Successful Stealth by the Quester avoids combat, and allows the Quester to reveal another chip of the critter, in addition to the Stealth(Moon) chip. Usually, the Quester will want to see the critter's chip that matches his own strongest suit, sizing the critter up for future conflict. A Quester which had a critter move into his tile may try to hide to avoid conflict; compare the Stealth and Guile dice of the Quester to the Stealth and Guile chips of the critter, the sum of the Quester values must be higher than the sum of the critter values for the Quester to succeed. Successful stealth results in no conflict. The critter may move 'into' the tile on its next turn. The Quester may also move 'into' the tile, beginning another encounter. Unsuccessful stealth results in conflict, with the critter being given initiative. - Conflict - Conflict compares the values of the critter and the Quester in one suit, or possibly two. The higher value wins the conflict. The figure that moved normally has the initiative, (except in the case of failed stealth, see above) and chooses which suit to compare. Critters with Guile less than the Quester always select their strongest suit for a first conflict; if the Quester has initiative, the Quester may choose any suit. Critters with Guile equal to the Quester choose randomly among their strongest suits, within a variance of two. (So a 5, 4, 3, 1 Critter might choose the 5, 4, or 3.) Critters with Guile greater than the Quester choose Guile. Duh. In case of a tie, if the Quester entered the tile, and the creature had been sleeping, and there was no failed attempt at Stealth, the Quester may select the next suit to compare. If the above isn't true, the critter's chips are all revealed, and the highest value of all the remaining suits of either individual determines the next suit compared. So as an example, the Quester and a Goblin Thief may find their Guiles match at 4, and then Goblin would then find the Quester's War of 3 was faster than the Goblin's Stealth of 2. Critters defeated by War or Magic are destroyed; their chips are availiable to make new critters, any Shards (blank chips) they had are retained by the Quester, and any '1' value chips (with the sworl, if you cheaped out like I did, and printed your own) also retained by the player. Critters defeated by Stealth also lose any Shards they may have, but not any '1' value chips. Critters defeated by Guile lose Shards, but not '1' value chips. Critters that have had Shards conned away from them (by Guile) will soon come to their senses, and pursue the Quester. Critters whose Shards were burgled (by Stealth) will not pursue the Quester, and may be considered sleeping, unless the Stealth conflict was a second suit following a tie of some other suit, in which case they are awake and will pursue. Any Critter which has lost a Shard, but not been destroyed, is still considered to have a value of 'blank' in that Art. It was not the Shard which made them Supreme, it was their Supremacy which let them gain the Shard. And maybe, gain it back... A Quester defeated by War loses all Shards and '1' value chips they were carrying (which are returned to the chip pool), and remain where they are on the tiles. They may optionally choose to be considered dead, and re-roll all their dice, starting again on the blank Midgard tile. A Quester defeated by Magic loses all Shards and chips as above, and is cast away one tile for every point of value of the Magic chip that defeated them (including any bonus from World tile value), but not further than the Midgard starting location. 'Away' means in opposite direction from the direction they came, or the direction from which the critter came. They may optionally choose to be considered dead, and re-roll all their dice, starting again on the blank Midgard tile. A Quester defeated by Stealth loses one Shard, or if they have no Shards, they lose one '1' value chip, or if they have no chips, they lose nothing. They remain where they are. The critter retains possession of any stolen items for one player turn, but then the items go to the chip pool. A Quester defeated by Guile loses one '1' value chip, or if they have no chips, and their Guile is less than the _natural_ Guile of the critter, one Shard, or if they have no Shards, they lose nothing. They remain where they are. Any items beguiled from a Quester go to the chip pool. - Treasure - There are two sorts of treasure a Quester may acquire in the game; Shards of Odin's Spear, Gungnir, and incidental equipment taken from critters slain in combat. When any particular Shard is recovered and in the possession of the Quester, the awesome energies contained within may be loosed to re-roll any one die, taking the new result, with any result matching the old value being re-rolled. Blank faces on this new roll are not considered 'matching' any old blank face. A Blank face rolled by use of a Shard indicates supremacy in that art. Place the Shard chip under the die to show the use of the Shard on that die. When a Quester is in any conflict, they may use a '1' value chip taken from a slain critter to add one to their value for the suit being contested. They retain the chip thereafter, and may use it again as they wish. The chip may alternately be used to add two to the value being contested, but it then returns to the chip pool. - Supreme Arts - Questers who release the power of a Shard take an aweful risk, but risk sometimes carries great rewards. Supremacy in the various Arts has benefits beyond simple Conflict. Supreme Magi may move normally from any tile to any other of the same numeric value, via the Astral Plane. The normal limits of time and speed are meaningless to those who possess True Magick. Supreme Warriors deny native creatures any bonus for their world tile value. They use the native terrain as well or better than any native. Those who are Supreme in Stealth may not be found if they wish not. Critters may move onto them, seeking conflict, but no conflict occurs unless the Stealthy Master wishes. Also, all of a Critter's chips are revealed whenever the Master of Shadow shares the same tile. Those who are Supremely Beguiling may claim every possession from those bested by Guile, returning the remaining chips, if less than three, to the chip pool. Any creature not destroyed in this way is considered to be left 'asleep', they will neither pursue nor move until awakened. Critters do not manifest Supreme abilities, even if ranked 'Supreme' in an Art. ----- Wand of Odin 0.1, by Ed Thorn, all rights reserved, released for comments 1/3/2002. Comments please to edt@... ----- "Wand of Odin" was a name somebody else came up with. I liked it, and ran with the idea. All the rest is mine, or possibly Calliope and Mnemosyne's. I am but an Egg. . From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 183 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 4 Jan 2002 15:03:01 -0000 Received: (qmail 64994 invoked from network); 4 Jan 2002 15:03:01 -0000 Received: from unknown (216.115.97.171) by m4.grp.snv.yahoo.com with QMQP; 4 Jan 2002 15:03:01 -0000 Received: from unknown (HELO granger.mail.mindspring.net) (207.69.200.148) by mta3.grp.snv.yahoo.com with SMTP; 4 Jan 2002 15:03:01 -0000 Received: from sfr-tgn-sfh-vty28.as.wcom.net ([216.192.10.28] helo=daycare) by granger.mail.mindspring.net with smtp (Exim 3.33 #1) id 16MVry-0007ME-00 for piecepack@yahoogroups.com; Fri, 04 Jan 2002 10:02:54 -0500 Message-ID: <001a01c19530$8f294560$1c0ac0d8@daycare> To: References: Subject: Re: [piecepack] new game -- Worm Derby Date: Fri, 4 Jan 2002 07:00:30 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Mark I played with my daughters last night and they enjoyed the game a lot and we even came up with another variant, the slalom. We took 2 complete sets of colored tiles and placed them suit side down starting at the starting gate and going to the turn pylon. We placed them pretty much in a straight line with at least on tile worth of space between them. Once all the tiles were down we flipped them over. Red you had to go to the right of the tile and blue you had to go left. P.S. I did catch my younger daughter trying to cheat. When she placed down the coins in her worm she would try and leave a small gap in between to make the snake move a little farther on each move. Tim Schutz ----- Original Message ----- From: mark_biggar To: piecepack@yahoogroups.com Sent: Thursday, January 03, 2002 11:26 AM Subject: [piecepack] new game -- Worm Derby Here is a weird little game I've invented of racing worms. Please try it out and let me know what who think Piecepack game -- Worm Derby 2-4 players The object of the game is to race your worm through a field of obstacles around a distant pylon and back to the start line before any if the other player's worms. Worms A worm consists of a connected string of touching (at the edge) piecepack disks of the same suit. A worm always has two end disks that only touch one other disk in the worm and may have one or more body disks that touch exactly two other disks. Worms may never form loops or branching structures. A worm can be curved in any way allowed by the above description. In the basic rules all worms are six disks long; the advanced rules allow for worms of lengths from 2 to 6 long. Worm Movement A worm moves in steps. Each step consists of picking up the disk at one end of the worm and moving it to touch the disk at the other end of the worm. A worm can move in either direction, but is a worm is moving multiple steps in one turn it must move all in the same direction (all the steps must take disks from the same end of the worm). Obstacles Facedown Piecepack tiles are obstacles that worms must go around as they race. Worms cannot go over obstacles and an obstacle can never be placed on top of a worm. If there is not enough room between two obstacles for a worm's disk to fit, the worm cannot go between the two obstacles. Worms also treat other worms like obstacles. Game setup Give each player the six disks form one suit form his worm. It is convenient to place the correspondingly colored pawn in front of each player so that it is easy to tell which worm belongs to each player (there is no other use of the pawns in this game). Also give each player the corresponding colored die. Place two tiles, suit side up, about 4 tile widths apart to form the start/finish line. Place another tile, suit side up, three to six feet away along the perpendicular bisector of the start line as the turn pylon for the other end of the racecourse. The distance you choose will determine the length of the game; the farther away the pylon is the longer the game length. These three tiles are considered obstacles except unlike other obstacle tiles cannot be moved during the game. Choose a first player by any agreeable method. Turns will go clockwise around the table starting with the first player. Deal out the remaining tiles evenly to the players, putting any odd tiles aside. Starting with the first player, each player in turn places a tile, suit side down, anywhere on the racecourse between the start line and the pylon. These tiles form the set of obstacles for the race. No obstacle may be placed at the start within three tile widths of either the start line or the pylon. Obstacles my touch but cannot overlap. Obstacles may be placed in any orientation. Continue placing tiles in turn, until all the dealt tiles have been placed. Starting with the first player, each player in turns builds his worm behind the starting line. The starting position of a worm must be built in a straight line perpendicular to the start line, with only one end disk between the two start line tiles. The race Starting with the first player, players take turns moving their worms. The goal is to move your worm from the start line to and around the far side of the pylon and back to the start line first before any other worm. To move your worm, roll your die and move accordingly. On a 2-5 move your worm that many steps (remember that you can move your worm either direction, this may be necessary if blocked by obstacles). On a null you do not move this turn. On an ace you may move an obstacle and then roll again. An obstacle may be moved no more then one tile width from its current position and may be reoriented as the player chooses. Winning The first player to move one end of his worm between the two start line tiles after having traveled around the far side of the pylon has won the race. The remaining worms may continue to race to determine second and third place. Variant For a shorter and simpler game reduce the number of (or completely eliminate) the obstacle tiles. Advanced Rules - Cannibal worms If when moving your worm, a step would allow you to overlay one of the end disks of another player's worm you may do so and your worm eats that disk, pick it up and give it back to its owner. This ends your movement for that turn. The attacked worm, on its next move, must move away from the attacker (steps must be made by picking up disks from the end of the worm that was eaten). A worm can never move more steps then its length, if you roll higher than the worm's length, the additional steps are lost. When you roll an ace, instead of moving an obstacle, you may add an eaten disk back on to one end of your worm (you still get to roll again). Copyright 2001 by Mark A. Biggar. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license can be found at http://www.gnu.org/copyleft/fdl.html. Yahoo! Groups Sponsor ADVERTISEMENT To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 184 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 4 Jan 2002 15:15:00 -0000 Received: (qmail 89406 invoked from network); 4 Jan 2002 15:15:00 -0000 Received: from unknown (216.115.97.172) by m10.grp.snv.yahoo.com with QMQP; 4 Jan 2002 15:15:00 -0000 Received: from unknown (HELO barry.mail.mindspring.net) (207.69.200.25) by mta2.grp.snv.yahoo.com with SMTP; 4 Jan 2002 15:15:01 -0000 Received: from sfr-tgn-sfh-vty28.as.wcom.net ([216.192.10.28] helo=daycare) by barry.mail.mindspring.net with smtp (Exim 3.33 #1) id 16MW3d-0001Q0-00 for piecepack@yahoogroups.com; Fri, 04 Jan 2002 10:14:57 -0500 Message-ID: <000501c19532$3dfed9a0$1c0ac0d8@daycare> To: References: <001a01c19530$8f294560$1c0ac0d8@daycare> Subject: Re: [piecepack] new game -- Worm Derby Date: Fri, 4 Jan 2002 07:12:33 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Quick Edit We didn't start placing tiles at the starting gate. We started a few tiles out from the starting gate and finished a few tiles from the turning pylon. ----- Original Message ----- From: Tim Schutz To: piecepack@yahoogroups.com Sent: Friday, January 04, 2002 7:00 AM Subject: Re: [piecepack] new game -- Worm Derby Mark I played with my daughters last night and they enjoyed the game a lot and we even came up with another variant, the slalom. We took 2 complete sets of colored tiles and placed them suit side down starting at the starting gate and going to the turn pylon. We placed them pretty much in a straight line with at least on tile worth of space between them. Once all the tiles were down we flipped them over. Red you had to go to the right of the tile and blue you had to go left. P.S. I did catch my younger daughter trying to cheat. When she placed down the coins in her worm she would try and leave a small gap in between to make the snake move a little farther on each move. Tim Schutz ----- Original Message ----- From: mark_biggar To: piecepack@yahoogroups.com Sent: Thursday, January 03, 2002 11:26 AM Subject: [piecepack] new game -- Worm Derby Here is a weird little game I've invented of racing worms. Please try it out and let me know what who think Piecepack game -- Worm Derby 2-4 players The object of the game is to race your worm through a field of obstacles around a distant pylon and back to the start line before any if the other player's worms. Worms A worm consists of a connected string of touching (at the edge) piecepack disks of the same suit. A worm always has two end disks that only touch one other disk in the worm and may have one or more body disks that touch exactly two other disks. Worms may never form loops or branching structures. A worm can be curved in any way allowed by the above description. In the basic rules all worms are six disks long; the advanced rules allow for worms of lengths from 2 to 6 long. Worm Movement A worm moves in steps. Each step consists of picking up the disk at one end of the worm and moving it to touch the disk at the other end of the worm. A worm can move in either direction, but is a worm is moving multiple steps in one turn it must move all in the same direction (all the steps must take disks from the same end of the worm). Obstacles Facedown Piecepack tiles are obstacles that worms must go around as they race. Worms cannot go over obstacles and an obstacle can never be placed on top of a worm. If there is not enough room between two obstacles for a worm's disk to fit, the worm cannot go between the two obstacles. Worms also treat other worms like obstacles. Game setup Give each player the six disks form one suit form his worm. It is convenient to place the correspondingly colored pawn in front of each player so that it is easy to tell which worm belongs to each player (there is no other use of the pawns in this game). Also give each player the corresponding colored die. Place two tiles, suit side up, about 4 tile widths apart to form the start/finish line. Place another tile, suit side up, three to six feet away along the perpendicular bisector of the start line as the turn pylon for the other end of the racecourse. The distance you choose will determine the length of the game; the farther away the pylon is the longer the game length. These three tiles are considered obstacles except unlike other obstacle tiles cannot be moved during the game. Choose a first player by any agreeable method. Turns will go clockwise around the table starting with the first player. Deal out the remaining tiles evenly to the players, putting any odd tiles aside. Starting with the first player, each player in turn places a tile, suit side down, anywhere on the racecourse between the start line and the pylon. These tiles form the set of obstacles for the race. No obstacle may be placed at the start within three tile widths of either the start line or the pylon. Obstacles my touch but cannot overlap. Obstacles may be placed in any orientation. Continue placing tiles in turn, until all the dealt tiles have been placed. Starting with the first player, each player in turns builds his worm behind the starting line. The starting position of a worm must be built in a straight line perpendicular to the start line, with only one end disk between the two start line tiles. The race Starting with the first player, players take turns moving their worms. The goal is to move your worm from the start line to and around the far side of the pylon and back to the start line first before any other worm. To move your worm, roll your die and move accordingly. On a 2-5 move your worm that many steps (remember that you can move your worm either direction, this may be necessary if blocked by obstacles). On a null you do not move this turn. On an ace you may move an obstacle and then roll again. An obstacle may be moved no more then one tile width from its current position and may be reoriented as the player chooses. Winning The first player to move one end of his worm between the two start line tiles after having traveled around the far side of the pylon has won the race. The remaining worms may continue to race to determine second and third place. Variant For a shorter and simpler game reduce the number of (or completely eliminate) the obstacle tiles. Advanced Rules - Cannibal worms If when moving your worm, a step would allow you to overlay one of the end disks of another player's worm you may do so and your worm eats that disk, pick it up and give it back to its owner. This ends your movement for that turn. The attacked worm, on its next move, must move away from the attacker (steps must be made by picking up disks from the end of the worm that was eaten). A worm can never move more steps then its length, if you roll higher than the worm's length, the additional steps are lost. When you roll an ace, instead of moving an obstacle, you may add an eaten disk back on to one end of your worm (you still get to roll again). Copyright 2001 by Mark A. Biggar. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license can be found at http://www.gnu.org/copyleft/fdl.html. Yahoo! Groups Sponsor ADVERTISEMENT To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. Yahoo! Groups Sponsor ADVERTISEMENT To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 185 Return-Path: X-Sender: mark.a.biggar@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 4 Jan 2002 21:04:00 -0000 Received: (qmail 37047 invoked from network); 4 Jan 2002 21:03:59 -0000 Received: from unknown (216.115.97.171) by m10.grp.snv.yahoo.com with QMQP; 4 Jan 2002 21:03:59 -0000 Received: from unknown (HELO n23.groups.yahoo.com) (216.115.96.73) by mta3.grp.snv.yahoo.com with SMTP; 4 Jan 2002 21:04:01 -0000 Received: from [216.115.96.23] by n23.groups.yahoo.com with NNFMP; 04 Jan 2002 21:04:01 -0000 Date: Fri, 04 Jan 2002 21:03:55 -0000 To: piecepack@yahoogroups.com Subject: Worm Derby ver 2.0 Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable Content-Length: 6522 X-Mailer: Yahoo Groups Message Poster From: "mark_biggar" X-Yahoo-Group-Post: member; u=90743078 X-Yahoo-Profile: mark_biggar Here an updated version of the rules with most of the typos fixed and some = clarification and a new Slalom variant invented by Tim Schutz and his daugh= ters. --------------- cut here -------------- Piecepack game -- Worm Der= by ver. 2.0 2-4 players The object of the game is to race your worm throu= gh a field of obstacles around a distant pylon and back to the start line = before any of the other player's worms. Worms A worm consists of a conne= cted string of touching (at the edge) Piecepack disks of the same suit, su= it side up. A worm always has two end disks that only touch one other dis= k in the worm and may have one or more body disks that touch exactly two o= ther disks. Worms may never form loops or branching structures. A worm c= an be curved in any way allowed by the above description. In the basic ru= les all worms are six disks long; the advanced rules allow for worms of le= ngths from 2 to 6 long. Worm Movement A worm moves in steps. Each step c= onsists of picking up the disk at one end of the worm and moving it to tou= ch the disk at the other end of the worm. A worm can move in either direc= tion, but if a worm is moving multiple steps in one turn, it must move all= in the same direction (all the steps must take disks from the same end of= the worm). Obstacles Facedown Piecepack tiles are obstacles that worms = must go around as they race. Worms cannot go over obstacles and an obstac= le can never be placed on top of a worm. If there is not enough room bet= ween two obstacles for a worm's disk to fit, the worm cannot go between th= e two obstacles. Worms also treat other worms like obstacles. Game setup= Give each player the six disks from one suit to form his worm. It is co= nvenient to place the correspondingly colored pawn in front of each player= so that it is easy to tell which worm belongs to each player (there is no= other use of the pawns in this game). Also give each player the correspo= nding colored die. Place two tiles, suit side up, about 4 tile widths apar= t to form the start/finish line. Place another tile, suit side up, three = to six feet away along the perpendicular bisector of the start line as the= turn pylon for the other end of the racecourse. The distance you choose= will determine the length of the game; the farther away the pylon is the = longer the game length. These three tiles are considered obstacles except = that, unlike other obstacle tiles, they cannot be moved during the game. = Choose a first player by any agreeable method. Turns will go clockwise ar= ound the table starting with the first player. Deal out the remaining tile= s evenly to the players, putting any odd tiles aside. Starting with the f= irst player, each player in turn places a tile, suit side down, anywhere o= n the racecourse between the start line and the pylon. These tiles form t= he set of obstacles for the race. During this initial placement phase, no= obstacle may be placed within three tile widths of either the start line = or the pylon. Obstacles may touch but cannot overlap. Obstacles may be p= laced in any orientation. Players continue to place tiles in turn, until = all the dealt tiles have been placed. Starting with the first player, each= player in turns builds his worm suit side up behind the starting line. T= he starting position of a worm must be built in a straight line perpendicu= lar to the start line, with only one end disk between the two start line ti= les. The Race Starting with the first player, players take turns moving t= heir worms. The goal is to move your worm from the start line, around th= e far side of the pylon and back to the start line, first before any other= worm. To move your worm, roll your die and move as follows. On a 2-5 m= ove your worm that many steps (remember that you can move your worm either= direction; this may be necessary if blocked by obstacles). If it is impo= ssible to move your worm the whole number of steps, move it a many as poss= ible. On a null, your worm does not move this turn. On an ace, you may m= ove an obstacle and then roll again. An obstacle may be moved no more the= n one tile width from its current position and may be reoriented as the pl= ayer chooses. Winning The first player to move one end of his worm betwe= en the two start line tiles after having traveled around the far side of t= he pylon has won the race. The remaining worms may continue to race to d= etermine second and third place. Variants 1. For a shorter and simpl= er game reduce the number of (or completely eliminate) the obstacle tiles.= 2. Slalom This variant has no moveable obstacles. Instead set up t= he racecourse as follows. Create the start line as normal using two blac= k suited tiles. Randomly mix up an equal number (the more you use, the lo= nger the game) of red and blue suit tiles facedown and place them still fa= cedown in along line starting line about three tile widths from the start = line a little more than one tile length apart. Put a green/yellow suit ti= le about two tile widths further on as the pylon. Now turn the red and bl= ue suit tiles over. Race as normal expect your worm must pass to the Righ= t of the Red tiles and to the Left of the bLue tiles. As there is no movin= g of obstacles in this variant, on rolling an ace, your worm moves one ste= p. Thanks to Tim Schutz and his daughters for this variant idea. Advance= d Rules =96 Cannibal worms If when moving your worm a step would allow you= to overlay one of the end disks of another player's worm you may do so an= d your worm eats that disk; pick it up and give it back to its owner. Thi= s ends your movement for that turn. Length two worms may not be attacked= . The attacked worm, on its next move, must move away from the attacker (= steps must be made by picking up disks from the end of the worm that was e= aten). A worm can never move more steps then its length, if you roll high= er than the worm's length, the additional steps are lost. When you roll an= ace, instead of moving an obstacle, you may add an eaten disk back on to = one end of your worm (you still get to roll again). Copyright 2001 by M= ark A. Biggar. Permission is granted to copy, distribute and/or modify thi= s document under the terms of the GNU Free Documentation License, Version = 1.1 or any later version published by the Free Software Foundation; with n= o Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A cop= y of the license can be found at http://www.gnu.org/copyleft/fdl.html. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 187 Return-Path: X-Sender: toren_l@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 5 Jan 2002 20:51:33 -0000 Received: (qmail 64127 invoked from network); 5 Jan 2002 20:51:32 -0000 Received: from unknown (216.115.97.167) by m2.grp.snv.yahoo.com with QMQP; 5 Jan 2002 20:51:32 -0000 Received: from unknown (HELO hotmail.com) (216.33.148.152) by mta1.grp.snv.yahoo.com with SMTP; 5 Jan 2002 20:51:32 -0000 Received: from mail pickup service by hotmail.com with Microsoft SMTPSVC; Sat, 5 Jan 2002 12:51:32 -0800 Subject: New Game: Interstellar Conquest Date: Sat, 5 Jan 2002 15:51:13 -0500 MIME-Version: 1.0 X-Mailer: MSN Explorer 7.00.0021.1702 Bcc: Message-ID: X-OriginalArrivalTime: 05 Jan 2002 20:51:32.0757 (UTC) FILETIME=[C1D0E450:01C1962A] From: "kenneth leyhe sr" X-Yahoo-Group-Post: member; u=3236149 X-Yahoo-Profile: king_toren_l Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Interstellar Conquest A space colonization game ideally for 4 with all the Icehouse colors and a piecepack, games take about 45 min. There are some familiar concepts here but the endgame gets very challenging. http://icepack.cjb.net/ic.html Toren | IcePack Games, hey I like it. | | For games that feature Icehouse and | | piecepack, and some that don't, | | visit http://icepack.cjb.net | Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 188 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 5 Jan 2002 23:00:39 -0000 Received: (qmail 92552 invoked from network); 5 Jan 2002 23:00:38 -0000 Received: from unknown (216.115.97.172) by m9.grp.snv.yahoo.com with QMQP; 5 Jan 2002 23:00:38 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta2.grp.snv.yahoo.com with SMTP; 5 Jan 2002 23:00:39 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16MztX-0001Lv-00; Sat, 05 Jan 2002 15:06:31 -0800 Date: Sat, 5 Jan 2002 15:06:30 -0800 To: icehouse@... Cc: piecepack mailing list Subject: Re: New Game: Interstellar Conquest Message-ID: <20020105150630.B3884@...> References: Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from toren_l@... on Sat, Jan 05, 2002 at 05:45:35PM -0500 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Sat, Jan 05, 2002 at 05:45:35PM -0500, kenneth leyhe sr wrote: > > Interstellar Conquest > A space colonization game ideally for 4 with all the Icehouse colors > and a piecepack, games take about 45 min. There are some familiar ^^^^^^^^^^^^^^^^^^^^^^^ > concepts here but the endgame gets very challenging. ^^^^^^^^^^^^^ The most original thing about this game is the novel euphemism employed above. Compare and despair... http://www.boardgamegeek.com/viewitem.php3?gameid=15 Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 190 Return-Path: X-Sender: kisagryphon@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 5 Jan 2002 23:44:55 -0000 Received: (qmail 29587 invoked from network); 5 Jan 2002 23:44:55 -0000 Received: from unknown (216.115.97.171) by m2.grp.snv.yahoo.com with QMQP; 5 Jan 2002 23:44:55 -0000 Received: from unknown (HELO hotmail.com) (64.4.30.84) by mta3.grp.snv.yahoo.com with SMTP; 5 Jan 2002 23:44:55 -0000 Received: from mail pickup service by hotmail.com with Microsoft SMTPSVC; Sat, 5 Jan 2002 15:44:55 -0800 To: References: <20020105150630.B3884@...> Subject: Re: [piecepack] Re: New Game: Interstellar Conquest Date: Sat, 5 Jan 2002 15:43:35 -0800 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2615.200 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200 Message-ID: X-OriginalArrivalTime: 05 Jan 2002 23:44:55.0123 (UTC) FILETIME=[FA1BFA30:01C19642] From: "Kisa Gryphon" X-Yahoo-Group-Post: member; u=47071493 X-Yahoo-Profile: kisagryphon Too true Ron. If they had given credit to Eon and called it an adaptation of Cosmic Encounter, perhaps Cosmic Ice, that would be one thing. I for one would have thought that it was a fine tribute to this well loved game. I would have been keen on trying it out and given it two thumbs up for a good adatpation.. But as is sits it gets two thumbs way down. This was totally uncool. Kisa Gryphon ----- Original Message ----- From: Ron Hale-Evans To: Cc: piecepack mailing list Sent: Saturday, January 05, 2002 3:06 PM Subject: [piecepack] Re: New Game: Interstellar Conquest > On Sat, Jan 05, 2002 at 05:45:35PM -0500, kenneth leyhe sr wrote: > > > > Interstellar Conquest > > A space colonization game ideally for 4 with all the Icehouse colors > > and a piecepack, games take about 45 min. There are some familiar > ^^^^^^^^^^^^^^^^^^^^^^^ > > concepts here but the endgame gets very challenging. > ^^^^^^^^^^^^^ > > The most original thing about this game is the novel euphemism > employed above. > > Compare and despair... > > http://www.boardgamegeek.com/viewitem.php3?gameid=15 > > Ron H-E > > -- > Ron Hale-Evans ... rwhe@... & rwhe@... > Center for Ludic Synergy, Seattle Cosmic Game Night, > Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ > Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ > == You meet the most interesting people when you're a solipsist. == > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 191 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 5 Jan 2002 23:48:11 -0000 Received: (qmail 64163 invoked from network); 5 Jan 2002 23:48:11 -0000 Received: from unknown (216.115.97.171) by m9.grp.snv.yahoo.com with QMQP; 5 Jan 2002 23:48:11 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta3.grp.snv.yahoo.com with SMTP; 5 Jan 2002 23:48:11 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16N0de-0001Ob-00 for ; Sat, 05 Jan 2002 15:54:10 -0800 Date: Sat, 5 Jan 2002 15:54:10 -0800 To: piecepack mailing list Subject: Wand of Odin comments/questions Message-ID: <20020105155410.B5316@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe I have a few comments on Wand of Odin. These are the ones that stuck in my mind. 1. First, great game! Looks really fun. I'm glad another solitaire game is available, and the rules for automating the "critters" look really good. 2. The rules are unclear in a couple of places. I had to read through almost five pages of text before I realised this is mostly a solitaire game, and even then it's only acknowledged implicitly at the end. Stating the number of players possible for a game right up front is usually helpful. 3. Using standard piecepack terminology is usually helpful too. It took me a while to figure out whether "chips" referred to tiles or coins. (They're coins, right?) 4. I suppose now somebody's going to have to write One Man Thrag, Hunt the Wocket, and (urp) Attack of the Clones. http://groups.yahoo.com/group/piecepack/message/61 Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 192 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 5 Jan 2002 23:56:40 -0000 Received: (qmail 84678 invoked from network); 5 Jan 2002 23:56:39 -0000 Received: from unknown (216.115.97.172) by m3.grp.snv.yahoo.com with QMQP; 5 Jan 2002 23:56:39 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.50.41) by mta2.grp.snv.yahoo.com with SMTP; 5 Jan 2002 23:56:38 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Sat, 5 Jan 2002 18:56:37 -0500 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.0.3 Date: Sat, 05 Jan 2002 18:56:35 -0500 Subject: Re: [piecepack] All the new piecepack games To: Message-ID: In-Reply-To: <20020105154256.A5316@...> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle X-Yahoo-Group-Post: member; u=2673640 X-Yahoo-Profile: dboylemesomorph > With some notable exceptions, I'm really amazed and gratified by all > the new piecepack games that have been appearing recently. A new > solitaire game (Wand of Odin) appeared before I could try the last > solitaire game (Solo)! Worm Derby looks great, and I intend to give > Tim's Bottle Toss game an, uh, whirl as well. Since most of the new > games are appearing under the GNU Free Documentation License, is it > too much to hope that Mesomorph will get these up on Piecepack.org > soon? We are indeed working on this as we speak. The sudden flurry of games has spurred us to do a little redesign work on the site. I'll make an announcement here when work is done and the new games are all up there. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 193 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 6 Jan 2002 00:42:31 -0000 Received: (qmail 50162 invoked from network); 6 Jan 2002 00:42:28 -0000 Received: from unknown (216.115.97.171) by m4.grp.snv.yahoo.com with QMQP; 6 Jan 2002 00:42:28 -0000 Received: from unknown (HELO mclean.mail.mindspring.net) (207.69.200.57) by mta3.grp.snv.yahoo.com with SMTP; 6 Jan 2002 00:42:28 -0000 Received: from dialup-63.214.66.244.dial1.boston1.level3.net ([63.214.66.244] helo=jdoherty-home) by mclean.mail.mindspring.net with smtp (Exim 3.33 #1) id 16N1OM-0001Wr-00 for piecepack@yahoogroups.com; Sat, 05 Jan 2002 19:42:27 -0500 Message-ID: <01f501c1964b$d08d0160$f278d63f@jdoherty-home> To: Subject: Re: [piecepack] Wand of Odin comments/questions Date: Sat, 5 Jan 2002 19:48:09 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" X-Yahoo-Group-Post: member; u=43504033 X-Yahoo-Profile: cotcdianejim >4. I suppose now somebody's going to have to write One Man Thrag, Hunt > the Wocket, and (urp) Attack of the Clones. Hello again, I've been lurking mode for awhile here. My limited attempts at finishing One Man Thrag have yielded little... great to see that others have done solitaire games! I hope to be able to try one out one of these days. Before anyone jumps on Hunt the Wocket, they should know that that title (or something very close to it) came from a Douglas Adams novel. Not that that should stop anyone, but make sure you give the credit to him, may he rest in peace. I'd like to echo Ron's comment... it's fantastic seeing the number of games being put together! Best, Jim Doherty From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 194 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 6 Jan 2002 03:27:32 -0000 Received: (qmail 83686 invoked from network); 6 Jan 2002 03:27:32 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 6 Jan 2002 03:27:32 -0000 Received: from unknown (HELO n5.groups.yahoo.com) (216.115.96.55) by mta1.grp.snv.yahoo.com with SMTP; 6 Jan 2002 03:27:31 -0000 Received: from [216.115.96.134] by n5.groups.yahoo.com with NNFMP; 06 Jan 2002 03:27:31 -0000 Date: Sun, 06 Jan 2002 03:27:28 -0000 To: piecepack@yahoogroups.com Subject: Re: Wand of Odin comments/questions Message-ID: In-Reply-To: <20020105155410.B5316@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1798 X-Mailer: Yahoo Groups Message Poster From: "prophesor" X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor --- In piecepack@y..., Ron Hale-Evans wrote: > I have a few comments on Wand of Odin. These are the ones that stuck > in my mind. > > 1. First, great game! Looks really fun. I'm glad another solitaire > game is available, and the rules for automating the "critters" look > really good. Thanks, there are of course flaws there. A canny critter with Guile one higher than yours but War three higher really ought to choose War, in case you pull out a couple of '1' chips. But leaving it at Guile seemed better overall. > 2. The rules are unclear in a couple of places. I had to read through > almost five pages of text before I realised this is mostly a > solitaire game, and even then it's only acknowledged implicitly at > the end. Stating the number of players possible for a game right > up front is usually helpful. Check out version 0.2. 0.1 started as an informal post, 'hey Wand of Odin could be...', and turned into a set of rules as I typed. 0.2 is more polished. Still anxious to have folks pick at it, though... > 3. Using standard piecepack terminology is usually helpful too. > It took me a while to figure out whether "chips" referred to > tiles or coins. (They're coins, right?) Yeah. I uh... I don't even own a Piecepack. I saw a picture on Brett & Board, read the specs, then one of the old messages had the title 'Wand of Odin' in it, and I was off and running. Tiles are the square things, and coins are the round ones. 0.3 will call them coins, I promise. :) > 4. I suppose now somebody's going to have to write One Man Thrag, Hunt > the Wocket, and (urp) Attack of the Clones. One man Thrag is just such a cool name. But I'm already feeling kinda guilty about Wand of Odin. :) From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 195 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 6 Jan 2002 05:23:15 -0000 Received: (qmail 5474 invoked from network); 6 Jan 2002 05:23:15 -0000 Received: from unknown (216.115.97.167) by m11.grp.snv.yahoo.com with QMQP; 6 Jan 2002 05:23:15 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.50.41) by mta1.grp.snv.yahoo.com with SMTP; 6 Jan 2002 05:23:13 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Sun, 6 Jan 2002 00:23:09 -0500 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.0.3 Date: Sun, 06 Jan 2002 00:23:10 -0500 Subject: PP game development To: Piecepack Group Message-ID: Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle X-Yahoo-Group-Post: member; u=2673640 X-Yahoo-Profile: dboylemesomorph There are more and more games passing through this list lately. Some of the games are ready for release, some are rough initial ideas needing feedback, many lie somewhere in between. Since Karol and I are responsible for gathering the finished products and posting them on piecepack.org, it might be helpful if the various authors could indicate when they post what stage the games are in. If the game is destined for piecepack.org and you need editing help, or need it converted to PDF format, we would be happy to assist you. Also, just to make this clear, we won't include games on piecepack.org if the author does not grant the right to reproduce, reformat and distribute them (with all proper credit being given, of course). From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 196 Return-Path: X-Sender: mark.a.biggar@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 6 Jan 2002 07:01:01 -0000 Received: (qmail 84067 invoked from network); 6 Jan 2002 07:01:01 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 6 Jan 2002 07:01:01 -0000 Received: from unknown (HELO rwcrmhc52.attbi.com) (216.148.227.88) by mta1.grp.snv.yahoo.com with SMTP; 6 Jan 2002 07:01:01 -0000 Received: from attbi.com ([12.234.195.83]) by rwcrmhc52.attbi.com (InterMail vM.4.01.03.27 201-229-121-127-20010626) with ESMTP id <20020106070101.WYSW20395.rwcrmhc52.attbi.com@...> for ; Sun, 6 Jan 2002 07:01:01 +0000 Message-ID: <3C37F667.824223E@...> Date: Sat, 05 Jan 2002 23:01:59 -0800 X-Mailer: Mozilla 4.79 [en]C-{C-UDP; EBM-SONY1} (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] PP game development References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Mark Biggar X-Yahoo-Group-Post: member; u=90743078 X-Yahoo-Profile: mark_biggar David Martin-Boyle wrote: > > There are more and more games passing through this list lately. Some > of the > games are ready for release, some are rough initial ideas needing > feedback, > many lie somewhere in between. > > Since Karol and I are responsible for gathering the finished products > and > posting them on piecepack.org, it might be helpful if the various > authors > could indicate when they post what stage the games are in. > > If the game is destined for piecepack.org and you need editing help, > or need > it converted to PDF format, we would be happy to assist you. Also, > just to > make this clear, we won't include games on piecepack.org if the author > does > not grant the right to reproduce, reformat and distribute them (with > all > proper credit being given, of course). I'd say that Worm Derby is in the intermediate stage. I have played it with my family about 2 dozen times and the rules posted were the end result of that. I've gotten one play test report (Thanks Tim) and would like more. Some help in adding some pictures would be well received. Of course, when I feel it's ready I'd like to see it on piecepack.org. One thing to consider would be a standard template format for piecepack game rules, with standardized sections, headings, etc. (something like unix man page format). Not necessarily something as fancy as a Word template, but a text file with standard section headers that could be download from piecepack.org and then a writer could fill in the blanks, would be useful. That way writers wouldn't forget things like "number of players" and it would make it easy to find sections like "Winning" and "Extra Stuff Needed" (E.g., an Icehouse set or a standard deck of cards). -- Mark Biggar mark.a.biggar@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 197 Return-Path: X-Sender: guardcaptain@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 6 Jan 2002 07:28:11 -0000 Received: (qmail 7372 invoked from network); 6 Jan 2002 07:28:10 -0000 Received: from unknown (216.115.97.172) by m9.grp.snv.yahoo.com with QMQP; 6 Jan 2002 07:28:10 -0000 Received: from unknown (HELO albatross.prod.itd.earthlink.net) (207.217.120.120) by mta2.grp.snv.yahoo.com with SMTP; 6 Jan 2002 07:28:11 -0000 Received: from dialup-64.152.158.44.dial1.detroit1.level3.net ([64.152.158.44] helo=your-318ruqz03z) by albatross.prod.itd.earthlink.net with smtp (Exim 3.33 #1) id 16N7j0-0007W9-00 for piecepack@yahoogroups.com; Sat, 05 Jan 2002 23:28:10 -0800 To: piecepack@yahoogroups.com Date: Sun, 06 Jan 2002 02:27:58 -0500 X-Priority: 3 (Normal) In-Reply-To: Message-Id: Subject: Re: [piecepack] PP game development MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" X-Mailer: Opera 6.0 build 1010 From: Glenn Overby II X-Yahoo-Group-Post: member; u=31806073 X-Yahoo-Profile: guardcaptain David Martin-Boyle writes: >Since Karol and I are responsible for gathering the finished products and >posting them on piecepack.org, it might be helpful if the various authors >could indicate when they post what stage the games are in. Multzo is done. >...we won't include games on piecepack.org if the author does >not grant the right to reproduce, reformat and distribute them (with all >proper credit being given, of course). For Multzo, I grant these rights as requested to the piecepack.org site and its operators. If you really need better legalese than that I can dig some up. :) Glenn Overby Multzo: http://home.earthlink.net/~guardcaptain/Multzo.html From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 198 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 7 Jan 2002 00:45:21 -0000 Received: (qmail 77214 invoked from network); 7 Jan 2002 00:45:20 -0000 Received: from unknown (216.115.97.172) by m12.grp.snv.yahoo.com with QMQP; 7 Jan 2002 00:45:20 -0000 Received: from unknown (HELO pop009pub.verizon.net) (206.46.170.236) by mta2.grp.snv.yahoo.com with SMTP; 7 Jan 2002 00:45:20 -0000 Received: from verizon.net (pool-64-223-36-173.prov.east.verizon.net [64.223.36.173]) by pop009pub.verizon.net with ESMTP for ; id g070jPQ5011452 Sun, 6 Jan 2002 18:45:25 -0600 (CST) Message-ID: <3C38ED5F.A6CD6810@...> Date: Sun, 06 Jan 2002 19:35:43 -0500 X-Mailer: Mozilla 4.5 [en]C-CCK-MCD BA45DSL (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: Pp game development. References: <1010330174.724.54565.m12@yahoogroups.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: david cousins X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins Solo is still in draft. I'm waiting to see if I get any more feedback before putting out a final. I'll send mail off to David M-B directly with the attached pdf file when that happens ( as well as posting it to the group). I whole heartedly agree that a boilerplate would be quite helpful for those authors who have limited time or desire to come up with their own format. Hey, I'm in the middle of a dissertation right now. Talk about difficult format constraints. I think maybe standardizing on font size and page margins will help those folk who want to collect rules together into a larger package. Things like Ron Hale-Evans Copyright boilerplate are very useful! Maybe things like that should have a place on the Piecepack.org website? Dave By the way, if it has to be spelled Piecepack, doesn't that mean we have to abreviate it 'Pp' instead of 'pp' or 'PP'? yadda-yadda-yadda From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 199 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 7 Jan 2002 03:37:59 -0000 Received: (qmail 23624 invoked from network); 7 Jan 2002 03:37:58 -0000 Received: from unknown (216.115.97.172) by m2.grp.snv.yahoo.com with QMQP; 7 Jan 2002 03:37:58 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta2.grp.snv.yahoo.com with SMTP; 7 Jan 2002 03:37:58 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16NQhg-0004Jq-00; Sun, 06 Jan 2002 19:44:04 -0800 Date: Sun, 6 Jan 2002 19:44:04 -0800 To: piecepack mailing list Cc: icehouse@... Subject: Cosmic Enc... I mean, Interstellar Conquest Message-ID: <20020106194404.D5891@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe Just got this email, personal to me (I have stripped off the "From" line to keep the sender's name private). For the record, no, Leyhe did not have this disclaimer on his game when he first posted it. He just snuck it in there sometime last night or today, without announcement or apology. Ron H-E ----- Forwarded message ----- To: "Ron Hale-Evans" Subject: Re: Re: New Game: Interstellar Conquest Date: Sun, 6 Jan 2002 15:34:25 -0500 > On Sat, Jan 05, 2002 at 05:45:35PM -0500, kenneth leyhe sr wrote: > > > > Interstellar Conquest > > A space colonization game ideally for 4 with all the Icehouse colors > > and a piecepack, games take about 45 min. There are some familiar > ^^^^^^^^^^^^^^^^^^^^^^^ > > concepts here but the endgame gets very challenging. > ^^^^^^^^^^^^^ > > The most original thing about this game is the novel euphemism > employed above. When I looked at the "new" game, it had a subtitle of, "based on Cosmic Encounter by Eon, realeased by Eon, Westend Games, Games Workshop, Mayfair Games, and Hasbro." Was that subtitle not there at first? ----- End forwarded message ----- -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 200 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 7 Jan 2002 05:11:55 -0000 Received: (qmail 56586 invoked from network); 7 Jan 2002 05:11:55 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 7 Jan 2002 05:11:55 -0000 Received: from unknown (HELO n13.groups.yahoo.com) (216.115.96.63) by mta1.grp.snv.yahoo.com with SMTP; 7 Jan 2002 05:11:55 -0000 Received: from [216.115.96.158] by n13.groups.yahoo.com with NNFMP; 07 Jan 2002 04:59:40 -0000 Date: Mon, 07 Jan 2002 05:11:50 -0000 To: piecepack@yahoogroups.com Subject: Re: Pp game development. Message-ID: In-Reply-To: <3C38ED5F.A6CD6810@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 447 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha --- In piecepack@y..., david cousins wrote: > By the way, if it has to be spelled Piecepack, doesn't that mean we have > to abreviate it 'Pp' instead of 'pp' or 'PP'? The word "piecepack" is a common noun, not a proper noun, so it is only capitalized at the beginning of a sentence. As to how you would abbreviate it, I guess you could use "pp" though that is also the abbreviation for the word "pages". --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 201 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 7 Jan 2002 16:28:33 -0000 Received: (qmail 96364 invoked from network); 7 Jan 2002 16:28:33 -0000 Received: from unknown (216.115.97.167) by m8.grp.snv.yahoo.com with QMQP; 7 Jan 2002 16:28:33 -0000 Received: from unknown (HELO n10.groups.yahoo.com) (216.115.96.60) by mta1.grp.snv.yahoo.com with SMTP; 7 Jan 2002 16:28:33 -0000 Received: from [216.115.96.158] by n10.groups.yahoo.com with NNFMP; 07 Jan 2002 16:28:32 -0000 Date: Mon, 07 Jan 2002 16:28:31 -0000 To: piecepack@yahoogroups.com Subject: piecepack capitalization, abbrev.? Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1065 X-Mailer: Yahoo Groups Message Poster From: "prophesor" X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor --- In piecepack@y..., "jdroscha" wrote: > --- In piecepack@y..., david cousins wrote: > > > By the way, if it has to be spelled Piecepack, doesn't that mean > we have > > to abreviate it 'Pp' instead of 'pp' or 'PP'? > > The word "piecepack" is a common noun, not a proper noun, > so it is only capitalized at the beginning of a sentence. As to how > you would abbreviate it, I guess you could use "pp" though that is > also the abbreviation for the word "pages". You could call it 'pack', in any place where you would comfortably abbreviate it; the reader would be assumed to have their context established. 'Remove the blank tiles from your pack...' 'You will need two packs...' 'Stir the tiles from both packs together...' Another option would be 'ppk', plural 'ppks', which are also already taken, but in a rather more distant context than 'pp' comes from. :) And I just have to quibble... 'piecepack' may be a common noun, but it is so in rather the same sense as Torx, Allen, and Phillips bits. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 202 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 7 Jan 2002 17:29:04 -0000 Received: (qmail 50406 invoked from network); 7 Jan 2002 17:29:04 -0000 Received: from unknown (216.115.97.171) by m6.grp.snv.yahoo.com with QMQP; 7 Jan 2002 17:29:04 -0000 Received: from unknown (HELO n13.groups.yahoo.com) (216.115.96.63) by mta3.grp.snv.yahoo.com with SMTP; 7 Jan 2002 17:29:03 -0000 Received: from [216.115.96.181] by n13.groups.yahoo.com with NNFMP; 07 Jan 2002 17:16:45 -0000 Date: Mon, 07 Jan 2002 17:28:59 -0000 To: piecepack@yahoogroups.com Subject: Re: piecepack capitalization, abbrev.? Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 792 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha --- In piecepack@y..., "prophesor" wrote: > And I just have to quibble... 'piecepack' may be a common noun, but > it is so in rather the same sense as Torx, Allen, and Phillips bits. Might be. I do not know the origin of Torx, Allen, and Phillips screwdriver bits. Were they originally brand names, like Kleenex (now in common use in the US as a substitute for the word "tissue")? The word "piecepack" is a real, honest-to-god common noun. It is merely a compound word. It is not a title, and it is not a brand. Just a word. So, in context, one would say: "I own a piecepack." rather than: "I own Piecepack." Coincidentally, I'm not a stickler on the capitalization... I only mentioned it since it came up as part of the conversation. Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 203 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 7 Jan 2002 19:13:11 -0000 Received: (qmail 55043 invoked from network); 7 Jan 2002 19:13:11 -0000 Received: from unknown (216.115.97.171) by m11.grp.snv.yahoo.com with QMQP; 7 Jan 2002 19:13:11 -0000 Received: from unknown (HELO n31.groups.yahoo.com) (216.115.96.81) by mta3.grp.snv.yahoo.com with SMTP; 7 Jan 2002 19:13:09 -0000 Received: from [216.115.96.163] by n31.groups.yahoo.com with NNFMP; 07 Jan 2002 19:13:09 -0000 Date: Mon, 07 Jan 2002 19:13:08 -0000 To: piecepack@yahoogroups.com Subject: Coins: colored (suits) on number face? Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 75 X-Mailer: Yahoo Groups Message Poster From: "prophesor" X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Is there any way to tell the suit of a coin while its value face is up? From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 204 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 7 Jan 2002 19:35:28 -0000 Received: (qmail 548 invoked from network); 7 Jan 2002 19:35:27 -0000 Received: from unknown (216.115.97.172) by m11.grp.snv.yahoo.com with QMQP; 7 Jan 2002 19:35:27 -0000 Received: from unknown (HELO johnson.mail.mindspring.net) (207.69.200.177) by mta2.grp.snv.yahoo.com with SMTP; 7 Jan 2002 19:35:25 -0000 Received: from sfr-tgn-sfs-vty57.as.wcom.net ([216.192.38.57] helo=daycare) by johnson.mail.mindspring.net with smtp (Exim 3.33 #1) id 16NfYI-0003Vz-00 for piecepack@yahoogroups.com; Mon, 07 Jan 2002 14:35:23 -0500 Message-ID: <000f01c197b2$1ab7a3a0$3926c0d8@daycare> To: References: Subject: Re: [piecepack] Coins: colored (suits) on number face? Date: Mon, 7 Jan 2002 11:32:52 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Unless you mark the coins yourself the answer would be no. Tim ----- Original Message ----- From: prophesor To: piecepack@yahoogroups.com Sent: Monday, January 07, 2002 11:13 AM Subject: [piecepack] Coins: colored (suits) on number face? Is there any way to tell the suit of a coin while its value face is up? Yahoo! Groups Sponsor ADVERTISEMENT To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 205 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 7 Jan 2002 20:27:16 -0000 Received: (qmail 80400 invoked from network); 7 Jan 2002 20:27:15 -0000 Received: from unknown (216.115.97.167) by m10.grp.snv.yahoo.com with QMQP; 7 Jan 2002 20:27:15 -0000 Received: from unknown (HELO n1.groups.yahoo.com) (216.115.96.51) by mta1.grp.snv.yahoo.com with SMTP; 7 Jan 2002 20:27:17 -0000 Received: from [216.115.96.158] by n1.groups.yahoo.com with NNFMP; 07 Jan 2002 20:27:17 -0000 Date: Mon, 07 Jan 2002 20:27:14 -0000 To: piecepack@yahoogroups.com Subject: Re: Coins: colored (suits) on number face? Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 338 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha --- In piecepack@y..., "prophesor" wrote: > Is there any way to tell the suit of a coin while its value face is > up? No, not if your piecepack is made correctly. That allows the game designer to use partially hidden information. For fully hidden random draws, you can throw all the coins into a bag or cup. --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 206 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 7 Jan 2002 23:21:20 -0000 Received: (qmail 8684 invoked from network); 7 Jan 2002 23:21:20 -0000 Received: from unknown (216.115.97.171) by m9.grp.snv.yahoo.com with QMQP; 7 Jan 2002 23:21:20 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.12.107) by mta3.grp.snv.yahoo.com with SMTP; 7 Jan 2002 23:21:19 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Mon, 7 Jan 2002 18:21:12 -0500 Message-ID: <02a601c197d2$a49e7920$0501000a@winnt> To: References: <000f01c197b2$1ab7a3a0$3926c0d8@daycare> Subject: Re: [piecepack] Coins: colored (suits) on number face? Date: Mon, 7 Jan 2002 18:25:49 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph Is there any way to tell the suit of a coin while its value face is up? > Unless you mark the coins yourself the answer would be no. > Tim I don't recommend this, doing so would make easy cheat for the game Matches and most of the other games that use coins too, basically rendering the pack useless for any game but maybe a custom one or those that don't use this aspect of coins. Making your own coins to go with your pack would be an option for you. -Karol From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 207 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 8 Jan 2002 00:12:55 -0000 Received: (qmail 88121 invoked from network); 8 Jan 2002 00:12:54 -0000 Received: from unknown (216.115.97.172) by m2.grp.snv.yahoo.com with QMQP; 8 Jan 2002 00:12:54 -0000 Received: from unknown (HELO n35.groups.yahoo.com) (216.115.96.85) by mta2.grp.snv.yahoo.com with SMTP; 8 Jan 2002 00:12:54 -0000 Received: from [216.115.96.39] by n35.groups.yahoo.com with NNFMP; 08 Jan 2002 00:12:54 -0000 Date: Tue, 08 Jan 2002 00:12:50 -0000 To: piecepack@yahoogroups.com Subject: Re: Coins: colored (suits) on number face? Message-ID: In-Reply-To: <02a601c197d2$a49e7920$0501000a@winnt> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 880 X-Mailer: Yahoo Groups Message Poster From: "hexchex" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex --- In piecepack@y..., "Karol" wrote: > Is there any way to tell the suit of a coin while its value face is > up? > > > > Unless you mark the coins yourself the answer would be no. > > Tim > > I don't recommend this, doing so would make easy cheat for the game Matches > and most of the other games that use coins too, basically rendering the pack > useless for any game but maybe a custom one or those that don't use this > aspect of coins. Making your own coins to go with your pack would be an > option for you. > -Karol I wouldn't either, unless you want to ruin your abilty to play some of the other games. A good option is pennies with white round stickers applied to them. You can usually find the stickers at your local office supply store or of course, you can use the printable version on the piecepack website and alter those coins. Tim From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 208 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 8 Jan 2002 04:56:15 -0000 Received: (qmail 96613 invoked from network); 8 Jan 2002 04:56:15 -0000 Received: from unknown (216.115.97.171) by m10.grp.snv.yahoo.com with QMQP; 8 Jan 2002 04:56:15 -0000 Received: from unknown (HELO n8.groups.yahoo.com) (216.115.96.58) by mta3.grp.snv.yahoo.com with SMTP; 8 Jan 2002 04:56:17 -0000 Received: from [216.115.96.161] by n8.groups.yahoo.com with NNFMP; 08 Jan 2002 04:56:15 -0000 Date: Tue, 08 Jan 2002 04:56:13 -0000 To: piecepack@yahoogroups.com Subject: Re: Coins: colored (suits) on number face? Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 885 X-Mailer: Yahoo Groups Message Poster From: "prophesor" X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor --- In piecepack@y..., "hexchex" wrote: > --- In piecepack@y..., "Karol" wrote: > > Is there any way to tell the suit of a coin while its value face is > > up? > > > Unless you mark the coins yourself the answer would be no. > > > Tim > > Making your own coins to go with your pack would > be an > > option for you. > > -Karol > you can use the printable > version on the piecepack website and alter those coins. > > Tim Thank you all, but I had wanted to write a set of rules that fit the ppk spec. I find the stricture like that for verse; I am no great writer, but I might fill a meter. No artist, but I might dab paint at zones from artist's pen. And no genius of game design, but find a use for tools laid out? I can, by Thunder! And I have, found a way to coax the funcion I needed from the coins as spec'd. Another game soon. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 209 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 9 Jan 2002 03:44:39 -0000 Received: (qmail 3920 invoked from network); 9 Jan 2002 03:44:39 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 9 Jan 2002 03:44:39 -0000 Received: from unknown (HELO smtp003pub.verizon.net) (206.46.170.182) by mta1.grp.snv.yahoo.com with SMTP; 9 Jan 2002 03:44:39 -0000 Received: from verizon.net (pool-64-223-33-101.prov.east.verizon.net [64.223.33.101]) by smtp003pub.verizon.net with ESMTP for ; id g093icI17364 Tue, 8 Jan 2002 21:44:39 -0600 (CST) Message-ID: <3C3BBA64.A03DFBD2@...> Date: Tue, 08 Jan 2002 22:35:00 -0500 X-Mailer: Mozilla 4.5 [en]C-CCK-MCD BA45DSL (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: I've decided to name my piecepack. References: <1010508362.455.23980.m12@yahoogroups.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: david cousins X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins I was driving in my car tonight and it just came to me. I decided to give my piecepack set a name. I've grown to like it so much that I think of it more as a colleague than as a box of wooden doodads. Humans like to name things special to them, like pets, boats and castles. But what to name my set? Remembering that a rose by any other name etc., it came to me. As Tarzan named his boy, 'Boy', so I named by piecepack set, 'Piecepack'. So in future emails, I might get excited and start accidentally refering to my piecepack by its name 'Piecepack'. When I do, please bear with me and realize that I am refering to my own piecepack by its name (a proper noun), and not a generic 'common' piecepack. I will however be sure to depersonalize any final draft rules I submit for publication. Yours in jest, dave cousins "I've a pet dog named Eric, and a pet cat named Eric..." From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 210 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 9 Jan 2002 05:38:58 -0000 Received: (qmail 14879 invoked from network); 9 Jan 2002 05:38:58 -0000 Received: from unknown (216.115.97.171) by m12.grp.snv.yahoo.com with QMQP; 9 Jan 2002 05:38:58 -0000 Received: from unknown (HELO barry.mail.mindspring.net) (207.69.200.25) by mta3.grp.snv.yahoo.com with SMTP; 9 Jan 2002 05:38:58 -0000 Received: from smui01.slb.mindspring.net ([199.174.114.21]) by barry.mail.mindspring.net with esmtp (Exim 3.33 #1) id 16OBRw-000623-00 for piecepack@yahoogroups.com; Wed, 09 Jan 2002 00:38:56 -0500 Received: by smui01.slb.mindspring.net id AAA0000005474; Wed, 9 Jan 2002 00:38:56 -0500 (EST) Date: Wed, 09 Jan 2002 00:38:56 -0500 To: piecepack@yahoogroups.com Subject: Re: [piecepack] I've decided to name my piecepack. Sender: hexchex@... Message-ID: From: X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex I had a friend who named his dog Dog. I think he spelled it Dog Fisher for the vet records. Fisher was Dog's last name. I don't know if Paul (Dog's pet) said the name with a captial when he called him or gave him a command though. I do know Dog couldn't read so it really didn't matter to the dog. He just came when he was called. Don't ask me why I sent this I just felt compelled. Tim piecepack@yahoogroups.com wrote: > I was driving in my car tonight and it just came to me. I decided to > give my piecepack set a name. > > I've grown to like it so much that I think of it more as a colleague > than as a box of wooden doodads. > > Humans like to name things special to them, like pets, boats and > castles. But what to name my set? Remembering that a rose by any other > name etc., it came to me. > > As Tarzan named his boy, 'Boy', so I named by piecepack set, > 'Piecepack'. > > So in future emails, I might get excited and start accidentally refering > to my piecepack by its name 'Piecepack'. When I do, please bear with me > and realize that I am refering to my own piecepack by its name (a proper > noun), and not a generic 'common' piecepack. > > I will however be sure to depersonalize any final draft rules I submit > for publication. > > Yours in jest, > dave cousins > > "I've a pet dog named Eric, and a pet cat named Eric..." > > > > > > Yahoo! Groups Sponsor ADVERTISEMENT > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 212 Return-Path: X-Sender: karlvonl.geo@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 9 Jan 2002 21:31:57 -0000 Received: (qmail 33694 invoked from network); 9 Jan 2002 21:31:56 -0000 Received: from unknown (216.115.97.171) by m9.grp.snv.yahoo.com with QMQP; 9 Jan 2002 21:31:56 -0000 Received: from unknown (HELO n6.groups.yahoo.com) (216.115.96.56) by mta3.grp.snv.yahoo.com with SMTP; 9 Jan 2002 21:31:56 -0000 Received: from [216.115.96.48] by n6.groups.yahoo.com with NNFMP; 09 Jan 2002 21:31:53 -0000 Date: Wed, 09 Jan 2002 21:31:50 -0000 To: piecepack@yahoogroups.com Subject: Hello! Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1654 X-Mailer: Yahoo Groups Message Poster From: "karlvonl.geo" X-Yahoo-Group-Post: member; u=93575032 X-Yahoo-Profile: karlvonl.geo I just joined this group and wanted to post a hello and a small introduction. My name is Karl and I just received my Piecepack in the mail on Monday. I first heard about the Piecepack through www.wunderland.com, where www.piecepack.org was picked as Tirade's choice for the week of Nov. 22 2001. (You've probably seen the badge for this which now appears on www.piecepack.org) Unfortunately, this was after Unity Games III had taken place, where I later found out there had been a Piecepack on the prize table, which I would have taken if I knew what the heck a Piecepack was then. I later told a friend of mine that I wanted a Piecepack for Christmas, and she attempted to make one herself, along with a really nice silk drawstring bag to carry it around in. The bag came out great, but the Piecepack itself didn't, and she didn't manage to finish it in time anyway, so I asked her if she wouldn't be to offended if I kept the bag as her gift to me but ordered a professionally made Piecepack. She said it was fine, so I did. And as I said, it arrived two days ago. I've never designed games before, but somehow this thing is rather inspiring. I've come up with 3 games so far just off the top of my head while sitting at work. I've playtested two of them alone Monday and Tuesday nights, and one of them shows a lot of promise, so I hope to post the rules here soon; I just want to playtest it with a few other people first. It was going to be called "Scavenge", but I noticed today that Kenneth Leyhe beat me to that name, so a quick trip to the thesaurus produced a new name, Forage :-) So that's my story. Happy gaming! From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 213 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 10 Jan 2002 05:42:45 -0000 Received: (qmail 26598 invoked from network); 10 Jan 2002 05:42:44 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 10 Jan 2002 05:42:44 -0000 Received: from unknown (HELO n15.groups.yahoo.com) (216.115.96.65) by mta1.grp.snv.yahoo.com with SMTP; 10 Jan 2002 05:42:44 -0000 Received: from [216.115.97.87] by n15.groups.yahoo.com with NNFMP; 10 Jan 2002 05:42:14 -0000 Date: Thu, 10 Jan 2002 05:42:44 -0000 To: piecepack@yahoogroups.com Subject: Re: Hello! Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 318 X-Mailer: Yahoo Groups Message Poster From: "prophesor" X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor --- In piecepack@y..., "karlvonl.geo" wrote: > I've never designed games before, but somehow this thing is rather > inspiring. I know what you mean. :) Once I get mine, I'll trade you: You playtest mine, I'll playtest yours. Deal? Welcome aboard, if such a newbie as I may have that honor. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 214 Return-Path: X-Sender: karlvonl@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 10 Jan 2002 16:20:13 -0000 Received: (qmail 22641 invoked from network); 10 Jan 2002 16:20:09 -0000 Received: from unknown (216.115.97.171) by m12.grp.snv.yahoo.com with QMQP; 10 Jan 2002 16:20:09 -0000 Received: from unknown (HELO n2.groups.yahoo.com) (216.115.96.52) by mta3.grp.snv.yahoo.com with SMTP; 10 Jan 2002 16:20:09 -0000 Received: from [216.115.96.146] by n2.groups.yahoo.com with NNFMP; 10 Jan 2002 16:20:08 -0000 Date: Thu, 10 Jan 2002 16:20:04 -0000 To: piecepack@yahoogroups.com Subject: Re: Hello! Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 265 X-Mailer: Yahoo Groups Message Poster From: "karlvonl.geo" X-Yahoo-Group-Post: member; u=93630635 X-Yahoo-Profile: karlvonl.geo --- In piecepack@y..., "prophesor" wrote: > > I know what you mean. :) Once I get mine, I'll trade you: You > playtest mine, I'll playtest yours. Deal? Sure. Sounds good. :-) > Welcome aboard, if such a newbie as I may have that honor. Thanks! From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 215 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 10 Jan 2002 18:54:23 -0000 Received: (qmail 17981 invoked from network); 10 Jan 2002 18:54:22 -0000 Received: from unknown (216.115.97.171) by m11.grp.snv.yahoo.com with QMQP; 10 Jan 2002 18:54:22 -0000 Received: from unknown (HELO n16.groups.yahoo.com) (216.115.96.66) by mta3.grp.snv.yahoo.com with SMTP; 10 Jan 2002 18:54:20 -0000 Received: from [216.115.96.123] by n16.groups.yahoo.com with NNFMP; 10 Jan 2002 18:53:23 -0000 Date: Thu, 10 Jan 2002 18:54:10 -0000 To: piecepack@yahoogroups.com Subject: Re: Hello! Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 452 X-Mailer: Yahoo Groups Message Poster From: "prophesor" X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor --- In piecepack@y..., "karlvonl.geo" wrote: > --- In piecepack@y..., "prophesor" wrote: > > > > I know what you mean. :) Once I get mine, I'll trade you: You > > playtest mine, I'll playtest yours. Deal? > > Sure. Sounds good. :-) You gotta post first. Mine are up already, Wand of Odin and DelvenWarr. DW got munged, I'm re-doing a table from it, and it needs more polishing, but WOO 0.2 is ready when you are. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 216 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 10 Jan 2002 19:16:36 -0000 Received: (qmail 29048 invoked from network); 10 Jan 2002 19:16:35 -0000 Received: from unknown (216.115.97.172) by m10.grp.snv.yahoo.com with QMQP; 10 Jan 2002 19:16:35 -0000 Received: from unknown (HELO n9.groups.yahoo.com) (216.115.96.59) by mta2.grp.snv.yahoo.com with SMTP; 10 Jan 2002 19:16:37 -0000 Received: from [216.115.96.130] by n9.groups.yahoo.com with NNFMP; 10 Jan 2002 19:16:37 -0000 Date: Thu, 10 Jan 2002 19:16:35 -0000 To: piecepack@yahoogroups.com Subject: DelvenWarr: Yahoo ate my table Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2148 X-Mailer: Yahoo Groups Message Poster From: "prophesor" X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor So here is all the same info, in a Yahoo-friendly text format. The Dwarven Clans are the First Forge clan, using the symbol of the blazing sun, and the Dwarf King's Own, using the symbol of his golden crown. Each clan is represented by one unit of Axe & Shield, with Combat Value(CV) of 1, one unit of Elite Boarback Lancers, CV 2, a squad of Crossbowmen, CV3, and an Elite Champion, CV4. The First Forge are led by the ShieldMaiden, CV5, usually with the BattleSinger by her side. The King's Own are led by the Dwarflord himself, also CV5, and supported by the produce of his clever Alchemist. Each clan has also brought a work party of Miners, CV0. The Goblin Tribes are the Black Moon tribe, using the symbol of a crescent moon, and the Stone Lizard tribe, using the symbol of a lizard's footprint. (This is stylized...) The Stone Lizard tribe is led by its half-troll Chieftain, who is CV5, and served by the feared Witch Doctor. The Crescent Moon tribe is led by the Bugbear and his Shaman. Each tribe has a cadre of Elite Hobgoblins, CV4, a pack of Hunters armed with Shortbows, CV3, a squad of Elite Lizard Riders, CV2, and a unit of Sword & Shield, CV1. Enslaved Kobolds, CV0, will be doing the digging for the Goblins. Dwarves of the First Forge Clan (Sun symbol) Miner, CV0 Axe&Shield, CV1 Boarback Lancers, CV2, Elite Crossbowmen, CV3 ranged Champion, CV4, Elite, Leader ShieldMaiden, CV5, Elite, Leader, Berserks BattleSinger, CV3, Elite Dwarves of the King's Own Clan (Crown symbol) Miner, CV0 Axe&Shield, CV1 Boarback Lancers, CV2, Elite Crossbowmen, CV3 ranged Champion, CV4, Elite, Leader DwarfLord, CV5, Elite, Leader, Warwise Alchemist, CV1, Elite The Black Moon Goblin Tribe (Moon symbol) Kobold, CV0 Sword&Shield, CV1 Lizard Riders, CV2, Elite Shortbow Hunters, CV3 ranged Hobgoblins, CV4, Elite, Leader Bugbear, CV5, Elite, Leader, Stealthy Shaman, CV2, Elite The Cave Lizard Goblin Tribe (Arms symbol) Kobold, CV0 Sword&Shield, CV1 Lizard Riders, CV2, Elite Shortbow Hunters, CV3 ranged Hobgoblins, CV4, Elite, Leader Chieftain, CV5, Elite, Leader, Half-Troll Witch Doctor, CV2, Elite From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 217 Return-Path: X-Sender: toren_l@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 10 Jan 2002 21:44:43 -0000 Received: (qmail 78488 invoked from network); 10 Jan 2002 21:44:42 -0000 Received: from unknown (216.115.97.172) by m12.grp.snv.yahoo.com with QMQP; 10 Jan 2002 21:44:42 -0000 Received: from unknown (HELO n16.groups.yahoo.com) (216.115.96.66) by mta2.grp.snv.yahoo.com with SMTP; 10 Jan 2002 21:44:42 -0000 Received: from [216.115.96.111] by n16.groups.yahoo.com with NNFMP; 10 Jan 2002 21:43:50 -0000 Date: Thu, 10 Jan 2002 21:44:43 -0000 To: piecepack@yahoogroups.com Subject: Re: DelvenWarr Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 312 X-Mailer: Yahoo Groups Message Poster From: "king_toren_l" X-Yahoo-Group-Post: member; u=3236149 X-Yahoo-Profile: king_toren_l I've got to tell you that my group is looking forward to trying this one out tonight. So if we have any feedback we will get it to you. It looks interesting. Toren | IcePack Games, hey I like it. | | For games that feature Icehouse and| | piecepack, and some that don't, | | visit http://icepack.cjb.net | From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 218 Return-Path: X-Sender: toren_l@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 10 Jan 2002 21:46:17 -0000 Received: (qmail 54917 invoked from network); 10 Jan 2002 21:46:17 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 10 Jan 2002 21:46:17 -0000 Received: from unknown (HELO n8.groups.yahoo.com) (216.115.96.58) by mta1.grp.snv.yahoo.com with SMTP; 10 Jan 2002 21:46:16 -0000 Received: from [216.115.96.177] by n8.groups.yahoo.com with NNFMP; 10 Jan 2002 21:46:16 -0000 Date: Thu, 10 Jan 2002 21:46:17 -0000 To: piecepack@yahoogroups.com Subject: Re: Hello! Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 305 X-Mailer: Yahoo Groups Message Poster From: "king_toren_l" X-Yahoo-Group-Post: member; u=3236149 X-Yahoo-Profile: king_toren_l Welcome to the group, can't wait to see and play what you've come up, our group meets twice a week so if you need any help playtesting just let me know. Toren | IcePack Games, hey I like it. | | For games that feature Icehouse and| | piecepack, and some that don't, | | visit http://icepack.cjb.net | From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 219 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 11 Jan 2002 02:45:36 -0000 Received: (qmail 38304 invoked from network); 11 Jan 2002 02:45:36 -0000 Received: from unknown (216.115.97.172) by m2.grp.snv.yahoo.com with QMQP; 11 Jan 2002 02:45:36 -0000 Received: from unknown (HELO pop008pub.verizon.net) (206.46.170.235) by mta2.grp.snv.yahoo.com with SMTP; 11 Jan 2002 02:45:36 -0000 Received: from verizon.net (pool-64-223-35-19.prov.east.verizon.net [64.223.35.19]) by pop008pub.verizon.net with ESMTP for ; id g0B2jZqK010391 Thu, 10 Jan 2002 20:45:35 -0600 (CST) Message-ID: <3C3E4F8A.3AB6EF83@...> Date: Thu, 10 Jan 2002 21:35:54 -0500 X-Mailer: Mozilla 4.5 [en]C-CCK-MCD BA45DSL (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: Hello! References: <1010676132.603.46319.m12@yahoogroups.com> From: david cousins X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Count me in for playtesting, I've another one coming out soon. I also didin't have a clue what piecepack was at Unity Games III, but I did snag a new copy of Wyatt Earp (which was probably my 29th choice). dave From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 220 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 11 Jan 2002 16:47:45 -0000 Received: (qmail 36653 invoked from network); 11 Jan 2002 16:47:45 -0000 Received: from unknown (216.115.97.172) by m5.grp.snv.yahoo.com with QMQP; 11 Jan 2002 16:47:45 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta2.grp.snv.yahoo.com with SMTP; 11 Jan 2002 16:47:45 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g0BGliY12623 for ; Fri, 11 Jan 2002 11:47:44 -0500 (EST) Received: from dopey.ne.mediaone.net (midgard.sitaranetworks.com [199.103.141.24]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id CLYJ1N8X; Fri, 11 Jan 2002 11:47:46 -0500 Message-ID: <3C3F1706.D7346B43@...> Date: Fri, 11 Jan 2002 11:47:02 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: "piecepack@yahoogroups.com" Subject: 'Weighted' coins for keeping score? Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor This may not be the right forum for this, but I was thinking about how to keep score, or track money or points, and how to do so with a minimum of equipment. I think tokens with 'weight' values are the way to do this. Values of 1 unit, 3 units, 9 units, 27 units, 81 units, etc. Use these like weights on a scale. Each token has to represent either a positive of its value, or a negative of its value, perhaps by flipping, or perhaps by rotation or positionally. I'm printing a whole-sheet sticker page to be cut out and stuck on wooden bits that should arrive soon. (Thanks to jdroscha for posting the link.) I'm going to make my coins' numbered faces include a subscript of their 'weight' value, to add this ability. Leaving the 'null' coin blank entirely lets it serve as a pawn, or maybe as the balance point in the positional notation used with the 'weighted' coins. (Put coins 'above' the null to add value, 'below' the null to subtract.) Is there any interest in the graphics for these weighted coins, or for the whole-page image I will use? From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 221 Return-Path: X-Sender: karlvonl@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 11 Jan 2002 17:10:19 -0000 Received: (qmail 84009 invoked from network); 11 Jan 2002 17:10:19 -0000 Received: from unknown (216.115.97.167) by m12.grp.snv.yahoo.com with QMQP; 11 Jan 2002 17:10:19 -0000 Received: from unknown (HELO n1.groups.yahoo.com) (216.115.96.51) by mta1.grp.snv.yahoo.com with SMTP; 11 Jan 2002 17:10:18 -0000 Received: from [216.115.96.43] by n1.groups.yahoo.com with NNFMP; 11 Jan 2002 17:10:17 -0000 Date: Fri, 11 Jan 2002 17:10:10 -0000 To: piecepack@yahoogroups.com Subject: Re: 'Weighted' coins for keeping score? Message-ID: In-Reply-To: <3C3F1706.D7346B43@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1341 X-Mailer: Yahoo Groups Message Poster From: "karlvonl.geo" X-Yahoo-Group-Post: member; u=93630635 X-Yahoo-Profile: karlvonl.geo --- In piecepack@y..., Thorn wrote: > I think tokens with 'weight' values are the way to do this. Values of 1 > unit, 3 units, 9 units, 27 units, 81 units, etc. Use these like weights > on a scale. Each token has to represent either a positive of its value, > or a negative of its value, perhaps by flipping, or perhaps by rotation > or positionally. > > I'm printing a whole-sheet sticker page to be cut out and stuck on > wooden bits that should arrive soon. (Thanks to jdroscha for posting > the link.) I'm going to make my coins' numbered faces include a > subscript of their 'weight' value, to add this ability. Leaving the > 'null' coin blank entirely lets it serve as a pawn, or maybe as the > balance point in the positional notation used with the 'weighted' > coins. (Put coins 'above' the null to add value, 'below' the null to > subtract.) Wow, that's a pretty cool idea! Being able to score up to 121 points with only 6 coins (including the blank as the "pivot") or 5 coins (using positive and negative sides) is quite an efficient scoring mechanism. I can see making a few sets of "score coins" and carrying them around as standard gaming equipment. > Is there any interest in the graphics for these weighted coins, or for > the whole-page image I will use? Yup, I'm curious to see the design. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 222 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 11 Jan 2002 21:21:37 -0000 Received: (qmail 76838 invoked from network); 11 Jan 2002 21:21:37 -0000 Received: from unknown (216.115.97.167) by m5.grp.snv.yahoo.com with QMQP; 11 Jan 2002 21:21:37 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta1.grp.snv.yahoo.com with SMTP; 11 Jan 2002 21:21:37 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g0BLLaY17180 for ; Fri, 11 Jan 2002 16:21:36 -0500 (EST) Received: from dopey.ne.mediaone.net (midgard.sitaranetworks.com [199.103.141.24]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id CLYJ139V; Fri, 11 Jan 2002 16:21:38 -0500 Message-ID: <3C3F5735.AF67714E@...> Date: Fri, 11 Jan 2002 16:20:53 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: 'Weighted' coins for keeping score? References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor "karlvonl.geo" wrote: > > --- In piecepack@y..., Thorn wrote: > > I think tokens with 'weight' values are the way to do this. Values > of 1 > > unit, 3 units, 9 units, 27 units, 81 units, etc. Use these like > weights > > on a scale. Each token has to represent either a positive of its > value, > > or a negative of its value, perhaps by flipping, or perhaps by > rotation > > or positionally. > > > > I'm printing a whole-sheet sticker page to be cut out and stuck on > > wooden bits that should arrive soon. (Thanks to jdroscha for > posting > > the link.) I'm going to make my coins' numbered faces include a > > subscript of their 'weight' value, to add this ability. Leaving the > > 'null' coin blank entirely lets it serve as a pawn, or maybe as the > > balance point in the positional notation used with the 'weighted' > > coins. (Put coins 'above' the null to add value, 'below' the null > to > > subtract.) > > Wow, that's a pretty cool idea! Being able to score up to 121 points > with only 6 coins (including the blank as the "pivot") or 5 coins > (using positive and negative sides) is quite an efficient scoring > mechanism. I can see making a few sets of "score coins" and carrying > them around as standard gaming equipment. If you weren't trying to stay piecepack (as an adjective, yet...), you could go with cards or chits or (perish the thought!) pencil and paper. I figure I'm not limiting the coins by adding the subscript, they still do everything they did before. Just now each set can score a Cribbage game, too. :) Well, one set per player. > > Is there any interest in the graphics for these weighted coins, or > for > > the whole-page image I will use? > > Yup, I'm curious to see the design. I'll put it in the photos section when I'm happy with it, and drop a note here. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 224 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 12 Jan 2002 00:38:27 -0000 Received: (qmail 37112 invoked from network); 12 Jan 2002 00:38:27 -0000 Received: from unknown (216.115.97.171) by m12.grp.snv.yahoo.com with QMQP; 12 Jan 2002 00:38:27 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta3.grp.snv.yahoo.com with SMTP; 12 Jan 2002 00:38:22 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g0C0cLY19485 for ; Fri, 11 Jan 2002 19:38:21 -0500 (EST) Received: from dopey.ne.mediaone.net (h002078d57c66.ne.mediaone.net [24.61.91.121]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id CLYJ1P36; Fri, 11 Jan 2002 19:38:23 -0500 Message-ID: <3C3F8552.9A6171BE@...> Date: Fri, 11 Jan 2002 19:37:38 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: 'Weighted' coins for keeping score? References: <3C3F5735.AF67714E@...> <000701c19afa$29f66680$3403c0d8@daycare> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Tim Schutz wrote: > > So if you wanted to show 20 points you would have to have -1 +3 -9 +27 Well, yeah. :) Except it'd be more like -1 -9 +3 +27. Sure, it's math. But join me in chanting the litany... "Fifteen Two, Fifteen Four, Double Run for Eight, and His Nibs makes Thirteen." Yeah, it's not how everybody will choose to track scores. But it won't hurt any function of my piecepack in the least, so I'm adding it as an option. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 225 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 12 Jan 2002 02:42:47 -0000 Received: (qmail 34230 invoked from network); 12 Jan 2002 02:42:46 -0000 Received: from unknown (216.115.97.167) by m10.grp.snv.yahoo.com with QMQP; 12 Jan 2002 02:42:46 -0000 Received: from unknown (HELO barry.mail.mindspring.net) (207.69.200.25) by mta1.grp.snv.yahoo.com with SMTP; 12 Jan 2002 02:42:48 -0000 Received: from sfr-tgn-sfq-vty30.as.wcom.net ([216.192.36.30] helo=daycare) by barry.mail.mindspring.net with smtp (Exim 3.33 #1) id 16PE86-0007kM-00 for piecepack@yahoogroups.com; Fri, 11 Jan 2002 21:42:47 -0500 Message-ID: <000801c19b12$72b585a0$1e24c0d8@daycare> To: References: <3C3F5735.AF67714E@...> <000701c19afa$29f66680$3403c0d8@daycare> <3C3F8552.9A6171BE@...> Subject: Re: [piecepack] Re: 'Weighted' coins for keeping score? Date: Fri, 11 Jan 2002 18:40:04 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit If I may suggest, you can also use a binary system of numbers 1,2,4,8,16,32, in which you just add the numbers. The weights are smaller then your system but easier to work with. And one of the advantages is you can estimate a number rather quickly. If you place the weights like so 16,4, I know already know two things about the total with out adding them up. One, the total is less then 32 (the next higher weight) and more then 16 (the highest weight showing). Two, it's an even number because of the #1 weight is not being used. I know the max. number (with 6 coins) in this is only 63 and yours would be quite higher. If you want to keep the weights that you use I have another If I may suggestion. Use the trinary system. 1,3,9,27,81,243 etc.In this system the weights are assigned a multiplier value of 0,1,2 If the weight is not there its a 0, one side would be worth 1x the value of the weight and the other side 2x the value of the weight. It's still easy to quick estimate points this way. Eample: if I have a 27(x1),3(x2),1(1) I know right off the the total is less then 81(the next highest weight) and more then 27( the highest weight being used.) I also know it's and even number because any time odd numbers are added an even amount of time it's alway even. If they're added and odd amout of times it's odd. Just a thought Tim ----- Original Message ----- From: Thorn To: piecepack@yahoogroups.com Sent: Friday, January 11, 2002 4:37 PM Subject: Re: [piecepack] Re: 'Weighted' coins for keeping score? Tim Schutz wrote: > > So if you wanted to show 20 points you would have to have -1 +3 -9 +27 Well, yeah. :) Except it'd be more like -1 -9 +3 +27. Sure, it's math. But join me in chanting the litany... "Fifteen Two, Fifteen Four, Double Run for Eight, and His Nibs makes Thirteen." Yeah, it's not how everybody will choose to track scores. But it won't hurt any function of my piecepack in the least, so I'm adding it as an option. To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 227 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 14 Jan 2002 04:10:14 -0000 Received: (qmail 13452 invoked from network); 14 Jan 2002 04:10:13 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 14 Jan 2002 04:10:13 -0000 Received: from unknown (HELO n14.groups.yahoo.com) (216.115.96.64) by mta1.grp.snv.yahoo.com with SMTP; 14 Jan 2002 04:10:13 -0000 Received: from [216.115.96.49] by n14.groups.yahoo.com with NNFMP; 14 Jan 2002 04:11:52 -0000 Date: Mon, 14 Jan 2002 04:10:08 -0000 To: piecepack@yahoogroups.com Subject: Wand of Odin, not yet ready for prime time. Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 308 X-Mailer: Yahoo Groups Message Poster From: "prophesor" X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Well, I've cobbled together a piecepack, and played Wand of Odin. It's not so good. Which pains me, because I thought it was good when I wrote it. So I guess I'm glad I never called it more 'done' than 0.2. Gotta steamline it, maybe make it harder on the Quester. You'll all be the first to know. :) From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 228 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 15 Jan 2002 01:18:48 -0000 Received: (qmail 90771 invoked from network); 15 Jan 2002 01:18:48 -0000 Received: from unknown (216.115.97.171) by m11.grp.snv.yahoo.com with QMQP; 15 Jan 2002 01:18:48 -0000 Received: from unknown (HELO pop011pub.verizon.net) (206.46.170.238) by mta3.grp.snv.yahoo.com with SMTP; 15 Jan 2002 01:18:48 -0000 Received: from verizon.net (pool-64-223-34-137.prov.east.verizon.net [64.223.34.137]) by pop011pub.verizon.net with ESMTP for ; id g0F1Iikh022811 Mon, 14 Jan 2002 19:18:44 -0600 (CST) Message-ID: <3C43812D.821381F0@...> Date: Mon, 14 Jan 2002 20:09:01 -0500 X-Mailer: Mozilla 4.5 [en]C-CCK-MCD BA45DSL (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: not yet ready for prime time. References: <1011022382.501.47064.m12@yahoogroups.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: david cousins X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins Not having enought playtesting is what's keeping two or three games still in the bag for me, rather than posted even as drafts. Solo was easy, because I could playtest it myself. The other two I have are harder, since I am often at a lack for 2 person playtesters (i.e. I don't have anybody else to play with who I would trust to give good feed back). If anyone would like to test (pre-test?) these games, please RSVP me via this forum or email, and I will email you the rough drafts. Used Magic Carpet Salesmen: Buying and selling magic carpets. I have an elementary version that I think works well, but I think some bidding would be a good addition for the game play, and I am not sure about the game length. BattlePack: a somewhat simpler version of Generic Future Giant Robot Battles using a multi level, hexagonal board and made entirely of one piecepack. Needs lots of testing to find right balance of powers. TIA and TTFN Dave From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 229 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 16 Jan 2002 00:52:52 -0000 Received: (qmail 51063 invoked from network); 16 Jan 2002 00:52:51 -0000 Received: from unknown (216.115.97.172) by m2.grp.snv.yahoo.com with QMQP; 16 Jan 2002 00:52:51 -0000 Received: from unknown (HELO n8.groups.yahoo.com) (216.115.96.58) by mta2.grp.snv.yahoo.com with SMTP; 16 Jan 2002 00:52:51 -0000 Received: from [216.115.96.49] by n8.groups.yahoo.com with NNFMP; 16 Jan 2002 00:52:51 -0000 Date: Wed, 16 Jan 2002 00:52:47 -0000 To: piecepack@yahoogroups.com Subject: Re: not yet ready for prime time. Message-ID: In-Reply-To: <3C43812D.821381F0@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 434 X-Mailer: Yahoo Groups Message Poster From: "hexchex" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex > > If anyone would like to test (pre-test?) these games, please RSVP me via > this forum or email, and I will email you the rough drafts. > > Used Magic Carpet Salesmen: Buying and selling magic carpets. I have an > elementary version that I think works well, but I think some bidding > would be a good addition for the game play, and I am not sure about the Dave send me a copy of this one and I give it a try. Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 230 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 16 Jan 2002 01:01:58 -0000 Received: (qmail 27135 invoked from network); 16 Jan 2002 01:01:57 -0000 Received: from unknown (216.115.97.171) by m9.grp.snv.yahoo.com with QMQP; 16 Jan 2002 01:01:57 -0000 Received: from unknown (HELO n15.groups.yahoo.com) (216.115.96.65) by mta3.grp.snv.yahoo.com with SMTP; 16 Jan 2002 01:01:57 -0000 Received: from [216.115.96.145] by n15.groups.yahoo.com with NNFMP; 16 Jan 2002 01:01:24 -0000 Date: Wed, 16 Jan 2002 01:01:55 -0000 To: piecepack@yahoogroups.com Subject: Re: Wand of Odin, not yet ready for prime time. Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 665 X-Mailer: Yahoo Groups Message Poster From: "hexchex" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex --- In piecepack@y..., "prophesor" wrote: > Well, I've cobbled together a piecepack, and played Wand of Odin. > > It's not so good. Which pains me, because I thought it was good when > I wrote it. So I guess I'm glad I never called it more 'done' than > 0.2. > > Gotta steamline it, maybe make it harder on the Quester. > > You'll all be the first to know. :) Damn. I was looking forward to playing this one. I glanced through the rules and the game seemed like fun. I did have a little trouble following when the critters were placed on the board and when they moved though, but I think the game as a whole is a great concept. Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 231 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 16 Jan 2002 02:15:22 -0000 Received: (qmail 42963 invoked from network); 16 Jan 2002 02:15:22 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 16 Jan 2002 02:15:22 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta1.grp.snv.yahoo.com with SMTP; 16 Jan 2002 02:15:22 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g0G2FLY28517 for ; Tue, 15 Jan 2002 21:15:21 -0500 (EST) Received: from dopey.ne.mediaone.net (h002078d57c66.ne.mediaone.net [24.61.91.121]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id CLYJ1YHF; Tue, 15 Jan 2002 21:15:21 -0500 Message-ID: <3C44E1F7.93EA1B23@...> Date: Tue, 15 Jan 2002 21:14:15 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: Wand of Odin, not yet ready for prime time. References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor hexchex wrote: > > --- In piecepack@y..., "prophesor" wrote: > > Well, I've cobbled together a piecepack, and played Wand of Odin. > > > > It's not so good. Which pains me, because I thought it was good > when > > I wrote it. So I guess I'm glad I never called it more 'done' than > > 0.2. > > > > Gotta steamline it, maybe make it harder on the Quester. > > > > You'll all be the first to know. :) > > Damn. I was looking forward to playing this one. I glanced through > the rules and the game seemed like fun. I did have a little trouble > following when the critters were placed on the board and when they > moved though, but I think the game as a whole is a great concept. Oh, it's an effective solitaire. If you engage your imagination, you get the sense of sneaking past critters too powerful to face, or of getting caught trying. Thing is, I have to arrange less juggling of numbers, so the player can stay in that mental space, and keep that trip going. Tell you what, you go on and play it, and give me feedback. It's worth a credit on the 1.0 release if you do. :) From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 232 Return-Path: X-Sender: karlvonl@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 18 Jan 2002 03:47:00 -0000 Received: (qmail 88634 invoked from network); 18 Jan 2002 03:46:59 -0000 Received: from unknown (216.115.97.171) by m6.grp.snv.yahoo.com with QMQP; 18 Jan 2002 03:46:59 -0000 Received: from unknown (HELO n14.groups.yahoo.com) (216.115.96.64) by mta3.grp.snv.yahoo.com with SMTP; 18 Jan 2002 03:46:59 -0000 Received: from [216.115.96.149] by n14.groups.yahoo.com with NNFMP; 18 Jan 2002 03:48:40 -0000 Date: Fri, 18 Jan 2002 03:46:58 -0000 To: piecepack@yahoogroups.com Subject: Announcing Forage, ready for playtest Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 6578 X-Mailer: Yahoo Groups Message Poster From: "karlvonl.geo" X-Yahoo-Group-Post: member; u=93630635 X-Yahoo-Profile: karlvonl.geo As you may recall, I mentioned last week that I was working on a new piecepack game. Profesor, David Cousins, and king_toren_I all expressed interest in helping with the playtesting. So I am pleased to present the first set of playtest rules for my new game, Forage. I hope you enjoy it! And now, profesor, I guess I owe you some playtesting on Wand of Odin and/or DelvenWarr. :-) --------------------------------- Rules for Forage (playtest version 0.1) Number of players: 3-4 Equipment needed: 1 piecepack Overview: The game takes place in 2 phases. In the first phase, the players distribute the coins of their suit face down on an 8x8 board. In the second phase, the players move their pawns around the board trying to collect as many of their opponents' coins as possible. The player with the highest total value of coins wins. Set up: Take out 16 tiles. Lay them out face down in a 4x4 square, thus creating an 8x8 space game board. Lay the rest of the tiles aside, as they are not used. Each player chooses a suit and takes the pawn, die, and coins of that suit. Place your coins in a stash in front of you. Place them value side down, so the other players don't know the values. Each player then puts their pawn in a corner space on the board. Then roll to see who goes first. The play: In the first phase of the game, you are using your pawn to lay your coins out on the board. On your turn do the following: - Choose one of your coins. Your coins are face down so your opponents can't see which values you haven't used yet, but you can always look at the values of the coins in your stash area. - Show the value of the coin to your opponents, and say it out loud, so they know you aren't cheating. - Place the coin on the space that your pawn occupies. - Move your pawn the number of spaces equal to the value of the coin. Rules for moving: You may move your pawn in a straight line in any of the 8 orthoginal and diagonal directions. Always move the full amount indicated by the coin. The ace coin is equal to 1. The blank coin is wild, thus you may move from 1 to 5 spaces, your choice. The board wraps at the edges. Thus you may move off one edge and in on the opposite edge. (This might be confusing when moving diagonally.) You may pass through and land on empty squares. You may pass through, but not land on, squares occupied by coins. You may not pass through nor land on squares occupied by opponents' pawns. In the unlikely event that you have no legal move, then instead of moving the full amount indicated by the coin, pick a direction and move until you hit the first empty square in that direction. After each player has had 6 turns, all the coins are on the board, and the second phase begins. On your turn, do the following: - Roll the die, *or* choose a coin from your stash. You may *not* roll before deciding to choose a coin instead. You *may* look at the values of your coins before deciding. (On your first turn of phase 2, you will obviously have no coins in your stash and must therefore roll.) - If you chose a coin, show and tell the other players its value, and place it on the space your pawn occupies. - Move your pawn in one of the 8 directions the number of spaces indicated by the number rolled on the die or the coin just placed. The rules for movement are the same as in phase 1, except that you can now land on a space occupied by a coin. - If you landed on a coin, and it is *not* your suit, take the coin and put it value side down in your stash. If you landed on a coin and it *is* your suit, leave it on the board under your pawn. If your pawn is sitting on a coin of your suit at the beginning of your turn, you may use the value on that coin for movement. In other words, normally you have the choice of either rolling the die or playing a coin from your stash. If you are sitting on one of your own coins, you instead have the choice of rolling the die or using *that* coin only. You may look at the value of the coin before deciding whether to roll. Game end and scoring: The game ends when the number of coins remaining on the board equals the number of players. I.e., a 4-player game ends when there are 4 coins left, and a 3 player game ends when there are 3 coins left. Each player scores the total of values of the coins in their stash. An ace is worth 1. A blank is worth zero. The player with the highest score wins. In the case of a tie, the player (among the tied players) with the most coins wins. If it's still a tie, the winner is the tied player with the most high coins. In other words, whoever has the highest coin wins, and if tied look at the total of each player's highest 2 coins, then highest 3 coins, etc. until it's not a tie. Variants: Note that the above is what I've been playtesting with, and due to some feedback I've received, I've had ideas for changes. These are the changes that I'd be interested in testing before settling on a final rules set. The biggest complaint has been that people often get confused where their pawn is going when moving diagonally and wrapping off an edge of the board. So perhaps wrapping should be eliminated. This means that the board should be bigger, so all 24 tiles should be used. Also, the pawns would then start not in the corners, but instead near the center of the board. The 24 tiles can be arranged either in a 6x4 rectangle, or a 5x5 square with a hole in the middle. I think the latter option might be more interesting. Perhaps at the end of the game, any blank coins you have are not worth 0, but are instead equal to the lowest value of your other coins. So if you have (5) (3) ( ) ( ) then your total is 14, because the blanks are worth 3. The problem with this rule is that people with blanks will throw their low coins back on the board more often, and the game might not come to an end as quickly (or at all). People have complained a little about the memory aspect. Perhaps when playing a coin for movement in the second phase it should be placed face up, and can then never be picked up again. This might work well in conjunction with the previous variant. Then the end condition would be that the game ends when there are no more value-side-down coins on the board. Finally, I made it so the game ends with coins still on the board, because the game could go on indefinitely if people keep using coins for movement, or no one is getting good die rolls. But this is just a hypothesis; I have not actually tested playing a game in which the game ends when the board is clear of coins, so it's probably worth a try. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 233 Return-Path: X-Sender: karlvonl@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 18 Jan 2002 16:57:04 -0000 Received: (qmail 98184 invoked from network); 18 Jan 2002 16:57:04 -0000 Received: from unknown (216.115.97.167) by m3.grp.snv.yahoo.com with QMQP; 18 Jan 2002 16:57:04 -0000 Received: from unknown (HELO n24.groups.yahoo.com) (216.115.96.74) by mta1.grp.snv.yahoo.com with SMTP; 18 Jan 2002 16:57:03 -0000 Received: from [216.115.96.132] by n24.groups.yahoo.com with NNFMP; 18 Jan 2002 16:56:57 -0000 Date: Fri, 18 Jan 2002 16:56:56 -0000 To: piecepack@yahoogroups.com Subject: Re: Announcing Forage, ready for playtest Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 168 X-Mailer: Yahoo Groups Message Poster From: "karlvonl.geo" X-Yahoo-Group-Post: member; u=93630635 X-Yahoo-Profile: karlvonl.geo Sorry to respond to my own post, but I want to clarify something that I just noticed I had been unclear about: Coins are always placed on the board value side down. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 235 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 23 Jan 2002 20:01:07 -0000 Received: (qmail 19925 invoked from network); 23 Jan 2002 20:01:07 -0000 Received: from unknown (216.115.97.167) by m3.grp.snv.yahoo.com with QMQP; 23 Jan 2002 20:01:07 -0000 Received: from unknown (HELO n22.groups.yahoo.com) (216.115.96.72) by mta1.grp.snv.yahoo.com with SMTP; 23 Jan 2002 20:01:07 -0000 Received: from [216.115.96.113] by n22.groups.yahoo.com with NNFMP; 23 Jan 2002 20:01:07 -0000 Date: Wed, 23 Jan 2002 20:01:02 -0000 To: piecepack@yahoogroups.com Subject: Re: Worm Derby ver 2.0 Message-ID: In-Reply-To: <3C4BBEA1.63A3E1D7@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 350 X-Mailer: Yahoo Groups Message Poster From: "hexchex" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex --- In piecepack@y..., Mark Biggar wrote: > Has anyone played "Worm Derby" yet? I could use some playtest > reports before I finalize the rules for posting on www.piecepack.org. > > Thanks > -- > Mark Biggar > mark.a.biggar@a... I've played several more times with my daughters and we still think the game works great. Tim From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 236 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 25 Jan 2002 01:10:12 -0000 Received: (qmail 81577 invoked from network); 25 Jan 2002 01:10:11 -0000 Received: from unknown (216.115.97.172) by m6.grp.snv.yahoo.com with QMQP; 25 Jan 2002 01:10:11 -0000 Received: from unknown (HELO barry.mail.mindspring.net) (207.69.200.25) by mta2.grp.snv.yahoo.com with SMTP; 25 Jan 2002 01:10:11 -0000 Received: from sfr-tgn-sfn-vty79.as.wcom.net ([216.192.33.79] helo=daycare) by barry.mail.mindspring.net with smtp (Exim 3.33 #1) id 16Tusc-0003qq-00 for piecepack@yahoogroups.com; Thu, 24 Jan 2002 20:10:10 -0500 Message-ID: <000a01c1a53c$972b4260$4f21c0d8@daycare> To: Subject: Whirlpool Pond is ready. Date: Thu, 24 Jan 2002 17:06:56 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I have played tested the game myself (with the help of my daughters of course) and have decided the game is as ready as it will ever be. The only difference is when I played with them we were tossing bottles of soda instead of 5ths of whiskey (they are not of legal drinking age yet). If anyone else wishes to play and add any comments please do so. IMHO the only thing left to do is edit the game a little which I will be doing and updating the website. So if David and Karol wish to include this into the piecepack they have my permission and gratitude. Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 237 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 25 Jan 2002 01:25:50 -0000 Received: (qmail 98290 invoked from network); 25 Jan 2002 01:25:49 -0000 Received: from unknown (216.115.97.172) by m8.grp.snv.yahoo.com with QMQP; 25 Jan 2002 01:25:49 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.48.141) by mta2.grp.snv.yahoo.com with SMTP; 25 Jan 2002 01:25:48 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Thu, 24 Jan 2002 20:25:46 -0500 Message-ID: <001f01c1a53f$e7ce3c60$0501000a@winnt> To: References: <000a01c1a53c$972b4260$4f21c0d8@daycare> Subject: Re: [piecepack] Whirlpool Pond is ready. Date: Thu, 24 Jan 2002 20:30:43 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph hey Tim, I think maybe it would be good to change the whole thing to soda instead of beer but that's just me - we tend to have a family-oriented games. Dave is putting together a cool website for the games - We will need a PDF or something that we can use to make a PDF from to include your game. Either way just send it to us, you can use Karol@... everything I have gets dumped into there anyway. Talk to you later, Karol ----- Original Message ----- From: "Tim Schutz" To: Sent: Thursday, January 24, 2002 8:06 PM Subject: [piecepack] Whirlpool Pond is ready. > I have played tested the game myself (with the help of my daughters of course) and have decided the game is as ready as it will ever be. The only difference is when I played with them we were tossing bottles of soda instead of 5ths of whiskey (they are not of legal drinking age yet). If anyone else wishes to play and add any comments please do so. IMHO the only thing left to do is edit the game a little which I will be doing and updating the website. So if David and Karol wish to include this into the piecepack they have my permission and gratitude. > > Tim Schutz > > > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 239 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 25 Jan 2002 05:02:53 -0000 Received: (qmail 34512 invoked from network); 25 Jan 2002 05:02:53 -0000 Received: from unknown (216.115.97.172) by m10.grp.snv.yahoo.com with QMQP; 25 Jan 2002 05:02:53 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta2.grp.snv.yahoo.com with SMTP; 25 Jan 2002 05:02:53 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g0P52qY23977 for ; Fri, 25 Jan 2002 00:02:52 -0500 (EST) Received: from dopey.ne.mediaone.net (h002078d57c66.ne.mediaone.net [24.61.91.121]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id DLM3RHQL; Fri, 25 Jan 2002 00:02:47 -0500 Message-ID: <3C50E6B7.952A1554@...> Date: Fri, 25 Jan 2002 00:01:43 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] oops References: <000a01c1a53c$972b4260$4f21c0d8@daycare> <001f01c1a53f$e7ce3c60$0501000a@winnt> <000701c1a558$2e177980$0501000a@winnt> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Karol wrote: > > Sorry folks, I swear I meant to only reply to Tim. My bad. Maybe I'm not even supposed to use the list to reply to you, but... I think your reply was topical, and appropriate. I didn't give it a second thought until you apologised. Now, to pay _my_ fare: I've done some local playtesting (five games?) of Wand of Odin as a multiplayer, and I'll post the resulting revisions soon. I owe somebody playtesting of Forage, but my boy (who brings much joy to the process for me) sees the piecepack come out and lunges for his favored pointy-hatted wizard miniature, intent on another round of Wand of Odin. Even so, I promise to follow through on the Forage playtesting. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 240 Return-Path: X-Sender: karlvonl@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 25 Jan 2002 19:50:44 -0000 Received: (qmail 38873 invoked from network); 25 Jan 2002 19:50:44 -0000 Received: from unknown (216.115.97.171) by m5.grp.snv.yahoo.com with QMQP; 25 Jan 2002 19:50:44 -0000 Received: from unknown (HELO n35.groups.yahoo.com) (216.115.96.85) by mta3.grp.snv.yahoo.com with SMTP; 25 Jan 2002 19:50:44 -0000 Received: from [216.115.96.125] by n35.groups.yahoo.com with NNFMP; 25 Jan 2002 19:50:42 -0000 Date: Fri, 25 Jan 2002 19:50:42 -0000 To: piecepack@yahoogroups.com Subject: Re: oops Message-ID: In-Reply-To: <3C50E6B7.952A1554@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 370 X-Mailer: Yahoo Groups Message Poster From: "karlvonl.geo" X-Yahoo-Group-Post: member; u=93630635 X-Yahoo-Profile: karlvonl.geo --- In piecepack@y..., Thorn wrote: > I owe somebody playtesting of Forage, but my boy (who brings much joy to > the process for me) sees the piecepack come out and lunges for his > favored pointy-hatted wizard miniature, intent on another round of Wand > of Odin. That's ok, I haven't gotten around to playtesting Wand of Odin or Delvenwarr either :-) From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 241 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 26 Jan 2002 03:15:23 -0000 Received: (qmail 67166 invoked from network); 26 Jan 2002 03:13:42 -0000 Received: from unknown (216.115.97.172) by m2.grp.snv.yahoo.com with QMQP; 26 Jan 2002 03:13:42 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.11.172) by mta2.grp.snv.yahoo.com with SMTP; 26 Jan 2002 03:13:41 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Fri, 25 Jan 2002 22:13:39 -0500 Message-ID: <005d01c1a618$25d84180$0501000a@winnt> To: Subject: www.piecepack.org Date: Fri, 25 Jan 2002 22:18:38 -0500 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Greetings All! We are happy to announce Dave has completed his updates to www.piecepack.org. The site now features PDFs for the 14 games listed on the site. The games may be rated, and the game list may be sorted by any of the following criterion: Title, Rating, and Equipment Used for Play. We encourage game designers to read the note on the bottom of the games page if you'd like to see your game included. The goal of piecepack.org is to be thee clearinghouse for everything piecepack - we donate our time to its up keep and would appreciate any suggestions or comments you may have. Send comments, suggestions and new games for posting to submissions@... Have a Great Weekend! Karol & Dave MMB From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 242 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 26 Jan 2002 04:43:26 -0000 Received: (qmail 75843 invoked from network); 26 Jan 2002 04:43:25 -0000 Received: from unknown (216.115.97.167) by m10.grp.snv.yahoo.com with QMQP; 26 Jan 2002 04:43:25 -0000 Received: from unknown (HELO n35.groups.yahoo.com) (216.115.96.85) by mta1.grp.snv.yahoo.com with SMTP; 26 Jan 2002 04:43:25 -0000 Received: from [216.115.96.49] by n35.groups.yahoo.com with NNFMP; 26 Jan 2002 04:43:24 -0000 Date: Sat, 26 Jan 2002 04:43:21 -0000 To: piecepack@yahoogroups.com Subject: Re: www.piecepack.org Message-ID: In-Reply-To: <005d01c1a618$25d84180$0501000a@winnt> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 579 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha --- In piecepack@y..., "Karol" wrote: > Greetings All! > > We are happy to announce Dave has completed his updates to www.piecepack.org. Rock on, Dave and Karol! The sorts and ratings are great features. Thanks very much for your volunteer work to help organize the piecepack community. At the top of my wish list for the rulesets page are: 1) download sizes in KB next to the download links in the Download column 2) idication in the Equipment column if a ruleset requires more than one piecepack, e.g. "(x2)" 3) reinstating the Designer column --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 244 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 26 Jan 2002 14:38:02 -0000 Received: (qmail 78337 invoked from network); 26 Jan 2002 14:38:01 -0000 Received: from unknown (216.115.97.167) by m8.grp.snv.yahoo.com with QMQP; 26 Jan 2002 14:38:01 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.11.172) by mta1.grp.snv.yahoo.com with SMTP; 26 Jan 2002 14:38:01 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Sat, 26 Jan 2002 09:37:57 -0500 Message-ID: <003401c1a677$bfefd710$0501000a@winnt> To: References: Subject: Re: [piecepack] Re: www.piecepack.org Date: Sat, 26 Jan 2002 09:42:58 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph Dave Rocks! Kudos! ----- Original Message ----- From: "David Martin-Boyle" To: Sent: Saturday, January 26, 2002 7:57 AM Subject: Re: [piecepack] Re: www.piecepack.org > > Rock on, Dave and Karol! The sorts and ratings are great > > features. Thanks very much for your volunteer work to help > > organize the piecepack community. > > > > At the top of my wish list for the rulesets page are: > > 1) download sizes in KB next to the download links in the > > Download column > > Yeah, I thought of that too, it's done. > > > 2) idication in the Equipment column if a ruleset requires more > > than one piecepack, e.g. "(x2)" > > Um, oops. That was even on my "to-do" list, and I missed it. > Anyway, I updated the listings. > > > 3) reinstating the Designer column > > I added this column. > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 245 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 26 Jan 2002 18:07:16 -0000 Received: (qmail 59321 invoked from network); 26 Jan 2002 18:07:16 -0000 Received: from unknown (216.115.97.171) by m5.grp.snv.yahoo.com with QMQP; 26 Jan 2002 18:07:16 -0000 Received: from unknown (HELO n31.groups.yahoo.com) (216.115.96.81) by mta3.grp.snv.yahoo.com with SMTP; 26 Jan 2002 18:07:16 -0000 Received: from [216.115.96.44] by n31.groups.yahoo.com with NNFMP; 26 Jan 2002 18:07:15 -0000 Date: Sat, 26 Jan 2002 18:07:13 -0000 To: piecepack@yahoogroups.com Subject: Re: www.piecepack.org Message-ID: In-Reply-To: <003401c1a677$bfefd710$0501000a@winnt> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 201 X-Mailer: Yahoo Groups Message Poster From: "hexchex" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex I think it looks and works great. The only comment I have is as a game player I am less interested in the version of the game and more interested in how many players that game can handle. Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 246 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 26 Jan 2002 20:47:54 -0000 Received: (qmail 59927 invoked from network); 26 Jan 2002 20:47:54 -0000 Received: from unknown (216.115.97.172) by m6.grp.snv.yahoo.com with QMQP; 26 Jan 2002 20:47:54 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.12.197) by mta2.grp.snv.yahoo.com with SMTP; 26 Jan 2002 20:47:53 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Sat, 26 Jan 2002 15:47:48 -0500 Message-ID: <004101c1a6ab$6aec1600$0501000a@winnt> To: References: Subject: Re: [piecepack] Re: www.piecepack.org Date: Sat, 26 Jan 2002 15:52:50 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph Version is important for those folks that want to download the games as soon as newer versions come out and don't want duplicates. Quite a few of the games could be expanded if someone wanted to adapt the rules for more players. I'm not sure how that would be handled - which is why I haven't taken the time to expand any. Number of players in general is important. We like to have simple clean pages, which often means having less detail. We appreciate the comment and as always will take it under advisement for the next revision. Thanks! Karol ----- Original Message ----- From: "hexchex" To: Sent: Saturday, January 26, 2002 1:07 PM Subject: [piecepack] Re: www.piecepack.org > I think it looks and works great. The only comment I have is as a > game player I am less interested in the version of the game and more > interested in how many players that game can handle. > Tim Schutz > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 247 Return-Path: X-Sender: karlvonl@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_1_3); 27 Jan 2002 05:13:45 -0000 Received: (qmail 42700 invoked from network); 27 Jan 2002 05:13:45 -0000 Received: from unknown (216.115.97.167) by m5.grp.snv.yahoo.com with QMQP; 27 Jan 2002 05:13:45 -0000 Received: from unknown (HELO n15.groups.yahoo.com) (216.115.96.65) by mta1.grp.snv.yahoo.com with SMTP; 27 Jan 2002 05:13:45 -0000 Received: from [216.115.96.145] by n15.groups.yahoo.com with NNFMP; 27 Jan 2002 05:13:08 -0000 Date: Sun, 27 Jan 2002 05:13:44 -0000 To: piecepack@yahoogroups.com Subject: Re: www.piecepack.org Message-ID: In-Reply-To: <005d01c1a618$25d84180$0501000a@winnt> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2084 X-Mailer: Yahoo Groups Message Poster From: "karlvonl.geo" X-Yahoo-Group-Post: member; u=93630635 X-Yahoo-Profile: karlvonl.geo --- In piecepack@y..., "Karol" wrote: > Greetings All! > > We are happy to announce Dave has completed his updates to www.piecepack.org. The site now features PDFs for the 14 games listed on the site. The games may be rated, and the game list may be sorted by any of the following criterion: Title, Rating, and Equipment Used for Play. Good page! Overall, I like it, and I look forward to seeing the list of games grow as more games are invented. However, there is a general comment I would like to make about what games are listed. Specifically, I feel that it would be better if some traditional games, especially those least suited to be played with a piecepack, are omitted. Specifically, I am thinking of Reversi. Reversi strikes me as particularly ill-suited to be adapted to piecepack, and it's inclusion in the standard list just sticks out like a sore thumb to me. First of all, it requires no fewer than 3 piecepacks just to have enough pieces. Second, I imagine that in practice it must be unwieldly to play. With a traditional Reversi set, you can comprehend the game state at a glance, because all the pieces are black or white. With the piecepack, you have to mentally distinguish between symbols and numbers, where there are 4 different symbols, and the "numbers" group includes a black spiral shape and even a blank. I can't imagine that this is mentally comfortable to play. I don't object totally to adapting traditional games to the piecepack, so long as they are well suited to that format. Checkers seems like it would have been a much better choice than reversi, requiring only one piecepack; if each player uses two suits, then there is exactly the right number of pieces. Also, it strengthens the uniqueness and allure of the piecepack in general if the majority of the games present in the canonical list were designed specifically for the piecepack. Of course, that's already the case, so this is a minor point. Anyway, that said, keep up the good work, and let's all see how quickly we can double the length of the piecepack game list! From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 248 Return-Path: X-Sender: xiombarg@... X-Apparently-To: piecepack@egroups.com Received: (EGP: mail-8_0_2); 9 Feb 2002 03:19:56 -0000 Received: (qmail 53559 invoked from network); 9 Feb 2002 03:19:55 -0000 Received: from unknown (216.115.97.171) by m8.grp.snv.yahoo.com with QMQP; 9 Feb 2002 03:19:55 -0000 Received: from unknown (HELO falcon.prod.itd.earthlink.net) (207.217.120.74) by mta3.grp.snv.yahoo.com with SMTP; 9 Feb 2002 03:19:55 -0000 Received: from pool-63.49.120.145.bltm.grid.net ([63.49.120.145] helo=earthlink.net) by falcon.prod.itd.earthlink.net with esmtp (Exim 3.33 #1) id 16ZO3P-0007Qo-00 for piecepack@egroups.com; Fri, 08 Feb 2002 19:19:55 -0800 Message-ID: <3C64952A.4080802@...> Date: Fri, 08 Feb 2002 22:19:06 -0500 Organization: Rosicrucian Alliance of Tapdancers User-Agent: Mozilla/5.0 (Windows; U; Win98; en-US; rv:0.9.7+) Gecko/20020115 X-Accept-Language: en-us MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Solitaire? Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit From: Kirt Dankmyer X-Yahoo-Group-Post: member; u=35000034 X-Yahoo-Profile: xiombrag While I was writing a review of the piecepack for RPGNews.com (see http://www.RPGnews.com/game.php), I was thinking: Unlike a deck of cards, there is no good solitaire game for the piecepack. Has anyone had any thoughts in that direction? I think a good solitaire game, in addition to all the other games, would be a good selling point for the piecepack. -Loki From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 249 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 9 Feb 2002 04:26:16 -0000 Received: (qmail 40795 invoked from network); 9 Feb 2002 04:26:15 -0000 Received: from unknown (216.115.97.172) by m3.grp.snv.yahoo.com with QMQP; 9 Feb 2002 04:26:15 -0000 Received: from unknown (HELO randall.mail.atl.earthlink.net) (207.69.200.237) by mta2.grp.snv.yahoo.com with SMTP; 9 Feb 2002 04:26:15 -0000 Received: from smui05.slb.mindspring.net ([199.174.114.91]) by randall.mail.atl.earthlink.net with esmtp (Exim 3.33 #1) id 16ZP5b-0006rh-00 for piecepack@yahoogroups.com; Fri, 08 Feb 2002 23:26:15 -0500 Received: by smui05.slb.mindspring.net id XAA0000028263; Fri, 8 Feb 2002 23:26:15 -0500 (EST) Date: Fri, 08 Feb 2002 23:26:15 -0500 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Solitaire? Sender: hexchex@... Message-ID: From: X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex . Has anyone had any > thoughts in that direction? I think a good solitaire game, in addition to > all the other games, would be a good selling point for the piecepack. > ����� -Loki I know of two that have been posted on the group and I think they are still being worked on. Solo and Wand of Odin. I play tested Solo and thought it was a great game. I haven't play tested Wand of Odin yet, but I have read the rules and it looks like a really interesting game. If you type in Solo or Wand of Odin into the Search Archives you will find the rules for those games. I'm sure the writers would love you to give them a play test. There might be some more out there that I'm not aware of yet. Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 250 Return-Path: X-Sender: xiombarg@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 10 Feb 2002 21:37:51 -0000 Received: (qmail 8918 invoked from network); 10 Feb 2002 21:37:51 -0000 Received: from unknown (216.115.97.172) by m12.grp.snv.yahoo.com with QMQP; 10 Feb 2002 21:37:51 -0000 Received: from unknown (HELO snipe.prod.itd.earthlink.net) (207.217.120.62) by mta2.grp.snv.yahoo.com with SMTP; 10 Feb 2002 21:37:51 -0000 Received: from pool-63.49.120.162.bltm.grid.net ([63.49.120.162] helo=earthlink.net) by snipe.prod.itd.earthlink.net with esmtp (Exim 3.33 #1) id 16a1fS-0007BX-00 for piecepack@yahoogroups.com; Sun, 10 Feb 2002 13:37:51 -0800 Message-ID: <3C66E7FB.208@...> Date: Sun, 10 Feb 2002 16:36:59 -0500 Organization: Rosicrucian Alliance of Tapdancers User-Agent: Mozilla/5.0 (Windows; U; Win98; en-US; rv:0.9.8+) Gecko/20020208 X-Accept-Language: en-us MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Solitaire Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit From: Kirt Dankmyer X-Yahoo-Group-Post: member; u=35000034 X-Yahoo-Profile: xiombrag Okay, I'll check those out. Should I post comments to this list or directly to the authors? -Loki From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 251 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 10 Feb 2002 21:45:35 -0000 Received: (qmail 21215 invoked from network); 10 Feb 2002 21:45:35 -0000 Received: from unknown (216.115.97.167) by m12.grp.snv.yahoo.com with QMQP; 10 Feb 2002 21:45:35 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta1.grp.snv.yahoo.com with SMTP; 10 Feb 2002 21:45:34 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g1ALjWY23079 for ; Sun, 10 Feb 2002 16:45:33 -0500 (EST) Received: from dopey.ne.mediaone.net (h002078d57c66.ne.mediaone.net [24.61.91.121]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id DLM3S0XB; Sun, 10 Feb 2002 16:45:19 -0500 Message-ID: <3C66E9A5.7C652BCA@...> Date: Sun, 10 Feb 2002 16:44:05 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Solitaire References: <3C66E7FB.208@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Kirt Dankmyer wrote: > > Okay, I'll check those out. Should I post comments to this list or directly > to the authors? > -Loki The author of Wand of Odin monitors this list. I know for sure, because he's me. :) BTW, it's been playtested some more, and my notes on a final polish are sitting over there on my bar. But I'm here on the couch, see... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 253 Return-Path: X-Sender: xiombarg@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 11 Feb 2002 05:31:51 -0000 Received: (qmail 87470 invoked from network); 11 Feb 2002 05:31:51 -0000 Received: from unknown (216.115.97.167) by m9.grp.snv.yahoo.com with QMQP; 11 Feb 2002 05:31:51 -0000 Received: from unknown (HELO pintail.mail.pas.earthlink.net) (207.217.120.122) by mta1.grp.snv.yahoo.com with SMTP; 11 Feb 2002 05:31:51 -0000 Received: from pool-63.49.120.136.bltm.grid.net ([63.49.120.136] helo=earthlink.net) by pintail.mail.pas.earthlink.net with esmtp (Exim 3.33 #1) id 16a949-00065k-00 for piecepack@yahoogroups.com; Sun, 10 Feb 2002 21:31:49 -0800 Message-ID: <3C67570B.40104@...> Date: Mon, 11 Feb 2002 00:30:51 -0500 Organization: Rosicrucian Alliance of Tapdancers User-Agent: Mozilla/5.0 (Windows; U; Win98; en-US; rv:0.9.8+) Gecko/20020208 X-Accept-Language: en-us MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Wand of Odin (long) References: <3C66E7FB.208@...> <3C66E9A5.7C652BCA@...> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit From: Kirt Dankmyer X-Yahoo-Group-Post: member; u=35000034 X-Yahoo-Profile: xiombrag > The author of Wand of Odin monitors this list. I know for sure, because > he's me. :) Excellent. Well, I tried out Wand of Odin, and I have a lot of comments, questions, and suggestions. If I repeat anything someone else has already said, I apologize. My first suggestion is wherever one of the world names or Art names are mentioned, that you put the suit in parenthesis, such as Alfheim (crowns) and Stealth (moons). This allows one to read a rule or example without a lot of flipping back... "Which suit was Niflheim again?" It was unclear to me what you meant by "only placements with legal orthogonal movement paths are legal". Take the seemingly (at least to me) possible board configuration below. In this example, a * represents a sun, a C represents a moon, a ^ represents a crown, and a ! represents the suit of Arms. I'm using the numberal "0" to represent a blank. !0 C0 *0 ^0 ^1 *1 ^3 ^2 *2 *3 *4 Now, obviously, this board configuration shouldn't be possible, as there is no place to put the ^4 (4 of Crowns) tile. But to me, that configuration has "legal orthogonal movement paths". Perhaps that rule to should be clarified, or maybe I need to brush up on my math terms or something. Or maybe that example *is* legal... I'm just not sure, from the rules as written. (As a quick aside, I assume if we remove the ^3 from the example above, that not only is the above legal, but it is possible for the Questor to move from Asgard (suns) to Alfheim (crowns) by going from the *4 to the ^2, but that a moving, woken critter won't do that -- they only change worlds in the complex of blank tiles.) Okay, while we're talking about tile placement, I assume it's possible to build up a "queue" of tiles that haven't been placed. That is, for example, you draw a 3 of Arms on your first turn, and can't place it, as it doesn't go next to 0. And then you draw a 2 of Arms, and can't place that either. Now you have two tiles with sleeping creatures on them. Then you draw the 1 of Arms. You put that next to the blank, and then the other two go down as well, yes? I'm also a touch confused by the rules that call on sleeping critters. According to the rules: "If a critter is called for by the tile placement rules, and neither critters nor chips are available, the nearest sleeping critter is called to the scene, and awakened." Now, another example. At the start of the game, there are six critters. I draw a 5 of Arms. A sleeping critter is put on that tile and the tile is put aside. Then the 4 of Arms is drawn. Another critter gone. Then the 4 of Arms is drawn, then the 3 of Arms, then the 5 of Suns, and then the 4 of Suns. So, we're out of critters, and we have six "lost" tiles. Then we draw the 5 of Crowns. Well, the rules call for a sleeping critter to be placed there. We don't have any spare parts, so we need to move the nearest critter to the scene and wake them... but which one is nearest? After all, the critters are on lost, legendary lands that have yet to come to light. They're not near or far to *anything* yet. (This happened to me, by the way, so it isn't 100% theorhetical.) Okay, after reading them a couple times, I understood the conflict rules. I had a question: If I defeat a sleeping creature by Guile, and they don't have a Shard, do they persue? I haven't tricked anything awayfrom them, so they don't have a reason to chase the Questor, so do they go back to sleep? The rules only say what to do if you use Guile to trick the monster into giving away its Shard. While I'm at it, I should probably mention my 2nd edition Mesomorph piecepack uses a sworl for a coin with a value of 1, so you may want to remove the "if you cheaped out like I did" comment. (And while I'm talking about coins, I agree with the other poster who said it's less confusing if you say "coin" rather than "chip", tho I think chip is a valid synonym, since I'd hardly consider the tiles to be chips. Plus, the term "coin" emphasizes the "treasure" nature of sworl coins and the Shard (blank) coins.) Also, I was unclear on some things in the "Treasure" section: When using a Shard to re-roll a die, it doesn't matter if the Shard is the same suit as the die being rolled, right? It might be good to explicitly note this, since the suit is so important otherwise. Another thing: When you use a Shard for a re-roll, you always put it under the die re-rolled, right? Since the rule for putting the Shard coin under the die is right after you mention that a re-rolled blank is good and not bad, some people might think you put the Shard under the die ONLY if you roll a blank. Or was that the intent? I wasn't sure. In addition, if you start with a blank, and re-roll with a Shard, and you roll a blank -- do you keep it or re-roll, since you're supposed to re-roll if you match the old value... but a new blank isn't really the same "value" as the old blank (depends on how you look at it), so I wasn't sure what to do in that situation... Going away from the things that confused me, you may want to have an optional point-buy rule, where instead of rolling the four dice, a player gets X number of points (14, say) and can divide them between the four Arts as he chooses, max of 5, minimum of 0 (blank), setting the dice appropriately. You roll as normal when using a Shard or dying. I bring this up not because as a roleplayer I prefer point-buy systems, but because I noticed that if you, say, roll all ones, your best strategy is to get yourself killed so you can re-roll everything. It might be nice if the Great Champion wasn't guaranteed instant death from the get-go... And a final suggestion: I notice that while the idea is to save the world, that you actually can't fail. Eventually, through luck or strategy, you will get all four Shards and win the game, excepting, I guess, a critter that has all four Shards and is supreme in every Art. It would be nice if there was some sort of optional rule that allowed for the chance for the world to end before the Questor finishes. That is, a way to "lose". Perhaps you only get so many "lives" (the traditional "three lives" of a video game, perhaps, or some number important in Nordic myth) and after the Questor dies that many times, then the world is swallowed up by chaos. (This also prevents the rather twinkish strategy I mention above.) Or perhaps some highly unlikely critter configuration indicates the end, like a critter with all the sworls. ("The birth of such an unfit creature heralded the end of the world...") Anyway, I really liked Wand of Odin, so I hope you take all my suggestions in the vein. I just wanted to make sure the rules were as clear as possible, so that one can just pick up the rules and play. -Loki From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 254 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 11 Feb 2002 07:46:14 -0000 Received: (qmail 53079 invoked from network); 11 Feb 2002 07:46:14 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 11 Feb 2002 07:46:14 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta1.grp.snv.yahoo.com with SMTP; 11 Feb 2002 07:46:14 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g1B7kD425787 for ; Mon, 11 Feb 2002 02:46:13 -0500 (EST) Received: from dopey.ne.mediaone.net (h002078d57c66.ne.mediaone.net [24.61.91.121]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id DLM3TAKS; Mon, 11 Feb 2002 02:45:59 -0500 Message-ID: <3C677671.61C00DB3@...> Date: Mon, 11 Feb 2002 02:44:49 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Wand of Odin (long) References: <3C66E7FB.208@...> <3C66E9A5.7C652BCA@...> <3C67570B.40104@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Kirt Dankmyer wrote: > > Excellent. Well, I tried out Wand of Odin, and I have a lot of comments, > questions, and suggestions. If I repeat anything someone else has already > said, I apologize. Let me start by thanking you for your interest and the time you took to comment. It's major egoboo for an author to know people are actually _playing_ his brainchild. You know I stole the name, right? :) Seemed fair, I'm still looking for my pants. > My first suggestion is wherever one of the world names or Art names are > mentioned, that you put the suit in parenthesis, such as Alfheim (crowns) > and Stealth (moons). This allows one to read a rule or example without a > lot of flipping back... "Which suit was Niflheim again?" Good point. > It was unclear to me what you meant by "only placements with legal > orthogonal movement paths are legal". Take the seemingly (at least to me) > possible board configuration below. In this example, a * represents a sun, > a C represents a moon, a ^ represents a crown, and a ! represents the suit > of Arms. I'm using the numberal "0" to represent a blank. > > !0 C0 > *0 ^0 ^1 > *1 ^3 ^2 > *2 *3 *4 > Now, obviously, this board configuration shouldn't be possible, as there is > no place to put the ^4 (4 of Crowns) tile. But to me, that configuration > has "legal orthogonal movement paths". Perhaps that rule to should be > clarified, or maybe I need to brush up on my math terms or something. Or > maybe that example *is* legal... I'm just not sure, from the rules as written. I meant "Don't put the tiles diagonal to the next lowest or highest tile of their world." Put ^2 beside (N, S, E, or W of) ^1, for instance. And yes, if you wall off ^3, you will have no place to put ^4, unless you happen to be on another 4 tile when you draw it. If you aren't, then although the rules don't say it (not yet), it should become legendary, and you can place it if and when ^5 gets placed. > (As a quick aside, I assume if we remove the ^3 from the example above, > that not only is the above legal, but it is possible for the Questor to > move from Asgard (suns) to Alfheim (crowns) by going from the *4 to the ^2, > but that a moving, woken critter won't do that -- they only change worlds > in the complex of blank tiles.) Correct, the Quester can move anywhere two tiles touch at a side. But as for Critters, they don't only cross worlds in the '0 complex', they may also jump from their world to another when a world tile is placed 'equal to' the quester's tile. A three beside a three, for instance. If the quester moved just before the tile was placed, the critter pounces, revealing the path between the worlds. (If the quester hadn't moved, the quester discovers the path on their own, and the critter is asleep.) > Okay, while we're talking about tile placement, I assume it's possible to > build up a "queue" of tiles that haven't been placed. That is, for example, > you draw a 3 of Arms on your first turn, and can't place it, as it doesn't > go next to 0. And then you draw a 2 of Arms, and can't place that either. > Now you have two tiles with sleeping creatures on them. Then you draw the 1 > of Arms. You put that next to the blank, and then the other two go down as > well, yes? Right. I'll make that clear in my next revision. > I'm also a touch confused by the rules that call on sleeping critters. > According to the rules: "If a critter is called for by the tile placement > rules, and neither critters nor chips are available, the nearest sleeping > critter is called to the scene, and awakened." > > Now, another example. At the start of the game, there are six critters. I > draw a 5 of Arms. A sleeping critter is put on that tile and the tile is > put aside. Then the 4 of Arms is drawn. Another critter gone. Then the 4 of > Arms is drawn, then the 3 of Arms, then the 5 of Suns, and then the 4 of > Suns. So, we're out of critters, and we have six "lost" tiles. Then we draw > the 5 of Crowns. Well, the rules call for a sleeping critter to be placed > there. We don't have any spare parts, so we need to move the nearest > critter to the scene and wake them... but which one is nearest? After all, > the critters are on lost, legendary lands that have yet to come to light. > They're not near or far to *anything* yet. (This happened to me, by the > way, so it isn't 100% theorhetical.) The one on the numerically nearest legendary land of the same world, or the numerically nearest land of any other world, with number of 'steps' needed breaking ties. > Okay, after reading them a couple times, I understood the conflict rules. I > had a question: If I defeat a sleeping creature by Guile, and they don't > have a Shard, do they persue? I haven't tricked anything awayfrom them, so > they don't have a reason to chase the Questor, so do they go back to sleep? > The rules only say what to do if you use Guile to trick the monster into > giving away its Shard. Any awakened Critter will pursue until it is slain. Questers who are weak in Magic and War make a lot of use of those paths between worlds, to shake pursuing critters. :) But any critter that's asleep, will remain asleep, unless you attack it with War or Magic, or blow a Stealth roll where the critter then chooses War or Magic, or steal a Shard. Said more simply, once you've drawn blood or runes, it's to the death. > While I'm at it, I should probably mention my 2nd edition Mesomorph > piecepack uses a sworl for a coin with a value of 1, so you may want to > remove the "if you cheaped out like I did" comment. (And while I'm talking > about coins, I agree with the other poster who said it's less confusing if > you say "coin" rather than "chip", tho I think chip is a valid synonym, > since I'd hardly consider the tiles to be chips. Plus, the term "coin" > emphasizes the "treasure" nature of sworl coins and the Shard (blank) coins.) You're absolutely correct. > Also, I was unclear on some things in the "Treasure" section: When using a > Shard to re-roll a die, it doesn't matter if the Shard is the same suit as > the die being rolled, right? It might be good to explicitly note this, > since the suit is so important otherwise. Good point. No, the suit of the Shard doesn't matter, any Shard has the power to re-roll any stat die. My dice are just solid normal 'pip' dice in the appropriate colors, so lacking any suit mark, this didn't occur to me. I think I'll make use of that, though... Thanks! > Another thing: When you use a Shard for a re-roll, you always put it under > the die re-rolled, right? Since the rule for putting the Shard coin under > the die is right after you mention that a re-rolled blank is good and not > bad, some people might think you put the Shard under the die ONLY if you > roll a blank. Or was that the intent? I wasn't sure. You put the shard under the die to prevent accidentally using it again. :) So you always put the shard under the die. It just coincidentally helps to mark a 'super' blank versus a 'wimpy' blank. Not that you'd ever _forget_ you were the Master of War, or whatever. > In addition, if you start with a blank, and re-roll with a Shard, and you > roll a blank -- do you keep it or re-roll, since you're supposed to re-roll > if you match the old value... but a new blank isn't really the same "value" > as the old blank (depends on how you look at it), so I wasn't sure what to > do in that situation... Keep the 'super' roll. > Going away from the things that confused me, you may want to have an > optional point-buy rule, where instead of rolling the four dice, a player > gets X number of points (14, say) and can divide them between the four Arts > as he chooses, max of 5, minimum of 0 (blank), setting the dice > appropriately. You roll as normal when using a Shard or dying. I bring this > up not because as a roleplayer I prefer point-buy systems, but because I > noticed that if you, say, roll all ones, your best strategy is to get > yourself killed so you can re-roll everything. It might be nice if the > Great Champion wasn't guaranteed instant death from the get-go... If you roll all ones, you aren't the Great Champion. Your _only_ strategy is to get killed, in that case. "I am not the Great Champion... But I play one on TV." :) I left it as an exercise for the player to figure that out. And yes, you can keep dying hoping for mega stats, but once you have that first Shard, you kind of want to keep it, not toss it back in the chip pool. > And a final suggestion: I notice that while the idea is to save the world, > that you actually can't fail. Eventually, through luck or strategy, you > will get all four Shards and win the game, excepting, I guess, a critter > that has all four Shards and is supreme in every Art. It would be nice if > there was some sort of optional rule that allowed for the chance for the > world to end before the Questor finishes. That is, a way to "lose". Well, the Norse mythos is pretty dark, with Fimbulvintr, Ragnorok, and all that. But I've always read that eventually Oak and Ash, like Adam and Eve, will start it all over again. I _like_ that you'll eventually get through it. Well, 624 times out of 625, anyway. :) For me, the fun is in the images I get of conning a Shard from the Niflheimer Master of War, then running for the nearest path back to Midgard. > Perhaps > you only get so many "lives" (the traditional "three lives" of a video > game, perhaps, or some number important in Nordic myth) and after the > Questor dies that many times, then the world is swallowed up by chaos. Well, there are 25 Runes... :) But seriously, it's a good option for folk who want it, and I'll add it to the next revision. I think I would make it more of a creeping chaos than a number of quester lives, though. > (This also prevents the rather twinkish strategy I mention above.) Or > perhaps some highly unlikely critter configuration indicates the end, like > a critter with all the sworls. ("The birth of such an unfit creature > heralded the end of the world...") Just like the birth of such an unfit Quester would, if you couldn't reincarnate. And again, I don't think the reincarnating is twinkish, or at least, nobody's forcing twinkishness. Play as weak a character as you think you can win with, you're your own judge; it's a solitaire game. The twinks will get the game they deserve; they always do. > Anyway, I really liked Wand of Odin, so I hope you take all my suggestions > in the vein. I got them in the spoon cooking, now. > I just wanted to make sure the rules were as clear as > possible, so that one can just pick up the rules and play. Thank you very much. I will try to get a new revision out in a week or so. > -Loki LOKI?! :) BTW, if you like it, try it with a 9yr-old. Multiplayer is a hoot. He just loves it when he can con all the shards my big brute has gathered. I make him actually come up with a line. My favorite was, "Hey LOOK!" :) From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 255 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 11 Feb 2002 12:54:01 -0000 Received: (qmail 89174 invoked from network); 11 Feb 2002 12:54:01 -0000 Received: from unknown (216.115.97.167) by m8.grp.snv.yahoo.com with QMQP; 11 Feb 2002 12:54:01 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.49.130) by mta1.grp.snv.yahoo.com with SMTP; 11 Feb 2002 12:54:00 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Mon, 11 Feb 2002 07:53:56 -0500 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.0.3 Date: Mon, 11 Feb 2002 07:53:50 +0000 Subject: Game ratings To: Piecepack Group Message-ID: Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle X-Yahoo-Group-Post: member; u=2673640 X-Yahoo-Profile: dboylemesomorph Well, we've gotten a few game ratings submitted. Thanks to those who have participated so far. If you haven't rated the games you've played yet, please think about doing so. I was a bit surprised to see that Reversi had received the most ratings, with a whopping 3 votes. This surprises me because that means that 3 people went to the trouble of putting together the 3 piecepacks required to actually play Reversi, which truly shows some gumption. Way to go people! From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 256 Return-Path: X-Sender: xiombarg@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 11 Feb 2002 23:32:58 -0000 Received: (qmail 12190 invoked from network); 11 Feb 2002 23:32:58 -0000 Received: from unknown (216.115.97.172) by m10.grp.snv.yahoo.com with QMQP; 11 Feb 2002 23:32:58 -0000 Received: from unknown (HELO pintail.mail.pas.earthlink.net) (207.217.120.122) by mta2.grp.snv.yahoo.com with SMTP; 11 Feb 2002 23:32:58 -0000 Received: from pool-63.49.123.86.bltm.grid.net ([63.49.123.86] helo=earthlink.net) by pintail.mail.pas.earthlink.net with esmtp (Exim 3.33 #1) id 16aPwO-0000ha-00 for piecepack@yahoogroups.com; Mon, 11 Feb 2002 15:32:57 -0800 Message-ID: <3C685472.6010805@...> Date: Mon, 11 Feb 2002 18:32:02 -0500 Organization: Rosicrucian Alliance of Tapdancers User-Agent: Mozilla/5.0 (Windows; U; Win98; en-US; rv:0.9.6+) Gecko/20011119 X-Accept-Language: en-us MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Wand of Odin (long) References: <3C66E7FB.208@...> <3C66E9A5.7C652BCA@...> <3C67570B.40104@...> <3C677671.61C00DB3@...> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit From: Kirt Dankmyer X-Yahoo-Group-Post: member; u=35000034 X-Yahoo-Profile: xiombrag > Let me start by thanking you for your interest and the time you took to > comment. It's major egoboo for an author to know people are actually > _playing_ his brainchild. You know I stole the name, right? :) Seemed > fair, I'm still looking for my pants. Yah, I saw that in the original post. > I meant "Don't put the tiles diagonal to the next lowest or highest tile > of their world." Put ^2 beside (N, S, E, or W of) ^1, for instance. > And yes, if you wall off ^3, you will have no place to put ^4, unless > you happen to be on another 4 tile when you draw it. If you aren't, > then although the rules don't say it (not yet), it should become > legendary, and you can place it if and when ^5 gets placed. Okay. I assume that clarification will make it into the next version. >>(As a quick aside, I assume if we remove the ^3 from the example above, >>that not only is the above legal, but it is possible for the Questor to >>move from Asgard (suns) to Alfheim (crowns) by going from the *4 to the ^2, >>but that a moving, woken critter won't do that -- they only change worlds >>in the complex of blank tiles.) >> > > Correct, the Quester can move anywhere two tiles touch at a side. But > as for Critters, they don't only cross worlds in the '0 complex', they > may also jump from their world to another when a world tile is placed > 'equal to' the quester's tile. A three beside a three, for instance. > If the quester moved just before the tile was placed, the critter > pounces, revealing the path between the worlds. (If the quester hadn't > moved, the quester discovers the path on their own, and the critter is > asleep.) Okay, I wasn't clear if only the critters that were put there when you drew a tile with the same number as the tile the Questor is on did that, or all critters. Perhaps another good general note to add to the critters section. [snip] > The one on the numerically nearest legendary land of the same world, or > the numerically nearest land of any other world, with number of 'steps' > needed breaking ties. Okay, you may want to formally define "nearest" in the rules somewhere to cover this sort of thing. > Any awakened Critter will pursue until it is slain. Questers who are > weak in Magic and War make a lot of use of those paths between worlds, > to shake pursuing critters. :) But any critter that's asleep, will > remain asleep, unless you attack it with War or Magic, or blow a Stealth > roll where the critter then chooses War or Magic, or steal a Shard. > > Said more simply, once you've drawn blood or runes, it's to the death. So, unless you steal something with Guile, the critter doesn't wake up. Noted. > Well, the Norse mythos is pretty dark, with Fimbulvintr, Ragnorok, and > all that. But I've always read that eventually Oak and Ash, like Adam > and Eve, will start it all over again. I _like_ that you'll eventually > get through it. Well, 624 times out of 625, anyway. :) For me, the > fun is in the images I get of conning a Shard from the Niflheimer Master > of War, then running for the nearest path back to Midgard. Okay. I can respct that. Design intent and all. Some of the card solitaires always resolve as well, and Wand of Odin certainly beats Clock Solitaire any day. >>Perhaps >>you only get so many "lives" (the traditional "three lives" of a video >>game, perhaps, or some number important in Nordic myth) and after the >>Questor dies that many times, then the world is swallowed up by chaos. >> > > Well, there are 25 Runes... :) But seriously, it's a good option for > folk who want it, and I'll add it to the next revision. I think I would > make it more of a creeping chaos than a number of quester lives, though. It doesn't matter to me as long as there's a way to lose. If you can think of a more creative way of doing it, I'm all for it. I just don't like nit-picking stuff without offering suggestions, no matter how lame. ;-) > Just like the birth of such an unfit Quester would, if you couldn't > reincarnate. And again, I don't think the reincarnating is twinkish, or > at least, nobody's forcing twinkishness. Play as weak a character as > you think you can win with, you're your own judge; it's a solitaire > game. The twinks will get the game they deserve; they always do. I don't think reincarnating is twinkish per se. I'm just sort of amused that the world is in dire trouble, and yet it never actually ends. I suppose there is a sort of metaphore there somewhere... > Thank you very much. I will try to get a new revision out in a week or > so. No problem. I revised by review (http://www.rpgnews.com/game.php -- gotta get in that plug) to mention Solo and Wand of Odin. >> -Loki >> > > LOKI?! :) College nickname. I roomed with a man by the name of Steve Thorson Little my freshman year of college. He went by "Thor". He was big, blond, Nordic, and totally lacking in common sense. I, well, wasn't any of those things, so, threfore, Loki. > BTW, if you like it, try it with a 9yr-old. Multiplayer is a hoot. He > just loves it when he can con all the shards my big brute has gathered. > I make him actually come up with a line. My favorite was, "Hey LOOK!" > :) Heh. I don't have access to a nine-year-old yet, but I'll remember that when my niece gets older. ;-) -Loki From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 257 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 12 Feb 2002 13:43:36 -0000 Received: (qmail 85184 invoked from network); 12 Feb 2002 13:43:36 -0000 Received: from unknown (216.115.97.167) by m11.grp.snv.yahoo.com with QMQP; 12 Feb 2002 13:43:36 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.49.10) by mta1.grp.snv.yahoo.com with SMTP; 12 Feb 2002 13:43:35 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Tue, 12 Feb 2002 08:43:35 -0500 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.0.3 Date: Tue, 12 Feb 2002 08:43:27 +0000 Subject: Game submissions, what information to include To: Piecepack Group Message-ID: Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: David Martin-Boyle X-Yahoo-Group-Post: member; u=2673640 X-Yahoo-Profile: dboylemesomorph This topic has come up recently, both on the list and privately. What information should be included with a game submission? Is there a standard header? Well, there really hasn't been, but the need for some sort of standard information is apparent. If you are submitting a game to be listed on piecepack.org, you must supply the following information: name of game version date of this version (at least month and year) copyright info number of players (can be range) approximate length of game (can be range) designer(s) equipment needed to play If you are showing a game on this group, I suppose this information isn't required (James may chime in on that), but it would certainly be helpful. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 258 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 12 Feb 2002 18:36:36 -0000 Received: (qmail 4189 invoked from network); 12 Feb 2002 18:36:36 -0000 Received: from unknown (216.115.97.172) by m3.grp.snv.yahoo.com with QMQP; 12 Feb 2002 18:36:36 -0000 Received: from unknown (HELO mclean.mail.mindspring.net) (207.69.200.57) by mta2.grp.snv.yahoo.com with SMTP; 12 Feb 2002 18:36:35 -0000 Received: from sfr-tgn-yyh-vty80.as.wcom.net ([216.192.16.80] helo=daycare) by mclean.mail.mindspring.net with smtp (Exim 3.33 #1) id 16ahn8-0007oa-00 for piecepack@yahoogroups.com; Tue, 12 Feb 2002 13:36:35 -0500 Message-ID: <000701c1b3f3$ab93cea0$5010c0d8@daycare> To: References: Subject: Re: [piecepack] Game submissions, what information to include Date: Tue, 12 Feb 2002 10:32:44 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit When you write in the version info is there a meaning to the numbers. Example: I see some of the games have .2b 1.0 .4 1.01 Tim From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 259 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 12 Feb 2002 19:02:51 -0000 Received: (qmail 89674 invoked from network); 12 Feb 2002 19:02:50 -0000 Received: from unknown (216.115.97.172) by m9.grp.snv.yahoo.com with QMQP; 12 Feb 2002 19:02:50 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta2.grp.snv.yahoo.com with SMTP; 12 Feb 2002 19:02:50 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g1CJ2lO12205 for ; Tue, 12 Feb 2002 14:02:47 -0500 (EST) Received: from dopey.ne.mediaone.net (midgard.sitaranetworks.com [199.103.141.24]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id 1YL2DCRX; Tue, 12 Feb 2002 14:02:33 -0500 Message-ID: <3C696681.E2567F70@...> Date: Tue, 12 Feb 2002 14:01:21 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Game submissions, what information to include References: <000701c1b3f3$ab93cea0$5010c0d8@daycare> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Tim Schutz wrote: > > When you write in the version info is there a meaning to the numbers. > Example: > I see some of the games have > .2b > 1.0 > .4 > 1.01 Higher numbers are newer (than lower numbers of the same game). That's really all you can bank on. Ideally, numbers less than one are still in development, and known to have flaws. They may be put on the list, but even the author thinks they're rough. The first 'real' release is supposed to be 1.0, with the decimal showing _little_ fixes after that, and 2.0 being when (and if) the author does a full re-write. In practice, each author, and only that author, decides what number to use and just what it means. Which is why I said you can only bank on higher numbers being newer. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 260 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 12 Feb 2002 19:09:25 -0000 Received: (qmail 18299 invoked from network); 12 Feb 2002 19:09:24 -0000 Received: from unknown (216.115.97.167) by m8.grp.snv.yahoo.com with QMQP; 12 Feb 2002 19:09:24 -0000 Received: from unknown (HELO n20.groups.yahoo.com) (216.115.96.70) by mta1.grp.snv.yahoo.com with SMTP; 12 Feb 2002 19:09:24 -0000 Received: from [216.115.97.87] by n20.groups.yahoo.com with NNFMP; 12 Feb 2002 18:56:35 -0000 Date: Tue, 12 Feb 2002 19:08:33 -0000 To: piecepack@yahoogroups.com Subject: Re: Game submissions, what information to include Message-ID: In-Reply-To: <000701c1b3f3$ab93cea0$5010c0d8@daycare> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1200 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha --- In piecepack@y..., "Tim Schutz" wrote: > When you write in the version info is there a meaning to the numbers. > Example: > I see some of the games have > .2b > 1.0 > .4 > 1.01 Great question, Tim. I personally try to follow the "standard" software convention: major.minor.patch Although, I admit I normally leave out the dot between minor and patch. What constitutes a major revision, minor revision, and "patch" or correction is largely a matter of personal judgment. Additionally, I like to keep versions I consider to still be in "beta" as numbered below 1, and followed with a "b" just as a reminder that it is indeed beta. When is a ruleset out of beta? Again, I believe it is primarily a matter of preference for the author. Several of my own rulesets are still marked beta because they lack diagrams, which I consider to be essential for those rulesets to be ready for full "release". I am confident that others on this list can provide links to documentation describing the "standard" software convention discussed above, but I couldn't find any good ones with a quick web engine search, so I leave it to them. Hope This Helps, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 261 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 12 Feb 2002 19:49:16 -0000 Received: (qmail 58652 invoked from network); 12 Feb 2002 19:49:14 -0000 Received: from unknown (216.115.97.172) by m2.grp.snv.yahoo.com with QMQP; 12 Feb 2002 19:49:14 -0000 Received: from unknown (HELO n28.groups.yahoo.com) (216.115.96.78) by mta2.grp.snv.yahoo.com with SMTP; 12 Feb 2002 19:49:14 -0000 Received: from [216.115.96.112] by n28.groups.yahoo.com with NNFMP; 12 Feb 2002 19:49:13 -0000 Date: Tue, 12 Feb 2002 19:49:04 -0000 To: piecepack@yahoogroups.com Subject: Piecepack Ruleset Design Competition (Time Marches On) Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 3171 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha Theme: Time Marches On Closes: 15 March 2002 Winner TBA: 31 March 2002 Prize: 1 hand-stamped pocket-size piecepack Judge: James Kyle First Things First: I am NOT trying to judge who is the "best" piecepack rules designer. All I am doing is providing a deadline and thematic focus to further spur the imagination of piecepack rules designers, who have already impressed me with their breadth of skills and ingenuity. Some Rules: 1) submit your entry to me by email at jdroscha@... 2) entry must be either in PDF (preferred) or plain text (with accompanying gifs or jpgs if needed for diagrams/photos) 3) submission must be freely distributable (though feel free to retain copyright) 4) submission must have header containing Title, Version Number, Version Date, Number of Players, Approximate Length of Game, Equipment Needed, Author and Copyright Info 5) the submission must land in my inbox on or before 15 March 2002 6) the game should incorporate the theme 7) feel free to discuss your design on the piecepack Yahoo! group, or not, whichever you feel is more beneficial A Word About the Theme: The theme for this competition is "Time Marches On", so I'm looking for games that have something to do with a clock, timer, or calendar in some sense. Though none of these are specifically suggestions (and certainly not requirements), feel free to captialize on any of the following: a) number of tiles (or coins) in a piecepack = number of hours in a day b) number of tiles (or coins) in two suits = number of months in a year c) number of suits = number of traditional seasons in a year d) perimeter (in _spaces_, not length) of 2 tile x 2 tile square = number of hours on a clock face Criteria I Will Use for Judging: I will select whichever game strikes me as most interesting or fun, and this will be purely my own personal opinion which may swing wildly from day to day. I will not pretend to base the decision on any sort of quantifiable scoring system or other objective means. But if you wish to shape your entry toward my general preferences (though I retain the right to be fickle), I usually like games that: a) play in an hour or less b) use the strengths of a piecepack (eg, the game could not be easily adapted for a deck of playing cards and poker chips) c) have rules that are quick to read and easy to remember d) have a theme or background story (bonus for well-integrated thematic mechanics) A Word About the Prize: I know, it's no great thing, but hey. Only one prize will be awarded for this competition, a pocket-size piecepack that will be hand- stamped (and penned) by myself. These little fellas are the size of a deck of playing cards... too small for some games, like Soccer or Hanging Gardens, but a very convenient size to carry around to play what it can accommodate. It does not come with a rulebook. All pieces are wood, except the pawns are glass stones. The box is sturdy acrylic. The coins are little daisy shapes, since I can't seem to find inexpensive 1/2" wooden disks in the US. Any Questions? Feel free to ask them here on the list or email me at jdroscha@... Game On, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 262 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 14 Feb 2002 01:36:36 -0000 Received: (qmail 7790 invoked from network); 14 Feb 2002 01:36:36 -0000 Received: from unknown (216.115.97.171) by m11.grp.snv.yahoo.com with QMQP; 14 Feb 2002 01:36:36 -0000 Received: from unknown (HELO n6.groups.yahoo.com) (216.115.96.56) by mta3.grp.snv.yahoo.com with SMTP; 14 Feb 2002 01:36:36 -0000 Received: from [216.115.96.112] by n6.groups.yahoo.com with NNFMP; 14 Feb 2002 01:36:34 -0000 Date: Thu, 14 Feb 2002 01:36:33 -0000 To: piecepack@yahoogroups.com Subject: Re: Piecepack Ruleset Design Competition (Time Marches On) Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 169 X-Mailer: Yahoo Groups Message Poster From: "david_bruce_cousins" X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins Hey James, what a Cool Idea! You've got me started to think already! You also have me started thinking in meta terms about other contest themes! Keep it up man! Dave From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 263 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 14 Feb 2002 01:45:43 -0000 Received: (qmail 50756 invoked from network); 14 Feb 2002 01:45:42 -0000 Received: from unknown (216.115.97.167) by m5.grp.snv.yahoo.com with QMQP; 14 Feb 2002 01:45:42 -0000 Received: from unknown (HELO n18.groups.yahoo.com) (216.115.96.68) by mta1.grp.snv.yahoo.com with SMTP; 14 Feb 2002 01:45:42 -0000 Received: from [216.115.96.182] by n18.groups.yahoo.com with NNFMP; 14 Feb 2002 01:45:56 -0000 Date: Thu, 14 Feb 2002 01:45:38 -0000 To: piecepack@yahoogroups.com Subject: Re: Solitaire? Message-ID: In-Reply-To: <3C64952A.4080802@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1564 X-Mailer: Yahoo Groups Message Poster From: "david_bruce_cousins" X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins --- In piecepack@y..., Kirt Dankmyer wrote: > While I was writing a review of the piecepack for RPGNews.com (see > http://www.RPGnews.com/game.php), I was thinking: Unlike a deck of cards, > there is no good solitaire game for the piecepack. Has anyone had any > thoughts in that direction? I think a good solitaire game, in addition to > all the other games, would be a good selling point for the piecepack. > -Loki Hi Loki, I thought exactly the same when I got my piecepack. I didn't go to sleep that night until I had come up with a solitare game -- Solo. Thanks to whomever said it was good. I only got one feedback response to the game so far. I was hoping for at least a few more before I finalized the rules for submission (and man have I been swamped at work lately -- so solo had dropped pretty low in priority!!). I'd love to get some more feedback, maybe it would motivate me to get the other 2 or three games out as betas as well. BTW, I think that while it is all well and good for one to be able to play checkers, or reversi with a pp, a great pp game has the following attributes: 1) is fun 2) Uses most or all of the components in a useful way. 3) Could not be played easily with a deck of cards or a checker board etc. 4) Has a simple set of rules, i.e. could be easily explained without having to go back to the rule book (in keeping with the elegant simplicity of the pieces). 5) Makes you think! 6) Is fun. Anyway, hope you like the game. If you cannot find the rules I will email you a copy. Dave From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 264 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 15 Feb 2002 03:34:16 -0000 Received: (qmail 72257 invoked from network); 15 Feb 2002 03:34:15 -0000 Received: from unknown (216.115.97.171) by m6.grp.snv.yahoo.com with QMQP; 15 Feb 2002 03:34:15 -0000 Received: from unknown (HELO barry.mail.mindspring.net) (207.69.200.25) by mta3.grp.snv.yahoo.com with SMTP; 15 Feb 2002 03:34:15 -0000 Received: from dialup-63.214.87.209.dial1.boston1.level3.net ([63.214.87.209] helo=jdoherty-home) by barry.mail.mindspring.net with smtp (Exim 3.33 #1) id 16bZ8Y-0004K5-00 for piecepack@yahoogroups.com; Thu, 14 Feb 2002 22:34:15 -0500 Message-ID: <01fb01c1b5d2$8c9acf40$9a57d63f@jdoherty-home> To: Subject: Re: [piecepack] Piecepack Ruleset Design Competition (Time Marches On) Date: Thu, 14 Feb 2002 22:40:43 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" X-Yahoo-Group-Post: member; u=43504033 X-Yahoo-Profile: cotcdianejim Nice idea! I'll have a solitaire game (entitled One Man: Thrag!) out to you within a week, and I'll post it here as well. Best, Jim Doherty Eight Foot Llama www.eightfootllama.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 265 Return-Path: X-Sender: mark.a.biggar@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 20 Feb 2002 05:14:54 -0000 Received: (qmail 95775 invoked from network); 20 Feb 2002 05:14:54 -0000 Received: from unknown (216.115.97.171) by m12.grp.snv.yahoo.com with QMQP; 20 Feb 2002 05:14:54 -0000 Received: from unknown (HELO rwcrmhc51.attbi.com) (204.127.198.38) by mta3.grp.snv.yahoo.com with SMTP; 20 Feb 2002 05:14:54 -0000 Received: from attbi.com ([12.234.195.83]) by rwcrmhc51.attbi.com (InterMail vM.4.01.03.27 201-229-121-127-20010626) with ESMTP id <20020220051454.YACQ2626.rwcrmhc51.attbi.com@...> for ; Wed, 20 Feb 2002 05:14:54 +0000 Message-ID: <3C73309F.B417A3A6@...> Date: Tue, 19 Feb 2002 21:14:07 -0800 X-Mailer: Mozilla 4.79 [en]C-{C-UDP; EBM-SONY1} (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Game mechanic idea: robot programming with piecepack coins References: <20011229232423.A25920@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Mark Biggar X-Yahoo-Group-Post: member; u=90743078 X-Yahoo-Profile: mark_biggar Hi I would like some group discussion on using piecepack coins as program steps in a "roborally" like game. Note that with the current piecepack design pawns are not orientable. I know that there has been previous discussion of modifying the piecepack definition to add a mark to each pawn so that they have an obvious front, similar to the tick marks on the coins. But as the current pawns are not so marked, any roborally like game will have to work with frontless robots. Now on to the programming idea. Call this a rules module (not a complete game but a rules subset that could be used as part of the complete rule set of any game.) So I'd like to propose a strawman for group discussion: Assume that robots are moving on a board constructed of piecepack tile suit-side down. Each round a player selects 3 coins to represent what the players robot is to do for its next three actions. The coins are selected in hiding (probable behind your hand) and ordered in a line in the order to be executed. Coins numbered-side up are program steps that cause the robot to move the number of spaces in a straight line specified by the direction of the tick on the coin. A blank specifies the robot does some special action (determined by the game being played). Coins suit-side up cause the robot to fire it weapon in the direction of the tick. Coins are exposed and executed simultaneously in order (the game will specify a method to resolve conflicts). When ever a robot takes damage the owning player must select a coin to put aside and must program subsequent round with fewer coins. If a robot has fewer than 3 coins available, one or more of its actions would be to sit and do nothing for the action turn. When a robot's last coin is gone the robot is destroyed (whether or not it may reenter the game depends of the game rule: in a roborally like game "yes", in something like a battlebots game "no") Thanks for you consideration and I hope that this leads to some interesting discussions. -- Mark Biggar mark.a.biggar@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 266 Return-Path: X-Sender: mark.a.biggar@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 20 Feb 2002 16:27:40 -0000 Received: (qmail 3460 invoked from network); 20 Feb 2002 16:27:32 -0000 Received: from unknown (216.115.97.172) by m4.grp.snv.yahoo.com with QMQP; 20 Feb 2002 16:27:32 -0000 Received: from unknown (HELO rwcrmhc51.attbi.com) (204.127.198.38) by mta2.grp.snv.yahoo.com with SMTP; 20 Feb 2002 16:27:32 -0000 Received: from attbi.com ([12.235.88.57]) by rwcrmhc51.attbi.com (InterMail vM.4.01.03.27 201-229-121-127-20010626) with ESMTP id <20020220162732.FKSS2626.rwcrmhc51.attbi.com@...> for ; Wed, 20 Feb 2002 16:27:32 +0000 Message-ID: <3C73CE46.6A165EAA@...> Date: Wed, 20 Feb 2002 08:26:46 -0800 X-Mailer: Mozilla 4.79 [en]C-{C-UDP; EBM-SONY1} (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: [Fwd: robot programming] From: Mark Biggar X-Yahoo-Group-Post: member; u=90743078 X-Yahoo-Profile: mark_biggar Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit -- Mark Biggar mark.a.biggar@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 267 Return-Path: X-Sender: tholaday@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 20 Feb 2002 16:49:56 -0000 Received: (qmail 49678 invoked from network); 20 Feb 2002 16:49:54 -0000 Received: from unknown (216.115.97.171) by m4.grp.snv.yahoo.com with QMQP; 20 Feb 2002 16:49:54 -0000 Received: from unknown (HELO gw.bsu.edu) (147.226.11.24) by mta3.grp.snv.yahoo.com with SMTP; 20 Feb 2002 16:49:54 -0000 Received: from bsu-Message_Server by gw.bsu.edu with Novell_GroupWise; Wed, 20 Feb 2002 11:57:27 -0500 Message-Id: X-Mailer: Novell GroupWise 5.5.5 Date: Wed, 20 Feb 2002 11:57:18 -0500 To: Subject: piecepack programming mechanics Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Content-Disposition: inline From: "Troy Holaday" X-Yahoo-Group-Post: member; u=41780497 X-Yahoo-Profile: taholaday I tried to send this earlier and it was bounced because of a server problem= . If it hits the list twice, sorry. Some ideas. 1. Place a coin under t= he robot-pawn. I don't have an 'industry made' piecepack system, so I don'= t know how big the base of your pawns are in relation to the coins. If the= y are the same size, this won't work, but if they aren't, perhaps the direc= tion indicator would show. Not a great solution, but the only one I can th= ink of without adding something to the system. 2. Your ideas seem sound f= or translating the roborally type mechanics. I would like to add a mechani= cs suggestion about revealing instructions. I am working on a game of my o= wn right now that has a string-type bit of information discretely set up by= one player at the start of the game. (No it's NOT a Mastermind clone.) I= use a stacking method with the coins. The string is built bottom up, with= reversed coins to indicate certain things. The point is, you could either= reveal the string one piece at a time by flipping coins off the top, or by= picking up the whole stack and dropping one coin off the bottom at a time = while moving to the right (better, I think). In this way players could hid= e/stack their instructions, then put a cap on them with another coin to kee= p prying eyes off the first bit of data until everyone is ready to 'show th= eir hands.' Troy Holaday Assistant Director of Academic Systems Ball State= University Muncie, IN 47306 (765) 285-3936 (765) 285-2082 - fax From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 268 Return-Path: X-Sender: mark.a.biggar@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 20 Feb 2002 17:20:44 -0000 Received: (qmail 12409 invoked from network); 20 Feb 2002 17:19:59 -0000 Received: from unknown (216.115.97.167) by m9.grp.snv.yahoo.com with QMQP; 20 Feb 2002 17:19:59 -0000 Received: from unknown (HELO rwcrmhc54.attbi.com) (216.148.227.87) by mta1.grp.snv.yahoo.com with SMTP; 20 Feb 2002 17:19:59 -0000 Received: from attbi.com ([12.235.88.57]) by rwcrmhc54.attbi.com (InterMail vM.4.01.03.27 201-229-121-127-20010626) with ESMTP id <20020220171959.MEBR1214.rwcrmhc54.attbi.com@...> for ; Wed, 20 Feb 2002 17:19:59 +0000 Message-ID: <3C73DA91.7F190AB9@...> Date: Wed, 20 Feb 2002 09:19:13 -0800 X-Mailer: Mozilla 4.79 [en]C-{C-UDP; EBM-SONY1} (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] piecepack programming mechanics References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Mark Biggar X-Yahoo-Group-Post: member; u=90743078 X-Yahoo-Profile: mark_biggar Troy Holaday wrote: > 1. Place a coin under the robot-pawn. I don't have an 'industry > made' piecepack system, so I don't know how big the base of your pawns > are in relation to the coins. If they are the same size, this won't > work, but if they aren't, perhaps the direction indicator would show. > Not a great solution, but the only one I can think of without adding > something to the system. Of course that means sacrificing one of your coins that could be used for programming duty (probably the 5). If that case though, number coins would just mean move forward n spaces (blank could mean backup one space). Suit-side up coins would mean change direction to match the tick without moving (whether or not you allow NO-OPs is up to the game designer). And, if you want weapons you can use the roborally rule that every robot fires straight ahead every turn. > 2. Your ideas seem sound for translating the roborally type > mechanics. I would like to add a mechanics suggestion about revealing > instructions. I am working on a game of my own right now that has a > string-type bit of information discretely set up by one player at the > start of the game. (No it's NOT a Mastermind clone.) I use a > stacking method with the coins. The string is built bottom up, with > reversed coins to indicate certain things. The point is, you could > either reveal the string one piece at a time by flipping coins off the > top, or by picking up the whole stack and dropping one coin off the > bottom at a time while moving to the right (better, I think). In this > way players could hide/stack their instructions, then put a cap on > them with another coin to keep prying eyes off the first bit of data > until everyone is ready to 'show their hands.' I had thought that just hiding your coins under your hand until everyone is ready to reveal was good enough. There is no real reason (other then suspense) to hide your whole program after it is revealed and thus frozen. Roborally uses a hidden program system for two reasons, the cards are to big to hide easily so placing them face down solves that problem and flipping cards up one at a time makes it easy to determine where in your program sequence you are. But the coins are small enough to hide all six under your hand and removing coins as you use them is just as good as flipping cards. BTW, I do plan to write up a summary of all the discussion when it calms down. -- Mark Biggar mark.a.biggar@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 269 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 00:59:02 -0000 Received: (qmail 46364 invoked from network); 21 Feb 2002 00:57:38 -0000 Received: from unknown (216.115.97.172) by m4.grp.snv.yahoo.com with QMQP; 21 Feb 2002 00:57:38 -0000 Received: from unknown (HELO out019.verizon.net) (206.46.170.98) by mta2.grp.snv.yahoo.com with SMTP; 21 Feb 2002 00:57:37 -0000 Received: from verizon.net ([64.223.35.27]) by out019.verizon.net (InterMail vM.5.01.04.05 201-253-122-122-105-20011231) with ESMTP id <20020221005737.URMH379.out019.verizon.net@...> for ; Wed, 20 Feb 2002 18:57:37 -0600 Message-ID: <3C7443B8.B941C1A0@...> Date: Wed, 20 Feb 2002 19:47:52 -0500 X-Mailer: Mozilla 4.5 [en]C-CCK-MCD BA45DSL (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Pawn upgrades: pawnplus References: <1014205932.1170.36324.m12@yahoogroups.com> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: david cousins X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins Reading Mark's last post reminded me that I was thinking how one would approach upgrading the pawns in the pp spec. I thought a bit and came up with the following pawn definition. Note this is totally speculative, I don't know how much these dodahs would cost. There are four pawns, one for each color suit. A pawn is a 6 sided prism. It has a flat top and bottom with an appropriate marking so it may be inverted.. It has a directional marking on both the top and bottom for directionality. Each of the six sides are marked with a symbol that coresponds to the six sides of the same suit die. Neato things that can be done: Pawns are directional, which could be way cool for some people. Pawns can be laid on their sides, and the appropriate #/symbol can represent something. Pawns can be "rolled" like die. Pawns can be flipped to represent a binary state. I was thinking that a pawn could look like this: +----------V--+ |-----------| |---| | 5 | | | side view. |-----------| |---| +----------^--+ /----\ | ^ | top/bottom view. \----/ Just some thoughts. Maybe someone can put together a pawnplus spec. Dave PS: anyone have any feedback about solo? D From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 270 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 01:33:10 -0000 Received: (qmail 8578 invoked from network); 21 Feb 2002 01:28:05 -0000 Received: from unknown (216.115.97.171) by m4.grp.snv.yahoo.com with QMQP; 21 Feb 2002 01:28:05 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta3.grp.snv.yahoo.com with SMTP; 21 Feb 2002 01:28:05 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g1L1S0R29709 for ; Wed, 20 Feb 2002 20:28:00 -0500 (EST) Received: from dopey.ne.mediaone.net (h002078d57c66.ne.mediaone.net [24.61.91.121]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id 1YL2FCHX; Wed, 20 Feb 2002 20:27:46 -0500 Message-ID: <3C744CC5.D06EC08@...> Date: Wed, 20 Feb 2002 20:26:29 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Pawn upgrades: pawnplus References: <1014205932.1170.36324.m12@yahoogroups.com> <3C7443B8.B941C1A0@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor david cousins wrote: > > Reading Mark's last post reminded me that I was thinking how one would > approach upgrading the pawns in the pp spec. I thought a bit and came up > with the following pawn definition. Note this is totally speculative, I > don't know how much these dodahs would cost. > > There are four pawns, one for each color suit. > A pawn is a 6 sided prism. It has a flat top and bottom with an > appropriate marking so it may be inverted.. It has a directional > marking on both the top and bottom for directionality. > Each of the six sides are marked with a symbol that coresponds to the > six sides of the same suit die. > > Just some thoughts. Maybe someone can put together a pawnplus spec. > Dave Why not put a 'facing' mark on each of the faces of each die? Then a set of dice would serve as pawns. A second set of 'dice' is handier than pawns that can be rolled. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 271 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 02:37:44 -0000 Received: (qmail 779 invoked from network); 21 Feb 2002 02:37:44 -0000 Received: from unknown (216.115.97.172) by m5.grp.snv.yahoo.com with QMQP; 21 Feb 2002 02:37:44 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.12.8.213) by mta2.grp.snv.yahoo.com with SMTP; 21 Feb 2002 02:37:44 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Wed, 20 Feb 2002 21:37:43 -0500 Message-ID: <002d01c1ba81$7a6c4cf0$0501000a@winnt> To: References: <1014205932.1170.36324.m12@yahoogroups.com> <3C7443B8.B941C1A0@...> Subject: Re: [piecepack] Pawn upgrades: pawnplus Date: Wed, 20 Feb 2002 21:43:00 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph When putting together spec's for new pawns, it would be helpful for the manufacturer(s) for you to find a source of already painted pawns. As painting them by hand would increase the amount of time and effort and therefore the cost of the piecepack. I invite anyone wanting to see upgrades or added features to investigate and find wholesale sources. This seems to be the most difficult part of upgrading the set. I am THEE one that makes the sets for Mesomorph Games, so I can say that I am interested in additional features especially. Whether or not they will be come reality for MG, I am not in charge of that (50% of the decision is mine but that's it). Is anyone else planning to make these sets for retail? The actual piecepack as it stands or modified versions? Competition is good, unlike many other industries, it pays to be supportive in this one - at least I feel it does. -Karol From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 272 Return-Path: X-Sender: tholaday@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 13:55:23 -0000 Received: (qmail 37604 invoked from network); 21 Feb 2002 13:55:22 -0000 Received: from unknown (216.115.97.171) by m12.grp.snv.yahoo.com with QMQP; 21 Feb 2002 13:55:22 -0000 Received: from unknown (HELO gw.bsu.edu) (147.226.11.24) by mta3.grp.snv.yahoo.com with SMTP; 21 Feb 2002 13:55:22 -0000 Received: from bsu-Message_Server by gw.bsu.edu with Novell_GroupWise; Thu, 21 Feb 2002 09:02:37 -0500 Message-Id: X-Mailer: Novell GroupWise 5.5.5 Date: Thu, 21 Feb 2002 09:02:27 -0500 To: Subject: Re: pp modifications Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Content-Disposition: inline From: "Troy Holaday" X-Yahoo-Group-Post: member; u=41780497 X-Yahoo-Profile: taholaday How much are the numbered sides of the tiles used? It has been my impressi= on from the moment I first became acquainted with piecepack that a hexagona= l/triagonal grid on one side of the tile (the other side being the current = four-square grid) would be more useful. The situation is that, if you desi= gn a game to use the piecepack exclusively, you must either not have a boar= d, or commit the tiles to the board. I could see a board where the tiles f= lip over occasionally, but I can't see why they would do so in any reasonab= le situation. I.e. the grid side hides no "surprises," so you would be fli= pping to get the number. (Why wouldn't you just mark the tile with a suit = side up coin or roll a die to get that number?) Keep in mind, this isn't a= criticism, and I realize that some game designs probably use the tiles as = cards or numbered side up in boards. I am just curious what others thing a= bout the maximum usefulness of these elements of the pack. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 273 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 15:01:59 -0000 Received: (qmail 97516 invoked from network); 21 Feb 2002 15:01:58 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 21 Feb 2002 15:01:58 -0000 Received: from unknown (HELO barry.mail.mindspring.net) (207.69.200.25) by mta1.grp.snv.yahoo.com with SMTP; 21 Feb 2002 15:01:58 -0000 Received: from dialup-63.214.94.62.dial1.boston1.level3.net ([63.214.94.62] helo=jdoherty-home) by barry.mail.mindspring.net with smtp (Exim 3.33 #1) id 16dujM-0004d6-00 for piecepack@yahoogroups.com; Thu, 21 Feb 2002 10:01:56 -0500 Message-ID: <013b01c1bae9$9e3e16a0$ef60d63f@jdoherty-home> To: Subject: New game... One Man: Thrag! Date: Thu, 21 Feb 2002 10:08:27 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" X-Yahoo-Group-Post: member; u=43504033 X-Yahoo-Profile: cotcdianejim Hello all, There is a solitaire piecepack game available here... http://www.eightfootllama.com/OneManThrag.PDF It's something of an adventure game, one man versus the forces of evil, and all that. I'm calling it Rev 1.0, as I've played it a few times and it seems to work. But there's plenty of room for improvement, to be sure, so if you play and have any suggestions, please let me know. Best, Jim Doherty From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 275 Return-Path: X-Sender: tholaday@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 15:23:02 -0000 Received: (qmail 43085 invoked from network); 21 Feb 2002 15:23:01 -0000 Received: from unknown (216.115.97.172) by m10.grp.snv.yahoo.com with QMQP; 21 Feb 2002 15:23:01 -0000 Received: from unknown (HELO gw.bsu.edu) (147.226.11.24) by mta2.grp.snv.yahoo.com with SMTP; 21 Feb 2002 15:23:01 -0000 Received: from bsu-Message_Server by gw.bsu.edu with Novell_GroupWise; Thu, 21 Feb 2002 10:30:33 -0500 Message-Id: X-Mailer: Novell GroupWise 5.5.5 Date: Thu, 21 Feb 2002 10:30:20 -0500 To: Subject: Re: pp modifications Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Content-Disposition: inline From: "Troy Holaday" X-Yahoo-Group-Post: member; u=41780497 X-Yahoo-Profile: taholaday Jim wrote: I wonder if one could design a set with a triangle on the number= ed side, with the number still in the middle of it. Yar! What a good idea= . If you made fairly large hexes, with a number in the center hex, and als= o put the suit symbol on the reverse at the intersection of the +, you woul= d accomplish at least three things. 1, you would add a hex board. 2, you = would add a tri-board - play a hex board on the intersections and movement = is prescribed in three directions as if the board were a triangular grid. = 3, you would create a new dimension to the plain square grid (i.e. you woul= d have spaces, but also designated 'points' for creating bases, safe zones,= whatever). If a game worked reticularly (off the points) on the grid, the= re would be a macro grid of suit symbols and a microgrid of points. Neat. = I wonder if the number ought also to go on the grid side (in a corner squa= re perhaps?) These numbers could play into movement costs and such, if one= weren't using them for randomization. I will definitely have to work th= is up and see how it plays out. If I modify the piecepack pdf files and fi= nd them useful, I'll post them at the group site so others can play around.= The real risk, though, is that the 'medium' could get fragmented. I mean= the value of a 'piecepack' style game system is the community of games bui= lt on its basic form. We are talking about altering its basic form somewha= t radically (though it's all 'addition' and not 'substitutionary' developme= nt). Troy Holaday Assistant Director of Academic Systems Ball State Univer= sity Muncie, IN 47306 (765) 285-3936 (765) 285-2082 - fax From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 276 Return-Path: X-Sender: mark.a.biggar@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 18:07:19 -0000 Received: (qmail 54092 invoked from network); 21 Feb 2002 18:07:19 -0000 Received: from unknown (216.115.97.167) by m11.grp.snv.yahoo.com with QMQP; 21 Feb 2002 18:07:19 -0000 Received: from unknown (HELO rwcrmhc52.attbi.com) (216.148.227.88) by mta1.grp.snv.yahoo.com with SMTP; 21 Feb 2002 18:07:18 -0000 Received: from attbi.com ([12.235.88.57]) by rwcrmhc52.attbi.com (InterMail vM.4.01.03.27 201-229-121-127-20010626) with ESMTP id <20020221180718.UYRF1147.rwcrmhc52.attbi.com@...> for ; Thu, 21 Feb 2002 18:07:18 +0000 Message-ID: <3C753729.B112A2D4@...> Date: Thu, 21 Feb 2002 10:06:33 -0800 X-Mailer: Mozilla 4.79 [en]C-{C-UDP; EBM-SONY1} (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: pp modifications References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Mark Biggar X-Yahoo-Group-Post: member; u=90743078 X-Yahoo-Profile: mark_biggar Troy Holaday wrote: > > Jim wrote: I wonder if one could design a set with a triangle on the > numbered side, with the number still in the middle of it. > > Yar! What a good idea. If you made fairly large hexes, with a number > in the center hex, and also put the suit symbol on the reverse at the > intersection of the +, you would accomplish at least three things. 1, > you would add a hex board. 2, you would add a tri-board - play a hex > board on the intersections and movement is prescribed in three > directions as if the board were a triangular grid. 3, you would > create a new dimension to the plain square grid (i.e. you would have > spaces, but also designated 'points' for creating bases, safe zones, > whatever). If a game worked reticularly (off the points) on the grid, > there would be a macro grid of suit symbols and a microgrid of > points. Neat. I wonder if the number ought also to go on the grid > side (in a corner square perhaps?) These numbers could play into > movement costs and such, if one weren't using them for randomization. > > I will definitely have to work this up and see how it plays out. If I > modify the piecepack pdf files and find them useful, I'll post them at > the group site so others can play around. The real risk, though, is > that the 'medium' could get fragmented. I mean the value of a > 'piecepack' style game system is the community of games built on its > basic form. We are talking about altering its basic form somewhat > radically (though it's all 'addition' and not 'substitutionary' > development). It might make more sense to add instead of modify. Leave the current tiles alone but add a set of hexagonal tiles with a triangular grid on one side and a hex grid (7 hexes, 6 around 1) on the other. Put the suit/number in the center of the hex side. Throw in the directional pawns and we have the first piecepack expansion set. For a quick way to draw the grids go to www.deja.com search the rec.games.board group for the subject "Hex Paper" to find a Postscript file that prints hex grids. -- Mark Biggar mark.a.biggar@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 277 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 19:33:58 -0000 Received: (qmail 43085 invoked from network); 21 Feb 2002 19:33:57 -0000 Received: from unknown (216.115.97.172) by m2.grp.snv.yahoo.com with QMQP; 21 Feb 2002 19:33:57 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta2.grp.snv.yahoo.com with SMTP; 21 Feb 2002 19:33:57 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g1LJGhR10200 for ; Thu, 21 Feb 2002 14:16:43 -0500 (EST) Received: from dopey.ne.mediaone.net (midgard.sitaranetworks.com [199.103.141.24]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id 1YL2FGCF; Thu, 21 Feb 2002 14:16:19 -0500 Message-ID: <3C75473D.74FDAD1A@...> Date: Thu, 21 Feb 2002 14:15:09 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: pp modifications References: <3C753729.B112A2D4@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Mark Biggar wrote: > > It might make more sense to add instead of modify. Leave the current > tiles alone but add a set of hexagonal tiles with a triangular grid > on one side and a hex grid (7 hexes, 6 around 1) on the other. Put > the suit/number in the center of the hex side. Throw in the directional > pawns and we have the first piecepack expansion set. Adding a hex grid(no information) to the suit/number(information) side of the existing tiles loses nothing. Adding numbers to the grid side of the existing tiles means their identity is no longer completely hidden when grid-side-up. A hex grid can be made to tesselate in a square if you stretch it a bit. 0.868/1 is the ratio. Probably best to arrange three nearly complete hexes in the square, so as to allow the hexes to 'hold' things, like the coins, or pawns, or whatever, even if the tiles aren't beside one another. Then the tiles could be individually used to represent vehicles, or islands, or whatever. Something like this: (switch to a non-proportional font) ______ / \ \______/ / \ \______/ / \ \______/ / \ \______/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 278 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 20:00:53 -0000 Received: (qmail 51600 invoked from network); 21 Feb 2002 20:00:53 -0000 Received: from unknown (216.115.97.171) by m8.grp.snv.yahoo.com with QMQP; 21 Feb 2002 20:00:53 -0000 Received: from unknown (HELO blount.mail.mindspring.net) (207.69.200.226) by mta3.grp.snv.yahoo.com with SMTP; 21 Feb 2002 20:00:53 -0000 Received: from sfr-tgn-sfw-vty83.as.wcom.net ([216.192.41.83] helo=daycare) by blount.mail.mindspring.net with smtp (Exim 3.33 #1) id 16dzOb-0002He-00 for piecepack@yahoogroups.com; Thu, 21 Feb 2002 15:00:50 -0500 Message-ID: <000c01c1bb11$decd01e0$5329c0d8@daycare> To: References: <3C753729.B112A2D4@...> <3C75473D.74FDAD1A@...> Subject: Re: [piecepack] Re: pp modifications Date: Thu, 21 Feb 2002 11:56:33 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit ----- Original Message ----- From: Thorn To: piecepack@yahoogroups.com Sent: Thursday, February 21, 2002 11:15 AM Subject: Re: [piecepack] Re: pp modifications Mark Biggar wrote: > > It might make more sense to add instead of modify. Leave the current > tiles alone but add a set of hexagonal tiles with a triangular grid > on one side and a hex grid (7 hexes, 6 around 1) on the other. Put > the suit/number in the center of the hex side. Throw in the directional > pawns and we have the first piecepack expansion set. I created a test expansion set of the tiles in a pdf format. I based the size of the tiles on the printable piecepack. The coins fit nicely and the hexagons can easily be placed next to the square tiles for some strange board combinations if so desired. I didn't put on the symbols for two reasons. 1) I don't know which side would be better. 2) I don't have the graphics currently in my computer. I could download the gifs from the internet and do it that way. But then I'm stuck at problem 1 again. Oh yea here is the address for the pdf. http://www.tjgames.com/ppexp.pdf Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 279 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 21:07:46 -0000 Received: (qmail 92623 invoked from network); 21 Feb 2002 21:07:46 -0000 Received: from unknown (216.115.97.171) by m3.grp.snv.yahoo.com with QMQP; 21 Feb 2002 21:07:46 -0000 Received: from unknown (HELO blount.mail.mindspring.net) (207.69.200.226) by mta3.grp.snv.yahoo.com with SMTP; 21 Feb 2002 21:07:46 -0000 Received: from sfr-tgn-sfu-vty48.as.wcom.net ([216.192.39.48] helo=daycare) by blount.mail.mindspring.net with smtp (Exim 3.33 #1) id 16e0RM-0001EZ-00 for piecepack@yahoogroups.com; Thu, 21 Feb 2002 16:07:44 -0500 Message-ID: <000c01c1bb1b$3e0c7740$3027c0d8@daycare> To: Subject: Re: pp modifications Date: Thu, 21 Feb 2002 13:03:39 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Thorn Wrote: > A hex grid can be made to tesselate in a square if you stretch it a > bit. 0.868/1 is the ratio. Probably best to arrange three nearly > complete hexes in the square, so as to allow the hexes to 'hold' things, > like the coins, or pawns, or whatever, even if the tiles aren't beside > one another. Then the tiles could be individually used to represent > vehicles, or islands, or whatever. > > Something like this: (switch to a non-proportional font) Here is a printable to try out http://www.tjgames.com/ppexp2.pdf I think I got it right let me know. Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 280 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 21:15:38 -0000 Received: (qmail 98986 invoked from network); 21 Feb 2002 21:15:38 -0000 Received: from unknown (216.115.97.172) by m8.grp.snv.yahoo.com with QMQP; 21 Feb 2002 21:15:38 -0000 Received: from unknown (HELO n14.groups.yahoo.com) (216.115.96.64) by mta2.grp.snv.yahoo.com with SMTP; 21 Feb 2002 21:15:37 -0000 Received: from [216.115.96.144] by n14.groups.yahoo.com with NNFMP; 21 Feb 2002 21:16:31 -0000 Date: Thu, 21 Feb 2002 21:14:31 -0000 To: piecepack@yahoogroups.com Subject: board full o' hexes Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 885 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha Greetings All, Since the piecepack is public domain, I encourage anyone interested in modifying it or expanding it to do so. A couple considerations of interest: 1) original piecepack won't scare or confuse my granny 2) original piecepack uses standard parts and costs half as much as an Icehouse set That doesn't mean it shouldn't evolve or have additions... of course it should, which is one of the reasons I made it public domain. But I thought I'd interject with a couple facets many designers might overlook. Anyway, hexes were considered during the original design and chucked because they are not needed... make yourself some rows of tiles (face-up probably), then take every other row and push it to the right by half a tile. You get essentially the same thing as hexes. This is a little trick I picked up from studying old wargames. Hex away! James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 281 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 21:18:57 -0000 Received: (qmail 13221 invoked from network); 21 Feb 2002 21:18:56 -0000 Received: from unknown (216.115.97.171) by m3.grp.snv.yahoo.com with QMQP; 21 Feb 2002 21:18:56 -0000 Received: from unknown (HELO n12.groups.yahoo.com) (216.115.96.62) by mta3.grp.snv.yahoo.com with SMTP; 21 Feb 2002 21:18:56 -0000 Received: from [216.115.96.123] by n12.groups.yahoo.com with NNFMP; 21 Feb 2002 21:18:56 -0000 Date: Thu, 21 Feb 2002 21:18:54 -0000 To: piecepack@yahoogroups.com Subject: Re: Number usage on tiles (was: pp modifications) Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 331 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha --- In piecepack@y..., "Troy Holaday" wrote: > How much are the numbered sides of the tiles used? By a quick count of the original games listed at piecepack.org, 6 out of 11. Of the other original games that have been posted here on the list, I would guess at least half as well. Hope this helps, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 282 Return-Path: X-Sender: tholaday@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 21 Feb 2002 22:14:42 -0000 Received: (qmail 53525 invoked from network); 21 Feb 2002 22:14:42 -0000 Received: from unknown (216.115.97.167) by m5.grp.snv.yahoo.com with QMQP; 21 Feb 2002 22:14:42 -0000 Received: from unknown (HELO gw.bsu.edu) (147.226.11.24) by mta1.grp.snv.yahoo.com with SMTP; 21 Feb 2002 22:14:41 -0000 Received: from bsu-Message_Server by gw.bsu.edu with Novell_GroupWise; Thu, 21 Feb 2002 17:22:17 -0500 Message-Id: X-Mailer: Novell GroupWise 5.5.5 Date: Thu, 21 Feb 2002 17:22:10 -0500 To: Subject: pp modifications Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Content-Disposition: inline From: "Troy Holaday" X-Yahoo-Group-Post: member; u=41780497 X-Yahoo-Profile: taholaday Wow. I have been at a meeting in the state capital all day. Got back into= town just in time to have a beer with my boss (Samuel Smith Oatmeal Stout = - the best) and drop by to check my email before going home. Quite a flurr= y of responses to my initial posting. My thoughts are: Interesting. The = use of the number sides of tiles is a lot more prevalent than I would have = thought and I had not considered the idea that placing any suit/value data = on the opposite side of the tile meant 'giving away' information and thus t= he modification does some substantial 'harm' to the original design. Also,= I agree that the system needs to retain an almost archetypal simplicity. = The trick is to get it to produce as many effects as possible without makin= g it ridiculously complex. If you are a role playing game fanatic, you wil= l understand the analogy of GURPS. Neat system, but tries to do too much a= nd gets way too complicated once you start adding all the additional effect= s (despite the fact that they are merely 'additive'). A more conservative = suggestion or two: Placing a small, but discernable, black dot (or hollo= w dot) at the intersection of the + on the grid side of the tile (rather th= an a suit sign as suggested before). This accomplishes a distinction, but = adds almost no visual complexity. Further, it does not give away any info.= I suppose you are right about shifting a row of tiles one way, by half th= e length of the surrounding rows, to make a hex board. The visual space wi= ll be somewhat warped, in comparison to a hex or 'beehive' map, but the eff= ect is the same. I still wonder about making more use of that side of the = tile, though. There is something about the inordinately large numbers that= seems a bit of a waste to me. It's so damn suggestive, I just want to sti= ck something in all that white space. I know it would have to be done with= great care, though. Also, why the suit sign for the ace tile, rather than= the swirly icon that looks like a galaxy. I like that a lot and you alrea= dy had the suit in the upper left. I understand this substitution on the d= ice, because of space, but it looks kind of redundant on the ace tiles. Th= e swirly and the null are one of my favorite features of the coins, and my = first detailed design (which will be submitted for the contest) uses them f= airly heavily as effect icons (rather than value markers). Had a swirly be= en on the tile, I think I would have used that to. In fact, I know I would= have. P.S. I would like to thank James for not being defensive about hi= s tiles, which is a matter quite apart from generousity of placing them in = the public domain in the first place. The more I explore the design the mo= re potential I think it has and the less I feel inclined to modify it. T= roy Holaday Assistant Director of Academic Systems Ball State University Mu= ncie, IN 47306 (765) 285-3936 (765) 285-2082 - fax From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 283 Return-Path: X-Sender: mark.a.biggar@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 01:53:27 -0000 Received: (qmail 45944 invoked from network); 22 Feb 2002 01:53:27 -0000 Received: from unknown (216.115.97.171) by m8.grp.snv.yahoo.com with QMQP; 22 Feb 2002 01:53:27 -0000 Received: from unknown (HELO rwcrmhc51.attbi.com) (204.127.198.38) by mta3.grp.snv.yahoo.com with SMTP; 22 Feb 2002 01:53:27 -0000 Received: from attbi.com ([12.235.88.57]) by rwcrmhc51.attbi.com (InterMail vM.4.01.03.27 201-229-121-127-20010626) with ESMTP id <20020222015327.ZDWM2626.rwcrmhc51.attbi.com@...> for ; Fri, 22 Feb 2002 01:53:27 +0000 Message-ID: <3C75A46A.1D2B96F@...> Date: Thu, 21 Feb 2002 17:52:42 -0800 X-Mailer: Mozilla 4.79 [en]C-{C-UDP; EBM-SONY1} (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] board full o' hexes References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Mark Biggar X-Yahoo-Group-Post: member; u=90743078 X-Yahoo-Profile: mark_biggar jdroscha wrote: > Anyway, hexes were considered during the original design and > chucked because they are not needed... make yourself some rows of > tiles (face-up probably), then take every other row and push it to > the right by half a tile. You get essentially the same thing as > hexes. This is a little trick I picked up from studying old wargames. You can use the square grid for hexes is you want. Just declare that legal moves are in the directions N, E, W, S, NW, SE and forbid moving NE or SW. -- Mark Biggar mark.a.biggar@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 284 Return-Path: X-Sender: tholaday@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 13:38:54 -0000 Received: (qmail 31282 invoked from network); 22 Feb 2002 13:38:54 -0000 Received: from unknown (216.115.97.172) by m8.grp.snv.yahoo.com with QMQP; 22 Feb 2002 13:38:54 -0000 Received: from unknown (HELO gw.bsu.edu) (147.226.11.24) by mta2.grp.snv.yahoo.com with SMTP; 22 Feb 2002 13:38:54 -0000 Received: from bsu-Message_Server by gw.bsu.edu with Novell_GroupWise; Fri, 22 Feb 2002 08:46:31 -0500 Message-Id: X-Mailer: Novell GroupWise 5.5.5 Date: Fri, 22 Feb 2002 08:46:22 -0500 To: Subject: Mod Moons Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Content-Disposition: inline From: "Troy Holaday" X-Yahoo-Group-Post: member; u=41780497 X-Yahoo-Profile: taholaday Okay. I messed with the design of the moons a bit just to incorporate some= of the modification ideas. It can be seen at: http://www.bsu.edu/web/00t= aholaday/ppmoonsmod.jpg Here's what I did and why. 1) added a hexboard. = Say what you will, but sliding tiles over 1/2 a unit is not the same. A b= eehive cell hex grid provides not only a hexboard, but it adds a triagonal = board (played on the points). This gives equidistant moves in three direct= ions, something not possible with the tile-slide maneuver (note that if you= are playing along a 'seam' - on a tile-slid board - you would have only th= ree moves, but would have four from the center of any tile. This is actual= ly pretty neat and I'm sure some design genius out there could make good us= e of it.) By the way, your eyes aren't out of whack, the hexes are slightl= y 'fat' (0.2 inches, I think). I was having trouble making a nice symmetri= cal hex grid in the 2" square tile. 2) I changed the ace on the tiles to a= dd the swirl icon, instead of having the moon show twice. (I think the ico= n that means value=3D1 and the icon that stands for a suit might be best ke= pt separate - no matter what the 'tradition' is in playing cards. Confusin= g these two means losing a layer of mechanics.) 3) I did the same (changed= the ace) on the die. Hell, the dice are color-coded aren't they? (The mo= ons suit is not as apparent an example as one of the 'colored' suits would = have been, but I didn't think of this ahead of time.) I would make the sam= e argument about aces I made in mod "2)", though now the dice aren't matche= d to suit by anything but color. 4) I added direction markers to the face = of the die. Now they can be used as 'spin-down' pawns. The 'robot' can mo= ve, indicate facing, and take damage. 5) I added larger points to the cent= er of the square grid tiles. 6) I added a 'front' marker (dot) to one side= of the pawn. I think that's it. Now. Having done all that. If I adde= d an effect that screws up a game that already exists, I would like to hear= about it. For the most part, I think the tweaks are fairly 'harmless.' T= roy Holaday Assistant Director of Academic Systems Ball State University Mu= ncie, IN 47306 (765) 285-3936 (765) 285-2082 - fax From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 285 Return-Path: X-Sender: tholaday@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 13:41:54 -0000 Received: (qmail 51256 invoked from network); 22 Feb 2002 13:41:53 -0000 Received: from unknown (216.115.97.172) by m3.grp.snv.yahoo.com with QMQP; 22 Feb 2002 13:41:53 -0000 Received: from unknown (HELO gw.bsu.edu) (147.226.11.24) by mta2.grp.snv.yahoo.com with SMTP; 22 Feb 2002 13:41:53 -0000 Received: from bsu-Message_Server by gw.bsu.edu with Novell_GroupWise; Fri, 22 Feb 2002 08:49:30 -0500 Message-Id: X-Mailer: Novell GroupWise 5.5.5 Date: Fri, 22 Feb 2002 08:49:14 -0500 To: Subject: small oops Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Content-Disposition: inline From: "Troy Holaday" X-Yahoo-Group-Post: member; u=41780497 X-Yahoo-Profile: taholaday I guess my complaint about moving along seams vs. lines in the square tiles= also holds true for the hexes I incorporated. A player has to 'see past' = the seams in some places, and understand them as a side of the hex in other= s. (Or use them all in some sort of alternative board design.) It's kind = of a gestalt thing. Troy Holaday Assistant Director of Academic Systems Ba= ll State University Muncie, IN 47306 (765) 285-3936 (765) 285-2082 - fax From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 286 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 14:29:51 -0000 Received: (qmail 69657 invoked from network); 22 Feb 2002 14:22:56 -0000 Received: from unknown (216.115.97.167) by m5.grp.snv.yahoo.com with QMQP; 22 Feb 2002 14:22:56 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta1.grp.snv.yahoo.com with SMTP; 22 Feb 2002 14:22:55 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g1MEMnx02127 for ; Fri, 22 Feb 2002 09:22:49 -0500 (EST) Received: from dopey.ne.mediaone.net (slip-12-64-128-154.mis.prserv.net [12.64.128.154]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id 1YL2F2R4; Fri, 22 Feb 2002 09:22:35 -0500 Message-ID: <3C7653DF.3A723914@...> Date: Fri, 22 Feb 2002 09:21:19 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] small oops References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Troy Holaday wrote: > > I guess my complaint about moving along seams vs. lines in the square tiles also holds true for the hexes I incorporated. A player has to 'see past' the seams in some places, and understand them as a side of the hex in others. (Or use them all in some sort of alternative board design.) It's kind of a gestalt thing. I like the design, but have to quibble: If you fit three whole hexes on the tile, and arrange them so they are a stack with one at the 'top' of the tile (90 degree turn from what you have), then you gain a) three areas per tile to represent whatever, and b) a de facto 'facing' of the tile. Arguably facing is accomplished already by the suit and number, but reading 'suit' or 'number' when you want to know facing seems inelegant. As for the seams, if you carefully adjust the scale of your hexes, you can get 'half' a hex border on the seam where it's actually the side of a hex... Roughly, like this: ______ / \ \ / /======\ \ / /======\ \ / /======\ \______/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 287 Return-Path: X-Sender: tholaday@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 15:00:26 -0000 Received: (qmail 52009 invoked from network); 22 Feb 2002 15:00:25 -0000 Received: from unknown (216.115.97.167) by m6.grp.snv.yahoo.com with QMQP; 22 Feb 2002 15:00:25 -0000 Received: from unknown (HELO gw.bsu.edu) (147.226.11.24) by mta1.grp.snv.yahoo.com with SMTP; 22 Feb 2002 15:00:25 -0000 Received: from bsu-Message_Server by gw.bsu.edu with Novell_GroupWise; Fri, 22 Feb 2002 10:08:02 -0500 Message-Id: X-Mailer: Novell GroupWise 5.5.5 Date: Fri, 22 Feb 2002 10:07:52 -0500 To: Subject: Re: [piecepack] small oops Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Content-Disposition: inline From: "Troy Holaday" X-Yahoo-Group-Post: member; u=41780497 X-Yahoo-Profile: taholaday Working on it, but it seems problematic. First and foremost, the cell size= s need to remain 1", or close to it, in order to approximate the subsquares= on a tile and accommodate a standard piece size. I designed my grid with = that in mind, and with the idea that I wanted a 'center' cell where the num= ber would be featured. HOWEVER, I am not happy with the 'fatness' of the h= exes and the number could easily go in the top right hand corner, opposite = the suit sign, or in the diametrically opposed corner (upside down) and sti= ll be aesthetically pleasing. It would be interesting to have a number in = three corners, so that you would have a suit (upperleft) followed by a valu= e 0-5 (upper right), followed by a binary 0-1 (lower left, upside down), fo= llowed by a trinary 0-2 (lower right, upside-down). This effectively makes= the tiles some very funky dominoes (you could play games of layouts that i= nvolve value matching on one or more corners). If you could work up a 2" g= raphic of what you mean and how it would work, I can easily implement it. = I have the file I made saved as photoshop (layered) entity and can swap out= elements pretty easily. >>> edt@... 2/22/02 9:21:19 AM = >>> Ed wrote: > I like the design, but have to quibble: If you fit three = whole hexes on the tile, and arrange them so they are a stack with one at t= he 'top' of the tile (90 degree turn from what you have), then you gain a) = three areas per tile to represent whatever, and b) a de facto 'facing' of t= he tile. Arguably facing is accomplished already by the suit and number, b= ut reading 'suit' or 'number' when you want to know facing seems inelegant.= As for the seams, if you carefully adjust the scale of your hexes, you ca= n get 'half' a hex border on the seam where it's actually the side of a hex= ... Roughly, like this: ______ / \ \ / /= =3D=3D=3D=3D=3D=3D\ \ / /=3D=3D=3D=3D=3D=3D\ \ / = /=3D=3D=3D=3D=3D=3D\ \______/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 288 Return-Path: X-Sender: tholaday@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 15:22:09 -0000 Received: (qmail 66171 invoked from network); 22 Feb 2002 15:22:08 -0000 Received: from unknown (216.115.97.171) by m3.grp.snv.yahoo.com with QMQP; 22 Feb 2002 15:22:08 -0000 Received: from unknown (HELO gw.bsu.edu) (147.226.11.24) by mta3.grp.snv.yahoo.com with SMTP; 22 Feb 2002 15:22:08 -0000 Received: from bsu-Message_Server by gw.bsu.edu with Novell_GroupWise; Fri, 22 Feb 2002 10:29:35 -0500 Message-Id: X-Mailer: Novell GroupWise 5.5.5 Date: Fri, 22 Feb 2002 10:29:27 -0500 To: Subject: Re: [piecepack] small oops Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Content-Disposition: inline From: "Troy Holaday" X-Yahoo-Group-Post: member; u=41780497 X-Yahoo-Profile: taholaday Okay. This is too cool. I added the binary/trinaries I was talking about.= Not only could you play match, the combos make nine four-digit numbers: = 0000 0001 0002 0100 0101 0102 0200 0201 0202 See the file at: http://www.b= su.edu/web/00taholaday/ppmoonsmod2.jpg Troy Holaday Assistant Director of = Academic Systems Ball State University Muncie, IN 47306 (765) 285-3936 (765= ) 285-2082 - fax From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 289 Return-Path: X-Sender: tholaday@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 15:27:11 -0000 Received: (qmail 95164 invoked from network); 22 Feb 2002 15:27:10 -0000 Received: from unknown (216.115.97.167) by m10.grp.snv.yahoo.com with QMQP; 22 Feb 2002 15:27:10 -0000 Received: from unknown (HELO gw.bsu.edu) (147.226.11.24) by mta1.grp.snv.yahoo.com with SMTP; 22 Feb 2002 15:27:10 -0000 Received: from bsu-Message_Server by gw.bsu.edu with Novell_GroupWise; Fri, 22 Feb 2002 10:34:47 -0500 Message-Id: X-Mailer: Novell GroupWise 5.5.5 Date: Fri, 22 Feb 2002 10:34:31 -0500 To: Subject: even cooler Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Content-Disposition: inline From: "Troy Holaday" X-Yahoo-Group-Post: member; u=41780497 X-Yahoo-Profile: taholaday I forgot to mention that the bi-tri's are upside-down on the tile (opposite= dir. of the suit/0-5 value). Oddly enough, since I stuck with the null va= lue (rather than using a 3), they read upside-down too, as: 1000 1010 1020= 0000 0010 0020 -which are the inverted forms of: 0001 0101 0201 0000 010= 0 0200 Troy Holaday Assistant Director of Academic Systems Ball State Univ= ersity Muncie, IN 47306 (765) 285-3936 (765) 285-2082 - fax From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 290 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 15:53:53 -0000 Received: (qmail 41593 invoked from network); 22 Feb 2002 15:53:53 -0000 Received: from unknown (216.115.97.171) by m2.grp.snv.yahoo.com with QMQP; 22 Feb 2002 15:53:53 -0000 Received: from unknown (HELO n15.groups.yahoo.com) (216.115.96.65) by mta3.grp.snv.yahoo.com with SMTP; 22 Feb 2002 15:53:53 -0000 Received: from [216.115.96.24] by n15.groups.yahoo.com with NNFMP; 22 Feb 2002 15:46:56 -0000 Date: Fri, 22 Feb 2002 15:47:39 -0000 To: piecepack@yahoogroups.com Subject: Re: Mod Moons Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 3337 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha --- In piecepack@y..., "Troy Holaday" wrote: > 1) added a hexboard. Say what you will, but sliding tiles over 1/2 > a unit is not the same. A beehive cell hex grid provides not only > a hexboard, but it adds a triagonal board (played on the points). > This gives equidistant moves in three directions, something not > possible with the tile-slide maneuver (note that if you are playing > along a 'seam' - on a tile-slid board - you would have only three > moves, but would have four from the center of any tile. Me confused. With an offset square grid, you have six directions you can go from the center of a tile, just like hexes. And thee directions you can go (though, as you point out, they are not equidistant) from any vertex. I must be missing something. But if you're going to work from vertices, it looks like you may encounter a problem. Namely, your coins and/or pawns will not comfortably fit on adjacent vertices. Yes, no? > 2) I changed the ace on the tiles to add the swirl icon, instead of > having the moon show twice. (I think the icon that means value=1 > and the icon that stands for a suit might be best kept separate - > no matter what the 'tradition' is in playing cards. Confusing > these two means losing a layer of mechanics.) I don't see a problem with using a spiral for ace on tiles. Ace tiles use suit symbols in the original set for three reasons. First, they are easier to distinguish from across the table. Second, they look more like traditional aces (and you will note that "traditional" is a strong thread through the whole piecepack design to increase possibility of ubiquity). Third, so they match the dice (see my reasoning on suit symbols for aces on dice below). But, I have to say I don't see a difference mechanically. The spiral means ace and the suit symbol means ace; they are mechanically interchangable in the context of piece values. I.e., what rules can be constructed when there is a spiral on the tile that can't be when there is a suit symbol? Just curious. > 3) I did the same (changed the ace) on the die. Hell, the dice are > color-coded aren't they? (The moons suit is not as apparent an > example as one of the 'colored' suits would have been, but I didn't > think of this ahead of time.) I would make the same argument about > aces I made in mod "2)", though now the dice aren't matched to suit > by anything but color. This might cause difficulties for some folks. The original piecepack design is color-blind friendly except for the pawns. Distinguishing the dice merely by color only exacerbates this problem. > 4) I added direction markers to the face of the die. Now they can > be used as 'spin-down' pawns. The 'robot' can move, indicate > facing, and take damage. Sounds like a nice feature. > 5) I added larger points to the center of the square grid tiles. What is the purpose here? > 6) I added a 'front' marker (dot) to one side of the pawn. Seems problematic. I would think a directional marker on a pawn would only be irritating unless it were on the top of the pawn where everyone can see it from their angle. Happy to see you inspired. I encourage you to construct a set to your liking, play with it extensively, report your findings to the group. --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 291 Return-Path: X-Sender: mark.a.biggar@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 16:38:42 -0000 Received: (qmail 14938 invoked from network); 22 Feb 2002 16:38:42 -0000 Received: from unknown (216.115.97.171) by m9.grp.snv.yahoo.com with QMQP; 22 Feb 2002 16:38:42 -0000 Received: from unknown (HELO rwcrmhc51.attbi.com) (204.127.198.38) by mta3.grp.snv.yahoo.com with SMTP; 22 Feb 2002 16:38:42 -0000 Received: from attbi.com ([12.235.88.57]) by rwcrmhc51.attbi.com (InterMail vM.4.01.03.27 201-229-121-127-20010626) with ESMTP id <20020222163842.PDIR2626.rwcrmhc51.attbi.com@...> for ; Fri, 22 Feb 2002 16:38:42 +0000 Message-ID: <3C7673E5.DDA04D3C@...> Date: Fri, 22 Feb 2002 08:37:57 -0800 X-Mailer: Mozilla 4.79 [en]C-{C-UDP; EBM-SONY1} (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Mod Moons References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Mark Biggar X-Yahoo-Group-Post: member; u=90743078 X-Yahoo-Profile: mark_biggar Troy Holaday wrote: > > Okay. I messed with the design of the moons a bit just to incorporate > some of the modification ideas. It can be seen at: > > http://www.bsu.edu/web/00taholaday/ppmoonsmod.jpg Looks good. Another possibility would be to add the hex grid to the other (square grid) side of the tile in a different color like red. -- Mark Biggar mark.a.biggar@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 292 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 16:45:56 -0000 Received: (qmail 82141 invoked from network); 22 Feb 2002 16:45:55 -0000 Received: from unknown (216.115.97.167) by m5.grp.snv.yahoo.com with QMQP; 22 Feb 2002 16:45:55 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta1.grp.snv.yahoo.com with SMTP; 22 Feb 2002 16:45:55 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g1MGjni08367 for ; Fri, 22 Feb 2002 11:45:49 -0500 (EST) Received: from dopey.ne.mediaone.net (slip-12-64-128-154.mis.prserv.net [12.64.128.154]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id 1YL2FJRQ; Fri, 22 Feb 2002 11:43:01 -0500 Message-ID: <3C7674CD.341D4231@...> Date: Fri, 22 Feb 2002 11:41:49 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] small oops References: From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Troy Holaday wrote: > > If you could work up a 2" graphic of what you mean and how it would work, I can easily implement it. I have the file I made saved as photoshop (layered) entity and can swap out elements pretty easily. > Roughly, like this: > > ______ > / \ > \ / > /======\ > \ / > /======\ > \ / > /======\ > \______/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 293 Return-Path: X-Sender: Mark.Johnson@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 16:47:36 -0000 Received: (qmail 83809 invoked from network); 22 Feb 2002 16:47:25 -0000 Received: from unknown (216.115.97.172) by m6.grp.snv.yahoo.com with QMQP; 22 Feb 2002 16:47:25 -0000 Received: from unknown (HELO granite.pobox.com) (207.8.152.160) by mta2.grp.snv.yahoo.com with SMTP; 22 Feb 2002 16:47:25 -0000 Received: from johnsonm_laptop.pobox.com (johnsonm.jpl.nasa.gov [137.79.29.93]) by granite.pobox.com (Postfix) with ESMTP id EF6A17DF51 for ; Fri, 22 Feb 2002 11:47:24 -0500 (EST) Message-Id: <4.3.1.2.20020222083958.02b2cff0@...> X-Sender: markejohnson98@... X-Mailer: QUALCOMM Windows Eudora Version 4.3.1 Date: Fri, 22 Feb 2002 08:42:42 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] small oops In-Reply-To: Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii"; format=flowed From: Mark Johnson X-Yahoo-Group-Post: member; u=85489189 X-Yahoo-Profile: markejohnson98 Troy Holaday wrote: >Okay. This is too cool. I added the binary/trinaries I was talking about. >Not only could you play match, the combos make nine four-digit numbers: I admire the innovation, but this is enough to send me running out the door screaming! I guess I failed the "granny test," and I'm a NASA engineer!!! :-) On the other hand, I've still got enough wargaming blood running through my veins to appreciate the effort for hexagons, in your earlier message. Perhaps if the hexlines were printed in a very neutral/faint way compared to the number and suit markings, then they wouldn't be so glaring when you were trying to ignore them in other games? -MJ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 294 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 16:47:46 -0000 Received: (qmail 38854 invoked from network); 22 Feb 2002 16:47:46 -0000 Received: from unknown (216.115.97.171) by m8.grp.snv.yahoo.com with QMQP; 22 Feb 2002 16:47:46 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta3.grp.snv.yahoo.com with SMTP; 22 Feb 2002 16:47:46 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g1MGlei08423 for ; Fri, 22 Feb 2002 11:47:40 -0500 (EST) Received: from dopey.ne.mediaone.net (slip-12-64-128-154.mis.prserv.net [12.64.128.154]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id 1YL2FJR0; Fri, 22 Feb 2002 11:47:26 -0500 Message-ID: <3C7675D6.A3CA8945@...> Date: Fri, 22 Feb 2002 11:46:14 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] small oops References: <3C7674CD.341D4231@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Ha ha. No attachments allowed. Troy, direct to you soonest. Thorn wrote: > > Troy Holaday wrote: > > > > If you could work up a 2" graphic of what you mean and how it would work, I can easily implement it. I have the file I made saved as photoshop (layered) entity and can swap out elements pretty easily. > > > Roughly, like this: > > > > ______ > > / \ > > \ / > > /======\ > > \ / > > /======\ > > \ / > > /======\ > > \______/ > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 295 Return-Path: X-Sender: tholaday@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 17:00:45 -0000 Received: (qmail 84457 invoked from network); 22 Feb 2002 17:00:45 -0000 Received: from unknown (216.115.97.171) by m2.grp.snv.yahoo.com with QMQP; 22 Feb 2002 17:00:45 -0000 Received: from unknown (HELO gw.bsu.edu) (147.226.11.24) by mta3.grp.snv.yahoo.com with SMTP; 22 Feb 2002 17:00:44 -0000 Received: from bsu-Message_Server by gw.bsu.edu with Novell_GroupWise; Fri, 22 Feb 2002 12:08:22 -0500 Message-Id: X-Mailer: Novell GroupWise 5.5.5 Date: Fri, 22 Feb 2002 12:08:08 -0500 To: Subject: [piecepack] Re: Mod Moons Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Content-Disposition: inline From: "Troy Holaday" X-Yahoo-Group-Post: member; u=41780497 X-Yahoo-Profile: taholaday I have inserted my responses, to James' responses, in a sort of dialogue fo= rm for clarity. >>jdroscha@... 2/22/02 10:47:39 AM >>> Me confused. W= ith an offset square grid, you have six directions you can go from the cen= ter of a tile, just like hexes. And thee directions you can go (though, a= s you point out, they are not equidistant) from any vertex. I must be mis= sing something. But if you're going to work from vertices, it looks lik= e you may encounter a problem. Namely, your coins and/or pawns will not = comfortably fit on adjacent vertices. Yes, no? >>Me Well, a sliding hex, = based on your tiles, is problematic for a lot of reasons, not the least of = which you can't slide the squares in the interior. So it's a matter of wha= t lines one is able to 'ignore' when playing. If you are playing 'on the l= ines' that becomes even harder (or perhaps 'more interesting'). If you sli= de the tiles 1/2 subunit in your system. you end up with a weird formation= . (Spaces) A space now shares a side with five tiles, and is corner conne= cted to two more, in an assymetrical arrangement. (Lines) Assuming 'seams= ' are lines, exactly the same as the lines in the interior of a tile, a paw= n playing off the point of a t-junction can move in three directions to ano= ther point, and some of these points are just 1/4 inch away. (As you poin= ted out, this is 'uncomfortable for pawns-physically, if another is only 1/= 4" away.) A pawn in the center of atile can move in four directions, 1/2"= each to another point. See the problem? Further, it's just inelegant. N= o one plays on a simulated 'hexboard' of shifted squares if they can help i= t - do they? >> jdroscha I have to say I don't see a difference mechanical= ly. The spiral means ace and the suit symbol means ace; they are mechanic= ally interchangable in the context of piece values. I.e., what rules can = be constructed when there is a spiral on the tile that can't be when ther= e is a suit symbol? Just curious. >>Me In my current design, I have the s= pirals set to be a type of trap, the null has another function, the numbere= d coins are decoys. All are turned face down at the beginning of the game.= Mechanically, maybe there isn't any difference (maybe). But I am playing= thematically off the spiral, off all the icons to be exact. While you say= that an 'ace' =3D1 and a spiral =3D1, that is only because you defined it = that way. They don't have to both =3D 1, and it would be easier for them n= ot to if the suits were never used to indicate '1'. Why use two different = symbols to mean the same thing? I understand your argument from playing ca= rds, yet it is not really a logical defense because I would then ask "but w= hy did you put a spiral on the coins and the dice? That isn't a traditiona= l approach." Oddly enough, in the design I am working on right now, the sp= iral on the coins has one value (an effect really), the suit generally has = another (to mark affiliation, 'side' if you will, and for indicating device= s - kind of like the dungeon crawl game that was posted earlier using crown= s to indicate treasure), and the ace on the dice is just a '1.' My 'modifi= ed' tiles actually screw up my own design a bit, but I feel that the use of= only one icon for '1' is more consistent and would make development easier= (provided I knew it ahead of time). >> jdroscha This might cause difficul= ties for some folks. The original piecepack design is color-blind friendl= y except for the pawns. Distinguishing the dice merely by color only exac= erbates this problem. >>Me Great point. I am not a look both ways kind of= guy, so I don't always see these problems coming. I usually deal with the= m in a revision phase. >> jdroscha Sounds like a nice feature. >>Me It's = essentially a very easy way of making the pawn plus someone posted earlier.= Though I realize it's not quite as full-featured as that poster's idea wa= s. >> jdroscha [To my: I added larger points to the center of the square g= rid tiles.] What is the purpose here? >>Me If you look at my sample jpg, = you will see that the center point creates a macro-grid when tiles are join= ed. The truth is, that's what the tiles are themselves as well. One could= easily say that the junction of four tiles is a macro-point of some sort, = but it's not as visually true, and with my points, you could create, say, a= 3x3 macrogrid, centered on a 9x9 microgrid. With junctures of four ponts = only, you would need a 6x6 microgrid for a 2x2 microgrid. The points could= be defined as positions of power (like refueling stations), they could exe= rt safe zones on surrounding squares, they could allow teleporting, whateve= r. I could even see a game where one player moves from intersection of til= e to intersection of tile, while the other moves from center point to cente= r point, never touching each other but somehow fighting for the same space.= The more easy distinctions one can make without overtly disrupting those = already in place or making the design 'ugly' to look at, the more inspirati= on one provides for design. Troy Holaday Assistant Director of Academic Sy= stems Ball State University Muncie, IN 47306 (765) 285-3936 (765) 285-2082 = - fax >>> jdroscha [To my: I added a 'front' marker (dot) to one side of t= he pawn.] Seems problematic. I would think a directional marker on a pawn = would only be irritating unless it were on the top of the pawn where ever= yone can see it from their angle. >>Me It's very subtle and not at all irr= itating. Check it out. The point is that someone specifically indicated e= arlier that it would be nice to know which way a pawn is 'facing' so that o= ne could 'program' it Roborally style with coins. If the player can't see = a dot from his angle, he knows he is looking at the pawn's 'ass.' I reall= y hope I am not frustrating everyone. There are a lot of ideas floating ar= ound here that probably ought to be explored one at a time. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 296 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 17:04:04 -0000 Received: (qmail 99477 invoked from network); 22 Feb 2002 17:04:04 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 22 Feb 2002 17:04:04 -0000 Received: from unknown (HELO hall.mail.mindspring.net) (207.69.200.60) by mta1.grp.snv.yahoo.com with SMTP; 22 Feb 2002 17:04:03 -0000 Received: from sfr-tgn-sja-vty15.as.wcom.net ([216.192.44.15] helo=daycare) by hall.mail.mindspring.net with smtp (Exim 3.33 #1) id 16eJ73-0003yn-00 for piecepack@yahoogroups.com; Fri, 22 Feb 2002 12:04:01 -0500 Message-ID: <000b01c1bbc2$5b46ca20$0f2cc0d8@daycare> To: References: <3C7674CD.341D4231@...> Subject: Re: [piecepack] small oops Date: Fri, 22 Feb 2002 08:59:53 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I think he means like this http://www.tjgames.com/pphex.jpg Correct me if I'm wrong Tim ----- Original Message ----- From: Thorn To: piecepack@yahoogroups.com Sent: Friday, February 22, 2002 8:41 AM Subject: Re: [piecepack] small oops Troy Holaday wrote: > > If you could work up a 2" graphic of what you mean and how it would work, I can easily implement it. I have the file I made saved as photoshop (layered) entity and can swap out elements pretty easily. > Roughly, like this: > > ______ > / \ > \ / > /======\ > \ / > /======\ > \ / > /======\ > \______/ Yahoo! Groups Sponsor To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 297 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 17:05:20 -0000 Received: (qmail 4978 invoked from network); 22 Feb 2002 17:05:20 -0000 Received: from unknown (216.115.97.167) by m10.grp.snv.yahoo.com with QMQP; 22 Feb 2002 17:05:20 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta1.grp.snv.yahoo.com with SMTP; 22 Feb 2002 17:05:20 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g1MH5Ei08860 for ; Fri, 22 Feb 2002 12:05:15 -0500 (EST) Received: from dopey.ne.mediaone.net (midgard.sitaranetworks.com [199.103.141.24]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id 1YL2FJ4M; Fri, 22 Feb 2002 12:05:01 -0500 Message-ID: <3C7679F3.4579FD2F@...> Date: Fri, 22 Feb 2002 12:03:47 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] small oops References: <3C7674CD.341D4231@...> <000b01c1bbc2$5b46ca20$0f2cc0d8@daycare> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Exactly, only rotated 90 degrees anticlockwise. Tim Schutz wrote: > > I think he means like this > http://www.tjgames.com/pphex.jpg > Correct me if I'm wrong > Tim > ----- Original Message ----- > From: Thorn > To: piecepack@yahoogroups.com > Sent: Friday, February 22, 2002 8:41 AM > Subject: Re: [piecepack] small oops > > Troy Holaday wrote: > > > > If you could work up a 2" graphic of what you mean and how it would work, I can easily implement it. I have the file I made saved as photoshop (layered) entity and can swap out elements pretty easily. > > > Roughly, like this: > > > > ______ > > / \ > > \ / > > /======\ > > \ / > > /======\ > > \ / > > /======\ > > \______/ > > > > Yahoo! Groups Sponsor > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 298 Return-Path: X-Sender: tholaday@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_2); 22 Feb 2002 17:09:39 -0000 Received: (qmail 10855 invoked from network); 22 Feb 2002 17:09:39 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 22 Feb 2002 17:09:39 -0000 Received: from unknown (HELO gw.bsu.edu) (147.226.11.24) by mta1.grp.snv.yahoo.com with SMTP; 22 Feb 2002 17:09:38 -0000 Received: from bsu-Message_Server by gw.bsu.edu with Novell_GroupWise; Fri, 22 Feb 2002 12:17:16 -0500 Message-Id: X-Mailer: Novell GroupWise 5.5.5 Date: Fri, 22 Feb 2002 12:17:12 -0500 To: Subject: aaaargh! Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Content-Disposition: inline From: "Troy Holaday" X-Yahoo-Group-Post: member; u=41780497 X-Yahoo-Profile: taholaday I am supposed to be editing typos out of my dissertation and getting ready = to defend on Tuesday. Dammit! I can't go in there and talk about piecepac= k. This is just all too intriguing. Thanks hexchex for that slick graphic= . I'll stick it in to the modified design prototype when I can. P.S. I do= n't know why, but my signature line got stuck in the middle of my last mess= age. It was too stinking long anyway, but if you can't get enough of my ve= rbal diareah, read past the bit telling you about my title and phone number= s. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 301 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 23 Feb 2002 07:06:34 -0000 Received: (qmail 44197 invoked from network); 23 Feb 2002 07:06:34 -0000 Received: from unknown (216.115.97.167) by m6.grp.snv.yahoo.com with QMQP; 23 Feb 2002 07:06:34 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta1.grp.snv.yahoo.com with SMTP; 23 Feb 2002 07:06:34 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16eWGV-0003ja-00 for ; Fri, 22 Feb 2002 23:06:39 -0800 Date: Fri, 22 Feb 2002 23:06:38 -0800 To: piecepack mailing list Subject: piecepackplus Message-ID: <20020222230637.E13552@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe I don't remember anyone else mentioning this. It's interesting in light of the other recent efforts to expand the piecepack: http://www.freewebz.com/gamesbook/ppp/ppp.htm Comments? Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 302 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 23 Feb 2002 08:05:43 -0000 Received: (qmail 12883 invoked from network); 23 Feb 2002 08:05:43 -0000 Received: from unknown (216.115.97.167) by m5.grp.snv.yahoo.com with QMQP; 23 Feb 2002 08:05:43 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta1.grp.snv.yahoo.com with SMTP; 23 Feb 2002 08:05:43 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g1N85bi17070 for ; Sat, 23 Feb 2002 03:05:37 -0500 (EST) Received: from dopey.ne.mediaone.net (h002078d57c66.ne.mediaone.net [24.61.91.121]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id 1YL2FLTT; Sat, 23 Feb 2002 03:05:22 -0500 Message-ID: <3C774D33.13E1A077@...> Date: Sat, 23 Feb 2002 03:05:07 -0500 X-Mailer: Mozilla 4.51 [en] (WinNT; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] piecepackplus References: <20020222230637.E13552@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Ron Hale-Evans wrote: > > I don't remember anyone else mentioning this. It's interesting in > light of the other recent efforts to expand the piecepack: > > http://www.freewebz.com/gamesbook/ppp/ppp.htm > > Comments? I found this site during my first 'search for everything piecepack' phase. Then, I thought it seemed like too much, more of an answer to 'what _else_ can I paste on?' than to 'what else do I need?'. Now... I still think so. Without rulesets or a source, the page reads to me like a list of kit for the ultimate drumset, including four kinds of sticks, a high hat, etc, that's standing gathering dust. Meanwhile, the original piecepack spec inspires. It may be just an old oatmeal tub, but we sure can dance to it. :) PP+ is fine, if it stands alone. But the very name begs comparison, and invites confusion. It sounds like it's 'more piecepack' but it breaks the prexisting spec. I guess the questions we should ask ourselves before modifying 'the spec' (which I certainly don't feel _I_ have any right to do, anyway) are these: Does it (the change) in any way remove any existing function? If so, don't make the change. This one's binary. Don't break it. Does it add something folk will use? How often? Could they manage elsewise? How easily? For instance the proposed hex grid on the numbered face of the tiles... If it had been there, I would have used it when I wrote Wand of Odin. I can see using individual tiles with the 'three-seater' hexgrid as 'vehicles', or 'islands'. I can see laying out labyrinths for dungeon-like explorations. And I _don't_ see any easy way a user could replace the hexgrid function on the fly. (And also worth noting, they can't very easily recover from having the 'wrong' kind of piecepack; if they don't have hexes, and rules call for them, they're stuck.) Unlike the PP+ plans for adding counting tokens, the hexgrid tilefaces aren't neatly obviated by the presence of note paper. I think the PP+ page best serves the piecepack community as a signpost, warning us not to go there. One good thing about PP+: it uses the relatively standard symbols of playing card suits and a 'star', which as the author observes, spares a maker from scrounging for graphics. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 303 Return-Path: X-Sender: xiombarg@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 23 Feb 2002 21:27:23 -0000 Received: (qmail 88205 invoked from network); 23 Feb 2002 21:27:23 -0000 Received: from unknown (216.115.97.167) by m10.grp.snv.yahoo.com with QMQP; 23 Feb 2002 21:27:23 -0000 Received: from unknown (HELO snipe.prod.itd.earthlink.net) (207.217.120.62) by mta1.grp.snv.yahoo.com with SMTP; 23 Feb 2002 21:27:23 -0000 Received: from 1cust221.tnt1.salisbury.md.da.uu.net ([67.201.23.221] helo=earthlink.net) by snipe.prod.itd.earthlink.net with esmtp (Exim 3.33 #1) id 16ejhS-0000c4-00 for piecepack@yahoogroups.com; Sat, 23 Feb 2002 13:27:23 -0800 Message-ID: <3C7808FD.2090908@...> Date: Sat, 23 Feb 2002 16:26:21 -0500 Organization: Rosicrucian Alliance of Tapdancers User-Agent: Mozilla/5.0 (Windows; U; Win98; en-US; rv:0.9.8+) Gecko/20020211 X-Accept-Language: en-us MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] piecepackplus References: <20020222230637.E13552@...> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit From: Kirt Dankmyer X-Yahoo-Group-Post: member; u=35000034 X-Yahoo-Profile: xiombrag > http://www.freewebz.com/gamesbook/ppp/ppp.htm I tend to agree with the other poster. Without any games that require all that equipment, what's the point? But I *do* like the idea of having a fifth player. When I actually have enough players to play a non-solo game, it's usually in the three to five player range. -Loki From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 304 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 23 Feb 2002 22:21:20 -0000 Received: (qmail 76964 invoked from network); 23 Feb 2002 22:21:20 -0000 Received: from unknown (216.115.97.167) by m11.grp.snv.yahoo.com with QMQP; 23 Feb 2002 22:21:20 -0000 Received: from unknown (HELO n21.groups.yahoo.com) (216.115.96.71) by mta1.grp.snv.yahoo.com with SMTP; 23 Feb 2002 22:21:20 -0000 Received: from [216.115.96.151] by n21.groups.yahoo.com with NNFMP; 23 Feb 2002 22:05:59 -0000 Date: Sat, 23 Feb 2002 22:21:18 -0000 To: piecepack@yahoogroups.com Subject: Re: boards o' hexes and pp extentions Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 3425 X-Mailer: Yahoo Groups Message Poster From: "david_bruce_cousins" X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins James wrote: > Since the piecepack is public domain, I encourage anyone > interested in modifying it or expanding it to do so. Here here! A couple > considerations of interest: > 1) original piecepack won't scare or confuse my granny > 2) original piecepack uses standard parts and costs half as much as > an Icehouse set There there! NO really, I agree totally with (1), However for the overloaded pawns I did push ideas a bit far. I think the direction mark, and allowing for a pawn to flip are two good things that don't confuse/complicate if you don't play a game that uses them. I have run out of parts in some designs and have put pawns on their sides. Having at least one flat side keeps them from rolling. Going to 4 or six sides was just logical. About (2), Well, standard parts, I sort of agree to that up to a limit. Without insulting anyone, I think that being backwardly compatable is a must, but worrying the issue of non-standard parts is only problematic, not a gating factor for new creative ideas. Maybe those interested in extending the game set can find out where more overloaded parts can come from or what it costs to make them. I never got into Icehouse because of the high price. > Anyway, hexes were considered during the original design and > chucked because they are not needed... make yourself some rows of > tiles (face-up probably), then take every other row and push it to > the right by half a tile. You get essentially the same thing as > hexes. This is a little trick I picked up from studying old wargames. True James, I have a design for fighting giant robots that has been sitting here, where I use exactly that board. The colors represent terrain (grass, water, fire, darkness) and the number represented height. In defence of what looks like a neat idea -- the smaller hex proposals are intriguing! I would have stuck with one hex per tile, using the technique of column sliding, but hexes the same size as the little squares are neat! The last set flying by would even support the 1/2 tile slide of a column. It would not break my game. I think the real problem is, that once you add this kind of stuff, it is harder to make a set by hand. The hex grid would have to be done right, so that you could look "past" it if you weren't using it. On the other hand, I tend to make my different boards more interesting by either spacing tiles further apart or leaving blank spaces etc. So do we really need hexes? I liked the dot in the center of each square tile. Here is another extension to that: instead of a dot, but a Triangle of the same size with the apex pointing along one line. Then one can utilize them for 'directional boards'! This is getting long, let me close: I do notice alot of extention discussions can get bogged down! Let me play Cassandra here. In my business have a term called second spec bloat. With alot of software specs I've seen, V1.0 is really slick, and leaves you with alot of 'gee WIBNI it had this?' and then everyone gets together and does V2.0, sticks all the bells and whistles in, have pissing contests whern their bell won't go in, and then no one implements the spec because it is WAY to big and bloated! Does anyone really want a pp that looks like a copy of 'Roads and Boats'? All in all, man! Did I get excited to see more pp traffic this past few days than ever! Dave From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 305 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 23 Feb 2002 22:29:54 -0000 Received: (qmail 41915 invoked from network); 23 Feb 2002 22:29:54 -0000 Received: from unknown (216.115.97.171) by m9.grp.snv.yahoo.com with QMQP; 23 Feb 2002 22:29:54 -0000 Received: from unknown (HELO n35.groups.yahoo.com) (216.115.96.85) by mta3.grp.snv.yahoo.com with SMTP; 23 Feb 2002 22:29:54 -0000 Received: from [216.115.96.180] by n35.groups.yahoo.com with NNFMP; 23 Feb 2002 22:29:53 -0000 Date: Sat, 23 Feb 2002 22:29:50 -0000 To: piecepack@yahoogroups.com Subject: new pp mods. Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 581 X-Mailer: Yahoo Groups Message Poster From: "david_bruce_cousins" X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins James mentioned: >This might cause difficulties for some folks. The original >piecepack design is color-blind friendly except for the pawns. I thought the original design was paper, and the pawns had the suits printed on them? Dave PS: James called it right on! Got a new idea? Make a set, make a bunch of great games with it, pass it around, build it and they will come. I'd like to see a V2 prototype worked out whose differences stand on the strength of the games you can play only with the new version. Then let market forces take care of getting it in production. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 306 Return-Path: X-Sender: xiombarg@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 23 Feb 2002 22:30:10 -0000 Received: (qmail 63746 invoked from network); 23 Feb 2002 22:30:10 -0000 Received: from unknown (216.115.97.167) by m8.grp.snv.yahoo.com with QMQP; 23 Feb 2002 22:30:10 -0000 Received: from unknown (HELO hawk.mail.pas.earthlink.net) (207.217.120.22) by mta1.grp.snv.yahoo.com with SMTP; 23 Feb 2002 22:30:10 -0000 Received: from 1cust221.tnt1.salisbury.md.da.uu.net ([67.201.23.221] helo=earthlink.net) by hawk.mail.pas.earthlink.net with esmtp (Exim 3.33 #1) id 16ekgD-0003SF-00 for piecepack@yahoogroups.com; Sat, 23 Feb 2002 14:30:09 -0800 Message-ID: <3C7817B2.7050004@...> Date: Sat, 23 Feb 2002 17:29:06 -0500 Organization: Rosicrucian Alliance of Tapdancers User-Agent: Mozilla/5.0 (Windows; U; Win98; en-US; rv:0.9.8+) Gecko/20020211 X-Accept-Language: en-us MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: boards o' hexes and pp extentions References: Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit From: Kirt Dankmyer X-Yahoo-Group-Post: member; u=35000034 X-Yahoo-Profile: xiombrag > I do notice alot of extention discussions can get bogged down! Let me > play Cassandra here. In my business have a term called second spec > bloat. With alot of software specs I've seen, V1.0 is really slick, > and leaves you with alot of 'gee WIBNI it had this?' and then everyone > gets together and does V2.0, sticks all the bells and whistles in, > have pissing contests whern their bell won't go in, and then no one > implements the spec because it is WAY to big and bloated! I tend to agree. However, "expansions" for board games is a long-standing gaming industry tradition, and not just for financial reasons. Personally, I'd like to see any or all of these changes put forth not as a change to the basic spec (I like the basic spec) but optional expansions that are used in certain games. So, instead of saying you need "one piecpack 2.0" or whatever, you say something like "game needs one standard piecepack, the hexterrain expansion, and a normal deck of playing cards" or "game requires one standard piecepack but is easier to play with the optional hex pawns expansion as well" For example, it would be simple to produce a "fifth player expansion", which includes the tiles, coins, pawn and die for an "additional suit" for the piecepack, which could be used in some games. Also, for people who want direction on the pawns, don't underestimate the usefulness of the dice for this purpose. There are several "wood block" wargames based on that concept, and I've seen it in a lot of designs. These optional expansion/specs would then be listed on the basic piecepack page, perhaps even with additional pdf downloads. -Loki From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 307 Return-Path: X-Sender: david.cousins@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 23 Feb 2002 22:34:12 -0000 Received: (qmail 47978 invoked from network); 23 Feb 2002 22:34:11 -0000 Received: from unknown (216.115.97.172) by m9.grp.snv.yahoo.com with QMQP; 23 Feb 2002 22:34:11 -0000 Received: from unknown (HELO n13.groups.yahoo.com) (216.115.96.63) by mta2.grp.snv.yahoo.com with SMTP; 23 Feb 2002 22:34:11 -0000 Received: from [216.115.96.43] by n13.groups.yahoo.com with NNFMP; 23 Feb 2002 22:15:16 -0000 Date: Sat, 23 Feb 2002 22:34:11 -0000 To: piecepack@yahoogroups.com Subject: pp games, is less more? Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 473 X-Mailer: Yahoo Groups Message Poster From: "david_bruce_cousins" X-Yahoo-Group-Post: member; u=49113594 X-Yahoo-Profile: david_bruce_cousins Here is a new thread. I personally find that the more rules a pp game has, the less likely I am to play it. The simplicity of the gameset design wants me to carry it over into the game rule design. I want to be able to read or explain the rules once and have players get most of the game mechanics down. It is then in the strategy of how the simple rules work against each other, or how players interact that I think makes a cool game. Just some thoughts, Dave. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 308 Return-Path: X-Sender: xiombarg@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 23 Feb 2002 23:07:47 -0000 Received: (qmail 25997 invoked from network); 23 Feb 2002 23:07:46 -0000 Received: from unknown (216.115.97.171) by m3.grp.snv.yahoo.com with QMQP; 23 Feb 2002 23:07:46 -0000 Received: from unknown (HELO swan.prod.itd.earthlink.net) (207.217.120.123) by mta3.grp.snv.yahoo.com with SMTP; 23 Feb 2002 23:07:46 -0000 Received: from 1cust221.tnt1.salisbury.md.da.uu.net ([67.201.23.221] helo=earthlink.net) by swan.prod.itd.earthlink.net with esmtp (Exim 3.33 #1) id 16elGb-0007X8-00 for piecepack@yahoogroups.com; Sat, 23 Feb 2002 15:07:46 -0800 Message-ID: <3C782081.2000601@...> Date: Sat, 23 Feb 2002 18:06:41 -0500 Organization: Rosicrucian Alliance of Tapdancers User-Agent: Mozilla/5.0 (Windows; U; Win98; en-US; rv:0.9.8+) Gecko/20020211 X-Accept-Language: en-us MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: foldable piecepack References: Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit From: Kirt Dankmyer X-Yahoo-Group-Post: member; u=35000034 X-Yahoo-Profile: xiombrag The printable piecepack at piecepack.org requires an awful lot of pasting and additional equipment to make, IMHO. It should be possible to make a piecepack that you print on relatively strong paper and then fold and paste into existance. Check out the following foldable dice and other foldable gaming items/models so you know what I'm talking about: http://www222.pair.com/sjohn/sprkdice.htm http://www.microtactix.com/site/products/X1002.shtml http://www.microtactix.com/site/products/X1006.shtml http://www.microtactix.com/site/products/X1003.shtml http://www.microtactix.com/site/freebies.shtml http://members.kingston.net/rasc/indexpdf.htm Do you see my point? It should be prossible to create something with foldable piecepack dice, pawns, coins, and foldable rectangular solids for the tiles. It'd be almost like the Mesomorph Piecepack, but a lot less durable. ;-) I'd volunteer to try my hand at it, but I don't have the ability to make .pdf files. Does anyone want to try to create one of these? I think it would be a great improvement on the current "printable" piecepack. No labels required... -Loki P.S. And in connection to our recent talk of piecepack expansions, these techniques could be used to make all sorts of cheap, easy-to-use piecepack expansions... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 309 Return-Path: X-Sender: edt@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 24 Feb 2002 16:00:56 -0000 Received: (qmail 36675 invoked from network); 24 Feb 2002 16:00:55 -0000 Received: from unknown (216.115.97.171) by m4.grp.snv.yahoo.com with QMQP; 24 Feb 2002 16:00:55 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta3.grp.snv.yahoo.com with SMTP; 24 Feb 2002 16:00:55 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g1OG0ni25094 for ; Sun, 24 Feb 2002 11:00:49 -0500 (EST) Received: from dopey.ne.mediaone.net (h002078d57c66.ne.mediaone.net [24.61.91.121]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id 1YL2FNNK; Sun, 24 Feb 2002 11:00:35 -0500 Message-ID: <3C790DD8.186AD1DE@...> Date: Sun, 24 Feb 2002 10:59:20 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: boards o' hexes and pp extentions References: <3C7817B2.7050004@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=77915 X-Yahoo-Profile: prophesor Kirt Dankmyer wrote: > > Personally, I'd like to see any or all of these changes put forth not as a > change to the basic spec (I like the basic spec) but optional expansions > that are used in certain games. So, instead of saying you need "one > piecpack 2.0" or whatever, you say something like "game needs one standard > piecepack, the hexterrain expansion, and a normal deck of playing cards" or > "game requires one standard piecepack but is easier to play with the > optional hex pawns expansion as well" The 'hexterrain' expansion could be as simple as a sheet of clear stickers with the hex lines on them, sized for standard tiles. That is an easy and relatively inexpensive way to not leave our pp 1.0 brethren behind. > For example, it would be simple to produce a "fifth player expansion", > which includes the tiles, coins, pawn and die for an "additional suit" for > the piecepack, which could be used in some games. I've got half the work done on a second set I was going to make for myself, with four new suits. But I think your approach is better. A future catalog might read: Standard 1.0 piecepack (Arms, Crescents, Crowns, and Suns suits) Standard 2.0 piecepack (same suits, includes hexgrids) Hexgrid 'patch' for 1.0 tiles, five sets Expansion suits availiable in 1.0 or 2.0 spec: Green Crowns Yellow Crowns Blue Crowns (Empire Blue) Hearts (Red) Diamonds (Red) Spades (Black) Clubs (Black) Kites (Red and Black) Valentines (Red and Black) Anchors (Empire Blue) Trees (Green) Tears (Blue) Fires (Red) Skulls (Black) Suns (White w/black outline) Triangular tiles, 2" on a side (no suit markings) Hexagonal tiles, 2" on a side (no suit markings) First guy's collected rules Second guy's collected rules Third guy's rules (he wrote them all himself) . . . > Also, for people who want direction on the pawns, don't underestimate the > usefulness of the dice for this purpose. There are several "wood block" > wargames based on that concept, and I've seen it in a lot of designs. > > These optional expansion/specs would then be listed on the basic piecepack > page, perhaps even with additional pdf downloads. > -Loki From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 310 Return-Path: X-Sender: tholaday@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 25 Feb 2002 13:10:34 -0000 Received: (qmail 75821 invoked from network); 25 Feb 2002 13:10:32 -0000 Received: from unknown (216.115.97.167) by m3.grp.snv.yahoo.com with QMQP; 25 Feb 2002 13:10:32 -0000 Received: from unknown (HELO gw.bsu.edu) (147.226.11.24) by mta1.grp.snv.yahoo.com with SMTP; 25 Feb 2002 13:10:32 -0000 Received: from bsu-Message_Server by gw.bsu.edu with Novell_GroupWise; Mon, 25 Feb 2002 08:18:13 -0500 Message-Id: X-Mailer: Novell GroupWise 5.5.5 Date: Mon, 25 Feb 2002 08:18:05 -0500 To: Subject: Re: is less more? Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: quoted-printable Content-Disposition: inline From: "Troy Holaday" X-Yahoo-Group-Post: member; u=41780497 X-Yahoo-Profile: taholaday I think this is absolutely true. There is a concept out there that theorie= s which 'seem' right gain more adherance than those which are provably corr= ect (two examples, the persistance of an earth-centered universe model long= after it had been disproven and Einstein's theory of relativity which is g= eneral thought to be true despite being untestable - at present). I know t= hat comment seems really far afield, but the thing most of these 'beautiful= theories' have in common are their intuitive simplicity. They can be stat= ed with one very simple example or need not be stated at all because they f= eel 'obvious.' Some of the absolute best designs I have seen for abstract = games are so simple that their true genius is downplayed, and so mechanical= ly 'catchy' that playing them is almost irresistable. Abalone is an exampl= e of a game that a lot of people site as a great modern abstract game. The= mechanics are 'fun' (you build up big lines of marbles to 'push' other mar= bles around and off the board), and they carry the player past the 'experim= ental' phase where moves seem somewhat random, to the point where he develo= ps more sophisticated strategies. In a game with a lot of rules or randomn= ess, the game and not the player seems in control, so that the participants= feel like spectators. Troy Holaday Assistant Director of Academic Systems= Ball State University Muncie, IN 47306 (765) 285-3936 (765) 285-2082 - fax= >>> david.cousins@... 2/23/02 5:34:11 PM >>> Here is a new thread= . I personally find that the more rules a pp game has, the less likely I = am to play it. The simplicity of the gameset design wants me to carry it o= ver into the game rule design. I want to be able to read or explain the ru= les once and have players get most of the game mechanics down. It is then = in the strategy of how the simple rules work against each other, or how pl= ayers interact that I think makes a cool game. Just some thoughts, Dave.= To unsubscribe from this group, send an email to: piecepack-unsubscri= be@egroups.com Your use of Yahoo! Groups is subject to http://docs.yah= oo.com/info/terms/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 311 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 9 Mar 2002 01:47:18 -0000 Received: (qmail 23555 invoked from network); 9 Mar 2002 01:47:17 -0000 Received: from unknown (216.115.97.172) by m3.grp.snv.yahoo.com with QMQP; 9 Mar 2002 01:47:17 -0000 Received: from unknown (HELO n7.groups.yahoo.com) (216.115.96.57) by mta2.grp.snv.yahoo.com with SMTP; 9 Mar 2002 01:47:17 -0000 Received: from [216.115.96.153] by n7.groups.yahoo.com with NNFMP; 09 Mar 2002 01:42:28 -0000 Date: Fri, 08 Mar 2002 17:18:48 -0000 To: piecepack@yahoogroups.com Subject: One More Week for Design Competition Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 263 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha Greetings All, This is just a reminder that entries for my piecepack ruleset design competition are due in a week (15 March 2002). For all the details, please refer to the original post: http://groups.yahoo.com/group/piecepack/message/261 Thanks, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 312 Return-Path: X-Sender: mark.a.biggar@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 11 Mar 2002 07:32:35 -0000 Received: (qmail 84054 invoked from network); 11 Mar 2002 07:32:34 -0000 Received: from unknown (216.115.97.172) by m5.grp.snv.yahoo.com with QMQP; 11 Mar 2002 07:32:34 -0000 Received: from unknown (HELO rwcrmhc54.attbi.com) (216.148.227.87) by mta2.grp.snv.yahoo.com with SMTP; 11 Mar 2002 07:32:34 -0000 Received: from attbi.com ([12.235.88.57]) by rwcrmhc54.attbi.com (InterMail vM.4.01.03.27 201-229-121-127-20010626) with ESMTP id <20020311073234.NUVO1214.rwcrmhc54.attbi.com@...> for ; Mon, 11 Mar 2002 07:32:34 +0000 Message-ID: <3C8C5D69.B55CB8B8@...> Date: Sun, 10 Mar 2002 23:31:53 -0800 X-Mailer: Mozilla 4.79 [en]C-{C-UDP; EBM-SONY1} (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Hand made plastic piecepack References: <3C7817B2.7050004@...> <3C790DD8.186AD1DE@...> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Mark Biggar X-Yahoo-Group-Post: member; u=90743078 X-Yahoo-Profile: mark_biggar I wanted a second copy of piecepack to try out some game ideas that used 2 sets. My goal were to make a second set that had the following attributes: 1) the tile are the same size (2") as those of my Mesomorph wooden set so they would fit together to make boards, 2) all the parts be easily distinguishable from the Mesomorph set to make separating easy, 3) be waterproof, 4) look cool. So I went to my local Plastics store (TAP in the SF Bay area) and bought 24 2" squares of opaque white 3/16" plastic, 24 7/8" clear acrylic disks and 4 3/4" clear acrylic cubes. Total cost $12. I had some plastic pawns in the right colors already (Cheapass games bits). My local copy shop only changes $0.99 a page for color laser printing, so I had the downloadable printable piecepack printed on some full page (8-1/2 by 11) Avery labels I already had. Assembled it and then gave it all a coat of clear spray lacquer I use as a final coat for painted miniatures. The result is a really cool looking waterproof plastic piecepack that cost me about the same as my Mesomorph wooden set. -- Mark Biggar mark.a.biggar@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 313 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 11 Mar 2002 12:39:20 -0000 Received: (qmail 30809 invoked from network); 11 Mar 2002 12:39:20 -0000 Received: from unknown (216.115.97.167) by m9.grp.snv.yahoo.com with QMQP; 11 Mar 2002 12:39:20 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.12.7.69) by mta1.grp.snv.yahoo.com with SMTP; 11 Mar 2002 12:39:19 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Mon, 11 Mar 2002 07:39:16 -0500 Message-ID: <002201c1c8fa$8c97c3a0$0501000a@winnt> To: References: <3C7817B2.7050004@...> <3C790DD8.186AD1DE@...> <3C8C5D69.B55CB8B8@...> Subject: Re: [piecepack] Hand made plastic piecepack Date: Mon, 11 Mar 2002 07:44:56 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph Interesting, as long as you aren't using our copywritten artwork - you should market them! Let us know if you do so you get listed along side MG on the PP.org site. Karol ----- Original Message ----- From: "Mark Biggar" To: Sent: Monday, March 11, 2002 2:31 AM Subject: [piecepack] Hand made plastic piecepack > I wanted a second copy of piecepack to try out some game ideas that > used 2 sets. My goal were to make a second set that had the following > attributes: 1) the tile are the same size (2") as those of my > Mesomorph wooden set so they would fit together to make boards, 2) all > the parts be easily distinguishable from the Mesomorph set to make > separating easy, 3) be waterproof, 4) look cool. > > So I went to my local Plastics store (TAP in the SF Bay area) and > bought 24 2" squares of opaque white 3/16" plastic, 24 7/8" clear > acrylic disks and 4 3/4" clear acrylic cubes. Total cost $12. > I had some plastic pawns in the right colors already (Cheapass games > bits). My local copy shop only changes $0.99 a page for color laser > printing, so I had the downloadable printable piecepack printed on > some full page (8-1/2 by 11) Avery labels I already had. Assembled > it and then gave it all a coat of clear spray lacquer I use as a > final coat for painted miniatures. > > The result is a really cool looking waterproof plastic piecepack that > cost me about the same as my Mesomorph wooden set. > > -- > Mark Biggar > mark.a.biggar@... > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 314 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 11 Mar 2002 17:59:21 -0000 Received: (qmail 41819 invoked from network); 11 Mar 2002 17:59:20 -0000 Received: from unknown (216.115.97.167) by m4.grp.snv.yahoo.com with QMQP; 11 Mar 2002 17:59:20 -0000 Received: from unknown (HELO n5.groups.yahoo.com) (216.115.96.55) by mta1.grp.snv.yahoo.com with SMTP; 11 Mar 2002 17:59:20 -0000 Received: from [216.115.96.181] by n5.groups.yahoo.com with NNFMP; 11 Mar 2002 17:57:42 -0000 Date: Mon, 11 Mar 2002 17:57:40 -0000 To: piecepack@yahoogroups.com Subject: Re: Hand made plastic piecepack Message-ID: In-Reply-To: <3C8C5D69.B55CB8B8@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 424 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha --- In piecepack@y..., Mark Biggar wrote: > I wanted a second copy of piecepack to try out some game ideas that > used 2 sets. [TRIM] > The result is a really cool looking waterproof plastic piecepack that > cost me about the same as my Mesomorph wooden set. Most excellent. Any chance you could take some photos and upload to the Photos section of the group? That would be groovy. --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 315 Return-Path: X-Sender: mark.a.biggar@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 11 Mar 2002 19:37:49 -0000 Received: (qmail 73630 invoked from network); 11 Mar 2002 19:31:38 -0000 Received: from unknown (216.115.97.172) by m2.grp.snv.yahoo.com with QMQP; 11 Mar 2002 19:31:38 -0000 Received: from unknown (HELO rwcrmhc53.attbi.com) (204.127.198.39) by mta2.grp.snv.yahoo.com with SMTP; 11 Mar 2002 19:31:38 -0000 Received: from attbi.com ([12.235.88.57]) by rwcrmhc53.attbi.com (InterMail vM.4.01.03.27 201-229-121-127-20010626) with ESMTP id <20020311193138.FFUI2951.rwcrmhc53.attbi.com@...> for ; Mon, 11 Mar 2002 19:31:38 +0000 Message-ID: <3C8D05D5.990D92C8@...> Date: Mon, 11 Mar 2002 11:30:29 -0800 X-Mailer: Mozilla 4.79 [en]C-{C-UDP; EBM-SONY1} (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: Hand made plastic piecepack References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Mark Biggar X-Yahoo-Group-Post: member; u=90743078 X-Yahoo-Profile: mark_biggar jdroscha wrote: > > --- In piecepack@y..., Mark Biggar wrote: > > I wanted a second copy of piecepack to try out some game ideas that > > used 2 sets. [TRIM] > > The result is a really cool looking waterproof plastic piecepack > that > > cost me about the same as my Mesomorph wooden set. > > Most excellent. Any chance you could take some photos and upload > to the Photos section of the group? That would be groovy. I'd like to but the only digital camera I usually have any access to is current on safari in Africa until mid-may. Maybe then. -- Mark Biggar mark.a.biggar@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 316 Return-Path: X-Sender: tempus42@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 14 Mar 2002 17:23:55 -0000 Received: (qmail 37085 invoked from network); 14 Mar 2002 17:23:55 -0000 Received: from unknown (216.115.97.172) by m12.grp.snv.yahoo.com with QMQP; 14 Mar 2002 17:23:55 -0000 Received: from unknown (HELO n31.groups.yahoo.com) (216.115.96.81) by mta2.grp.snv.yahoo.com with SMTP; 14 Mar 2002 17:23:54 -0000 Received: from [216.115.96.91] by n31.groups.yahoo.com with NNFMP; 14 Mar 2002 17:22:38 -0000 Date: Thu, 14 Mar 2002 17:22:37 -0000 To: piecepack@yahoogroups.com Subject: Re: One More Week for Design Competition Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 322 X-Mailer: Yahoo Groups Message Poster From: "tempus42" X-Yahoo-Group-Post: member; u=78511829 X-Yahoo-Profile: tempus42 I sent private email to James, but just in case he doesn't check it frequently: I'd like to submit an entry for the Time Marches On contest, but I need to know his email address so I can send an attachment. Yahoo truncates his address and won't let you send attachments. Can anyone help me? Thanks, Brad/tempus42. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 317 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 14 Mar 2002 17:39:30 -0000 Received: (qmail 8456 invoked from network); 14 Mar 2002 17:37:57 -0000 Received: from unknown (216.115.97.167) by m11.grp.snv.yahoo.com with QMQP; 14 Mar 2002 17:37:57 -0000 Received: from unknown (HELO hall.mail.mindspring.net) (207.69.200.60) by mta1.grp.snv.yahoo.com with SMTP; 14 Mar 2002 17:37:57 -0000 Received: from dialup-63.214.127.207.dial1.boston1.level3.net ([63.214.127.207] helo=jdoherty-home) by hall.mail.mindspring.net with smtp (Exim 3.33 #1) id 16lZAo-000710-00 for piecepack@yahoogroups.com; Thu, 14 Mar 2002 12:37:55 -0500 Message-ID: <046901c1cb7f$ec2ad640$8a70d63f@jdoherty-home> To: Subject: Re: [piecepack] Re: One More Week for Design Competition Date: Thu, 14 Mar 2002 12:44:41 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" X-Yahoo-Group-Post: member; u=43504033 X-Yahoo-Profile: cotcdianejim James is at jdroscha@.... -----Original Message----- From: tempus42 To: piecepack@yahoogroups.com Date: Thursday, March 14, 2002 12:30 PM Subject: [piecepack] Re: One More Week for Design Competition >I sent private email to James, but just in case he doesn't check it >frequently: I'd like to submit an entry for the Time Marches On >contest, but I need to know his email address so I can send an >attachment. Yahoo truncates his address and won't let you send >attachments. Can anyone help me? > >Thanks, >Brad/tempus42. > > >To unsubscribe from this group, send an email to: >piecepack-unsubscribe@egroups.com > > > >Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 318 Return-Path: X-Sender: tempus42@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 14 Mar 2002 18:39:20 -0000 Received: (qmail 86974 invoked from network); 14 Mar 2002 18:39:19 -0000 Received: from unknown (216.115.97.172) by m11.grp.snv.yahoo.com with QMQP; 14 Mar 2002 18:39:19 -0000 Received: from unknown (HELO n34.groups.yahoo.com) (216.115.96.84) by mta2.grp.snv.yahoo.com with SMTP; 14 Mar 2002 18:39:19 -0000 Received: from [216.115.96.149] by n34.groups.yahoo.com with NNFMP; 14 Mar 2002 18:39:19 -0000 Date: Thu, 14 Mar 2002 18:39:17 -0000 To: piecepack@yahoogroups.com Subject: Re: One More Week for Design Competition Message-ID: In-Reply-To: <046901c1cb7f$ec2ad640$8a70d63f@jdoherty-home> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1018 X-Mailer: Yahoo Groups Message Poster From: "tempus42" X-Yahoo-Group-Post: member; u=78511829 X-Yahoo-Profile: tempus42 Thanks -- Fortunately, Yahoo didn't edit the address in the snapshot of the message on the home page, because it edited it again in your message. :) Brad/tempus42. --- In piecepack@y..., "Jim/Diane Doherty" wrote: > James is at jdroscha@a... > > > -----Original Message----- > From: tempus42 > To: piecepack@y... > Date: Thursday, March 14, 2002 12:30 PM > Subject: [piecepack] Re: One More Week for Design Competition > > > >I sent private email to James, but just in case he doesn't check it > >frequently: I'd like to submit an entry for the Time Marches On > >contest, but I need to know his email address so I can send an > >attachment. Yahoo truncates his address and won't let you send > >attachments. Can anyone help me? > > > >Thanks, > >Brad/tempus42. > > > > > >To unsubscribe from this group, send an email to: > >piecepack-unsubscribe@e... > > > > > > > >Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 319 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 15 Mar 2002 14:45:11 -0000 Received: (qmail 34340 invoked from network); 15 Mar 2002 14:45:11 -0000 Received: from unknown (216.115.97.171) by m4.grp.snv.yahoo.com with QMQP; 15 Mar 2002 14:45:11 -0000 Received: from unknown (HELO n6.groups.yahoo.com) (216.115.96.56) by mta3.grp.snv.yahoo.com with SMTP; 15 Mar 2002 14:45:11 -0000 Received: from [216.115.96.146] by n6.groups.yahoo.com with NNFMP; 15 Mar 2002 14:45:10 -0000 Date: Fri, 15 Mar 2002 14:45:07 -0000 To: piecepack@yahoogroups.com Subject: Email Address for Design Competition Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 412 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha --- In piecepack@y..., "tempus42" wrote: > Thanks -- Fortunately, Yahoo didn't edit the address in the snapshot > of the message on the home page, because it edited it again in your > message. :) Arr, apologies for the email problem. Jim's got it right. For clarity (in case anyone else is in the same need): jdroschaATattDOTnet Yup, I got your entry Brad. Much thanks. --James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 320 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 17 Mar 2002 17:53:58 -0000 Received: (qmail 83708 invoked from network); 17 Mar 2002 17:53:43 -0000 Received: from unknown (66.218.66.216) by m5.grp.scd.yahoo.com with QMQP; 17 Mar 2002 17:53:43 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta1.grp.scd.yahoo.com with SMTP; 17 Mar 2002 17:53:43 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16meqk-0003mU-00 for ; Sun, 17 Mar 2002 09:53:42 -0800 Date: Sun, 17 Mar 2002 09:53:41 -0800 To: piecepack mailing list Subject: "Time Marches On" contest Message-ID: <20020317095341.D3532@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe Perhaps I'm paranoid (some would say clinically so), but I'm waiting until James Kyle gives the word that the "Time Marches On" contest is officially closed before I post the rules to the game Marty and I designed. Also, James, how many entries were there? I'm really curious. Is anyone else going to post their games? I'm hoping some really good games come out of the contest, no matter who wins. I like One Man: Thrag!, but I haven't played it yet. Ron -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 321 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 17 Mar 2002 20:19:52 -0000 Received: (qmail 38371 invoked from network); 17 Mar 2002 19:08:02 -0000 Received: from unknown (66.218.66.216) by m9.grp.scd.yahoo.com with QMQP; 17 Mar 2002 19:08:02 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta1.grp.scd.yahoo.com with SMTP; 17 Mar 2002 19:08:01 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16mek8-0003mD-00 for ; Sun, 17 Mar 2002 09:46:52 -0800 Date: Sun, 17 Mar 2002 09:46:52 -0800 To: piecepack mailing list Subject: Spare piecepack parts? Message-ID: <20020317094651.C3532@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe Looks as though Yahoo! Groups is up again. Good. Question for the Mesomorph folks: I've been playing games with my piecepack a lot lately, and in the hustle and bustle of game night last night, it seemed that I had lost a couple of coins. Fortunately, when I recounted, I had all 24 coins, but my question remains. What is Mesomorph's policy on replacement parts for second-edition piecepacks? Is there a fixed price per type of component (pawn, coin, tile, die)? I'm not even going to ask about parts for first-edition piecepacks. I suppose pawns, tiles, and dice could be replaced fairly easily, but you could always distinguish a second-edition replacement coin from the rest because the art wouldn't match. I told people that first-edition piecepacks would become collectors' items. Treat yours with affection. Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 322 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 17 Mar 2002 22:31:37 -0000 Received: (qmail 13471 invoked from network); 17 Mar 2002 21:55:46 -0000 Received: from unknown (66.218.66.216) by m10.grp.scd.yahoo.com with QMQP; 17 Mar 2002 21:55:46 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.48.135) by mta1.grp.scd.yahoo.com with SMTP; 17 Mar 2002 21:55:26 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Sun, 17 Mar 2002 16:55:01 -0500 Message-ID: <002501c1cdff$32002770$0501000a@winnt> To: References: <20020317094651.C3532@...> Subject: Re: [piecepack] Spare piecepack parts? Date: Sun, 17 Mar 2002 17:00:47 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph Hey Ron, Good question! Actually we have extras of all parts for both editions-with correct artwork (shouldn't every customer-oriented game manufacturer?). If someone loses a piece they need to contact sales@..., we then verify that there was an actual sale (if it was a gift they need to provide the name of the person who bought it from us) if there is a sale (and so far there always has been) in the log then we ship the replacement part usually the next business day. So far we haven't charged for replacements of one or two coins. We make policy as things come up - a part here or there isn't a big deal if someone needed much more than that we'd set policy at that point. Dave and I are consumers too, what good is a set that can't be used? None. And we understand that things happen, we've all had something small get lost in a vent or chewed by a beloved pet - I know I have. Karol MMB Sales Manager, Mesomorph Games ----- Original Message ----- From: "Ron Hale-Evans" To: "piecepack mailing list" Sent: Sunday, March 17, 2002 12:46 PM Subject: [piecepack] Spare piecepack parts? > Looks as though Yahoo! Groups is up again. Good. > > Question for the Mesomorph folks: > > I've been playing games with my piecepack a lot lately, and in the > hustle and bustle of game night last night, it seemed that I had lost > a couple of coins. Fortunately, when I recounted, I had all 24 coins, > but my question remains. What is Mesomorph's policy on replacement > parts for second-edition piecepacks? Is there a fixed price per type > of component (pawn, coin, tile, die)? > > I'm not even going to ask about parts for first-edition piecepacks. I > suppose pawns, tiles, and dice could be replaced fairly easily, but > you could always distinguish a second-edition replacement coin from > the rest because the art wouldn't match. > > I told people that first-edition piecepacks would become collectors' > items. Treat yours with affection. > > Ron H-E > > -- > Ron Hale-Evans ... rwhe@... & rwhe@... > Center for Ludic Synergy, Seattle Cosmic Game Night, > Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ > Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 323 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 18 Mar 2002 03:14:41 -0000 Received: (qmail 82925 invoked from network); 18 Mar 2002 03:14:40 -0000 Received: from unknown (66.218.66.218) by m10.grp.scd.yahoo.com with QMQP; 18 Mar 2002 03:14:40 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta3.grp.scd.yahoo.com with SMTP; 18 Mar 2002 03:14:40 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16mnbg-00043j-00 for ; Sun, 17 Mar 2002 19:14:44 -0800 Date: Sun, 17 Mar 2002 19:14:43 -0800 To: piecepack mailing list Subject: KidSprout Jumboree ("Time Marches On" entry) Message-ID: <20020317191441.B15041@...> References: <20020317095341.D3532@...> <002b01c1cdff$536447c0$0501000a@winnt> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: <002b01c1cdff$536447c0$0501000a@winnt>; from karol@... on Sun, Mar 17, 2002 at 05:01:44PM -0500 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe Oh, what the heck. I haven't had more than a dozen emails from Yahoo! Groups all day, my last message took six hours to reach me, and I'm probably just contributing to the server logjam, but I'll quit skulking and post our contest entry anyway. Here's the URL for the latest HTML version: http://www.ludism.org/piecepack/jumboree.html There's also a PDF version available for those who want one (Dave and Karol, this means you :-). http://www.ludism.org/piecepack/jumboree.pdf The back story and game play summary follow. Comments are most welcome. Anyone else care to post rules? Ron H-E ==================================================================== KIDSPROUT JUMBOREE a game of responsibility-shirking for the piecepack by Ron Hale-Evans (rwhe@...) and Marty Hale-Evans (marty@...) [version 0.2, 2002-03-15] 3-4 players Approx. 30-45 minutes Requires: single piecepack, pen or pencil, and paper. A calculator might help too. The Story So your kid joined the KidSprouts, and somehow you got talked into becoming a SproutMeister. Now you're the "leader" (yeah, right) of a rambunctious mixed-gender troop of Sprouts, ranging in age from 10 to 15. Sure, the little kids can be a handful, but the older kids tend to get into big trouble with Sex and Drugs and Rock & Roll, none of which is usually associated with the squeaky-clean KidSprouts of America -- and that's the way National likes it. But now the Blue Arrowhead, Royal Fir, Sun Beam, and Night Owl Troops of the local KidSprout Council are heading to the annual Jumboree. The very thought of it gives you an instant migraine. You're not going to have any fun. You're not going to have any peace and quiet. It will be all you can do to keep your own Sprouts under control -- unless you can foist your duties off on the other SproutMeisters. Say, that's a pretty good idea... Unfortunately, all the other SproutMeisters have the _same_ idea. Summary The object of the game is to score the fewest Stress Points. To do so, players must avoid leading Activities at the Jumboree, and foist their own KidSprouts (coins) off to Activities led by other SproutMeisters. A die is rolled to determine what Activity is next and how long it will take in hours, then players play their KidSprouts to the center of the table with ages (coin values) hidden. Ages are revealed simultaneously, and the SproutMeister who plays the oldest KidSprout must lead the Activity and take Stress Points equal to the total value of the coins played, multiplied by the hours the Activity takes. SproutMeisters may effectively modify the age of any KidSprout by playing one or two Excuses (Ace or 2 of their tile suit) on Sprouts after ages are revealed, thereby affecting who leads the Activity. If any Activity you lead runs past dinnertime, you must take double Stress Points for that Activity. -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 324 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 18 Mar 2002 03:29:16 -0000 Received: (qmail 8419 invoked from network); 18 Mar 2002 03:29:16 -0000 Received: from unknown (66.218.66.217) by m5.grp.scd.yahoo.com with QMQP; 18 Mar 2002 03:29:16 -0000 Received: from unknown (HELO n6.grp.scd.yahoo.com) (66.218.66.90) by mta2.grp.scd.yahoo.com with SMTP; 18 Mar 2002 03:29:16 -0000 Received: from [66.218.67.157] by n6.grp.scd.yahoo.com with NNFMP; 18 Mar 2002 03:29:14 -0000 Date: Mon, 18 Mar 2002 03:29:13 -0000 To: piecepack@yahoogroups.com Subject: "Time Marches On" contest entries Message-ID: In-Reply-To: <20020317095341.D3532@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 765 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha --- In piecepack@y..., Ron Hale-Evans wrote: > Also, James, how many entries were there? I'm really curious. Hi Ron! Glad you asked. Following is the list of entries I received for the contest. If you know you submitted something, but don't see it on the list, please email me privately (jdroscha AT att DOT net). CONSPIRACY (by Brad Johnson) COYOTE MOON (by Robert Mundschau) KIDSPROUT JUMBOREE (by Ron and Marty Hale-Evans) ONE MAN: THRAG! (by Jim Doherty) ROCKIN' NEW YEARS (by David Boyle) Thanks very much for the entries... I definitely look forward to trying them out. I will announce a winner on Monday 1 April 2002 (no foolin'). I realize that's one day later than I stated before, but hey. piece be with you, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 325 Return-Path: X-Sender: tempus42@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 19 Mar 2002 01:49:40 -0000 Received: (qmail 50187 invoked from network); 19 Mar 2002 01:49:39 -0000 Received: from unknown (66.218.66.218) by m10.grp.scd.yahoo.com with QMQP; 19 Mar 2002 01:49:39 -0000 Received: from unknown (HELO n27.grp.scd.yahoo.com) (66.218.66.83) by mta3.grp.scd.yahoo.com with SMTP; 19 Mar 2002 01:49:39 -0000 Received: from [66.218.67.136] by n27.grp.scd.yahoo.com with NNFMP; 19 Mar 2002 01:49:32 -0000 Date: Tue, 19 Mar 2002 01:49:30 -0000 To: piecepack@yahoogroups.com Subject: Conspiracy ("Time Marches On" entry) Message-ID: In-Reply-To: <20020317191441.B15041@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 844 X-Mailer: Yahoo Groups Message Poster From: "tempus42" X-Yahoo-Group-Post: member; u=78511829 X-Yahoo-Profile: tempus42 --- In piecepack@y..., Ron Hale-Evans wrote: > Anyone else care to post rules? Well, since you asked.... I just did my best to upload my rules to my much-neglected page on geocities (http://geocities.com/tempus42/games), but it doesn't really look like everything converted to html correctly, and I have troubles viewing a lot of stuff on my antiquated machine at home, too. So if you can't read it and you're really interested, let me know and I'll email a copy to you. The rules are long, but they include a lot of notes and strategy tips. Be sure to check out the illustrated sample game too (if it uploaded correctly). I'm brand new to this group and I just saw piecepack for the first time a few weeks ago, so I'm very interested in your feedback, but please don't be too hard on me. :) Thanks, Brad/tempus42. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 326 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 19 Mar 2002 02:18:37 -0000 Received: (qmail 58501 invoked from network); 19 Mar 2002 02:18:37 -0000 Received: from unknown (66.218.66.216) by m9.grp.scd.yahoo.com with QMQP; 19 Mar 2002 02:18:37 -0000 Received: from unknown (HELO n9.grp.scd.yahoo.com) (66.218.66.93) by mta1.grp.scd.yahoo.com with SMTP; 19 Mar 2002 02:18:37 -0000 Received: from [66.218.67.160] by n9.grp.scd.yahoo.com with NNFMP; 19 Mar 2002 02:18:36 -0000 Date: Tue, 19 Mar 2002 02:18:34 -0000 To: piecepack@yahoogroups.com Subject: Rules posted for Coyote Moon - "Time Marches On" Entry Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 117 X-Mailer: Yahoo Groups Message Poster From: "rmundschau" X-Yahoo-Group-Post: member; u=77977004 X-Yahoo-Profile: rmundschau Hi, I have posted the rules for my contest entry in the Files section of this group. Comments are welcome. Rob From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 327 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 19 Mar 2002 02:20:30 -0000 Received: (qmail 92854 invoked from network); 19 Mar 2002 02:20:30 -0000 Received: from unknown (66.218.66.218) by m8.grp.scd.yahoo.com with QMQP; 19 Mar 2002 02:20:30 -0000 Received: from unknown (HELO barry.mail.mindspring.net) (207.69.200.25) by mta3.grp.scd.yahoo.com with SMTP; 19 Mar 2002 02:20:29 -0000 Received: from user-2ini8j2.dialup.mindspring.com ([165.121.34.98] helo=daycare) by barry.mail.mindspring.net with smtp (Exim 3.33 #1) id 16n9Eh-0006cA-00 for piecepack@yahoogroups.com; Mon, 18 Mar 2002 21:20:28 -0500 Message-ID: <002101c1ceeb$f5de2f60$622279a5@daycare> To: References: Subject: Re: [piecepack] Conspiracy ("Time Marches On" entry) Date: Mon, 18 Mar 2002 18:15:35 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Your link in the email didn't work. I think this one will work better. http://geocities.com/tempus42/games I didn't have time to read all the rules right now, but I loved the intro Tim Schutz P.S. Some of the graphic didn't open for me. Don't know if it's a problem here or there. ----- Original Message ----- From: tempus42 To: piecepack@yahoogroups.com Sent: Monday, March 18, 2002 5:49 PM Subject: [piecepack] Conspiracy ("Time Marches On" entry) --- In piecepack@y..., Ron Hale-Evans wrote: > Anyone else care to post rules? Well, since you asked.... I just did my best to upload my rules to my much-neglected page on geocities (http://geocities.com/tempus42/games), but it doesn't really look like everything converted to html correctly, and I have troubles viewing a lot of stuff on my antiquated machine at home, too. So if you can't read it and you're really interested, let me know and I'll email a copy to you. The rules are long, but they include a lot of notes and strategy tips. Be sure to check out the illustrated sample game too (if it uploaded correctly). I'm brand new to this group and I just saw piecepack for the first time a few weeks ago, so I'm very interested in your feedback, but please don't be too hard on me. :) Thanks, Brad/tempus42. Yahoo! Groups Sponsor ADVERTISEMENT To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 328 Return-Path: X-Sender: tempus42@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 19 Mar 2002 17:20:02 -0000 Received: (qmail 87508 invoked from network); 19 Mar 2002 17:20:02 -0000 Received: from unknown (66.218.66.218) by m3.grp.scd.yahoo.com with QMQP; 19 Mar 2002 17:20:02 -0000 Received: from unknown (HELO n7.grp.scd.yahoo.com) (66.218.66.91) by mta3.grp.scd.yahoo.com with SMTP; 19 Mar 2002 17:20:01 -0000 Received: from [66.218.67.139] by n7.grp.scd.yahoo.com with NNFMP; 19 Mar 2002 17:20:01 -0000 Date: Tue, 19 Mar 2002 17:19:59 -0000 To: piecepack@yahoogroups.com Subject: Re: Conspiracy ("Time Marches On" entry) Message-ID: In-Reply-To: <002101c1ceeb$f5de2f60$622279a5@daycare> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 514 X-Mailer: Yahoo Groups Message Poster From: "tempus42" X-Yahoo-Group-Post: member; u=78511829 X-Yahoo-Profile: tempus42 --- In piecepack@y..., "Tim Schutz" wrote: > Your link in the email didn't work. I think this one will work better. Sorry all. I wasn't sure if posting files in this group was frowned upon, but since Coyote Moon set the precedent now, I went ahead and put the Conspiracy pdf in the Files area of this group. Don't bother going to look at my geocities webpage, because the files I put there are a mess! (Off topic: Why won't geocities let me upload a pdf file????) Thanks, Brad/tempus42. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 329 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 19 Mar 2002 22:22:55 -0000 Received: (qmail 66771 invoked from network); 19 Mar 2002 22:22:55 -0000 Received: from unknown (66.218.66.217) by m3.grp.scd.yahoo.com with QMQP; 19 Mar 2002 22:22:55 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta2.grp.scd.yahoo.com with SMTP; 19 Mar 2002 22:22:55 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16nS0P-000192-00 for ; Tue, 19 Mar 2002 14:22:57 -0800 Date: Tue, 19 Mar 2002 14:22:56 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] "Time Marches On" contest entries Message-ID: <20020319142255.A3409@...> References: <20020317095341.D3532@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from jdroscha@... on Mon, Mar 18, 2002 at 03:29:13AM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe So there were five entries in the contest, and four of them are accessible. (I've added URLs below to James's list for convenience.) Dave, when will Rockin' New Years be available? Would you please post it in the Files section if you're not ready to update piecepack.org? Brad, your Conspiracy PDF looks great on-screen, but I am unable to print it past page 14 with Acrobat Reader on Mac or Linux. Anyone else having this problem? It may be because I have an old PostScript Level 1 printer, but I don't think so; I've tried converting it from PDF to PostScript directly, but the GNU/Linux utilities pdftops and pdf2ps choke too. Good luck to all, Ron H-E ====================================================================== On Mon, Mar 18, 2002 at 03:29:13AM -0000, jdroscha wrote: > CONSPIRACY (by Brad Johnson) http://groups.yahoo.com/group/piecepack/files/Conspiracy.pdf > COYOTE MOON (by Robert Mundschau) http://groups.yahoo.com/group/piecepack/files/Coyote%20Moon%20Rules.pdf > KIDSPROUT JUMBOREE (by Ron and Marty Hale-Evans) http://www.ludism.org/piecepack/jumboree.html http://www.ludism.org/piecepack/jumboree.pdf > ONE MAN: THRAG! (by Jim Doherty) http://www.eightfootllama.com/OneManThrag.PDF > ROCKIN' NEW YEARS (by David Boyle) (Not available yet.) -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 330 Return-Path: X-Sender: tempus42@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 19 Mar 2002 23:28:41 -0000 Received: (qmail 3095 invoked from network); 19 Mar 2002 23:28:39 -0000 Received: from unknown (66.218.66.216) by m11.grp.scd.yahoo.com with QMQP; 19 Mar 2002 23:28:39 -0000 Received: from unknown (HELO n5.grp.scd.yahoo.com) (66.218.66.89) by mta1.grp.scd.yahoo.com with SMTP; 19 Mar 2002 23:28:38 -0000 Received: from [66.218.67.130] by n5.grp.scd.yahoo.com with NNFMP; 19 Mar 2002 23:28:38 -0000 Date: Tue, 19 Mar 2002 23:28:36 -0000 To: piecepack@yahoogroups.com Subject: Re: "Time Marches On" contest entries Message-ID: In-Reply-To: <20020319142255.A3409@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 708 X-Mailer: Yahoo Groups Message Poster From: "tempus42" X-Yahoo-Group-Post: member; u=78511829 X-Yahoo-Profile: tempus42 > Brad, your Conspiracy PDF looks great on-screen, but I am unable to > print it past page 14 with Acrobat Reader on Mac or Linux. Anyone > else having this problem? It may be because I have an old PostScript > Level 1 printer, but I don't think so; I've tried converting it from > PDF to PostScript directly, but the GNU/Linux utilities pdftops and > pdf2ps choke too. Hmm. I'm not sure. I printed it ok from the link (not my local file). If no one else can print it, let me know (email: qa1226@...). I suppose it could be the graphics or the one funky font I used. The next thing I would try would be to just post the graphics-free version.... Sorry for the trouble, Brad/tempus42. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 331 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 19 Mar 2002 23:54:10 -0000 Received: (qmail 16930 invoked from network); 19 Mar 2002 23:54:09 -0000 Received: from unknown (66.218.66.216) by m6.grp.scd.yahoo.com with QMQP; 19 Mar 2002 23:54:09 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.50.212) by mta1.grp.scd.yahoo.com with SMTP; 19 Mar 2002 23:54:08 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Tue, 19 Mar 2002 18:54:05 -0500 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.0.3 Date: Tue, 19 Mar 2002 18:53:24 -0500 Subject: Re: [piecepack] "Time Marches On" contest entries To: Message-ID: In-Reply-To: <20020319142255.A3409@...> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: Dave Boyle X-Yahoo-Group-Post: member; u=2673640 X-Yahoo-Profile: dboylemesomorph > So there were five entries in the contest, and four of them are > accessible. (I've added URLs below to James's list for convenience.) > > Dave, when will Rockin' New Years be available? Would you please post > it in the Files section if you're not ready to update piecepack.org? The ink is still drying on the rules. The game needs to be played and refined a little before I'll be putting it out in the public eye. I'll be sure to post here when it is available for public consumption. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 333 Return-Path: X-Sender: prophesor@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 22 Mar 2002 14:54:48 -0000 Received: (qmail 50420 invoked from network); 22 Mar 2002 14:54:29 -0000 Received: from unknown (66.218.66.218) by m11.grp.scd.yahoo.com with QMQP; 22 Mar 2002 14:54:29 -0000 Received: from unknown (HELO web11103.mail.yahoo.com) (216.136.131.150) by mta3.grp.scd.yahoo.com with SMTP; 22 Mar 2002 14:54:29 -0000 Message-ID: <20020322145429.53915.qmail@...> Received: from [199.103.141.112] by web11103.mail.yahoo.com via HTTP; Fri, 22 Mar 2002 06:54:29 PST Date: Fri, 22 Mar 2002 06:54:29 -0800 (PST) Subject: Re: [piecepack] piecepack pyramids To: piecepack@yahoogroups.com In-Reply-To: <001301c1d139$cf630a40$162079a5@daycare> MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii From: Prophesor X-Yahoo-Group-Post: member; u=500338 X-Yahoo-Profile: prophesor --- Tim Schutz wrote: > I made a free expansion kit for the piecepack. I was thinking > judge for themselves. So here is the link to the piecepack > pyramids http://www.tjgames.com/piecepackpyramids.pdf > > Let the comments begin. You rock. Great implementation of a great idea. Ready for the quibbles? :) I suggest taking one suit marking off the pyramid, so that when they are 'face down' the suit is hidden. This takes away the 'this is the back side' function of the second suit marking, so add a consistant mark to all the backs, to mark them as backs without declaring suit. Net loss: can't tell the suit from behind. Net gain: possible to hide suit. __________________________________________________ Do You Yahoo!? Yahoo! Movies - coverage of the 74th Academy Awards� http://movies.yahoo.com/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 335 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: unknown); 27 Mar 2002 23:13:43 -0000 Received: (qmail 9091 invoked from network); 27 Mar 2002 23:13:43 -0000 Received: from unknown (66.218.66.218) by m11.grp.scd.yahoo.com with QMQP; 27 Mar 2002 23:13:43 -0000 Received: from unknown (HELO maynard.mail.mindspring.net) (207.69.200.243) by mta3.grp.scd.yahoo.com with SMTP; 27 Mar 2002 23:13:43 -0000 Received: from user-2ini8jr.dialup.mindspring.com ([165.121.34.123] helo=daycare) by maynard.mail.mindspring.net with smtp (Exim 3.33 #1) id 16qMbt-0005v7-00 for piecepack@yahoogroups.com; Wed, 27 Mar 2002 18:13:42 -0500 Message-ID: <001f01c1d5e4$5303c3e0$7b2279a5@daycare> To: Subject: Socerer's Chamber A new game that uses the piecepack pyramids. Date: Wed, 27 Mar 2002 15:08:33 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit First the piecepack pyramids, now a game that uses them. I don't know if anyone else has been playing with their pyramids but I've been a little obsessed with them lately. Maybe that's because I'm the guy that started this whole thing or maybe it's just because their cute. Anyways I created a game that incorporates them into a piecepack game. The game uses the directional function of the pyramids and all of the rest of the piecepack components as well. Although you only use the dice to determine who goes first. To play the game you will need a complete piecepack and a set of piecepack pyramids. You can get the pyramids from the Piecepack Forum at Yahoo Groups I posted them to the files section. Sorcerer's Chamber is a game for 2 to 4 players. Basically you move your sorcerer (a stack of piecepack pyramids) around the board and collect energy orbs (the coins). You can use the energy orbs to take another turn, warp to a portal or throw at another sorcerer to cause hit damage. This is the first write up so there are probably a lot of grammatical errors. Anyways I hope some of you play test the game and give me some feedback. The rules are in a pdf format and can be found at: http://www.tjgames.com/sorcerer.pdf Tim Schutz tjgames.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 336 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 28 Mar 2002 22:55:09 -0000 Received: (qmail 82112 invoked from network); 28 Mar 2002 22:55:09 -0000 Received: from unknown (66.218.66.218) by m8.grp.scd.yahoo.com with QMQP; 28 Mar 2002 22:55:09 -0000 Received: from unknown (HELO maynard.mail.mindspring.net) (207.69.200.243) by mta3.grp.scd.yahoo.com with SMTP; 28 Mar 2002 22:55:08 -0000 Received: from dialup-63.214.71.27.dial1.boston1.level3.net ([63.214.71.27] helo=jdoherty-home) by maynard.mail.mindspring.net with smtp (Exim 3.33 #1) id 16qinQ-0003wz-00 for piecepack@yahoogroups.com; Thu, 28 Mar 2002 17:55:05 -0500 Message-ID: <00cd01c1d6ac$8b2a2ac0$cc53d63f@jdoherty-home> To: Subject: Deranged Idea [was: "Time Marches On" contest entries] Date: Thu, 28 Mar 2002 18:01:43 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" X-Yahoo-Group-Post: member; u=43504033 X-Yahoo-Profile: cotcdianejim [coming out of lurk mode, for better or worse...] First off, I think it bodes well that 5 games were whipped up in the last few weeks in response to this contest. I know I'm probably only good for about 1-2 games a year, and the contest thing got me off my butt. Looks like others had a similar reaction. Thus, I submit that more contests would be a good thing. Secondly, the prize in this contest (other than glory) is a _unique_ miniature handmade 'pack -- made by the inventor of the game system. Here's the deranged part: I further submit, for your approval, that the winner of this contest become the judge of the *next* contest, and the mini-pack becomes the "Stanley Cup" of the piecepack world, passed around to the various contest winners, perhaps somehow inscribed by those who have won it over time. Granted, I'm a little low on sleep, but somehow this strikes me as amusing. :) Cheers, Jim Doherty Eight Foot Llama www.eightfootllama.com >> CONSPIRACY (by Brad Johnson) >http://groups.yahoo.com/group/piecepack/files/Conspiracy.pdf > >> COYOTE MOON (by Robert Mundschau) >http://groups.yahoo.com/group/piecepack/files/Coyote%20Moon%20Rules.pdf > >> KIDSPROUT JUMBOREE (by Ron and Marty Hale-Evans) >http://www.ludism.org/piecepack/jumboree.html >http://www.ludism.org/piecepack/jumboree.pdf > >> ONE MAN: THRAG! (by Jim Doherty) >http://www.eightfootllama.com/OneManThrag.PDF > >> ROCKIN' NEW YEARS (by David Boyle) >(Not available yet.) From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 337 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 28 Mar 2002 23:09:35 -0000 Received: (qmail 39166 invoked from network); 28 Mar 2002 23:09:34 -0000 Received: from unknown (66.218.66.218) by m3.grp.scd.yahoo.com with QMQP; 28 Mar 2002 23:09:34 -0000 Received: from unknown (HELO mclean.mail.mindspring.net) (207.69.200.57) by mta3.grp.scd.yahoo.com with SMTP; 28 Mar 2002 23:09:34 -0000 Received: from 1cust191.tnt2.auburn.wa.da.uu.net ([63.39.50.191] helo=daycare) by mclean.mail.mindspring.net with smtp (Exim 3.33 #1) id 16qj1P-0003ZN-00 for piecepack@yahoogroups.com; Thu, 28 Mar 2002 18:09:32 -0500 Message-ID: <000a01c1d6ac$e71952c0$bf32273f@daycare> To: Subject: Sorcerer's Chamber Update. Date: Thu, 28 Mar 2002 15:04:17 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I made a few changes to the way I wrote of the Sorcerer' Chamber. The game mechanics are still the same I just reworded the way I explained some of the rules. If you have the older version 0.3 and are planning on playing the game I suggest you use the newer version 0.4 I'm sure there are still a lot of grammatical errors with this one too but I'm working on it. Once again here is the rules in pdf http://www.tjgames.com/sorcerer.pdf Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 338 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Mar 2002 16:26:32 -0000 Received: (qmail 80566 invoked from network); 29 Mar 2002 16:26:31 -0000 Received: from unknown (66.218.66.218) by m6.grp.scd.yahoo.com with QMQP; 29 Mar 2002 16:26:31 -0000 Received: from unknown (HELO n24.grp.scd.yahoo.com) (66.218.66.80) by mta3.grp.scd.yahoo.com with SMTP; 29 Mar 2002 16:26:30 -0000 Received: from [66.218.67.175] by n24.grp.scd.yahoo.com with NNFMP; 29 Mar 2002 16:26:28 -0000 Date: Fri, 29 Mar 2002 16:26:27 -0000 To: piecepack@yahoogroups.com Subject: Re: Deranged Idea Message-ID: In-Reply-To: <00cd01c1d6ac$8b2a2ac0$cc53d63f@jdoherty-home> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2514 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha --- In piecepack@y..., "Jim/Diane Doherty" wrote: > [coming out of lurk mode, for better or worse...] > > Secondly, the prize in this contest (other than glory) is a _unique_ > miniature handmade 'pack -- made by the inventor of the game > system. Geez, I thought it was a pretty weak offering myself. It is, by the by, merely hand stamped (which means I bought wood parts and used rubber stamps). So, although it is technically unique (in its imperfections) there are a few of these little buggers (currently 6). > Here's the deranged part: I further submit, for your approval, that > the winner of this contest become the judge of the *next* contest, Hey, I like this. Ultimately, I guess that decision will be up to the winner. But I certainly support the idea. > and the mini-pack becomes the "Stanley Cup" of the piecepack > world, passed around to the various contest winners, perhaps > somehow inscribed by those who have won it over time. Hmmm. Not sure about this part. I think that decision must be up to the winner as well, since it was not stipulated at the start. In general, though, I do like the concept of an object to be passed from designer to designer, accumulating Hancock marks, as it were (anyone else remember Omni League for On The Edge CCG?). > Granted, I'm a little low on sleep, but somehow this strikes me > as amusing. :) Indeed, sir. Another point to be made is that the contest rules clearly state that I'm not trying to judge "best" piecepack game designer, so regarding the prize as a trophy would seem peculiar. But, what about this: if the winner of this contest wishes to theme and judge the next, perhaps he could also offer to build a custom piecepack and send it to his chosen winner? This places a burden on the winner, though, so might lose steam. Maybe the particular prize could be anything (or nothing) deemed appropriate by the judge. And in any case, we could certainly have _something_ that travels from winner to winner, gathering signatures or glyphs. How about a collaborative piece of gaming art? I could supply the parts for a blank piecepack, and when you win a contest you create/decorate one of the parts (one tile, for example) in any way you desire. Much of the functionality would be lost be the time it was complete (56 winners from now) but it would look interesting and would likely be playable for several types of games. Any other ideas? Piece, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 339 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Mar 2002 17:01:15 -0000 Received: (qmail 91711 invoked from network); 29 Mar 2002 17:01:15 -0000 Received: from unknown (66.218.66.216) by m9.grp.scd.yahoo.com with QMQP; 29 Mar 2002 17:01:15 -0000 Received: from unknown (HELO maynard.mail.mindspring.net) (207.69.200.243) by mta1.grp.scd.yahoo.com with SMTP; 29 Mar 2002 17:01:14 -0000 Received: from dialup-63.214.84.210.dial1.boston1.level3.net ([63.214.84.210] helo=jdoherty-home) by maynard.mail.mindspring.net with smtp (Exim 3.33 #1) id 16qzkU-0008Dr-00 for piecepack@yahoogroups.com; Fri, 29 Mar 2002 12:01:11 -0500 Message-ID: <00f801c1d744$438ac380$cc53d63f@jdoherty-home> To: Subject: Re: [piecepack] Re: Deranged Idea Date: Fri, 29 Mar 2002 12:07:46 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" X-Yahoo-Group-Post: member; u=43504033 X-Yahoo-Profile: cotcdianejim > Another point to be made is that the contest rules clearly state >that I'm not trying to judge "best" piecepack game designer, so >regarding the prize as a trophy would seem peculiar. That's a good point. The "trophy" concept would need to revolve around the game, not the designer of the game... not sure how that could ever happen. It's probably quite fine if contests just pop up randomly from time to time. I was just pondering that some kind of "system" could be beneficial to the hobby. If designers felt they were taking part in something larger, potentially with a bit of history behind it, more of them might come out of the woodwork. Maybe we need a contest to see who can up with the best ongoing contest scheme.... har.... Just babbling, Jim From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 340 Return-Path: X-Sender: guardcaptain@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Mar 2002 17:50:55 -0000 Received: (qmail 77861 invoked from network); 29 Mar 2002 17:50:19 -0000 Received: from unknown (66.218.66.217) by m11.grp.scd.yahoo.com with QMQP; 29 Mar 2002 17:50:19 -0000 Received: from unknown (HELO falcon.prod.itd.earthlink.net) (207.217.120.74) by mta2.grp.scd.yahoo.com with SMTP; 29 Mar 2002 17:50:19 -0000 Received: from dialup-65.56.187.165.dial1.detroit1.level3.net ([65.56.187.165] helo=your-318ruqz03z) by falcon.prod.itd.earthlink.net with smtp (Exim 3.33 #1) id 16r0W2-0004ey-00 for piecepack@yahoogroups.com; Fri, 29 Mar 2002 09:50:18 -0800 To: piecepack@yahoogroups.com Date: Fri, 29 Mar 2002 12:50:07 -0500 X-Priority: 3 (Normal) In-Reply-To: <00f801c1d744$438ac380$cc53d63f@jdoherty-home> Message-Id: Subject: Re: [piecepack] Re: Deranged Idea MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" X-Mailer: Opera 6.0 build 1010 From: Glenn Overby II X-Yahoo-Group-Post: member; u=31806073 X-Yahoo-Profile: guardcaptain Jim writes: >It's probably quite fine if contests just pop up randomly from time >to time. I was just pondering that some kind of "system" could >be beneficial to the hobby. If designers felt they were taking part >in something larger, potentially with a bit of history behind it, more >of them might come out of the woodwork. > >Maybe we need a contest to see who can up with the best >ongoing contest scheme.... har.... The next contest, IMO, requires more than one month from call for entries to close of entries. That's why I'm not in--the ONLY reason I'm not in--and I wonder how many others feel that way. Making good games takes time. Check out the Chess Variant Pages (www.chessvariants.com) for an example of regular and irregular game design contest offerings. They've got two contests going right now,and have done about ten, including one annual event. Glenn From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 341 Return-Path: Received: (qmail 21778 invoked from network); 1 Apr 2002 16:49:30 -0000 Received: from unknown (66.218.66.218) by m5.grp.scd.yahoo.com with QMQP; 1 Apr 2002 16:49:30 -0000 Received: from unknown (HELO n20.grp.scd.yahoo.com) (66.218.66.76) by mta3.grp.scd.yahoo.com with SMTP; 1 Apr 2002 16:49:30 -0000 X-eGroups-Return: notify@yahoogroups.com Received: from [66.218.67.139] by n20.grp.scd.yahoo.com with NNFMP; 01 Apr 2002 16:49:29 -0000 Date: 1 Apr 2002 16:49:25 -0000 Message-ID: <1017679765.3705.15523.w2@yahoogroups.com> X-eGroups-Application: files X-Yahoo-Group-Post: system From: piecepack@yahoogroups.com To: piecepack@yahoogroups.com Subject: New file uploaded to piecepack MIME-Version: 1.0 Content-Type: text/plain Content-Transfer-Encoding: 7bit Hello, This email message is a notification to let you know that a file has been uploaded to the Files area of the piecepack group. File : /piecepackpyramids.pdf Uploaded by : hexchex Description : piecepack pyramids ver. 2.0 You can access this file at the URL http://groups.yahoo.com/group/piecepack/files/piecepackpyramids.pdf To learn more about file sharing for your group, please visit http://help.yahoo.com/help/us/groups/files Regards, hexchex From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 342 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 1 Apr 2002 19:31:42 -0000 Received: (qmail 54049 invoked from network); 1 Apr 2002 19:31:41 -0000 Received: from unknown (66.218.66.217) by m5.grp.scd.yahoo.com with QMQP; 1 Apr 2002 19:31:41 -0000 Received: from unknown (HELO n11.grp.scd.yahoo.com) (66.218.66.66) by mta2.grp.scd.yahoo.com with SMTP; 1 Apr 2002 19:31:41 -0000 Received: from [66.218.67.191] by n11.grp.scd.yahoo.com with NNFMP; 01 Apr 2002 19:31:41 -0000 Date: Mon, 01 Apr 2002 19:31:41 -0000 To: piecepack@yahoogroups.com Subject: "Time Marches On" Winner Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 5616 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha Greetings, First and foremost, I must thank each of the participants in the contest. Impressive lot, you bunch. I enjoyed testing the games, and I felt the group as a whole were a good show. Second, I'll not keep you waiting... I chose [trumpet fanfare] "Kidsprout Jumboree" as my favorite (and therefore the winner). Hale-Evans couple, if you would be so kind as to send your postal address to me by email (jdroscha @ att . net), I'll send your prize off straight away. Congratulations. Also, if you could email me your thoughts on the recent discussion of "next contest", it would be appreciated. Third, I'd like to share a few comments and suggestions regarding each of the entries (in alphabetical order). The suggestions would perhaps be more properly termed "expressed possibilities" as I've not taken the time to test any of them... they merely occurred to me and I thought I'd blurt them out on my keyboard. CONSPIRACY Comments: Conspiracy was the most complex entry and is the most complete piecepack ruleset I've seen, including inline examples, inline designer notes, additional pages of designer commentary, and a lengthy play example. I like the "conveyor-belt" tile movement. I also dig the "coins gang up by pointing" mechanic (which would seem useful in a piecepack wargame as well). Suggestions: This might sound goofy, but I'd like to see the board upside-down (i.e., take the current board and rotate the words 180 degrees). Since we sat in a U-shape around the table when we played this, having the Present end of the board toward the players would give a better sense of the Future coming _toward_ the players. Small thing, but hey. Also, it might help alleviate the opacity of the rules if the theme were better integrated with the rules text. For example, instead of the "Place Coin" action, maybe call it "Concoct Scheme (place coin)" or something. Some of the possible changes mentioned in the designer commentary sound interesting, though it already feels to me like there's more minutiae than I could ever hold in my feeble brain, so perhaps some pruning could be considered first. COYOTE MOON Comments: Appealing theme. The "round" board with the clockwise and counterclockwise concentric tracks is groovy. The connection to the contest theme is perhaps a bit weak, but that doesn't detract from the game itself. (Future/past is a worthy thematic interpretation, but which evaporated quickly during play.) Suggestions: Not much... this is a decent, tight little game. A better way to randomize the initial coin layout would be nice; the person placing the coins is very likely to (unintentionally) note some of the coin values, which could provide a slight advantage. Any additional ties between mechanics and theme would be welcome (besides being hopped up on payote while playing). KIDSPROUT JUMBOREE Comments: This would be worth playing even without the Excuses, but they really do make the game. Fun theme, well intertwined with the mechanics. Quick to play, easy to remember, good dose of luck, fair helping of tactics. Suggestions: I would like to see more variety in the Activities. I suggest one of two methods... 1) one chart for each die color, vary the time needed for activities (rather than merely matching the die roll), and allow the Leaping Buck (or Rutting Buck, as I am wont to label) which color/chart to roll against; or 2) just keep the die roll for # of hours as it is now but skip the chart and let the Rutt, er, Leaping Buck "make up" the activity name. Why? Because I like to relate the Excuse directly to the Activity, and more variety would provide further meat for the grinder (or somesuch metaphor). Also, the rules could more clearly state that each round is not so much progressing through the day as it is progressing through the day planning. That is, the action takes place perhaps the night before (or the morning of), and the SproutMeisters are filling their dayrunners. ONE MAN: THRAG! Comments: Amusing solitaire diversion of the line-em-up and knock-em- down variety. I like to see solitaire games that are not sorting exercises. I like the healing mechanism. Suggestions: Name the special weapons, and maybe give them different powers. Also, if there could be a final round wherein you take down the evilnasty wizards, that would give the game a better sense of closure. A different turn timer (if you skipped the "home by breakfast" paragraph of the intro, further distancing it from the contest theme, but so?) might be in order... perhaps remove a tile from the Healing stack each time before shuffling them? That would be, uh, something like 15 turns (5 + 4 + 3 + 2 + 1) instead of 12, but if you added the finale of fighting the wizards (null tiles would be available for this), it should come out about right. ROCKIN' NEW YEARS Comments: Funny theme. Mechanically reminiscent of Dungeon Crawl (another piecepack game, for those of you who have not seen it). This game felt undertested, which Dave conceeded. Suggestions: Finding "hidden" stuff should be harder (ideally, it should start out difficult and get easier as the deadline looms closer). Stealing should be a little easier (and maybe less random... what about trading parts?) The problem with 2 players being able to block an opponent's exit might be fixed by giving players higher base movement, then penalizing that movement when burdened with Clarkdroid parts (which would also eliminate the need for capping the number of Clarkdroid parts carried). Piece, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 343 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 1 Apr 2002 19:59:44 -0000 Received: (qmail 70035 invoked from network); 1 Apr 2002 19:59:43 -0000 Received: from unknown (66.218.66.218) by m6.grp.scd.yahoo.com with QMQP; 1 Apr 2002 19:59:43 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta3.grp.scd.yahoo.com with SMTP; 1 Apr 2002 19:59:43 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16s7xx-0005Hw-00; Mon, 01 Apr 2002 11:59:45 -0800 Date: Mon, 1 Apr 2002 11:59:44 -0800 To: piecepack@yahoogroups.com Cc: Marty Hale-Evans Subject: Re: [piecepack] "Time Marches On" Winner Message-ID: <20020401115944.B18773@...> References: Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from jdroscha@... on Mon, Apr 01, 2002 at 07:31:41PM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Mon, Apr 01, 2002 at 07:31:41PM -0000, jdroscha wrote: > Greetings, > > First and foremost, I must thank each of the participants in the > contest. Impressive lot, you bunch. I enjoyed testing the games, > and I felt the group as a whole were a good show. > > Second, I'll not keep you waiting... I chose [trumpet > fanfare] "Kidsprout Jumboree" as my favorite (and therefore the > winner). Hale-Evans couple, if you would be so kind as to send your > postal address to me by email (jdroscha @ att . net), I'll send your > prize off straight away. Congratulations. Also, if you could email > me your thoughts on the recent discussion of "next contest", it would > be appreciated. > > Third, I'd like to share a few comments and suggestions regarding > each of the entries (in alphabetical order). The suggestions would > perhaps be more properly termed "expressed possibilities" as I've not > taken the time to test any of them... they merely occurred to me and > I thought I'd blurt them out on my keyboard. Woo-hoo! Thanks, James! I was in 'talk' mode with Marty on our GNU/Linux box when the email came through. She is very psyched! I accept this award on behalf of the Hale-Evans couple and all game-designing couples everywhere! Sniff, sniff -- Doris and Frank, you were our inspiration! James, I'll send out two more emails later today. One to the list, responding to your comments on KidSprout Jumboree (very interesting), and one to you personally with the info you requested. Ron -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 345 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 1 Apr 2002 22:59:19 -0000 Received: (qmail 19855 invoked from network); 1 Apr 2002 22:59:16 -0000 Received: from unknown (66.218.66.217) by m12.grp.scd.yahoo.com with QMQP; 1 Apr 2002 22:59:16 -0000 Received: from unknown (HELO maynard.mail.mindspring.net) (207.69.200.243) by mta2.grp.scd.yahoo.com with SMTP; 1 Apr 2002 22:59:16 -0000 Received: from dialup-63.214.120.91.dial1.boston1.level3.net ([63.214.120.91] helo=jdoherty-home) by maynard.mail.mindspring.net with smtp (Exim 3.33 #1) id 16sAlc-0004dh-00 for piecepack@yahoogroups.com; Mon, 01 Apr 2002 17:59:13 -0500 Message-ID: <020001c1d9d1$c1869720$cc53d63f@jdoherty-home> To: Subject: Re: [piecepack] "Time Marches On" Winner Date: Mon, 1 Apr 2002 18:05:44 -0500 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" X-Yahoo-Group-Post: member; u=43504033 X-Yahoo-Profile: cotcdianejim >Second, I'll not keep you waiting... I chose [trumpet >fanfare] "Kidsprout Jumboree" as my favorite (and therefore the >winner). Many congrats to Ron and Marty! Well done. Very nice of James to give such in-depth commentary. One response on behalf of One Man:Thrag... >Also, if there could be a final round wherein you take down >the evilnasty wizards, that would give the game a better sense of >closure. Believe it or not, I was saving this for the sequel. :) I hope to turn Thrag into an ongoing concern. Best, Jim Doherty Eight Foot Llama www.eightfootllama.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 346 Return-Path: X-Sender: prophesor@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 1 Apr 2002 23:54:28 -0000 Received: (qmail 44822 invoked from network); 1 Apr 2002 23:54:28 -0000 Received: from unknown (66.218.66.217) by m8.grp.scd.yahoo.com with QMQP; 1 Apr 2002 23:54:28 -0000 Received: from unknown (HELO apollo.sitaranetworks.com) (199.103.141.105) by mta2.grp.scd.yahoo.com with SMTP; 1 Apr 2002 23:54:28 -0000 Received: from rios.sitaranetworks.com (rios.sitaranetworks.com [199.103.141.78]) by apollo.sitaranetworks.com (8.10.2+Sun/8.9.3) with ESMTP id g31NsL825164 for ; Mon, 1 Apr 2002 18:54:21 -0500 (EST) Received: from yahoo.com (MIDGARD [10.241.237.101]) by rios.sitaranetworks.com with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id 2BQMSX2J; Mon, 1 Apr 2002 18:54:48 -0500 Message-ID: <3CA8F2BE.7BC2A779@...> Date: Mon, 01 Apr 2002 18:52:30 -0500 X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U) X-Accept-Language: en,ja MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Tim Marches On References: <001101c1d9ce$d6262900$e62479a5@daycare> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Thorn X-Yahoo-Group-Post: member; u=500338 X-Yahoo-Profile: prophesor Tim Schutz wrote: > > I made some minor changes to the piecepack pyramids. I added two more sizes so there is a total of 6 sizes with values assigned to them in the 4 suits. This was inspired by > 1) 4 suits in six sizes numbered in a fashion that the largest is the null and the smallest is the 5. This way the null pyramid can hide the pyramids with values if need be. This is the one I went with at this time. > > 2) 4 suits in six sizes numbered in a fashion that the smallest is the null and the largest is the 5. This just seems like the proper way to number weights but I prefer this first way. > > 3) All the pyramids are the same size. This way you can't tell the value of a pyramid just by looking at it. But it loses some of the stacking possibilities of the different size pyramids. Option 3, I would say. The loss of the sizes aspect is mitigated by the fact they're all numbered, anyway. And all one size, they still stack, and still hide their values when stacked. They DO, don't they? But why stress? Publish a type one, and a type three, and people can print what they like. You rock, Tim. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 347 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 2 Apr 2002 01:29:11 -0000 Received: (qmail 87958 invoked from network); 2 Apr 2002 01:29:08 -0000 Received: from unknown (66.218.66.218) by m12.grp.scd.yahoo.com with QMQP; 2 Apr 2002 01:29:08 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta3.grp.scd.yahoo.com with SMTP; 2 Apr 2002 01:29:08 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16sD6m-0006Qv-00 for ; Mon, 01 Apr 2002 17:29:12 -0800 Date: Mon, 1 Apr 2002 17:29:12 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Tim Marches On Message-ID: <20020401172912.K18773@...> References: <001101c1d9ce$d6262900$e62479a5@daycare> <3CA8F2BE.7BC2A779@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: <3CA8F2BE.7BC2A779@...>; from prophesor@... on Mon, Apr 01, 2002 at 06:52:30PM -0500 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe Tim marches on indeed! On Mon, Apr 01, 2002 at 06:52:30PM -0500, Thorn wrote: > Tim Schutz wrote: > > I made some minor changes to the piecepack pyramids. I added two > > more sizes so there is a total of 6 sizes with values assigned to them in the 4 suits. This was inspired by > > > 1) 4 suits in six sizes numbered in a fashion that the largest is the null and the smallest is the 5. This way the null pyramid can hide the pyramids with values if need be. This is the one I went with at this time. > > > > 2) 4 suits in six sizes numbered in a fashion that the smallest is the null and the largest is the 5. This just seems like the proper way to number weights but I prefer this first way. > > > > 3) All the pyramids are the same size. This way you can't tell the value of a pyramid just by looking at it. But it loses some of the stacking possibilities of the different size pyramids. > > Option 3, I would say. The loss of the sizes aspect is mitigated by the > fact they're all numbered, anyway. And all one size, they still stack, > and still hide their values when stacked. They DO, don't they? > > But why stress? Publish a type one, and a type three, and people can > print what they like. Yeah, what Thorn said. Standards will out. I have yet another suggestion. I would prefer four suits, of three or four sizes, of six pyramids numbered from Null to 6. That way a suit of pyramids (a "stash" in Icehouse terminology) would be either 18 (3 x 6) or 24 (4 x 6) pyramids. By comparison, an Icehouse stash (colour) has three sizes of five identical pyramids, for a total of 15. There are pros and cons for both three and four sizes. Three sizes makes it more compatible with Icehouse. However, four sizes of six values makes 24 per suit, a nice piecepackish number, as all the 12s and 24s in the "Time Marches On" contest should demonstrate. I really like how well the numbers and values of piecepack components mesh, so I would recommend a suit of 24. When we played Sorceror's Chamber on Saturday with four sizes, though, I had trouble distinguishing between the two smallest sizes -- something to think about from a usability point of view. The advantage to this scheme is that you get to keep the sizes, you get to keep the values, and you can hide *both* suits *and* values by turning the pyramids on their sides. BTW, folks, yes, Tim and I are members of the same gaming group, Seattle Cosmic. I'm lucky enough to get to playtest not only his piecepack games but also his other games, including the ones he writes for his Alpha Playing Cards game system. I will be posting the latest session report tonight or tomorrow, complete with photos of Sorceror's Chamber and one incarnation of Tim's pyramids in action. I will post a link to the list when the session report goes up. Ron -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 348 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 2 Apr 2002 02:29:48 -0000 Received: (qmail 43493 invoked from network); 2 Apr 2002 02:29:48 -0000 Received: from unknown (66.218.66.217) by m12.grp.scd.yahoo.com with QMQP; 2 Apr 2002 02:29:48 -0000 Received: from unknown (HELO tisch.mail.mindspring.net) (207.69.200.157) by mta2.grp.scd.yahoo.com with SMTP; 2 Apr 2002 02:29:47 -0000 Received: from user-2ini9ub.dialup.mindspring.com ([165.121.39.203] helo=daycare) by tisch.mail.mindspring.net with smtp (Exim 3.33 #1) id 16sE39-0004kv-00 for piecepack@yahoogroups.com; Mon, 01 Apr 2002 21:29:34 -0500 Message-ID: <001601c1d9ed$7d73c460$cb2779a5@daycare> To: References: <001101c1d9ce$d6262900$e62479a5@daycare> <3CA8F2BE.7BC2A779@...> <20020401172912.K18773@...> Subject: Re: [piecepack] Tim Marches On Date: Mon, 1 Apr 2002 18:24:13 -0800 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I like the idea four suits, of three or four sizes, of six pyramids numbered from Null to 6. . And if I did do it for the piecepack it would have to be four sizes because of the reasons stated. What scares me is the number of pyramids involved. 96 pyramids is a lot of cutting and pasting. Not that I haven't already done that many or more to date. I think I could possibly fit the whole thing on 4 sheets of paper like the paper piecepack. And being that big it almost becomes it's own game system and that's not what I want. I really wanted to make a simple expansion kit. What I like about the different sizes is you can do things like give a single pyramid a power or a movement direction and as smaller pyramids are stacked on, it's powers or movement directions grow. This can also be done with the single size but it would be done with the value of the pyramid getting larger. The stack of pyramids is just easier to see this happen to. I like the single size because the value is not easy to see. So, for example, you wanted to use a mechanic similar to stratego's hidden value it would be easier. In my new game the sorcerers start with a stack of 4 pyramids (smaller on top) and as your sorcerer gets zapped you lose a pyramid. This can still be accomplished with either set. On the same size set you would just stack the null through #3 pyramids on top of each other (#3 on top) and as you get hit the numbers would just count down 3,2,ace,null. It's just easier to see with the different size set. All and all I am beginning to think the same size set is more versatile though. Tim Schutz PS Both sets are currently in the file section of the piecepack @ yahoo group. ----- Original Message ----- From: Ron Hale-Evans To: piecepack@yahoogroups.com Sent: Monday, April 01, 2002 5:29 PM Subject: Re: [piecepack] Tim Marches On Tim marches on indeed! On Mon, Apr 01, 2002 at 06:52:30PM -0500, Thorn wrote: > Tim Schutz wrote: > > I made some minor changes to the piecepack pyramids. I added two > > more sizes so there is a total of 6 sizes with values assigned to them in the 4 suits. This was inspired by > > > 1) 4 suits in six sizes numbered in a fashion that the largest is the null and the smallest is the 5. This way the null pyramid can hide the pyramids with values if need be. This is the one I went with at this time. > > > > 2) 4 suits in six sizes numbered in a fashion that the smallest is the null and the largest is the 5. This just seems like the proper way to number weights but I prefer this first way. > > > > 3) All the pyramids are the same size. This way you can't tell the value of a pyramid just by looking at it. But it loses some of the stacking possibilities of the different size pyramids. > > Option 3, I would say. The loss of the sizes aspect is mitigated by the > fact they're all numbered, anyway. And all one size, they still stack, > and still hide their values when stacked. They DO, don't they? > > But why stress? Publish a type one, and a type three, and people can > print what they like. Yeah, what Thorn said. Standards will out. I have yet another suggestion. I would prefer four suits, of three or four sizes, of six pyramids numbered from Null to 6. That way a suit of pyramids (a "stash" in Icehouse terminology) would be either 18 (3 x 6) or 24 (4 x 6) pyramids. By comparison, an Icehouse stash (colour) has three sizes of five identical pyramids, for a total of 15. There are pros and cons for both three and four sizes. Three sizes makes it more compatible with Icehouse. However, four sizes of six values makes 24 per suit, a nice piecepackish number, as all the 12s and 24s in the "Time Marches On" contest should demonstrate. I really like how well the numbers and values of piecepack components mesh, so I would recommend a suit of 24. When we played Sorceror's Chamber on Saturday with four sizes, though, I had trouble distinguishing between the two smallest sizes -- something to think about from a usability point of view. The advantage to this scheme is that you get to keep the sizes, you get to keep the values, and you can hide *both* suits *and* values by turning the pyramids on their sides. BTW, folks, yes, Tim and I are members of the same gaming group, Seattle Cosmic. I'm lucky enough to get to playtest not only his piecepack games but also his other games, including the ones he writes for his Alpha Playing Cards game system. I will be posting the latest session report tonight or tomorrow, complete with photos of Sorceror's Chamber and one incarnation of Tim's pyramids in action. I will post a link to the list when the session report goes up. Ron -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ Yahoo! Groups Sponsor To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 349 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 2 Apr 2002 08:05:24 -0000 Received: (qmail 8943 invoked from network); 2 Apr 2002 08:05:24 -0000 Received: from unknown (66.218.66.216) by m8.grp.scd.yahoo.com with QMQP; 2 Apr 2002 08:05:24 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta1.grp.scd.yahoo.com with SMTP; 2 Apr 2002 08:05:24 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16sJIJ-0007jU-00 for ; Tue, 02 Apr 2002 00:05:31 -0800 Date: Tue, 2 Apr 2002 00:05:30 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] "Time Marches On" Winner Message-ID: <20020402000530.B28827@...> References: Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from jdroscha@... on Mon, Apr 01, 2002 at 07:31:41PM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Mon, Apr 01, 2002 at 07:31:41PM -0000, jdroscha wrote: > I chose [trumpet > fanfare] "Kidsprout Jumboree" as my favorite (and therefore the > winner). > ... > KIDSPROUT JUMBOREE > Comments: This would be worth playing even without the Excuses, but > they really do make the game. Thanks! The story behind these is that I already had the basic mechanics down for the game (playing Sprouts to the center of the table, scoring with the Schedules, etc.), but it was too much a simple Hols der Geier/Beat the Buzzard type of game. I thought about what I could do to enliven the simple coin-contest with some strategy and/or tactics, considered what components I had left to work with (basically two spare tiles per player) and fairly quickly came up with the mechanic of playing Ace and 2 tiles on yourself and other players. Then I racked my brains for what must have been a couple of hours, trying to find a thematic rationale for this mechanic. I brought it to Marty and she said immediately, "Those have got to be excuses, and I think it would be really funny if you had to make up a real excuse every time you played one." > Fun theme, well intertwined with the mechanics. Quick to play, easy > to remember, good dose of luck, fair helping of tactics. Thanks! > Suggestions: I would like to see more variety in the Activities. I > suggest one of two methods... 1) one chart for each die color, vary > the time needed for activities (rather than merely matching the die > roll), and allow the Leaping Buck (or Rutting Buck, as I am wont to > label) which color/chart to roll against; or 2) just keep the die > roll for # of hours as it is now but skip the chart and let the Rutt, > er, Leaping Buck "make up" the activity name. Great idea. We are leaning toward having a list of suggested activities for each die roll, but allowing the Leaping Buck to make one up if they please, thereby having it both ways. > Why? Because I like to relate the Excuse directly to the Activity, > and more variety would provide further meat for the grinder (or > somesuch metaphor). Yeah, the idea of relating Excuses to Activities came as a surprise in playtesting, but too late for us to include it in the contest version. We'll add a hint to this effect in the next version. > Also, the rules could more clearly state that each round is not so > much progressing through the day as it is progressing through the > day planning. That is, the action takes place perhaps the night > before (or the morning of), and the SproutMeisters are filling their > dayrunners. Heartily agreed. We clarified this verbally to our playtesters but again did not have time to put it in the contest version. Another thing that needs to be clarified: some of our playtesters were confused and thought they were making Excuses for their Sprouts: "Little Johnnie has the Mesopotamian Flu", etc. You are really playing Excuses for yourself _on_ the Sprouts. Exactly why _your_ having the Mesopotamian Flu should make your own Sprout look younger or someone else's look older needs to be carefully explained... Ron p.s. Marty just joined the list. Hi, Marty! -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 350 Return-Path: X-Sender: qa1226@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 2 Apr 2002 16:49:47 -0000 Received: (qmail 72780 invoked from network); 2 Apr 2002 16:49:45 -0000 Received: from unknown (66.218.66.217) by m8.grp.scd.yahoo.com with QMQP; 2 Apr 2002 16:49:45 -0000 Received: from unknown (HELO n28.grp.scd.yahoo.com) (66.218.66.84) by mta2.grp.scd.yahoo.com with SMTP; 2 Apr 2002 16:49:45 -0000 Received: from [66.218.67.155] by n28.grp.scd.yahoo.com with NNFMP; 02 Apr 2002 16:49:35 -0000 Date: Tue, 02 Apr 2002 16:49:32 -0000 To: piecepack@yahoogroups.com Subject: Re: "Time Marches On" Winner - Conspiracy responses Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 7607 X-Mailer: Yahoo Groups Message Poster From: "tempus42" X-Yahoo-Group-Post: member; u=57956242 X-Yahoo-Profile: tempus42 > Second, I'll not keep you waiting... I chose [trumpet > fanfare] "Kidsprout Jumboree" as my favorite (and therefore the > winner). Congratulations to Ron! Then, like Ron, I'd like to sincerely thank James for sponsoring this contest and for really trying the games and giving great feedback. I've entered other contests that died due to failed sponsorship, but James did a great job!!! Thank you!!! As you can probably tell, games and game design really energize me, but I so rarely find anyone who will listen to me ramble on about it, so I hope those here might be interested in my thoughts on James' comments: > CONSPIRACY > Comments: Conspiracy was the most complex entry and is the most > complete piecepack ruleset I've seen, including inline examples, > inline designer notes, additional pages of designer commentary, and a > lengthy play example. Thanks -- I hope all the extraneous commentary didn't make it too hard to follow the rules, which is why I provided the commentary-free version as well. But that still wound up being something like 8 pages which is more than I expected. My chicken-scratch notes that formed the original design only covered about a page and half of notebook paper, including a lot of scratched-out parts. I know I'm usually too verbose, and my heavy use of indentation doesn't help keep the document short. I'm pretty obsessive about game rules -- I approach them the same way I do software requirements and design documents: I personally prefer them to be in outline form, with rigorous use of consistent terminology, and complete logic (i.e. all possible cases explicitly covered), plus indexing. That's why my game rules tend to read like a technical spec. Reading game rules is almost more fun for me than playing the game is (depends on the game!), and I pride myself on being able to critique a game with some fluency just by reading the rules. On the other hand, I find most people are satisfied with natural-language English paragraph rules and find reading rules to be a pain. Then again, I also find most people learn how to play games from someone else who knows how to play and/or they play incorrectly. So is it a good thing or a bad thing to write rigorous rules? And regarding the inline commentary: Do people like to read this kind of stuff? I usually love to get some insight into the minds of the designers and developers of a game, but do other people feel the same way? > I like the "conveyor-belt" tile movement. I > also dig the "coins gang up by pointing" mechanic (which would seem > useful in a piecepack wargame as well). Thanks. The "conveyor-belt" mechanic was in my head before I ever saw the "Time Marches On" contest, and that was the first thing the theme reminded me of. > Suggestions: This might sound goofy, but I'd like to see the board > upside-down (i.e., take the current board and rotate the words 180 > degrees). Since we sat in a U-shape around the table when we played > this, having the Present end of the board toward the players would > give a better sense of the Future coming _toward_ the players. Small > thing, but hey. Ok, I think I know what you're saying. Make it look like this: Future 4 Future 3 Future 2 Future 1 Present I agree it's a very easy change to make, but sometimes it's the small things that can mean the difference between players "getting" a game and "not getting it". These are also the sorts of feedback that you only get from letting someone else look at your game... > Also, it might help alleviate the opacity of the > rules if the theme were better integrated with the rules text. For > example, instead of the "Place Coin" action, maybe call it "Concoct > Scheme (place coin)" or something. You know, I thought of that when I was just about done writing up the rules. I had all of that "flavor text" in mind as I was writing it, but I worried that it would make the rules even *more* opaque and lengthy. I started out with a mix of flavor text and piecepack terminology, and I decided to standardize on piecepack terminology only. By the time I finished, I looked back and realized that a lot of the theme of the game might not be readily apparent, but it was too late to re-write the whole thing. I'll probably try to incorporate this kind of language more in the next version. For those who missed the point: Place Coin = Marshal Resources Reveal Coin = Put Plan in Place Reveal Tile = Enact Plan Attack Coin = Foil Opponent's Plan Advance Column = Hasten Fruition of Plans You know: All the sorts of things evil global conspiracies do. :) > Some of the possible changes > mentioned in the designer commentary sound interesting, though it > already feels to me like there's more minutiae than I could ever hold > in my feeble brain, so perhaps some pruning could be considered first. This is feedback that I really need to take to heart. I know there are two things I need to do: 1) Write rules more succinctly (see above), and 2) Avoid the temptation to keep adding chrome to a game. Based on your criteria for the contest, I expected I was really pushing the limit of what you would probably consider optimal for game complexity. But my background is in more hard core gaming, now shifted primarily into German style games because of time constraints, so I still personally consider Conspiracy to be pretty simple. I guess I'd rate it about a 3-4 for complexity on a scale from 1 to 10 where War is a 1 and Advanced Squad Leader is a 10. When this game finally came together, I figured it was about equivalent in complexity to most German games out there. The most complex German-style game I've personally seen is Die Macher, which I would rate a 7 or so. I'd rate most German-style games in the 3-5 range, which is the nice thing about them, because I can typically read the rules in 15-30 minutes, and then teach others how to play in 5-10 minutes. I believe I could teach Conspiracy as it's written in 5-10 minutes as long as players have basic experience with board games. As for "gold-plating" a game, this is where I always fall apart, and I'll admit it. Most of my game ideas die on the drawing board because I get myself all tangled up in inter-connecting bits of chrome that I convince myself are absolutely required for the game to be fit the image in my head. That's why entering contests like this one is a very good thing for me -- An external deadline forces me to say "good enough is good enough". I do think Conspiracy is one of my better attempts to date because I did cut out a bunch of potentially destructive chrome in order to get the basic framework working by the deadline. Several of the suggestions I mentioned in the design notes were the chrome that was giving me fits, but I do still want to go back on work on those things some more: 1) Giving the different suits some character by giving them each some different special abilities when placed on the board, and 2) making it really matter which tiles you have face up by having face-up tiles affect the parameters of the game somehow. There is also at least one change that I'm currently exploring that might address possible problems I'm seeing in further playtesting: Making it a little easier to Reveal Coins by letting you place support and reveal in the same action (similar to how you can place and attack in the same action). If anyone has feedback on this or similar problems in play, let me know! Thanks again, Brad/tempus42. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 351 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 2 Apr 2002 18:13:31 -0000 Received: (qmail 55536 invoked from network); 2 Apr 2002 18:13:31 -0000 Received: from unknown (66.218.66.216) by m11.grp.scd.yahoo.com with QMQP; 2 Apr 2002 18:13:31 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta1.grp.scd.yahoo.com with SMTP; 2 Apr 2002 18:13:30 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16sSmh-0001OC-00 for ; Tue, 02 Apr 2002 10:13:31 -0800 Date: Tue, 2 Apr 2002 10:13:31 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: "Time Marches On" Winner - Conspiracy responses Message-ID: <20020402101330.L18773@...> References: Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from qa1226@... on Tue, Apr 02, 2002 at 04:49:32PM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Tue, Apr 02, 2002 at 04:49:32PM -0000, tempus42 wrote: > > Second, I'll not keep you waiting... I chose [trumpet > > fanfare] "Kidsprout Jumboree" as my favorite (and therefore the > > winner). > > Congratulations to Ron! Thanks, Brad! > Then, like Ron, I'd like to sincerely thank James for sponsoring this > contest and for really trying the games and giving great feedback. > I've entered other contests that died due to failed sponsorship, but > James did a great job!!! Thank you!!! Uh, I don't think I did that. Thanks, James! Ron -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 352 Return-Path: X-Sender: rmundsc@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 3 Apr 2002 03:32:52 -0000 Received: (qmail 28149 invoked from network); 3 Apr 2002 03:32:51 -0000 Received: from unknown (66.218.66.217) by m9.grp.scd.yahoo.com with QMQP; 3 Apr 2002 03:32:51 -0000 Received: from unknown (HELO n28.grp.scd.yahoo.com) (66.218.66.84) by mta2.grp.scd.yahoo.com with SMTP; 3 Apr 2002 03:32:50 -0000 Received: from [66.218.67.140] by n28.grp.scd.yahoo.com with NNFMP; 03 Apr 2002 03:32:50 -0000 Date: Wed, 03 Apr 2002 03:32:49 -0000 To: piecepack@yahoogroups.com Subject: Re: "Time Marches On" Winner - Coyote Moon Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2077 X-Mailer: Yahoo Groups Message Poster From: "rmundschau" X-Yahoo-Group-Post: member; u=77977004 X-Yahoo-Profile: rmundschau > Second, I'll not keep you waiting... I chose [trumpet > fanfare] "Kidsprout Jumboree" as my favorite (and therefore the > winner). Congratulations! I agree that game is a lot of fun. > COYOTE MOON > Comments: Appealing theme. The "round" board with the >clockwise and counterclockwise concentric tracks is groovy. >The connection to the contest theme is perhaps a bit weak, but > that doesn't detract from the game itself. (Future/past is a >worthy thematic interpretation, but which evaporated quickly >during play.) I know, I know, the theme connection was horribly weak. It was so frustrating. I couldn't think of a better mechanic to incorporate time into a game before the deadline. Note the board has 12 tiles. It started out as a clock with 1 tile per hour, but I just couldn't make it into a fun game. Oh well. > Suggestions: Not much... this is a decent, tight little game. A > better way to randomize the initial coin layout would be nice; > the person placing the coins is very likely to (unintentionally) >note some of the coin values, which could provide a slight >advantage. Yeah, I don't like the current method either. I think a possible solution is: - Another player rearranges the moon tiles as they see fit after all the coins have been placed, but before the players roll to select a starting space. > Any additional ties between mechanics and theme would be >welcome (besides being hopped up on payote while playing). Yeah, that would be nice, but I don't see it happening. I really forced the theme onto the game as it is. The annoying thing is that 3 days before the deadline for the contest I conceived of a completely different game that did use the theme better, but I didn't have time to fully develop and test it. The new idea had the players trying to avoid getting laid off from work by staying busy all time. A game very dear to my heart these days :) I'm still working with the idea, so hopefully it will become a full fledged game in the future. Thanks for the feedback. Rob M. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 353 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 3 Apr 2002 03:55:10 -0000 Received: (qmail 68707 invoked from network); 3 Apr 2002 03:55:10 -0000 Received: from unknown (66.218.66.217) by m12.grp.scd.yahoo.com with QMQP; 3 Apr 2002 03:55:10 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta2.grp.scd.yahoo.com with SMTP; 3 Apr 2002 03:55:09 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16sbrf-0003Nw-00 for ; Tue, 02 Apr 2002 19:55:15 -0800 Date: Tue, 2 Apr 2002 19:55:15 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: "Time Marches On" Winner - Coyote Moon Message-ID: <20020402195515.A12657@...> References: Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from rmundsc@... on Wed, Apr 03, 2002 at 03:32:49AM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Wed, Apr 03, 2002 at 03:32:49AM -0000, rmundschau wrote: > > Second, I'll not keep you waiting... I chose [trumpet > > fanfare] "Kidsprout Jumboree" as my favorite (and therefore the > > winner). > > Congratulations! I agree that game is a lot of fun. Thanks, Rob! > > Any additional ties between mechanics and theme would be > > welcome (besides being hopped up on payote while playing). > > Yeah, that would be nice, but I don't see it happening. I really > forced the theme onto the game as it is. The annoying thing is > that 3 days before the deadline for the contest I conceived of a > completely different game that did use the theme better, but I > didn't have time to fully develop and test it. The new idea had the > players trying to avoid getting laid off from work by staying busy > all time. I'm grinning like a demon as I write this. One of the games Marty and I tossed around had the working title "Slacker". It was the exact opposite of your game! You were supposed to do as much websurfing, doodling, paperclip sculpture, and designing piecepack games (!) as you could to fill out a 40-hour week without actually (a) doing any "real" work, or (b) getting caught by your boss. Cross-correlate that with KidSprout Jumboree, which is also about shirking responsibilities, and you see where our priorities lie... (Actually, Marty is a conscientious worker, but I'm (self-/un)employed at the moment and enjoying it.) > A game very dear to my heart these days :) I'm still > working with the idea, so hopefully it will become a full fledged > game in the future. I'm looking forward to playing it. I hope you choose to finish it. Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 354 Return-Path: X-Sender: marty@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 3 Apr 2002 20:22:56 -0000 Received: (qmail 32966 invoked from network); 3 Apr 2002 20:22:55 -0000 Received: from unknown (66.218.66.217) by m8.grp.scd.yahoo.com with QMQP; 3 Apr 2002 20:22:55 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta2.grp.scd.yahoo.com with SMTP; 3 Apr 2002 20:22:55 -0000 Received: from marty by ludism.org with local (Exim 3.12 #1 (Debian)) id 16srHV-0004V8-00 for ; Wed, 03 Apr 2002 12:22:57 -0800 Date: Wed, 3 Apr 2002 12:22:57 -0800 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: "Time Marches On" Winner - Coyote Moon Message-ID: <20020403122257.D17046@...> References: <20020402195515.A12657@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: <20020402195515.A12657@...>; from rwhe@... on Tue, Apr 02, 2002 at 07:55:15PM -0800 Sender: Marty Hale-Evans From: "M. Hale-Evans" X-Yahoo-Group-Post: member; u=38766222 X-Yahoo-Profile: seadragon66 > Cross-correlate that with KidSprout Jumboree, which is also about > shirking responsibilities, and you see where our priorities lie... > (Actually, Marty is a conscientious worker, ...or at least a less blatant and foolhardy slacker than you are... > but I'm (self-/un)employed at the moment and enjoying it.) ...which means *somebody* around here has to be clever enough to bring in a paycheck regularly without getting fired. ;-> I don't think I can look to our dogs for that either, so it's down to me. Hi, y'all. I'm the Marty of Ron and Marty. I enjoyed participating in the contest, and thanks to everyone for the congrats. Marty *%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%* Marty Hale-Evans marty@... Seattle, WA USA Dig me further at: http://www.martynet.org "Look, it's people like you what cause unrest." From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 356 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 6 Apr 2002 08:30:24 -0000 Received: (qmail 30943 invoked from network); 6 Apr 2002 08:30:23 -0000 Received: from unknown (66.218.66.217) by m10.grp.scd.yahoo.com with QMQP; 6 Apr 2002 08:30:23 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta2.grp.scd.yahoo.com with SMTP; 6 Apr 2002 08:30:23 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16tlag-0006Or-00; Sat, 06 Apr 2002 00:30:30 -0800 Date: Sat, 6 Apr 2002 00:30:29 -0800 To: Seattle Cosmic mailing list Cc: Spielfrieks mailing list , piecepack mailing list Subject: Seattle Cosmic newsletter for 2002-03-30 Message-ID: <20020406003028.B24396@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe Just when you thought it was safe to surf the Web again, the Seattle Cosmic session report for 30 March 2002 has been posted, complete with photos, at http://www.ludism.org/sc/2002-03-30.html Games played include the following: * Medieval Merchant * Dragon's Gold * Scrutineyes * Zendo (Icehouse) * Cosmic Encounter * Medici * Pictionary * Samurai * Zoff im Zoo (Frank's Zoo) * Sorceror's Chamber (piecepack) * Expedition * Hearts Piecepack fans will want to see Tim Schutz's piecepack pyramids expansion in action, as well as another custom piecepack modification. Cosmic Encounter fans should note that this week's game was particularly Byzantine. Ron Hale-Evans -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 357 Return-Path: X-Sender: darrylr@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 6 Apr 2002 08:38:35 -0000 Received: (qmail 15123 invoked from network); 6 Apr 2002 08:38:35 -0000 Received: from unknown (66.218.66.218) by m8.grp.scd.yahoo.com with QMQP; 6 Apr 2002 08:38:35 -0000 Received: from unknown (HELO n27.grp.scd.yahoo.com) (66.218.66.83) by mta3.grp.scd.yahoo.com with SMTP; 6 Apr 2002 08:38:34 -0000 Received: from [66.218.67.167] by n27.grp.scd.yahoo.com with NNFMP; 06 Apr 2002 08:38:34 -0000 Date: Sat, 06 Apr 2002 08:38:34 -0000 To: piecepack@yahoogroups.com Subject: Re: Sorcerer's Chamber Update. Message-ID: In-Reply-To: <000a01c1d6ac$e71952c0$bf32273f@daycare> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 769 X-Mailer: Yahoo Groups Message Poster From: "darrylr00" X-Yahoo-Group-Post: member; u=213697 X-Yahoo-Profile: darrylr00 Hi, I tried access the sorcerer.pdf file on your site but it's not there. Did you give the correct URL? (I also tried it as sorceror.pdf but no luck on taht either). Thanks, Darryl --- In piecepack@y..., "Tim Schutz" wrote: > I made a few changes to the way I wrote of the Sorcerer' Chamber. The game mechanics are still the same I just reworded the way I explained some of the rules. If you have the older version 0.3 and are planning on playing the game I suggest you use the newer version 0.4 I'm sure there are still a lot of grammatical errors with this one too but I'm working on it. > Once again here is the rules in pdf > http://www.tjgames.com/sorcerer.pdf > > Tim Schutz > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 358 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 6 Apr 2002 18:21:53 -0000 Received: (qmail 69857 invoked from network); 6 Apr 2002 18:21:52 -0000 Received: from unknown (66.218.66.217) by m11.grp.scd.yahoo.com with QMQP; 6 Apr 2002 18:21:52 -0000 Received: from unknown (HELO n4.grp.scd.yahoo.com) (66.218.66.88) by mta2.grp.scd.yahoo.com with SMTP; 6 Apr 2002 18:21:52 -0000 Received: from [66.218.67.175] by n4.grp.scd.yahoo.com with NNFMP; 06 Apr 2002 18:20:48 -0000 Date: Sat, 06 Apr 2002 18:20:46 -0000 To: piecepack@yahoogroups.com Subject: Re: Sorcerer's Chamber Update. Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1148 X-Mailer: Yahoo Groups Message Poster From: "hexchex" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex --- In piecepack@y..., "darrylr00" wrote: > Hi, I tried access the sorcerer.pdf file on your site but it's not > there. Did you give the correct URL? (I also tried it as > sorceror.pdf but no luck on taht either). I removed the rules because I made some modifications to the game. When I play tested it I found some things that needed to be tweaked and I've done this in my mind but haven't put it down on paper yet. I made enough changes that the old rules didn't do the game justice and once I get the new write up done I will release that. I am also working on the pyramids once again and I removed those pdfs. I thought I was done with them but so more ideas came to me. So, this time I am not going to be in a rush and work with them a little longer and wait before I release them. I promise not to bother anyone about the pyramids until I finish. I am planning on releasing both the pyramids and The Sorcerer's Chamber at the same time. I think I got all the little bugs out of the Sorcerer's Chamber. I just need to play test it a few more times and redo the presentation of the game with the rule changes. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 359 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 12 Apr 2002 00:06:52 -0000 Received: (qmail 16644 invoked from network); 12 Apr 2002 00:06:51 -0000 Received: from unknown (66.218.66.216) by m12.grp.scd.yahoo.com with QMQP; 12 Apr 2002 00:06:51 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.9.50.162) by mta1.grp.scd.yahoo.com with SMTP; 12 Apr 2002 00:06:50 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Thu, 11 Apr 2002 16:53:38 -0400 Message-ID: <00f501c1e19b$d391c210$0501000a@winnt> To: References: <70.f60c74c.28c22821@...> Subject: Fellow piecepack gamemakers, lend us your games Date: Thu, 11 Apr 2002 16:59:52 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph Hello Everyone- Happy Spring! On behalf of Mesomorph Games, I'd like to invite everyone to submit any updates or new games you have ready for publication. We are gearing up to update the www.piecepack.org website. I have already received several submissions and have sent an email out to the authors today - if you have submitted a game and don't receive a personal email from me today please resubmit. Here's the guidelines: 1) Please proofread the document or send a text version with "please proofread" in the subject line to Karol@... I am happy to proofread at no charge - or credit given -as long as I have time. 2) Make sure to use proper terminology to prevent confusion, i.e. "coin" "pawn" "tile" "die" or "dice". (we intend to add this terminology - glossary to the piecepack.org site). 3) Entry must be either in PDF (PREFERRED), text (with pictures separate) or HTML. 4) Submission must be freely distributable (though feel free to retain copyright) 5) Submission must have header containing Title, Version Number, Version Date, Number of Players, Approximate Length of Game, Equipment Needed, Author and Copyright Info. Deadline: None, if you don't submit by the time we are ready to post the updates the submission will be held for next time. If you have questions please feel free to ask me. -Karol MMB From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 360 Return-Path: X-Sender: mark.a.biggar@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 12 Apr 2002 00:48:50 -0000 Received: (qmail 38851 invoked from network); 12 Apr 2002 00:48:49 -0000 Received: from unknown (66.218.66.217) by m5.grp.scd.yahoo.com with QMQP; 12 Apr 2002 00:48:49 -0000 Received: from unknown (HELO rwcrmhc53.attbi.com) (204.127.198.39) by mta2.grp.scd.yahoo.com with SMTP; 12 Apr 2002 00:48:49 -0000 Received: from attbi.com ([12.235.88.57]) by rwcrmhc53.attbi.com (InterMail vM.4.01.03.27 201-229-121-127-20010626) with ESMTP id <20020412004844.SNTU21252.rwcrmhc53.attbi.com@...> for ; Fri, 12 Apr 2002 00:48:44 +0000 Message-ID: <3CB62E82.7E8CD2F0@...> Date: Thu, 11 Apr 2002 17:46:58 -0700 X-Mailer: Mozilla 4.79 [en]C-{C-UDP; EBM-SONY1} (Win98; U) X-Accept-Language: en MIME-Version: 1.0 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Fellow piecepack gamemakers, lend us your games References: <70.f60c74c.28c22821@...> <00f501c1e19b$d391c210$0501000a@winnt> From: Mark Biggar X-Yahoo-Group-Post: member; u=90743078 X-Yahoo-Profile: mark_biggar Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Karol wrote: > > Hello Everyone- Happy Spring! > > On behalf of Mesomorph Games, I'd like to invite everyone to submit > any > updates or new games you have ready for publication. We are gearing up > to > update the www.piecepack.org website. I have already received several > submissions and have sent an email out to the authors today - if you > have > submitted a game and don't receive a personal email from me today > please > resubmit. Here is an updated version of the rules for "Worm Derby". I have fixed the disk vs coin problem and also several grammer/spelling problems. Feel free to make any style changes to match the other games on the web page. -- Mark Biggar mark.a.biggar@... From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 361 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 15 Apr 2002 20:28:25 -0000 Received: (qmail 12009 invoked from network); 15 Apr 2002 20:28:24 -0000 Received: from unknown (66.218.66.217) by m4.grp.scd.yahoo.com with QMQP; 15 Apr 2002 20:28:24 -0000 Received: from unknown (HELO barry.mail.mindspring.net) (207.69.200.25) by mta2.grp.scd.yahoo.com with SMTP; 15 Apr 2002 20:28:24 -0000 Received: from 1cust226.tnt3.auburn.wa.da.uu.net ([67.250.32.226] helo=daycare) by barry.mail.mindspring.net with smtp (Exim 3.33 #1) id 16xD5I-0001pG-00 for piecepack@yahoogroups.com; Mon, 15 Apr 2002 16:28:20 -0400 Message-ID: <000a01c1e4bb$49089100$e220fa43@daycare> To: Subject: pryamids done Date: Mon, 15 Apr 2002 13:22:34 -0700 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit The piecepack pyramids are completed. I made a few changes and I am satisfied with the results. I decided the pyramids should be in a 4x6 format to better mesh with the piecepack instead of the original 4x4 format. So, I made 4 suits of pyramids in 6 stackable sizes. Then I had to decide how to number them. The game I am currently working on doesn't need a value assigned to the pyramids but a future game might. So, Should I number them starting with the smallest up to the largest or the other way around and does the numbering system have to go null, ace, 2, 3, 4, 5? I decided that instead of using the piecepack numbering system I would assign them the letters A thru F starting from the smallest. This leaves it up to the individual game inventor to decide how to number the pyramids if it is needed and you would just add it to your rules. Example: A=Null, B=Ace, C=2, D=3, E=4 and F=5 You can find piecepack pyramids version 6.0 in the files section of the piecepack egroup. Next on my to do list is The Sorcerer's Chamber. Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 362 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 19 Apr 2002 00:18:03 -0000 Received: (qmail 67936 invoked from network); 18 Apr 2002 23:15:31 -0000 Received: from unknown (66.218.66.216) by m12.grp.scd.yahoo.com with QMQP; 18 Apr 2002 23:15:31 -0000 Received: from unknown (HELO barry.mail.mindspring.net) (207.69.200.25) by mta1.grp.scd.yahoo.com with SMTP; 18 Apr 2002 23:15:31 -0000 Received: from 1cust44.tnt1.auburn.wa.da.uu.net ([67.250.7.44] helo=daycare) by barry.mail.mindspring.net with smtp (Exim 3.33 #1) id 16yL7h-00087Y-00 for piecepack@yahoogroups.com; Thu, 18 Apr 2002 19:15:30 -0400 Message-ID: <001101c1e72e$20114880$2c07fa43@daycare> To: Subject: Sorcerer's Chamber is ready for playtesting Date: Thu, 18 Apr 2002 16:09:40 -0700 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2314.1300 X-MIMEOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I've made some changes and did some rewriting of the Sorcerer's Chamber and now it is ready for more play testing. It's for 2 to 4 players and requires a complete piecepack and a set of piecepack pyramids to play. You can print out a set of pyramids either from the files section of the group or go to http://www.tjgames.com/ppp.pdf and print out a set. It takes less then a hour to print, cut out and assembly a set of pyramids. If you have a plastic 35mm film container you can store the pyramids in that when you are done with them. The rules for Sorcerer's Chamber are at http://www.tjgames.com/sorcerer.pdf I still have to do some editing to the rules so I'm sure there are grammatical errors but I think I did a good job of explaining how to play the game. So if you have some time I would really appreciate it if you could give the game a try. All comments are welcome and greatly appreciated. Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 363 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 22 Apr 2002 02:59:23 -0000 Received: (qmail 37613 invoked from network); 22 Apr 2002 02:59:23 -0000 Received: from unknown (66.218.66.217) by m2.grp.scd.yahoo.com with QMQP; 22 Apr 2002 02:59:23 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta2.grp.scd.yahoo.com with SMTP; 22 Apr 2002 02:59:23 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 16zU35-00088p-00; Sun, 21 Apr 2002 19:59:27 -0700 Date: Sun, 21 Apr 2002 19:59:27 -0700 To: piecepack mailing list Cc: Spielfrieks mailing list , Seattle Cosmic mailing list Subject: Piecepack Game Design Competition (Ludic Synergy) Message-ID: <20020421195927.C23934@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe Announcing the Summer 2002 piecepack Game Design Competition! Theme: Ludic Synergy Closes: 21 June 2002 (Summer Solstice, two months from today) Winner TBA: 13 July 2002 (approx. three weeks later) Prize: Complete set of games from tjgames.com, piecepack pyramids, Mesomorph 2nd ed. piecepack with rules CD-ROM, and Trophy Cloth Sponsors: Center for Ludic Synergy, Mesomorph Games, and tjgames.com Judges: Marty and Ron Hale-Evans THEME: The theme for the Summer 2002 competition is Ludic Synergy. The prize will be awarded to the game that best melds the piecepack with another commonly available game system in a fun and interesting way. (A game system is a set of components that function together in multiple games, much like the piecepack.) One good example of a game that melds two game systems is Jim Doherty's game Baseball , which unites the piecepack and a standard deck of cards. Other examples of game systems that can be melded with a piecepack set include chess pieces and chessboards, polyhedral dice, alphabet decks (such as Alpha Playing Cards), and dominoes. For more information about the concept of ludic synergy, see the homepage of the Center for Ludic Synergy . THE PRIZE: The prizes for this contest are: 1. A complete set of games from tjgames.com , including the following: * Alpha Playing Cards game system, with rulebook * The HexGames game system * Colvmn game * Mutant Chess 2. Two sets of piecepack pyramids, handmade by Tim Schutz. 3. A second edition piecepack from Mesomorph Games , including an up-to-date CD-ROM of piecepack rules. 4. The Trophy Cloth: a card-table-sized tablecloth with a colour piecepack suit emblem machine-embroidered on each side of the table. The winner will sign and date the cloth in fabric paint, then pass the cloth on when the winner of the next quarterly contest is announced. SOME RULES: 1. Your game entry must incorporate another readily available game system as well as the piecepack, as outlined above. "Readily available" means that the game system must be either in the public domain, like a chess set, or easily obtained, such as an Icehouse set. An obscure, out-of-print game system such as Orion , however interesting, doesn't qualify. 2. For the purposes of this contest, Tim Schutz's piecepack pyramids will be considered a separate game system from the piecepack, so entries that use only the piecepack and piecepack pyramids are valid. 3. Submit your entry to Ron Hale-Evans at rwhe@.... The submission must reach Ron by the end of 21 June 2002 Pacific Time (-0800 GMT). (If you do not receive an acknowledgment of your entry in email within 24 hours, please check with Ron to make sure he received it.) 4. The entry must be either in platform-independent PDF format (for example, it must print under GNU/Linux and the Mac OS as well as Microsoft Windows), or plain text (with accompanying PNGs, JPGs, or GIFs if needed for diagrams/photos). 5. The submission must be freely redistributable (feel free to retain copyright). 6. The submission must have a header containing fields for Title, Version Number, Version Date, Number of Players, Approximate Length of Game, Equipment Needed, Author, Copyright, and Licensing Information. 7. Ideally, the winner of this contest will judge the next quarterly piecepack game design contest (Fall 2002) and will donate an interesting prize. However, this is not a requirement for entry, and if you win, but don't want to judge the next contest, we'll improvise. 8. The winner will also receive the piecepack contest Trophy Cloth, then pass it on to the winner of the next contest in due time. CRITERIA: We will judge the entries according to what we find most interesting and fun, in a wholly subjective way. However, if you want to play to the judges, we usually like games that: 1. Play in two hours or less. 2. Use the unique strengths of the piecepack as well as the strengths of the other game system(s) melded with it (for example, a standard deck of cards plus poker chips should not be easily substituted for the piecepack part of the game). 3. Combine the game systems in a non-trivial way. 4. Have rules that are quick to read and easy to remember. 5. Have a well-integrated theme or background story. 6. Incorporate novel mechanics, especially novel piecepack mechanics. For example, see James Kyle's comments on the novel mechanics of Brad Johnson's game Conspiracy, which was entered in the Spring 2002 "Time Marches On" competition. We hope the competitions will spur piecepack game designers to develop a "pattern language" or "bag of tricks" for the piecepack. 7. Incorporate strategic and/or tactical thinking, and are not merely games of chance. It is best when the game's strategy and tactics emerge elegantly from relatively simple rules. 8. Are not only freely-redistributable (a definite requirement), but also freely-modifiable. In our opinion, the best way to make your game free is to place it under the GNU Free Documentation License , but there are numerous other free licenses. ADVICE FOR PROSPECTIVE WINNERS: If you are planning to judge the next contest, have an idea ready about the theme of the contest _you_ will be judging well ahead of time. We dithered for days about what our theme was going to be. Also, feel free to crib from this document for your own contest announcement, as we have cribbed from James's original: . -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 364 Return-Path: X-Sender: lazaruslong601@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 28 Apr 2002 15:37:26 -0000 Received: (qmail 71607 invoked from network); 28 Apr 2002 15:37:23 -0000 Received: from unknown (66.218.66.218) by m9.grp.scd.yahoo.com with QMQP; 28 Apr 2002 15:37:23 -0000 Received: from unknown (HELO n28.grp.scd.yahoo.com) (66.218.66.84) by mta3.grp.scd.yahoo.com with SMTP; 28 Apr 2002 15:37:17 -0000 Received: from [66.218.67.170] by n28.grp.scd.yahoo.com with NNFMP; 28 Apr 2002 15:37:15 -0000 Date: Sun, 28 Apr 2002 15:37:14 -0000 To: piecepack@yahoogroups.com Subject: Hello Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 313 X-Mailer: Yahoo Groups Message Poster From: "LazarusLong601" X-Yahoo-Group-Post: member; u=55134485 X-Yahoo-Profile: LazarusLong601 Hello to everyone! I just found piecepack last night and downloaded the files. I've worked a lot with roleplaying games and have written my own adventures, but I have always loved board games as well. I'm looking forward to making some new games with them. Any advice you can offer would be appeciated. Laz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 365 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 28 Apr 2002 17:46:00 -0000 Received: (qmail 72029 invoked from network); 28 Apr 2002 17:46:00 -0000 Received: from unknown (66.218.66.218) by m9.grp.scd.yahoo.com with QMQP; 28 Apr 2002 17:46:00 -0000 Received: from unknown (HELO harrier.prod.itd.earthlink.net) (207.217.120.12) by mta3.grp.scd.yahoo.com with SMTP; 28 Apr 2002 17:45:57 -0000 Received: from misspiggy.mail.pas.earthlink.net ([207.217.120.246] helo=misspiggy.psp.pas.earthlink.net) by harrier.prod.itd.earthlink.net with esmtp (Exim 3.33 #2) id 171skH-0000Sp-00 for piecepack@yahoogroups.com; Sun, 28 Apr 2002 10:45:57 -0700 Received: (from nobody@localhost) by misspiggy.psp.pas.earthlink.net (8.10.2+Sun/8.10.2) id g3SHjvo01542 for piecepack@yahoogroups.com; Sun, 28 Apr 2002 10:45:57 -0700 (PDT) Date: Sun, 28 Apr 2002 10:45:57 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Hello Sender: hexchex@... Message-ID: From: Reply-To: hexchex@... X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex HI Laz Welcome to the group. I don't know if you have had time to read through all of the old posts but there is a game contest that just started last week. If you go to http://www.tjgames.com/piecepack.html you can find a copy of the post annoucing the contest and the rules. Just thought I let you know in case you are intrested. Tim Schutz On Sun, 28 Apr 2002 15:37:14 -0000 LazarusLong601 wrote: Hello to everyone! I just found piecepack last night and downloaded the files. I've worked a lot with roleplaying games and have written my own adventures, but I have always loved board games as well. I'm looking forward to making some new games with them. Any advice you can offer would be appeciated. Laz Yahoo! Groups Sponsor To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 366 Return-Path: X-Sender: lazaruslong601@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 28 Apr 2002 20:25:05 -0000 Received: (qmail 81133 invoked from network); 28 Apr 2002 20:25:04 -0000 Received: from unknown (66.218.66.217) by m12.grp.scd.yahoo.com with QMQP; 28 Apr 2002 20:25:04 -0000 Received: from unknown (HELO n5.grp.scd.yahoo.com) (66.218.66.89) by mta2.grp.scd.yahoo.com with SMTP; 28 Apr 2002 20:25:04 -0000 Received: from [66.218.67.181] by n5.grp.scd.yahoo.com with NNFMP; 28 Apr 2002 20:24:58 -0000 Date: Sun, 28 Apr 2002 20:24:58 -0000 To: piecepack@yahoogroups.com Subject: Re: Hello Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 550 X-Mailer: Yahoo Groups Message Poster From: "LazarusLong601" X-Yahoo-Group-Post: member; u=55134485 X-Yahoo-Profile: LazarusLong601 Thanks Tim! I appreciate it. I saw that the other day. I'm going to take a look at it and see if I can come up with something. Who knows? It'll be good practice if nothing else. :-) Laz > HI Laz > Welcome to the group. I don't know if you have had time to read through all of the old posts but there is a game contest that just started last week. If you go to http://www.tjgames.com/piecepack.html you can find a copy of the post annoucing the contest and the rules. Just thought I let you know in case you are intrested. > Tim Schutz > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 367 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 07:01:16 -0000 Received: (qmail 92666 invoked from network); 29 Apr 2002 07:01:16 -0000 Received: from unknown (66.218.66.216) by m11.grp.scd.yahoo.com with QMQP; 29 Apr 2002 07:01:16 -0000 Received: from unknown (HELO n30.grp.scd.yahoo.com) (66.218.66.87) by mta1.grp.scd.yahoo.com with SMTP; 29 Apr 2002 07:01:16 -0000 Received: from [66.218.67.182] by n30.grp.scd.yahoo.com with NNFMP; 29 Apr 2002 07:01:16 -0000 Date: Mon, 29 Apr 2002 07:01:12 -0000 To: piecepack@yahoogroups.com Subject: Greetings and hello! Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2005 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 Hi Everybody! Thought I would drop out of 'lurk' mode temporarily to toss some contributions on the pile and say a quick 'how do.' I admit to hearing about the piecepack originally via murmurings over at wunderland (icehouse et al), but never really checked it out until advocated by Ron and Tim - I'm hooked! I have to admit that I have gone through an initial 'what a great idea, here's how to make it better' machination regarding the actual design of the piecepack. I have now discarded half of the ideas realizing that my 'improvements' were in fact to the packs disservice or were a matter of personal preference. Does everyone go through this phase? Or is it just me? I continue to have the following thoughts however: *adding two suits/colors/pawns *making the usage of the ace symbol consistent (always a spiral or always the suit [still mulling the consequences of this one over]) *improving the pack's accessibility features, currently the dice and pawns are not color-blind friendly *incorporating a deck of cards with six suits and colors - think empire deck where each suit co-ordinates with the pack's colors/suits. *master pawn *die of suits And before anyone mentions it, yes I saw the discussion regarding the 'piecepack plus' and several of the ideas that I continue to have are expressed there as well. I second/third/whatever the discussion some time ago regarding an invertable pointable pawn. I have given some thought to this and like the suggestion of making the pawns from hex cylanders (sp?), further I would stamp 0-5 on the faces with the ace/suit being the direction indicator (which was suggested some time ago to allow them to be rolled), this face would get a direction marker on both the top and bottom which should be marked or painted in some polar manner. Well I think that's enough for now, BTW I've been mulling over the name 'piecepack prime' to denote the possible extension that I have been contemplating. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 368 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 07:13:26 -0000 Received: (qmail 48641 invoked from network); 29 Apr 2002 07:13:26 -0000 Received: from unknown (66.218.66.216) by m8.grp.scd.yahoo.com with QMQP; 29 Apr 2002 07:13:26 -0000 Received: from unknown (HELO n10.grp.scd.yahoo.com) (66.218.66.65) by mta1.grp.scd.yahoo.com with SMTP; 29 Apr 2002 07:13:26 -0000 Received: from [66.218.67.135] by n10.grp.scd.yahoo.com with NNFMP; 29 Apr 2002 07:13:26 -0000 Date: Mon, 29 Apr 2002 07:13:25 -0000 To: piecepack@yahoogroups.com Subject: Availability of rulesets for the pack Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1545 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 It is apparent to me having just joined the group that piecepack.org is not reflective of the current rulesets discussed on the group. As the group appears to have an identity separate from piecepack.org might I suggest/request that until a ruleset is added to piecepack.org that it be submitted to the 'files' section of the group? As it stands, unless I am mistaken there is no good source for piecepack rules besides the relatively dated ones available at piecepack.org The only alternative a body has is to painfully search the group's message archive and attempt to extract what is hopefully the last posted version. As there is some 'backwork' involved in 'achieving compliance' with this 'policy' and my being a newbie and all, I hereby volunteer to retrieve rulesets from the archives and submit them to the 'files' section for any games that I discover are not already posted at piecepack.org - this is unless of course everyone decides that this is a terrible idea. Case in point, by my count (looking through the archive) there are three solitaire games for the piecepack, yet none are on-line at piecepack.org This lack of readily available rulesets may well endanger the adoption of this system to the casual observer. So what does everyone think? Am I being silly? Is this a good idea? BTW, once a ruleset was posted on piecepack.org it would be removed from the 'files' section, only in the case where there were rule changes/updates that hadn't yet been posted to piecepack.org would two copies exist. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 369 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 07:19:18 -0000 Received: (qmail 20285 invoked from network); 29 Apr 2002 07:19:18 -0000 Received: from unknown (66.218.66.217) by m9.grp.scd.yahoo.com with QMQP; 29 Apr 2002 07:19:18 -0000 Received: from unknown (HELO n24.grp.scd.yahoo.com) (66.218.66.80) by mta2.grp.scd.yahoo.com with SMTP; 29 Apr 2002 07:19:15 -0000 Received: from [66.218.67.181] by n24.grp.scd.yahoo.com with NNFMP; 29 Apr 2002 07:19:13 -0000 Date: Mon, 29 Apr 2002 07:19:13 -0000 To: piecepack@yahoogroups.com Subject: OMT Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 735 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 Just finished my first game of 'One Man Thrag' and I have to say it was an extremely enjoyable experience as far as solo ventures go. My usual take on solo/solitaire type games is ususally: "ho-hum, I'll wait till I can play a *real* game with an opponent." OMT has redifined solo gameplaying for me, I never anticipated that I could have as much fun playing a game by myself as I did this evening. Thanks for making such an excellent game! BTW, Thrag was successful! He finished the last beastie on the ninth turn with two specials and 10 coins remaining. PS. According to the rules I should judge the value of the win solely based upon what turn it is, rather than any specials or coins that may remain - is that correct? From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 370 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 07:21:49 -0000 Received: (qmail 25493 invoked from network); 29 Apr 2002 07:21:47 -0000 Received: from unknown (66.218.66.216) by m9.grp.scd.yahoo.com with QMQP; 29 Apr 2002 07:21:47 -0000 Received: from unknown (HELO n4.grp.scd.yahoo.com) (66.218.66.88) by mta1.grp.scd.yahoo.com with SMTP; 29 Apr 2002 07:21:44 -0000 Received: from [66.218.67.135] by n4.grp.scd.yahoo.com with NNFMP; 29 Apr 2002 07:21:44 -0000 Date: Mon, 29 Apr 2002 07:21:43 -0000 To: piecepack@yahoogroups.com Subject: Infamous piecepack Game Titles Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 205 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 I'm too lazy to research the archives... I seem to recall four infamous names for `pack games, three of which I can recall: One Man Thrag Wand of Odin Attack of the Clones what was/is there a fourth? From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 371 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 11:01:22 -0000 Received: (qmail 11649 invoked from network); 29 Apr 2002 11:01:22 -0000 Received: from unknown (66.218.66.216) by m5.grp.scd.yahoo.com with QMQP; 29 Apr 2002 11:01:22 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.12.24.104) by mta1.grp.scd.yahoo.com with SMTP; 29 Apr 2002 11:01:21 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Mon, 29 Apr 2002 07:01:13 -0400 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.0.4 Date: Mon, 29 Apr 2002 07:01:10 -0400 Subject: Re: [piecepack] Availability of rulesets for the pack To: Message-ID: In-Reply-To: Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: Dave Boyle X-Yahoo-Group-Post: member; u=2673640 X-Yahoo-Profile: dboylemesomorph As the custodian of piecepack.org, let me throw my two cents in here... Having the games in two places is needlessly confusing. Yes, there are some games out there that are not on the site yet, we are aware of that and addressing it. To that end, if you are a game developer and you have released a game and don't see it on piecepack.org, email submissions@... and we'll get it up there. And please, if we email you and need some extra information...oh I don't know, answer the email maybe? (You know who you are.) Anyway, look for some additions to the site and the game list in the near future. > From: "odbo255" > Reply-To: piecepack@yahoogroups.com > Date: Mon, 29 Apr 2002 07:13:25 -0000 > To: piecepack@yahoogroups.com > Subject: [piecepack] Availability of rulesets for the pack > > It is apparent to me having just joined the group that piecepack.org > is not reflective of the current rulesets discussed on the group. > > As the group appears to have an identity separate from piecepack.org > might I suggest/request that until a ruleset is added to > piecepack.org that it be submitted to the 'files' section of the > group? > > As it stands, unless I am mistaken there is no good source for > piecepack rules besides the relatively dated ones available at > piecepack.org > > The only alternative a body has is to painfully search the group's > message archive and attempt to extract what is hopefully the last > posted version. > > As there is some 'backwork' involved in 'achieving compliance' with > this 'policy' and my being a newbie and all, I hereby volunteer to > retrieve rulesets from the archives and submit them to the 'files' > section for any games that I discover are not already posted at > piecepack.org - this is unless of course everyone decides that this > is a terrible idea. > > Case in point, by my count (looking through the archive) there are > three solitaire games for the piecepack, yet none are on-line at > piecepack.org > > This lack of readily available rulesets may well endanger the > adoption of this system to the casual observer. > > So what does everyone think? Am I being silly? Is this a good idea? > > BTW, once a ruleset was posted on piecepack.org it would be removed > from the 'files' section, only in the case where there were rule > changes/updates that hadn't yet been posted to piecepack.org would > two copies exist. > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 372 Return-Path: X-Sender: karlvonl@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 14:53:15 -0000 Received: (qmail 9518 invoked from network); 29 Apr 2002 14:31:00 -0000 Received: from unknown (66.218.66.216) by m10.grp.scd.yahoo.com with QMQP; 29 Apr 2002 14:31:00 -0000 Received: from unknown (HELO smtp-hub.mrf.mail.rcn.net) (207.172.4.107) by mta1.grp.scd.yahoo.com with SMTP; 29 Apr 2002 14:31:00 -0000 Received: from smtp02.mrf.mail.rcn.net ([207.172.4.61]) by smtp-hub.mrf.mail.rcn.net with esmtp (Exim 3.33 #10) id 172CBA-0007M2-00 for piecepack@yahoogroups.com; Mon, 29 Apr 2002 10:31:00 -0400 Received: from 146-115-30-50.c3-0.wtr-ubr1.sbo-wtr.ma.cable.rcn.com ([146.115.30.50]) by smtp02.mrf.mail.rcn.net with esmtp (Exim 3.33 #10) id 172CBA-0005lP-00 for piecepack@yahoogroups.com; Mon, 29 Apr 2002 10:31:00 -0400 Date: Mon, 29 Apr 2002 10:30:59 -0400 Subject: Re: [piecepack] Greetings and hello! Content-Type: text/plain; charset=US-ASCII; format=flowed Mime-Version: 1.0 (Apple Message framework v481) To: piecepack@yahoogroups.com Content-Transfer-Encoding: 7bit In-Reply-To: Message-Id: X-Mailer: Apple Mail (2.481) From: Karl von Laudermann X-Yahoo-Group-Post: member; u=93630635 X-Yahoo-Profile: karlvonl.geo On Monday, April 29, 2002, at 03:01 AM, odbo255 wrote: > *making the usage of the ace symbol consistent (always a spiral or > always the suit [still mulling the consequences of this one over]) If I may comment on this, I think it would be a good idea for the ace to be consistent as well. A suit symbol would be the wrong choice, because that of course ruins the ace coins' ability to hide their suit when viewing the value side. Having ace tiles have a suit in the corner and an ace symbol in the center is preferable to the alternative of having coins which have a suit symbol on both sides. Heck, I think the ace tiles would look better that way. However, I don't like the spiral as an ace symbol. The spiral is an arbitrary graphical shape, just like the four suit symbols are, so when you first dump your piecepack onto the table and start to sort out the coins, the value-side-up ace coins look like suit-side-down coins, especially when you are a piecepack novice. Since your brain processes written characters differently from meaningless shapes, it would be easier to visually distinguish the value-side coins from the suit-side coins if the ace were a character, such as an "A". I would hesitate to suggest any functional changes to the piecepack, so what I propose above is merely cosmetic. But IMHO would be a decent improvement in readability of the piecepack. -- Karl J. von Laudermann karlvonl@... http://www.geocities.com/~karlvonl/ Richard's PBeM Server ID: karlvonl From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 373 Return-Path: X-Sender: mosquito_ls5@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 16:18:06 -0000 Received: (qmail 96778 invoked from network); 29 Apr 2002 16:17:55 -0000 Received: from unknown (66.218.66.217) by m5.grp.scd.yahoo.com with QMQP; 29 Apr 2002 16:17:55 -0000 Received: from unknown (HELO hotmail.com) (64.4.21.164) by mta2.grp.scd.yahoo.com with SMTP; 29 Apr 2002 16:17:55 -0000 Received: from mail pickup service by hotmail.com with Microsoft SMTPSVC; Mon, 29 Apr 2002 09:17:55 -0700 Received: from 168.229.4.3 by lw14fd.law14.hotmail.msn.com with HTTP; Mon, 29 Apr 2002 16:17:54 GMT To: piecepack@yahoogroups.com Bcc: Subject: Re: [piecepack] Greetings and hello! Date: Mon, 29 Apr 2002 12:17:54 -0400 Mime-Version: 1.0 Content-Type: text/plain; format=flowed Message-ID: X-OriginalArrivalTime: 29 Apr 2002 16:17:55.0236 (UTC) FILETIME=[6B4D7E40:01C1EF99] From: "Joe the Idoit" X-Yahoo-Group-Post: member; u=92691777 X-Yahoo-Profile: sniffnoy >On Monday, April 29, 2002, at 03:01 AM, odbo255 wrote: > > > *making the usage of the ace symbol consistent (always a spiral or > > always the suit [still mulling the consequences of this one over]) > >If I may comment on this, I think it would be a good idea for the ace to >be consistent as well. A suit symbol would be the wrong choice, because >that of course ruins the ace coins' ability to hide their suit when >viewing the value side. Having ace tiles have a suit in the corner and an >ace symbol in the center is preferable to the alternative of having coins >which have a suit symbol on both sides. Heck, I think the ace tiles would >look better that way. > >However, I don't like the spiral as an ace symbol. The spiral is an >arbitrary graphical shape, just like the four suit symbols are, so when >you first dump your piecepack onto the table and start to sort out the >coins, the value-side-up ace coins look like suit-side-down coins, >especially when you are a piecepack novice. Since your brain processes >written characters differently from meaningless shapes, it would be easier >to visually distinguish the value-side coins from the suit-side coins if >the ace were a character, such as an "A". Another suggestion: Change the colors for the numbers so that it's not a suit color; this can also be confusing. _________________________________________________________________ Send and receive Hotmail on your mobile device: http://mobile.msn.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 374 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 17:06:46 -0000 Received: (qmail 9940 invoked from network); 29 Apr 2002 17:06:45 -0000 Received: from unknown (66.218.66.217) by m12.grp.scd.yahoo.com with QMQP; 29 Apr 2002 17:06:45 -0000 Received: from unknown (HELO maynard.mail.mindspring.net) (207.69.200.243) by mta2.grp.scd.yahoo.com with SMTP; 29 Apr 2002 17:06:45 -0000 Received: from dialup-63.214.101.231.dial1.boston1.level3.net ([63.214.101.231] helo=jdoherty-home) by maynard.mail.mindspring.net with smtp (Exim 3.33 #1) id 172Ebo-0007KL-00 for piecepack@yahoogroups.com; Mon, 29 Apr 2002 13:06:40 -0400 Message-ID: <004101c1efa1$537da1c0$e758d63f@jdoherty-home> To: Subject: Re: [piecepack] OMT Date: Mon, 29 Apr 2002 13:14:29 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" X-Yahoo-Group-Post: member; u=43504033 X-Yahoo-Profile: cotcdianejim odbo225 wrote of One Man Thrag: >OMT has redifined solo gameplaying for me, I never anticipated >that I could have as much fun playing a game by myself as I did >this evening. > >Thanks for making such an excellent game! Wow... glad you enjoyed it! This is kind praise, and I thank you. >PS. According to the rules I should judge the value of the win solely >based upon what turn it is, rather than any specials or coins that >may remain - is that correct? The turn is main thing, but if you want to further assess your triumph, there's a sentence at the end of the rules reading "You can give yourself bonuses if you did not need to use all of the special weapons." I thought leftover specials were more impressive than leftover coins, so I thought focusing on those were a better, and simpler, idea. Best, Jim Doherty Eight Foot Llama www.eightfootllama.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 375 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 17:31:03 -0000 Received: (qmail 33858 invoked from network); 29 Apr 2002 17:31:02 -0000 Received: from unknown (66.218.66.217) by m8.grp.scd.yahoo.com with QMQP; 29 Apr 2002 17:31:02 -0000 Received: from unknown (HELO n14.grp.scd.yahoo.com) (66.218.66.69) by mta2.grp.scd.yahoo.com with SMTP; 29 Apr 2002 17:31:02 -0000 Received: from [66.218.67.168] by n14.grp.scd.yahoo.com with NNFMP; 29 Apr 2002 17:31:02 -0000 Date: Mon, 29 Apr 2002 17:31:01 -0000 To: piecepack@yahoogroups.com Subject: Re: Greetings and hello! Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 338 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 --- In piecepack@y..., "Joe the Idoit" wrote: > Another suggestion: Change the colors for the numbers so that it's not a > suit color; this can also be confusing. I agree with this as well - I personally would eliminate black as a suit color and retain it for abstract purposes (such as the value side of coins). From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 376 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 18:06:24 -0000 Received: (qmail 17699 invoked from network); 29 Apr 2002 18:06:23 -0000 Received: from unknown (66.218.66.218) by m8.grp.scd.yahoo.com with QMQP; 29 Apr 2002 18:06:23 -0000 Received: from unknown (HELO n29.grp.scd.yahoo.com) (66.218.66.85) by mta3.grp.scd.yahoo.com with SMTP; 29 Apr 2002 18:06:23 -0000 Received: from [66.218.67.170] by n29.grp.scd.yahoo.com with NNFMP; 29 Apr 2002 18:06:23 -0000 Date: Mon, 29 Apr 2002 18:06:23 -0000 To: piecepack@yahoogroups.com Subject: Re: Availability of rulesets for the pack Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 719 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 --- In piecepack@y..., Dave Boyle wrote: > As the custodian of piecepack.org, let me throw my two cents in here... [snip] Sorry, I should have been clearer - I mean *no* slight to those responsible for maintaining piecepack.org, I was merely making an observation of things as I saw them. Further, as was probably not entirely clear in my previous message, the only time rules would exist in the 'files' section is when they were not available on piecepack.org or the version on piecepack.org was out of date. Yes, this *does* lead to some fragmentation, but I think the current situation is worse. BTW, looks like entries for the 'Time Marches On' contest have been posted to piecepack.org! From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 377 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 18:28:58 -0000 Received: (qmail 4417 invoked from network); 29 Apr 2002 17:19:28 -0000 Received: from unknown (66.218.66.217) by m6.grp.scd.yahoo.com with QMQP; 29 Apr 2002 17:19:28 -0000 Received: from unknown (HELO n18.grp.scd.yahoo.com) (66.218.66.73) by mta2.grp.scd.yahoo.com with SMTP; 29 Apr 2002 17:19:28 -0000 Received: from [66.218.67.132] by n18.grp.scd.yahoo.com with NNFMP; 29 Apr 2002 17:19:27 -0000 Date: Mon, 29 Apr 2002 17:19:27 -0000 To: piecepack@yahoogroups.com Subject: piecepack modification discussion - aces and numbers Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2271 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 --- In piecepack@y..., Karl von Laudermann wrote: > On Monday, April 29, 2002, at 03:01 AM, odbo255 wrote: > > > *making the usage of the ace symbol consistent (always a spiral or > > always the suit [still mulling the consequences of this one over]) > > If I may comment on this, I think it would be a good idea for the ace to > be consistent as well. A suit symbol would be the wrong choice, because > that of course ruins the ace coins' ability to hide their suit when > viewing the value side. Having ace tiles have a suit in the corner and an > ace symbol in the center is preferable to the alternative of having coins > which have a suit symbol on both sides. Heck, I think the ace tiles would > look better that way. > > However, I don't like the spiral as an ace symbol. The spiral is an > arbitrary graphical shape, just like the four suit symbols are, so when > you first dump your piecepack onto the table and start to sort out the > coins, the value-side-up ace coins look like suit-side-down coins, > especially when you are a piecepack novice. Since your brain processes > written characters differently from meaningless shapes, it would be easier > to visually distinguish the value-side coins from the suit-side coins if > the ace were a character, such as an "A". I know many are attached to the concept of an 'ace,' but wouldn't it be simplier to replace it with a '1' ??? The downside I see to this is on the die, with the removal of the ace the only way to identify suit ownership of a die is by color - not a good solution. One of the ideas I have played with is using different number systems on the tiles/dice to identify suit ownership. An example could be: red/suns - I Ching Hexagrams black/moons - Mayan blue/arms - Roman green/crowns - Pips (the above example is an arbitrary pairing and in no way thought out). With this system the coins would remain numbered in Arabic. The only thing numbered in Arabic would be the coins where information hiding is a goal. Tiles would contain both the suit symbol (upper left as always) and number in the suit's number system (providing a "cheat sheet" if you will for the dice which will only show numbers). Good idea, bad? Variations? From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 378 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 18:36:44 -0000 Received: (qmail 21350 invoked from network); 29 Apr 2002 17:11:56 -0000 Received: from unknown (66.218.66.217) by m11.grp.scd.yahoo.com with QMQP; 29 Apr 2002 17:11:56 -0000 Received: from unknown (HELO maynard.mail.mindspring.net) (207.69.200.243) by mta2.grp.scd.yahoo.com with SMTP; 29 Apr 2002 17:11:56 -0000 Received: from dialup-63.214.101.231.dial1.boston1.level3.net ([63.214.101.231] helo=jdoherty-home) by maynard.mail.mindspring.net with smtp (Exim 3.33 #1) id 172Egr-0004zp-00 for piecepack@yahoogroups.com; Mon, 29 Apr 2002 13:11:53 -0400 Message-ID: <004401c1efa2$0e430c20$e758d63f@jdoherty-home> To: Subject: Re: [piecepack] Infamous piecepack Game Titles Date: Mon, 29 Apr 2002 13:19:40 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" X-Yahoo-Group-Post: member; u=43504033 X-Yahoo-Profile: cotcdianejim >I seem to recall four infamous names for `pack games, three of which >I can recall: > >One Man Thrag >Wand of Odin >Attack of the Clones > >what was/is there a fourth? Hunt the Wocket, which is still up for grabs, although I'm pretty sure that title comes from a fictional game in a Douglas Adams novel. And you may not believe this, but when I typed in "Attack of the Clones" last year, I had _no_ idea that it was the future title of a Star Wars movie. I stopped paying attention to Lucas after Episode One... Best, Jim Doherty Eight Foot Llama www.eightfootllama.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 379 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 18:52:01 -0000 Received: (qmail 63939 invoked from network); 29 Apr 2002 17:28:09 -0000 Received: from unknown (66.218.66.217) by m11.grp.scd.yahoo.com with QMQP; 29 Apr 2002 17:28:09 -0000 Received: from unknown (HELO n12.grp.scd.yahoo.com) (66.218.66.67) by mta2.grp.scd.yahoo.com with SMTP; 29 Apr 2002 17:28:09 -0000 Received: from [66.218.67.185] by n12.grp.scd.yahoo.com with NNFMP; 29 Apr 2002 17:28:09 -0000 Date: Mon, 29 Apr 2002 17:28:08 -0000 To: piecepack@yahoogroups.com Subject: piecepack modification discussion - tiles Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 875 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 There was a discussion a while back about suit location on tiles and James (I believe) had indicated that the suit was located in the upper left corner to serve as a direction pointer. I've thought about this some and have a suggestion based on this line of thinking. I agree that the suit and number serves as a direction indicator for 'up' (even for the null where 'up' can be derived based on the location of the suit). Currently the suit is oriented so that it 'points up' - I suggest leaving the suit in its current location but adjusting its orientation counter clockwise by 45 degrees so that it points 'towards' the upper left-hand corner, thus providing a much more natural 'corner' indicator as well. With this revision tiles can have either a directional axis based on a square orientation or diamond orientation or both! Good idea, Bad? Variations? From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 380 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 19:25:42 -0000 Received: (qmail 68439 invoked from network); 29 Apr 2002 19:25:42 -0000 Received: from unknown (66.218.66.218) by m12.grp.scd.yahoo.com with QMQP; 29 Apr 2002 19:25:42 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta3.grp.scd.yahoo.com with SMTP; 29 Apr 2002 19:25:42 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 172GmO-0005g3-00 for ; Mon, 29 Apr 2002 12:25:44 -0700 Date: Mon, 29 Apr 2002 12:25:44 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] piecepack modification discussion - aces and numbers Message-ID: <20020429122544.D4373@...> References: Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from odbo255@... on Mon, Apr 29, 2002 at 05:19:27PM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Mon, Apr 29, 2002 at 05:19:27PM -0000, odbo255 wrote: > I know many are attached to the concept of an 'ace,' but wouldn't it > be simplier to replace it with a '1' ??? > > The downside I see to this is on the die, with the removal of the ace > the only way to identify suit ownership of a die is by color - not a > good solution. The stated reason for having an Ace instead of a 1 in each suit is that the piecepack can use Aces as a "special" value if designers so desire. In Poker, Aces aren't 1, but are the highest card. You can do the same thing with a piecepack Ace. The same thing is true of using Null instead of 0. Thus, the piecepack has two "special" values, which somewhat makes up for its not having "face" values (Jack, King, Queen, etc.). You should read James Kyle's article on how he designed the piecepack in _Grampa Barmo's_ #1. It might help you appreciate the fine-tuning that went into the system. Another possible piecepack extension just occurred to me: piecepack "Trumps", as in Tarot. (I _just this minute_ thought of this, so I don't know if even I am in favour of it.) > One of the ideas I have played with is using different number systems > on the tiles/dice to identify suit ownership. > > An example could be: > > red/suns - I Ching Hexagrams > black/moons - Mayan > blue/arms - Roman > green/crowns - Pips > > (the above example is an arbitrary pairing and in no way thought out). > > With this system the coins would remain numbered in Arabic. The only > thing numbered in Arabic would be the coins where information hiding > is a goal. > > Tiles would contain both the suit symbol (upper left as always) and > number in the suit's number system (providing a "cheat sheet" if you > will for the dice which will only show numbers). > > Good idea, bad? Variations? I think this is waaay too complicated, but hey, the piecepack is in the public domain, so you can do what you want. I don't think you'll find this will ever become a standard though, or even commonly used. People have enough trouble with Roman numerals; asking them to remember Mayan numerals and I Ching hexagrams is too much. I realise the system you listed above was just a for-instance, however, I run the oldest I Ching mailing list on the Net (founded in 1995 or so), I've written several pieces of I Ching software, and I consult the I Ching on a monthly if not a weekly basis, but even I couldn't tell you what the first six I Ching hexagrams look like. (They're definitely not in binary order.) By the way, about your complaint in another message that the piecepack pawns are not colour-blind-friendly: this is only true of some piecepacks. The piecepack standard states that pawns can have suit symbols on them, and indeed the printable piecepack available from piecepack.org does. Responding to yet another message, I don't think it would hurt if you put some of the rule sets that haven't yet made it to piecepack.org in the Files area of the group. There are some rule sets there already. I'm guessing that you'll end up putting there the plain-text versions that were posted to the list. When the creators get around to cleaning them up and PDFing them, Dave can post them on piecepack.org. Ron -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 381 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 19:44:31 -0000 Received: (qmail 92704 invoked from network); 29 Apr 2002 19:44:30 -0000 Received: from unknown (66.218.66.216) by m5.grp.scd.yahoo.com with QMQP; 29 Apr 2002 19:44:30 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta1.grp.scd.yahoo.com with SMTP; 29 Apr 2002 19:44:30 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 172H4a-0005hT-00 for ; Mon, 29 Apr 2002 12:44:32 -0700 Date: Mon, 29 Apr 2002 12:44:32 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: Availability of rulesets for the pack Message-ID: <20020429124432.E4373@...> References: Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from odbo255@... on Mon, Apr 29, 2002 at 06:06:23PM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Mon, Apr 29, 2002 at 06:06:23PM -0000, odbo255 wrote: > Further, as was probably not entirely clear in my previous message, > the only time rules would exist in the 'files' section is when they > were not available on piecepack.org or the version on piecepack.org > was out of date. This is sounding better and better, JT. > BTW, looks like entries for the 'Time Marches On' contest have been > posted to piecepack.org! Only KidSprout Jumboree has been posted, AFAIK. R -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 384 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 22:17:02 -0000 Received: (qmail 5008 invoked from network); 29 Apr 2002 21:45:53 -0000 Received: from unknown (66.218.66.216) by m9.grp.scd.yahoo.com with QMQP; 29 Apr 2002 21:45:53 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta1.grp.scd.yahoo.com with SMTP; 29 Apr 2002 21:45:49 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 172Iy0-0005p3-00 for ; Mon, 29 Apr 2002 14:45:52 -0700 Date: Mon, 29 Apr 2002 14:45:52 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: Availability of rulesets for the pack Message-ID: <20020429144552.D22213@...> References: <20020429124432.E4373@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from odbo255@... on Mon, Apr 29, 2002 at 07:49:36PM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Mon, Apr 29, 2002 at 07:49:36PM -0000, odbo255 wrote: > --- In piecepack@y..., Ron Hale-Evans wrote: > > > BTW, looks like entries for the 'Time Marches On' contest have > been > > > posted to piecepack.org! > > > > Only KidSprout Jumboree has been posted, AFAIK. > > > You are correct sir! > > > I noticed new entries, saw the jumboree listing and lept to incorrect > assumptions - I am duly chastised. Tut, tut, it looks like rain. Uh, I mean, tut, tut, I wasn't trying to chastise you, just making an observation of fact. Welcome to the group, by the way, JT. Do you have a Mesomorph piecepack yet, or have you made your own, or what? :-) Ron -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 385 Return-Path: X-Sender: dianejim@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 22:45:27 -0000 Received: (qmail 74021 invoked from network); 29 Apr 2002 21:23:19 -0000 Received: from unknown (66.218.66.216) by m10.grp.scd.yahoo.com with QMQP; 29 Apr 2002 21:23:19 -0000 Received: from unknown (HELO maynard.mail.mindspring.net) (207.69.200.243) by mta1.grp.scd.yahoo.com with SMTP; 29 Apr 2002 21:23:16 -0000 Received: from dialup-63.214.87.247.dial1.boston1.level3.net ([63.214.87.247] helo=jdoherty-home) by maynard.mail.mindspring.net with smtp (Exim 3.33 #1) id 172Ic1-00081f-00 for piecepack@yahoogroups.com; Mon, 29 Apr 2002 17:23:10 -0400 Message-ID: <007101c1efc5$27ee29c0$e758d63f@jdoherty-home> To: Subject: Re: [piecepack] Re: Availability of rulesets for the pack Date: Mon, 29 Apr 2002 17:30:55 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Jim/Diane Doherty" X-Yahoo-Group-Post: member; u=43504033 X-Yahoo-Profile: cotcdianejim >> BTW, looks like entries for the 'Time Marches On' contest have been >> posted to piecepack.org! >> > Only KidSprout Jumboree has been posted, AFAIK. Come to think of it, it might benefit the "Ongoing Contest Process" if all entries are given some special attention. Seriously... while the winner gets Top Honors, should we give the others some due for taking the time to advance the hobby? This would be especially beneficial for very new designers who do not feel they can win the competition, but would like to "get practice," as was posted earlier today. The more entries we get, the more the 'pack concept benefits, I believe. Dave and Karol, do you think there is room on the piecepack.org site to give some honorable mention to the non-winnners of all the piecepack contests? Best, Jim Doherty Eight Foot Llama www.eightfootllama.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 386 Return-Path: X-Sender: marty@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 23:03:38 -0000 Received: (qmail 43191 invoked from network); 29 Apr 2002 21:49:01 -0000 Received: from unknown (66.218.66.218) by m10.grp.scd.yahoo.com with QMQP; 29 Apr 2002 21:49:01 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta3.grp.scd.yahoo.com with SMTP; 29 Apr 2002 21:49:01 -0000 Received: from marty by ludism.org with local (Exim 3.12 #1 (Debian)) id 172J15-0005pC-00 for ; Mon, 29 Apr 2002 14:49:03 -0700 Date: Mon, 29 Apr 2002 14:49:03 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] piecepack modification discussion - aces and numbers Message-ID: <20020429144903.D21572@...> References: <20020429122544.D4373@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: <20020429122544.D4373@...>; from rwhe@... on Mon, Apr 29, 2002 at 12:25:44PM -0700 Sender: Marty Hale-Evans From: "M. Hale-Evans" X-Yahoo-Group-Post: member; u=38766222 X-Yahoo-Profile: seadragon66 > The stated reason for having an Ace instead of a 1 in each suit is > that the piecepack can use Aces as a "special" value if designers so > desire. In Poker, Aces aren't 1, but are the highest card. Strictly speaking, they are both the highest and lowest, conditionally. It's true that this is a feature that can be exploited in game design with a special-designation ace. (Additionally, it's a concept that a lot of people are familiar with because of playing cards, so it's an added potential factor that doesn't carry a lot of "playability baggage", if you see what I mean.) > You can do the same thing with a piecepack Ace. The same thing is > true of using Null instead of 0. Thus, the piecepack has two > "special" values, which somewhat makes up for its not having "face" > values (Jack, King, Queen, etc.). The other interesting thing about having a null and ace, as opposed to a 0 and 1, is that they can stand apart from the numerical components as a binary subset of components. > I realise the system you listed above was just a for-instance, > however, I run the oldest I Ching mailing list on the Net (founded > in 1995 or so), I've written several pieces of I Ching software, and > I consult the I Ching on a monthly if not a weekly basis, but even I > couldn't tell you what the first six I Ching hexagrams look like. > (They're definitely not in binary order.) To play devil's advocate here, if we're talking about a four-suit system, the four trigrams that appear on the Korean flag are pretty recognizable. It's fairly easy to choose other trigrams that are also recognizable to fill in to six or eight suits, if desired. > Responding to yet another message, I don't think it would hurt if you > put some of the rule sets that haven't yet made it to piecepack.org in > the Files area of the group. There are some rule sets there already. I think this is a great idea, BTW. Keep thinking, JT -- some things may hit and some may miss in the long run, but I like your creativity. :-> Marty *%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%* Marty Hale-Evans marty@... Seattle, WA USA Dig me further at: http://www.martynet.org "To dance is to be out of yourself, larger, more powerful, more beautiful. This is power; it is glory on earth and it is yours for the taking." -- Agnes de Mille From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 387 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 23:45:49 -0000 Received: (qmail 22338 invoked from network); 29 Apr 2002 23:45:43 -0000 Received: from unknown (66.218.66.216) by m2.grp.scd.yahoo.com with QMQP; 29 Apr 2002 23:45:43 -0000 Received: from unknown (HELO n5.grp.scd.yahoo.com) (66.218.66.89) by mta1.grp.scd.yahoo.com with SMTP; 29 Apr 2002 23:45:42 -0000 Received: from [66.218.67.154] by n5.grp.scd.yahoo.com with NNFMP; 29 Apr 2002 23:45:41 -0000 Date: Mon, 29 Apr 2002 23:45:41 -0000 To: piecepack@yahoogroups.com Subject: Re: Availability of rulesets for the pack Message-ID: In-Reply-To: <20020429144552.D22213@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 429 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 --- In piecepack@y..., Ron Hale-Evans wrote: > Welcome to the group, by the way, JT. Do you have a Mesomorph > piecepack yet, or have you made your own, or what? :-) errm, all three? Printed out the 'printable version', bought (and recently received, thanks Karol!) a mesomorph edition as well as playing with paper prototypes of some of the ideas others and I have bantered about regarding extensions/revisions. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 388 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 29 Apr 2002 23:54:25 -0000 Received: (qmail 74321 invoked from network); 29 Apr 2002 23:29:16 -0000 Received: from unknown (66.218.66.216) by m10.grp.scd.yahoo.com with QMQP; 29 Apr 2002 23:29:16 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.12.22.185) by mta1.grp.scd.yahoo.com with SMTP; 29 Apr 2002 23:29:15 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Mon, 29 Apr 2002 19:29:13 -0400 Message-ID: <00a101c1efd6$9401cbb0$0501000a@winnt> To: References: <007101c1efc5$27ee29c0$e758d63f@jdoherty-home> Subject: Re: [piecepack] Re: Availability of rulesets for the pack Date: Mon, 29 Apr 2002 19:35:42 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph I believe all the games that are released for public from that contest will be put on the site. (Dave isn't going to post his at this this time) I certainly feel it is good to give recognition - as long as the folks being listed do not mind. Since it wasn't listed as part of the contest rules especially. Of course Dave has final say on this part. Karol MMB ----- Original Message ----- From: "Jim/Diane Doherty" To: Sent: Monday, April 29, 2002 5:30 PM Subject: Re: [piecepack] Re: Availability of rulesets for the pack > >> BTW, looks like entries for the 'Time Marches On' contest have been > >> posted to piecepack.org! > >> > > Only KidSprout Jumboree has been posted, AFAIK. > > Come to think of it, it might benefit the "Ongoing Contest > Process" if all entries are given some special attention. > > Seriously... while the winner gets Top Honors, should we give the > others some due for taking the time to advance the hobby? This > would be especially beneficial for very new designers who do not > feel they can win the competition, but would like to "get practice," > as was posted earlier today. The more entries we get, the more > the 'pack concept benefits, I believe. > > Dave and Karol, do you think there is room on the piecepack.org > site to give some honorable mention to the non-winnners of all > the piecepack contests? > > Best, > Jim Doherty > Eight Foot Llama > www.eightfootllama.com > > > > > > > > > > > > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 389 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 30 Apr 2002 02:03:46 -0000 Received: (qmail 49338 invoked from network); 30 Apr 2002 02:03:45 -0000 Received: from unknown (66.218.66.218) by m6.grp.scd.yahoo.com with QMQP; 30 Apr 2002 02:03:45 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta3.grp.scd.yahoo.com with SMTP; 30 Apr 2002 02:03:45 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 172Mze-0005xz-00 for ; Mon, 29 Apr 2002 19:03:50 -0700 Date: Mon, 29 Apr 2002 19:03:50 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Re: Availability of rulesets for the pack Message-ID: <20020429190350.F22213@...> References: <20020429144552.D22213@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from odbo255@... on Mon, Apr 29, 2002 at 11:45:41PM -0000 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Mon, Apr 29, 2002 at 11:45:41PM -0000, odbo255 wrote: > --- In piecepack@y..., Ron Hale-Evans wrote: > > > Welcome to the group, by the way, JT. Do you have a Mesomorph > > piecepack yet, or have you made your own, or what? :-) > > errm, all three? Printed out the 'printable version', bought (and > recently received, thanks Karol!) a mesomorph edition as well as > playing with paper prototypes of some of the ideas others and I have > bantered about regarding extensions/revisions. Cool, that makes at least four of us in Seattle Cosmic with Mesomorph piecepacks (you, me, Tim Schutz, and Eric Y.). And Kisa has a Mesomorph piecepack on loan from the group game library. I bet we pack more 'packs per capita than any other gaming group right now. I'd like to see your prototypes at the next game night you can attend, if you don't mind bringing and sharing them. Ron -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 390 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 30 Apr 2002 04:02:44 -0000 Received: (qmail 99203 invoked from network); 30 Apr 2002 04:02:30 -0000 Received: from unknown (66.218.66.216) by m11.grp.scd.yahoo.com with QMQP; 30 Apr 2002 04:02:30 -0000 Received: from unknown (HELO n11.grp.scd.yahoo.com) (66.218.66.66) by mta1.grp.scd.yahoo.com with SMTP; 30 Apr 2002 04:02:30 -0000 Received: from [66.218.67.183] by n11.grp.scd.yahoo.com with NNFMP; 30 Apr 2002 04:02:29 -0000 Date: Tue, 30 Apr 2002 04:02:29 -0000 To: piecepack@yahoogroups.com Subject: Re: Color of Numbers on Coins Message-ID: In-Reply-To: <20020429194818.55501.qmail@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 774 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 --- In piecepack@y..., Prophesor wrote: > > > Another suggestion: Change the colors for the numbers so > > that it's > > not a > > > suit color; this can also be confusing. > > > > I agree with this as well - I personally would eliminate black > > as a > > suit color and retain it for abstract purposes (such as the > > value > > side of coins). > > I disagree. Loss of Black as a suit color could break some > existing rules. Loss of Black as a number color would not. > (Unless someone referred to the number color for whatever odd > reason, but I can see no such reason.) Better I think to go to > outlined numbers (allowing printers to still use black ink, and > avoiding a fifth color). > ahh, yes a much more elegant solution - I like it! From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 391 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 30 Apr 2002 04:05:31 -0000 Received: (qmail 46402 invoked from network); 30 Apr 2002 04:05:31 -0000 Received: from unknown (66.218.66.216) by m4.grp.scd.yahoo.com with QMQP; 30 Apr 2002 04:05:31 -0000 Received: from unknown (HELO n4.grp.scd.yahoo.com) (66.218.66.88) by mta1.grp.scd.yahoo.com with SMTP; 30 Apr 2002 04:05:31 -0000 Received: from [66.218.67.166] by n4.grp.scd.yahoo.com with NNFMP; 30 Apr 2002 04:05:31 -0000 Date: Tue, 30 Apr 2002 04:05:30 -0000 To: piecepack@yahoogroups.com Subject: Re: Availability of rulesets for the pack Message-ID: In-Reply-To: <007101c1efc5$27ee29c0$e758d63f@jdoherty-home> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 840 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 --- In piecepack@y..., "Jim/Diane Doherty" wrote: > Come to think of it, it might benefit the "Ongoing Contest > Process" if all entries are given some special attention. > > Seriously... while the winner gets Top Honors, should we give the > others some due for taking the time to advance the hobby? This > would be especially beneficial for very new designers who do not > feel they can win the competition, but would like to "get practice," > as was posted earlier today. The more entries we get, the more > the 'pack concept benefits, I believe. > > Dave and Karol, do you think there is room on the piecepack.org > site to give some honorable mention to the non-winnners of all > the piecepack contests? > I second this suggestion, perhaps a one-line bio with an optional web link and/or email address? From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 392 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 30 Apr 2002 13:46:16 -0000 Received: (qmail 27206 invoked from network); 30 Apr 2002 13:46:14 -0000 Received: from unknown (66.218.66.217) by m10.grp.scd.yahoo.com with QMQP; 30 Apr 2002 13:46:14 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.12.23.207) by mta2.grp.scd.yahoo.com with SMTP; 30 Apr 2002 13:46:13 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Tue, 30 Apr 2002 09:46:12 -0400 Message-ID: <000d01c1f04e$4bb19890$0501000a@winnt> To: References: Subject: Re: [piecepack] Re: Availability of rulesets for the pack Date: Tue, 30 Apr 2002 09:52:33 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph We suggested online bios before - no one has sent them in. ----- Original Message ----- From: "odbo255" To: Sent: Tuesday, April 30, 2002 12:05 AM Subject: [piecepack] Re: Availability of rulesets for the pack > --- In piecepack@y..., "Jim/Diane Doherty" wrote: > > Come to think of it, it might benefit the "Ongoing Contest > > Process" if all entries are given some special attention. > > > > Seriously... while the winner gets Top Honors, should we give the > > others some due for taking the time to advance the hobby? This > > would be especially beneficial for very new designers who do not > > feel they can win the competition, but would like to "get > practice," > > as was posted earlier today. The more entries we get, the more > > the 'pack concept benefits, I believe. > > > > Dave and Karol, do you think there is room on the piecepack.org > > site to give some honorable mention to the non-winnners of all > > the piecepack contests? > > > > I second this suggestion, perhaps a one-line bio with an optional web > link and/or email address? > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 393 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_1); 1 May 2002 13:32:21 -0000 Received: (qmail 43482 invoked from network); 1 May 2002 13:32:21 -0000 Received: from unknown (66.218.66.216) by m13.grp.scd.yahoo.com with QMQP; 1 May 2002 13:32:21 -0000 Received: from unknown (HELO n4.grp.scd.yahoo.com) (66.218.66.88) by mta1.grp.scd.yahoo.com with SMTP; 1 May 2002 13:32:20 -0000 Received: from [66.218.67.185] by n4.grp.scd.yahoo.com with NNFMP; 01 May 2002 13:32:12 -0000 Date: Wed, 01 May 2002 13:32:10 -0000 To: piecepack@yahoogroups.com Subject: New games posted to piecepack.org Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 408 X-Mailer: Yahoo Groups Message Poster From: "dboylemesomorph" X-Yahoo-Group-Post: member; u=2673640 X-Yahoo-Profile: dboylemesomorph The following games have recently been posted to the piecepack games page ( http://www.piecepack.org/piecepackgames.asp ): One Man: Thrag! Conspiracy Coyote Moon Sorcerer's Chamber Whirlpool Pond Kidsprout Jumboree We are working to collect the remaining games that are ready for release and get them up there. That brings the total number of games listed to 19, with more to come in the near future. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 394 Return-Path: X-Sender: annerullo@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 5 May 2002 02:16:38 -0000 Received: (qmail 87250 invoked from network); 5 May 2002 02:16:37 -0000 Received: from unknown (66.218.66.216) by m9.grp.scd.yahoo.com with QMQP; 5 May 2002 02:16:37 -0000 Received: from unknown (HELO n16.grp.scd.yahoo.com) (66.218.66.71) by mta1.grp.scd.yahoo.com with SMTP; 5 May 2002 02:16:37 -0000 Received: from [66.218.67.134] by n16.grp.scd.yahoo.com with NNFMP; 05 May 2002 02:16:37 -0000 Date: Sun, 05 May 2002 02:16:36 -0000 To: piecepack@yahoogroups.com Subject: Re: Color of Numbers on Coins Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 2606 X-Mailer: Yahoo Groups Message Poster From: "eruonna" X-Yahoo-Group-Post: member; u=108613474 X-Yahoo-Profile: eruonna --- In piecepack@y..., "odbo255" wrote: > --- In piecepack@y..., Prophesor wrote: > > > > Another suggestion: Change the colors for the numbers so > > > that it's > > > not a > > > > suit color; this can also be confusing. > > > > > > I agree with this as well - I personally would eliminate black > > > as a > > > suit color and retain it for abstract purposes (such as the > > > value > > > side of coins). > > > > I disagree. Loss of Black as a suit color could break some > > existing rules. Loss of Black as a number color would not. > > (Unless someone referred to the number color for whatever odd > > reason, but I can see no such reason.) Better I think to go to > > outlined numbers (allowing printers to still use black ink, and > > avoiding a fifth color). > > > > ahh, yes a much more elegant solution - I like it! I personally think that the Piecepack would be improved by changing the black suit to another color. Traditionally, board games use black and white when there are only two sides. Most four-player board games seem to use the colors red, green, yellow, and blue. If these colors were used for the suits, it would be much easier to incorporate parts from other games into Piecepack games. Sorry, Headache, or Candyland pieces could be used as pawns. Icehouse pieces could be incorporated. Even outside the playing pieces games use these colors. Perhaps a game could be created that uses Uno or Palabra cards in some way. I don't think I could find black poker chips if I wanted to use them in a game. This compatibility with other game pieces is more important than keeping the colors the same. The specific colors used are not actually important to gameplay; colors are needed only to provide a connection between certain pieces within the game. For example, you can play poker with an Italian deck that doesn't use the hearts- diamonds-spades-clubs suits without any troubles. A flush is still a hand of all the same suit. You could even play Hearts. Just choose suits to be hearts, spades and clubs. One possible solution is suggested by Black Ice. Create additional suits, one to round out the four-color set and one white suit. The four colors would then be a standard set and would match with other four-color games. Black and white suits could then be used for two- player games or to match with chess, checkers, or go pieces. I guess this has wandered from the original topic because the problem of the number colors would still exist. The outlining suggestion would still work then. Hmm. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 395 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 8 May 2002 19:43:02 -0000 Received: (qmail 26353 invoked from network); 8 May 2002 19:43:02 -0000 Received: from unknown (66.218.66.218) by m1.grp.scd.yahoo.com with QMQP; 8 May 2002 19:43:02 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta3.grp.scd.yahoo.com with SMTP; 8 May 2002 19:43:01 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 175XL6-0003Wo-00 for ; Wed, 08 May 2002 12:43:04 -0700 Date: Wed, 8 May 2002 12:43:04 -0700 To: piecepack mailing list Subject: Wow, somebody hates KidSprout Jumboree! Message-ID: <20020508124304.A13514@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe Somebody must *really* hate KidSprout Jumboree. It's rated 1 out of 10, with a total of 2 votes. I wonder who voted, considering Wormholes is currently rated 9 out of 10 with 4 votes, and I think Jumboree is a much better game... I wish more people would vote on the games on the Piecepack Games page, so we can get a more accurate reading of how much players like various games. Currently no game has more than 5 votes (Reversi). http://www.piecepack.org/PiecepackGames.asp Ron -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 396 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 8 May 2002 19:57:32 -0000 Received: (qmail 39892 invoked from network); 8 May 2002 19:57:31 -0000 Received: from unknown (66.218.66.217) by m8.grp.scd.yahoo.com with QMQP; 8 May 2002 19:57:31 -0000 Received: from unknown (HELO mclean.mail.mindspring.net) (207.69.200.57) by mta2.grp.scd.yahoo.com with SMTP; 8 May 2002 19:57:31 -0000 Received: from 1cust30.tnt20.krk1.da.uu.net ([67.250.186.30] helo=daycare) by mclean.mail.mindspring.net with smtp (Exim 3.33 #1) id 175XZ0-0001qs-00 for piecepack@yahoogroups.com; Wed, 08 May 2002 15:57:27 -0400 Message-ID: <000b01c1f6c9$af655e40$1ebafa43@daycare> To: References: <20020508124304.A13514@...> Subject: Re: [piecepack] Wow, somebody hates KidSprout Jumboree! Date: Wed, 8 May 2002 12:51:00 -0700 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Since I like the game and have played it several times and will play it again I went and gave it a 10. Tim Schutz. ----- Original Message ----- From: Ron Hale-Evans To: piecepack mailing list Sent: Wednesday, May 08, 2002 12:43 PM Subject: [piecepack] Wow, somebody hates KidSprout Jumboree! Somebody must *really* hate KidSprout Jumboree. It's rated 1 out of 10, with a total of 2 votes. I wonder who voted, considering Wormholes is currently rated 9 out of 10 with 4 votes, and I think Jumboree is a much better game... I wish more people would vote on the games on the Piecepack Games page, so we can get a more accurate reading of how much players like various games. Currently no game has more than 5 votes (Reversi). http://www.piecepack.org/PiecepackGames.asp Ron -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ Yahoo! Groups Sponsor ADVERTISEMENT To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 397 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 8 May 2002 20:03:13 -0000 Received: (qmail 12944 invoked from network); 8 May 2002 20:03:13 -0000 Received: from unknown (66.218.66.217) by m7.grp.scd.yahoo.com with QMQP; 8 May 2002 20:03:13 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.12.23.170) by mta2.grp.scd.yahoo.com with SMTP; 8 May 2002 20:03:12 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Wed, 8 May 2002 16:03:07 -0400 Message-ID: <03df01c1f6cc$4c3c5c30$0501000a@winnt> To: References: <20020508124304.A13514@...> Subject: Re: [piecepack] Wow, somebody hates KidSprout Jumboree! Date: Wed, 8 May 2002 16:09:45 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph and one has to wonder about that since as far as MG knows no one has taken time to put together 3 piecepacks to play it. It really is a fun game if you can remember which one you are! (a great mind exercise me thinks) ----- Original Message ----- From: "Ron Hale-Evans" To: "piecepack mailing list" Sent: Wednesday, May 08, 2002 3:43 PM Subject: [piecepack] Wow, somebody hates KidSprout Jumboree! > Somebody must *really* hate KidSprout Jumboree. It's rated 1 out of > 10, with a total of 2 votes. I wonder who voted, considering > Wormholes is currently rated 9 out of 10 with 4 votes, and I think > Jumboree is a much better game... > > I wish more people would vote on the games on the Piecepack Games > page, so we can get a more accurate reading of how much players like > various games. Currently no game has more than 5 votes (Reversi). > > http://www.piecepack.org/PiecepackGames.asp > > Ron > > -- > Ron Hale-Evans ... rwhe@... & rwhe@... > Center for Ludic Synergy, Seattle Cosmic Game Night, > Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ > Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 398 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 8 May 2002 20:51:46 -0000 Received: (qmail 17577 invoked from network); 8 May 2002 20:51:46 -0000 Received: from unknown (66.218.66.218) by m2.grp.scd.yahoo.com with QMQP; 8 May 2002 20:51:46 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta3.grp.scd.yahoo.com with SMTP; 8 May 2002 20:51:46 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 175YPc-0003aZ-00 for ; Wed, 08 May 2002 13:51:48 -0700 Date: Wed, 8 May 2002 13:51:48 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Wow, somebody hates KidSprout Jumboree! Message-ID: <20020508135148.B13514@...> References: <20020508124304.A13514@...> <000b01c1f6c9$af655e40$1ebafa43@daycare> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: <000b01c1f6c9$af655e40$1ebafa43@daycare>; from hexchex@... on Wed, May 08, 2002 at 12:51:00PM -0700 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe Thanks, Tim. I wonder if the two people (or one person on two computers :-) who voted 1.0 for it would like to speak up and explain why they hate it so much. Ron On Wed, May 08, 2002 at 12:51:00PM -0700, Tim Schutz wrote: > Since I like the game and have played it several times and will play > it again I went and gave it a 10. > Tim Schutz. > ----- Original Message ----- > From: Ron Hale-Evans > To: piecepack mailing list > Sent: Wednesday, May 08, 2002 12:43 PM > Subject: [piecepack] Wow, somebody hates KidSprout Jumboree! > > > Somebody must *really* hate KidSprout Jumboree. It's rated 1 out of > 10, with a total of 2 votes. I wonder who voted, considering > Wormholes is currently rated 9 out of 10 with 4 votes, and I think > Jumboree is a much better game... > > I wish more people would vote on the games on the Piecepack Games > page, so we can get a more accurate reading of how much players like > various games. Currently no game has more than 5 votes (Reversi). > > http://www.piecepack.org/PiecepackGames.asp > > Ron > > -- > Ron Hale-Evans ... rwhe@... & rwhe@... > Center for Ludic Synergy, Seattle Cosmic Game Night, > Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ > Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ > > Yahoo! Groups Sponsor > ADVERTISEMENT > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. > > > > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 399 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 8 May 2002 20:58:58 -0000 Received: (qmail 17851 invoked from network); 8 May 2002 20:58:58 -0000 Received: from unknown (66.218.66.216) by m9.grp.scd.yahoo.com with QMQP; 8 May 2002 20:58:58 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta1.grp.scd.yahoo.com with SMTP; 8 May 2002 20:58:58 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 175YWb-0003az-00 for ; Wed, 08 May 2002 13:59:01 -0700 Date: Wed, 8 May 2002 13:59:01 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Wow, somebody hates KidSprout Jumboree! Message-ID: <20020508135901.C13514@...> References: <20020508124304.A13514@...> <03df01c1f6cc$4c3c5c30$0501000a@winnt> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: <03df01c1f6cc$4c3c5c30$0501000a@winnt>; from karol@... on Wed, May 08, 2002 at 04:09:45PM -0400 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe Well, I'll fess up to being one of the 5 people to give Reversi a low vote. I own four piecepacks, and I have access to a fifth through Seattle Cosmic, but I have no inclination to combine three of them to play Reversi, because I just don't think the piecepack is well-suited to this game. First of all, how many other people have three piecepacks? Second of all, as someone pointed out a few weeks ago, it is probably quite hard to distinguish the suit side from the value side when playing. Nobody wants a "great mind exercise" just to see the pattern of pieces on the board! All that brainpower should be reserved for actually playing the game. I am guessing that is what other people are expressing too. But don't take it personally. Reversi is an old, public-domain game; it's not as if you or Dave actually invented it. I gave Power Lines a pretty high rating, as I recall. Ron On Wed, May 08, 2002 at 04:09:45PM -0400, Karol wrote: > and one has to wonder about that since as far as MG knows no one has taken > time to put together 3 piecepacks to play it. It really is a fun game if you > can remember which one you are! (a great mind exercise me thinks) > > > ----- Original Message ----- > From: "Ron Hale-Evans" > To: "piecepack mailing list" > Sent: Wednesday, May 08, 2002 3:43 PM > Subject: [piecepack] Wow, somebody hates KidSprout Jumboree! > > > > Somebody must *really* hate KidSprout Jumboree. It's rated 1 out of > > 10, with a total of 2 votes. I wonder who voted, considering > > Wormholes is currently rated 9 out of 10 with 4 votes, and I think > > Jumboree is a much better game... > > > > I wish more people would vote on the games on the Piecepack Games > > page, so we can get a more accurate reading of how much players like > > various games. Currently no game has more than 5 votes (Reversi). > > > > http://www.piecepack.org/PiecepackGames.asp > > > > Ron > > > > -- > > Ron Hale-Evans ... rwhe@... & rwhe@... > > Center for Ludic Synergy, Seattle Cosmic Game Night, > > Kennexions Glass Bead Game & Positive Revolution FAQ: > http://www.ludism.org/ > > Home page & Hexagram-8 I Ching Mailing List: > http://www.apocalypse.org/~rwhe/ > > > > > > To unsubscribe from this group, send an email to: > > piecepack-unsubscribe@egroups.com > > > > > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > > > > > > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 400 Return-Path: X-Sender: karol@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 8 May 2002 21:47:09 -0000 Received: (qmail 95612 invoked from network); 8 May 2002 21:47:09 -0000 Received: from unknown (66.218.66.217) by m1.grp.scd.yahoo.com with QMQP; 8 May 2002 21:47:09 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.12.23.170) by mta2.grp.scd.yahoo.com with SMTP; 8 May 2002 21:47:07 -0000 Received: from winnt (10.0.1.5) by [10.0.1.3] with SMTP (Eudora Internet Mail Server 1.3.1); Wed, 8 May 2002 17:47:03 -0400 Message-ID: <03f201c1f6da$d175b460$0501000a@winnt> To: References: <20020508124304.A13514@...> <03df01c1f6cc$4c3c5c30$0501000a@winnt> <20020508135901.C13514@...> Subject: Re: [piecepack] Wow, somebody hates KidSprout Jumboree! Date: Wed, 8 May 2002 17:53:41 -0400 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Karol" X-Yahoo-Group-Post: member; u=41603286 X-Yahoo-Profile: kmmbmesomorph To each his own. No offense taken. I do think that it's not a bad idea to have as many games adapted as possible. Imagine if you were a die-hard reversi fan but wanted to only pack one game in your travel bag - piecepack gives you reversi and like 32 or so other games. In all fairness a die-hard reversi fan would probably insist on packing the reversi set as well but you get the point. I admit that I am dyslexic and it sometimes is difficult to keep things straight when it comes to games. I like that reversi gives me an exercise in that type of thing. I'm not saying it's for everyone or even that every game that could be adapted should - Checkers for example, I didn't adapt that b/c it's too difficult for those that I've seen play it to play with piecepack since the "board" isn't checkered. They were having to use their fingers to line up where they wanted to move, giving their strategy away. Not all the games that are invented or adapted will appeal to everyone, I respect that as everyone else should. I do like Kidsprout & Wormholes a lot. I haven't voted for any games b/c I haven't played them all yet. Funny I would have thought in this line of work I'd be playing a lot more than I do! Hope everyone is getting inspired to make more games! Karol ----- Original Message ----- From: "Ron Hale-Evans" To: Sent: Wednesday, May 08, 2002 4:59 PM Subject: Re: [piecepack] Wow, somebody hates KidSprout Jumboree! > Well, I'll fess up to being one of the 5 people to give Reversi a low > vote. I own four piecepacks, and I have access to a fifth through > Seattle Cosmic, but I have no inclination to combine three of them to > play Reversi, because I just don't think the piecepack is well-suited > to this game. First of all, how many other people have three > piecepacks? Second of all, as someone pointed out a few weeks ago, it > is probably quite hard to distinguish the suit side from the value > side when playing. Nobody wants a "great mind exercise" just to see > the pattern of pieces on the board! All that brainpower should be > reserved for actually playing the game. I am guessing that is what > other people are expressing too. > > But don't take it personally. Reversi is an old, public-domain game; > it's not as if you or Dave actually invented it. I gave Power Lines > a pretty high rating, as I recall. > > Ron > > On Wed, May 08, 2002 at 04:09:45PM -0400, Karol wrote: > > and one has to wonder about that since as far as MG knows no one has taken > > time to put together 3 piecepacks to play it. It really is a fun game if you > > can remember which one you are! (a great mind exercise me thinks) > > > > > > ----- Original Message ----- > > From: "Ron Hale-Evans" > > To: "piecepack mailing list" > > Sent: Wednesday, May 08, 2002 3:43 PM > > Subject: [piecepack] Wow, somebody hates KidSprout Jumboree! > > > > > > > Somebody must *really* hate KidSprout Jumboree. It's rated 1 out of > > > 10, with a total of 2 votes. I wonder who voted, considering > > > Wormholes is currently rated 9 out of 10 with 4 votes, and I think > > > Jumboree is a much better game... > > > > > > I wish more people would vote on the games on the Piecepack Games > > > page, so we can get a more accurate reading of how much players like > > > various games. Currently no game has more than 5 votes (Reversi). > > > > > > http://www.piecepack.org/PiecepackGames.asp > > > > > > Ron > > > > > > -- > > > Ron Hale-Evans ... rwhe@... & rwhe@... > > > Center for Ludic Synergy, Seattle Cosmic Game Night, > > > Kennexions Glass Bead Game & Positive Revolution FAQ: > > http://www.ludism.org/ > > > Home page & Hexagram-8 I Ching Mailing List: > > http://www.apocalypse.org/~rwhe/ > > > > > > > > > To unsubscribe from this group, send an email to: > > > piecepack-unsubscribe@egroups.com > > > > > > > > > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > > > > > > > > > > > > > > > To unsubscribe from this group, send an email to: > > piecepack-unsubscribe@egroups.com > > > > > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > > > > -- > Ron Hale-Evans ... rwhe@... & rwhe@... > Center for Ludic Synergy, Seattle Cosmic Game Night, > Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ > Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 401 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 8 May 2002 22:44:11 -0000 Received: (qmail 28107 invoked from network); 8 May 2002 22:44:11 -0000 Received: from unknown (66.218.66.217) by m8.grp.scd.yahoo.com with QMQP; 8 May 2002 22:44:11 -0000 Received: from unknown (HELO smtp6.mindspring.com) (207.69.200.110) by mta2.grp.scd.yahoo.com with SMTP; 8 May 2002 22:44:11 -0000 Received: from 2cust47.tnt8.krk1.da.uu.net ([67.250.189.47] helo=daycare) by smtp6.mindspring.com with smtp (Exim 3.33 #1) id 175aAE-0000KH-00 for piecepack@yahoogroups.com; Wed, 08 May 2002 18:44:03 -0400 Message-ID: <000c01c1f6e0$f525ffe0$2fbdfa43@daycare> To: References: <20020508124304.A13514@...> <03df01c1f6cc$4c3c5c30$0501000a@winnt> <20020508135901.C13514@...> <03f201c1f6da$d175b460$0501000a@winnt> Subject: Re: [piecepack] Wow, somebody hates KidSprout Jumboree! Date: Wed, 8 May 2002 15:37:35 -0700 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I am an avid reversi player (I play it on line all the time and I am usually invoved in several games). If I was to use a piecepack I probably use one piecepack and some of my painted pennies (which I carry in my backpack) as the pieces instead of the coins that came with the piecepack. It definitely takes up less room then three piecpacks in my backpack. Tim Schutz ----- Original Message ----- From: Karol To: piecepack@yahoogroups.com Sent: Wednesday, May 08, 2002 2:53 PM Subject: Re: [piecepack] Wow, somebody hates KidSprout Jumboree! To each his own. No offense taken. I do think that it's not a bad idea to have as many games adapted as possible. Imagine if you were a die-hard reversi fan but wanted to only pack one game in your travel bag - piecepack gives you reversi and like 32 or so other games. In all fairness a die-hard reversi fan would probably insist on packing the reversi set as well but you get the point. I admit that I am dyslexic and it sometimes is difficult to keep things straight when it comes to games. I like that reversi gives me an exercise in that type of thing. I'm not saying it's for everyone or even that every game that could be adapted should - Checkers for example, I didn't adapt that b/c it's too difficult for those that I've seen play it to play with piecepack since the "board" isn't checkered. They were having to use their fingers to line up where they wanted to move, giving their strategy away. Not all the games that are invented or adapted will appeal to everyone, I respect that as everyone else should. I do like Kidsprout & Wormholes a lot. I haven't voted for any games b/c I haven't played them all yet. Funny I would have thought in this line of work I'd be playing a lot more than I do! Hope everyone is getting inspired to make more games! Karol ----- Original Message ----- From: "Ron Hale-Evans" To: Sent: Wednesday, May 08, 2002 4:59 PM Subject: Re: [piecepack] Wow, somebody hates KidSprout Jumboree! > Well, I'll fess up to being one of the 5 people to give Reversi a low > vote. I own four piecepacks, and I have access to a fifth through > Seattle Cosmic, but I have no inclination to combine three of them to > play Reversi, because I just don't think the piecepack is well-suited > to this game. First of all, how many other people have three > piecepacks? Second of all, as someone pointed out a few weeks ago, it > is probably quite hard to distinguish the suit side from the value > side when playing. Nobody wants a "great mind exercise" just to see > the pattern of pieces on the board! All that brainpower should be > reserved for actually playing the game. I am guessing that is what > other people are expressing too. > > But don't take it personally. Reversi is an old, public-domain game; > it's not as if you or Dave actually invented it. I gave Power Lines > a pretty high rating, as I recall. > > Ron > > On Wed, May 08, 2002 at 04:09:45PM -0400, Karol wrote: > > and one has to wonder about that since as far as MG knows no one has taken > > time to put together 3 piecepacks to play it. It really is a fun game if you > > can remember which one you are! (a great mind exercise me thinks) > > > > > > ----- Original Message ----- > > From: "Ron Hale-Evans" > > To: "piecepack mailing list" > > Sent: Wednesday, May 08, 2002 3:43 PM > > Subject: [piecepack] Wow, somebody hates KidSprout Jumboree! > > > > > > > Somebody must *really* hate KidSprout Jumboree. It's rated 1 out of > > > 10, with a total of 2 votes. I wonder who voted, considering > > > Wormholes is currently rated 9 out of 10 with 4 votes, and I think > > > Jumboree is a much better game... > > > > > > I wish more people would vote on the games on the Piecepack Games > > > page, so we can get a more accurate reading of how much players like > > > various games. Currently no game has more than 5 votes (Reversi). > > > > > > http://www.piecepack.org/PiecepackGames.asp > > > > > > Ron > > > > > > -- > > > Ron Hale-Evans ... rwhe@... & rwhe@... > > > Center for Ludic Synergy, Seattle Cosmic Game Night, > > > Kennexions Glass Bead Game & Positive Revolution FAQ: > > http://www.ludism.org/ > > > Home page & Hexagram-8 I Ching Mailing List: > > http://www.apocalypse.org/~rwhe/ > > > > > > > > > To unsubscribe from this group, send an email to: > > > piecepack-unsubscribe@egroups.com > > > > > > > > > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > > > > > > > > > > > > > > > To unsubscribe from this group, send an email to: > > piecepack-unsubscribe@egroups.com > > > > > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > > > > -- > Ron Hale-Evans ... rwhe@... & rwhe@... > Center for Ludic Synergy, Seattle Cosmic Game Night, > Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ > Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ > > > To unsubscribe from this group, send an email to: > piecepack-unsubscribe@egroups.com > > > > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/ > > > Yahoo! Groups Sponsor ADVERTISEMENT To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 403 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 9 May 2002 13:40:42 -0000 Received: (qmail 52547 invoked from network); 9 May 2002 13:40:42 -0000 Received: from unknown (66.218.66.217) by m5.grp.scd.yahoo.com with QMQP; 9 May 2002 13:40:42 -0000 Received: from unknown (HELO mclean.mail.mindspring.net) (207.69.200.57) by mta2.grp.scd.yahoo.com with SMTP; 9 May 2002 13:40:42 -0000 Received: from 1cust97.tnt8.krk1.da.uu.net ([67.250.184.97] helo=daycare) by mclean.mail.mindspring.net with smtp (Exim 3.33 #1) id 175o9t-0002dU-00 for piecepack@yahoogroups.com; Thu, 09 May 2002 09:40:38 -0400 Message-ID: <002101c1f75e$35516dc0$61b8fa43@daycare> To: References: Subject: Re: [piecepack] Scrap the ratings? Date: Thu, 9 May 2002 06:34:11 -0700 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I like the ratings and think that if more people used them that a true score on a game would emerge. It hard to get a good polling with only a few votes. Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 404 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 9 May 2002 15:24:01 -0000 Received: (qmail 99133 invoked from network); 9 May 2002 15:24:01 -0000 Received: from unknown (66.218.66.216) by m5.grp.scd.yahoo.com with QMQP; 9 May 2002 15:24:01 -0000 Received: from unknown (HELO n11.grp.scd.yahoo.com) (66.218.66.66) by mta1.grp.scd.yahoo.com with SMTP; 9 May 2002 15:24:00 -0000 Received: from [66.218.67.167] by n11.grp.scd.yahoo.com with NNFMP; 09 May 2002 15:24:00 -0000 Date: Thu, 09 May 2002 15:24:00 -0000 To: piecepack@yahoogroups.com Subject: Re: Scrap the ratings? Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 190 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 --- In piecepack@y..., Dave Boyle wrote: > I'm seriously thinking of yanking the whole rating system from the games > page on piecepack.org. I like the ratings as well. -JT From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 405 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 9 May 2002 19:17:24 -0000 Received: (qmail 60695 invoked from network); 9 May 2002 19:17:23 -0000 Received: from unknown (66.218.66.218) by m10.grp.scd.yahoo.com with QMQP; 9 May 2002 19:17:23 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta3.grp.scd.yahoo.com with SMTP; 9 May 2002 19:17:23 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 175tPp-0004PW-00 for ; Thu, 09 May 2002 12:17:25 -0700 Date: Thu, 9 May 2002 12:17:25 -0700 To: piecepack@yahoogroups.com Subject: Re: [piecepack] Scrap the ratings? Message-ID: <20020509121725.C14587@...> References: Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from dboyle@... on Wed, May 08, 2002 at 10:08:52PM -0400 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Wed, May 08, 2002 at 10:08:52PM -0400, Dave Boyle wrote: > I'm seriously thinking of yanking the whole rating system from the games > page on piecepack.org. I used to be strongly in favour of the rating system, but considering recent abuses, I'm not so sure anymore. > The instructions you see every time you rate a game are pretty simple: > > "Please enter a rating for your overall enjoyment of the game. > Please only rate games that you yourself have actually played. > Enter a rating from 1 (not at all enjoyable) to 10 (immensely enjoyable)." > > Does anyone out there actually use it as intended? It seems to me like > people are voting to achieve an effect, to lower or raise a game's rating, > rather than to rate their enjoyment of the game as it was intended. > > Kidsprout Jumboree getting two 1's. People voting on games they have not > played. Cats living with dogs. It's pandemonium! Well, even factoring out my own self-interest in seeing KidSprout Jumboree being rated highly, I agree that its getting two 1s is pretty ridiculous, considering it beat out some pretty fine games in the contest. I do vote my true opinion about a game, not to achieve an effect; however, this may not be true of other people. As for people voting on games they have not played, the request "Please only rate games that you yourself have actually played" is somewhat ambiguous. I've played Reversi _scores_ of times, just not with a piecepack set. To rehash an analogy I used in email to Karol, if someone tells me that little globs of peanut butter make great pieces for Checkers, I don't need to be a neurosurgeon to realise this will be an awkward way of playing the game. In the same way, but to a lesser degree, I can see that the piecepack (three of them, no less) is an awkward set of equipment for Reversi. > Seriously, if the ratings don't represent what they are supposed to > represent, then they are misleading rather than informative. Better to > remove them entirely than misinform visitors to piecepack.org. > > Am I wrong here? Does anyone feel strongly one way or another? Here's an idea, Dave. What about linking each game to a Comments page, where people can describe what they do and don't like about the game. You can make it so people can stand up for their opinions by leaving their names and email addresses, or can post as "Anonymous Coward", the way they do on Slashdot. (Naturally, a comment by an Anonymous Coward won't count for much.) The Comments page could also include a brief description of the game, comments by the designer, and so on, something like a page for a game at BoardgameGeek. You can retain the rating system by having a field where people can enter a rating from 1 to 10, but these numbers don't necessarily have to be averaged -- a glance over the page should give an idea of the range of opinion. Ron p.s. I agree that cats living with dogs is an abomination. -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 406 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 9 May 2002 19:50:53 -0000 Received: (qmail 85281 invoked from network); 9 May 2002 19:50:53 -0000 Received: from unknown (66.218.66.216) by m3.grp.scd.yahoo.com with QMQP; 9 May 2002 19:50:53 -0000 Received: from unknown (HELO relay1.softcomca.com) (168.144.1.67) by mta1.grp.scd.yahoo.com with SMTP; 9 May 2002 19:50:53 -0000 Received: from m2w060 ([168.144.108.60]) by relay1.softcomca.com with Microsoft SMTPSVC(5.0.2195.4905); Thu, 9 May 2002 15:50:51 -0400 X-URL: http://www.mail2web.com/ Subject: RE: Re: [piecepack] Scrap the ratings? Sender: "dboyle@..." Date: Thu, 9 May 2002 15:50:51 -0400 To: "piecepack@yahoogroups.com" X-Priority: 3 X-MSMail-Priority: Normal Content-Transfer-Encoding: Quoted-Printable MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" X-Mailer: JMail 3.7.0 by Dimac (www.dimac.net) Return-Path: dboyle@... Message-ID: X-OriginalArrivalTime: 09 May 2002 19:50:52.0095 (UTC) FILETIME=[D308F4F0:01C1F792] From: "dboyle@..." Reply-To: dboyle@... X-Yahoo-Group-Post: member; u=2673640 X-Yahoo-Profile: dboylemesomorph >>p.s. I agree that cats living with dogs is an abomination. Actually, tha= t was just a (mis) quote I threw in to lighten what I was saying a little.= The Original: "Dogs and cats living together! Mass hysteria!" -Bill Mu= rray as Dr. Venkman in Ghostbusters (1984) Actually Karol and I are very h= appy with our 2 dogs and 4 cats. Everyone gets alone very well. --------= ------------------------------------------------------------ mail2web - Che= ck your email from the web at http://mail2web.com/ . From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 407 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 9 May 2002 20:08:39 -0000 Received: (qmail 74797 invoked from network); 9 May 2002 20:08:39 -0000 Received: from unknown (66.218.66.218) by m2.grp.scd.yahoo.com with QMQP; 9 May 2002 20:08:39 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta3.grp.scd.yahoo.com with SMTP; 9 May 2002 20:08:39 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 175uDR-0004SH-00 for ; Thu, 09 May 2002 13:08:41 -0700 Date: Thu, 9 May 2002 13:08:41 -0700 To: piecepack@yahoogroups.com Subject: OT: Cats and dogs, living together Message-ID: <20020509130841.E14587@...> References: Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i In-Reply-To: ; from dboyle@... on Thu, May 09, 2002 at 03:50:51PM -0400 From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe On Thu, May 09, 2002 at 03:50:51PM -0400, dboyle@... wrote: > >>p.s. I agree that cats living with dogs is an abomination. > > Actually, that was just a (mis) quote I threw in to lighten what I was > saying a little. > > The Original: "Dogs and cats living together! Mass hysteria!" -Bill > Murray as Dr. Venkman in Ghostbusters (1984) Yes, I know. The esteemed Dr. Venkman was describing the Apocalypse, hence my use of the quasi-Biblical word "abomination". > Actually Karol and I are very happy with our 2 dogs and 4 cats. > Everyone gets alone very well. Marty and I are allergic to cats, which is probably one reason we're not too fond of them. But our dogs love them -- for lunch. Ron -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 408 Return-Path: X-Sender: lazaruslong601@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 9 May 2002 22:32:42 -0000 Received: (qmail 66994 invoked from network); 9 May 2002 22:32:42 -0000 Received: from unknown (66.218.66.217) by m14.grp.scd.yahoo.com with QMQP; 9 May 2002 22:32:42 -0000 Received: from unknown (HELO n27.grp.scd.yahoo.com) (66.218.66.83) by mta2.grp.scd.yahoo.com with SMTP; 9 May 2002 22:32:41 -0000 Received: from [66.218.67.185] by n27.grp.scd.yahoo.com with NNFMP; 09 May 2002 22:32:39 -0000 Date: Thu, 09 May 2002 22:32:39 -0000 To: piecepack@yahoogroups.com Subject: Re: Scrap the ratings? Message-ID: In-Reply-To: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 604 X-Mailer: Yahoo Groups Message Poster From: "LazarusLong601" X-Yahoo-Group-Post: member; u=55134485 X-Yahoo-Profile: LazarusLong601 > Seriously, if the ratings don't represent what they are supposed to > represent, then they are misleading rather than informative. Better to > remove them entirely than misinform visitors to piecepack.org. > > Am I wrong here? Does anyone feel strongly one way or another? I like the idea of ratings, and only consider them opinions, like for movies. I've seen this happen in other game areas too...ratings get twisted and don't represent what they were meant for. I like the idea of not having them averaged but only entered into a record. I'd rather see this than have them taken away. Laz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 409 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 12 May 2002 23:16:08 -0000 Received: (qmail 98153 invoked from network); 12 May 2002 23:16:08 -0000 Received: from unknown (66.218.66.218) by m11.grp.scd.yahoo.com with QMQP; 12 May 2002 23:16:08 -0000 Received: from unknown (HELO ludism.org) (63.225.161.90) by mta3.grp.scd.yahoo.com with SMTP; 12 May 2002 23:16:08 -0000 Received: from rwhe by ludism.org with local (Exim 3.12 #1 (Debian)) id 1772ZX-0006sr-00 for ; Sun, 12 May 2002 16:16:11 -0700 Date: Sun, 12 May 2002 16:16:10 -0700 To: piecepack mailing list Subject: Ludic Synergy contest notes Message-ID: <20020512161609.F11496@...> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Disposition: inline User-Agent: Mutt/1.2.5i From: Ron Hale-Evans X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe A few things about the Ludic Synergy contest: 1. At the private request of a couple of contest entrants, I'd like to state that Marty and I will answer questions, privately or publicly, about whether in our opinion a given item qualifies as a game system or merely a game. (You may remember that the rules state entries to the contest must fuse the piecepack with another game _system_.) 2. Yes, you can combine the piecepack with more than one other game system in your contest entry. 3. Yes, you can enter more than one game design into the contest. 4. Apologies to James for setting our deadline so close to his Protospiel 2002 piecepack game design contest: http://www.protospiel.150m.com/ We completely forgot about this until Stephen Glenn posted a reminder about the Protospiel convention a couple of weeks ago. 5. Personally, I'd like to have some idea of how many people are planning to enter the Ludic Synergy contest. I already know of three entries from the Seattle area. Anyone else willing to speak up? I don't want to know _what_ you're doing, just _whether_ you're doing something. Marty adds that there won't be any repercussions if you don't finish your design in time. You're not committing to anything -- we just want a rough head count. Ron -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 410 Return-Path: X-Sender: toren_l@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 13 May 2002 14:08:57 -0000 Received: (qmail 97080 invoked from network); 13 May 2002 14:08:56 -0000 Received: from unknown (66.218.66.218) by m11.grp.scd.yahoo.com with QMQP; 13 May 2002 14:08:56 -0000 Received: from unknown (HELO n13.grp.scd.yahoo.com) (66.218.66.68) by mta3.grp.scd.yahoo.com with SMTP; 13 May 2002 14:08:56 -0000 Received: from [66.218.67.151] by n13.grp.scd.yahoo.com with NNFMP; 13 May 2002 14:07:59 -0000 Date: Mon, 13 May 2002 14:07:57 -0000 To: piecepack@yahoogroups.com Subject: Re: Scrap the ratings? Message-ID: In-Reply-To: <20020509121725.C14587@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1098 X-Mailer: Yahoo Groups Message Poster From: "king_toren_l" X-Yahoo-Group-Post: member; u=3236149 X-Yahoo-Profile: king_toren_l --- In piecepack@y..., Ron Hale-Evans wrote: > I used to be strongly in favour of the rating system, but considering > recent abuses, I'm not so sure anymore. > How can you claim abuses to system just because a game was only rated by two people and those people gave it low scores. I find this to be laughable that your oppinion is that just because the only ratings that have been issued were low therefore the system is at fault for allowing fraudulent scores by some"one" who must have it out for you. > > Here's an idea, Dave. What about linking each game to a Comments > page, where people can describe what they do and don't like about the > game. > Now this I do agree with, giving someone the chance to voice what they do or dont like about a game gives other players a chance to see whether they can accept certian features that someone else may not have liked (e.g. 3 piecepacks for reversi). Also this gives a game designer the chance to see where other people find a game to fail or work, thus aiding them in future revisions or later games. Toren_L From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 411 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 13 May 2002 18:34:33 -0000 Received: (qmail 93897 invoked from network); 13 May 2002 18:34:33 -0000 Received: from unknown (66.218.66.218) by m12.grp.scd.yahoo.com with QMQP; 13 May 2002 18:34:33 -0000 Received: from unknown (HELO n10.grp.scd.yahoo.com) (66.218.66.65) by mta3.grp.scd.yahoo.com with SMTP; 13 May 2002 18:34:32 -0000 Received: from [66.218.67.174] by n10.grp.scd.yahoo.com with NNFMP; 13 May 2002 18:34:26 -0000 Date: Mon, 13 May 2002 18:34:24 -0000 To: piecepack@yahoogroups.com Subject: Files area organized / Rulesets in progress Message-ID: User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1007 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha Hi All, I have organized the Files area a bit, creating 3 folders: Piecepack accessories (for the pyramid files and any others folks create) Printable piecepack source files (for clipart originals, etc., related to the printable piecepack files at piecepack.org) Rulesets in progress (a hopper for rulesets designers wish to be publicly playtested) Any other folders folks think they might need? Just give me a holler at jdroscha at att dot net. Feel free to add any rulesets that you want playtesting feedback for in the "Rulesets in progress" folder. When you think your ruleset is ready for world-at-large to enjoy (i.e., when you feel it is "done"), please contact submissions@... for inclusion on the Piecepack Rulesets page at piecpeack.org. Once your ruleset becomes available on piecepack.org, please remember to remove it from the "Rulesets in progress" folder so that we don't have multiple ruleset copies (possibly different versions) floating about. piece, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 412 Return-Path: X-Sender: jdroscha@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 13 May 2002 18:39:22 -0000 Received: (qmail 80987 invoked from network); 13 May 2002 18:39:21 -0000 Received: from unknown (66.218.66.218) by m9.grp.scd.yahoo.com with QMQP; 13 May 2002 18:39:21 -0000 Received: from unknown (HELO n11.grp.scd.yahoo.com) (66.218.66.66) by mta3.grp.scd.yahoo.com with SMTP; 13 May 2002 18:39:21 -0000 Received: from [66.218.67.147] by n11.grp.scd.yahoo.com with NNFMP; 13 May 2002 18:39:10 -0000 Date: Mon, 13 May 2002 18:39:10 -0000 To: piecepack@yahoogroups.com Subject: Re: Ludic Synergy contest notes Message-ID: In-Reply-To: <20020512161609.F11496@...> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 768 X-Mailer: Yahoo Groups Message Poster From: "jdroscha" X-Yahoo-Group-Post: member; u=90700148 X-Yahoo-Profile: jdroscha --- In piecepack@y..., Ron Hale-Evans wrote: > 4. Apologies to James for setting our deadline so close to his > Protospiel 2002 piecepack game design contest: > > http://www.protospiel.150m.com/ > > We completely forgot about this until Stephen Glenn posted a > reminder about the Protospiel convention a couple of weeks ago. Actually, it's not my contest exactly. The Protospiel 2002 organizers are sponsoring the contest and have asked me to be one of the judges. Due to the timing difficulties of running a design competition at, or concluding a design competition at, a convention, they have expressed that they have not yet decided for certain whether or not to hold the competition. Either way, no harm done. piece, James From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 413 Return-Path: Received: (qmail 31219 invoked from network); 13 May 2002 20:04:57 -0000 Received: from unknown (66.218.66.218) by m11.grp.scd.yahoo.com with QMQP; 13 May 2002 20:04:57 -0000 Received: from unknown (HELO n11.grp.scd.yahoo.com) (66.218.66.66) by mta3.grp.scd.yahoo.com with SMTP; 13 May 2002 20:04:56 -0000 X-eGroups-Return: notify@yahoogroups.com Received: from [66.218.67.128] by n11.grp.scd.yahoo.com with NNFMP; 13 May 2002 20:04:52 -0000 Date: 13 May 2002 20:04:50 -0000 Message-ID: <1021320290.125.78819.w1@yahoogroups.com> X-eGroups-Application: files X-Yahoo-Group-Post: system From: piecepack@yahoogroups.com To: piecepack@yahoogroups.com Subject: New file uploaded to piecepack MIME-Version: 1.0 Content-Type: text/plain Content-Transfer-Encoding: 7bit Hello, This email message is a notification to let you know that a file has been uploaded to the Files area of the piecepack group. File : /Rulesets in progress/ForageRules.txt Uploaded by : karlvonl.geo Description : These are the rules to my game Forage. Included at the end of the file are some variants that may turn out to be better final rule candidates than the original, so I'd like to get as many variants tested as possible. You can access this file at the URL http://groups.yahoo.com/group/piecepack/files/Rulesets%20in%20progress/ForageRules.txt To learn more about file sharing for your group, please visit http://help.yahoo.com/help/us/groups/files Regards, karlvonl.geo From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 414 Return-Path: X-Sender: dboyle@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 13 May 2002 22:08:09 -0000 Received: (qmail 41273 invoked from network); 13 May 2002 22:08:09 -0000 Received: from unknown (66.218.66.218) by m9.grp.scd.yahoo.com with QMQP; 13 May 2002 22:08:09 -0000 Received: from unknown (HELO ?10.0.1.3?) (35.12.22.146) by mta3.grp.scd.yahoo.com with SMTP; 13 May 2002 22:08:08 -0000 Received: from [10.0.1.2] by [10.0.1.3] with ESMTP (Eudora Internet Mail Server 1.3.1); Mon, 13 May 2002 18:08:00 -0400 User-Agent: Microsoft-Outlook-Express-Macintosh-Edition/5.0.4 Date: Mon, 13 May 2002 18:07:58 -0400 Subject: Re: [piecepack] Re: Scrap the ratings? To: Message-ID: In-Reply-To: Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit From: Dave Boyle X-Yahoo-Group-Post: member; u=2673640 X-Yahoo-Profile: dboylemesomorph > How can you claim abuses to system just because a game was only rated > by two people and those people gave it low scores. I find this to be > laughable that your oppinion is that just because the only ratings > that have been issued were low therefore the system is at fault for > allowing fraudulent scores by some"one" who must have it out for you. This whole ratings system thing is something that has been bothering me almost since the day I put it in. The votes for Kidsprout Jumboree were only the latest example in a long pattern of abuse and misuse. Anyway, it's all a moot point now, as I just removed the ratings from the game page. At some point in the (hopefully) not-too-distant future we'll get some sort of alternate system in place. For now, at least the table is a little less cluttered. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 415 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 13 May 2002 22:51:48 -0000 Received: (qmail 31687 invoked from network); 13 May 2002 22:51:48 -0000 Received: from unknown (66.218.66.217) by m6.grp.scd.yahoo.com with QMQP; 13 May 2002 22:51:48 -0000 Received: from unknown (HELO blount.mail.mindspring.net) (207.69.200.226) by mta2.grp.scd.yahoo.com with SMTP; 13 May 2002 22:51:48 -0000 Received: from 1cust221.tnt11.sea1.da.uu.net ([65.227.50.221] helo=daycare) by blount.mail.mindspring.net with smtp (Exim 3.33 #1) id 177OfN-0002tX-00 for piecepack@yahoogroups.com; Mon, 13 May 2002 18:51:41 -0400 Message-ID: <000701c1facf$d57874a0$dd32e341@daycare> To: References: Subject: Re: [piecepack] Re: Scrap the ratings? Date: Mon, 13 May 2002 15:45:05 -0700 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I still think a column that had number of players and play time would be helpful when selecting a game to try out and play. Tim Schutz ----- Original Message ----- From: Dave Boyle To: piecepack@yahoogroups.com Sent: Monday, May 13, 2002 3:07 PM Subject: Re: [piecepack] Re: Scrap the ratings? > How can you claim abuses to system just because a game was only rated > by two people and those people gave it low scores. I find this to be > laughable that your oppinion is that just because the only ratings > that have been issued were low therefore the system is at fault for > allowing fraudulent scores by some"one" who must have it out for you. This whole ratings system thing is something that has been bothering me almost since the day I put it in. The votes for Kidsprout Jumboree were only the latest example in a long pattern of abuse and misuse. Anyway, it's all a moot point now, as I just removed the ratings from the game page. At some point in the (hopefully) not-too-distant future we'll get some sort of alternate system in place. For now, at least the table is a little less cluttered. Yahoo! Groups Sponsor ADVERTISEMENT Height: 4567 ft 01234567891011 in Weight: Sex: F M To unsubscribe from this group, send an email to: piecepack-unsubscribe@egroups.com Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 416 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 22 May 2002 00:52:01 -0000 Received: (qmail 19336 invoked from network); 22 May 2002 00:52:00 -0000 Received: from unknown (66.218.66.218) by m9.grp.scd.yahoo.com with QMQP; 22 May 2002 00:52:00 -0000 Received: from unknown (HELO n25.grp.scd.yahoo.com) (66.218.66.81) by mta3.grp.scd.yahoo.com with SMTP; 22 May 2002 00:52:01 -0000 Received: from [66.218.67.144] by n25.grp.scd.yahoo.com with NNFMP; 22 May 2002 00:52:00 -0000 Date: Wed, 22 May 2002 00:51:56 -0000 To: piecepack@yahoogroups.com Subject: Re: Scrap the ratings? Message-ID: In-Reply-To: <000701c1facf$d57874a0$dd32e341@daycare> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 225 X-Mailer: Yahoo Groups Message Poster From: "odbo255" X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 --- In piecepack@y..., "Tim Schutz" wrote: > I still think a column that had number of players and play time would be helpful when selecting a game to try out and play. > Tim Schutz I wholeheartedly agree! From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 417 Return-Path: X-Sender: toren_l@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 23 May 2002 15:00:09 -0000 Received: (qmail 4976 invoked from network); 23 May 2002 15:00:08 -0000 Received: from unknown (66.218.66.216) by m10.grp.scd.yahoo.com with QMQP; 23 May 2002 15:00:08 -0000 Received: from unknown (HELO n6.grp.scd.yahoo.com) (66.218.66.90) by mta1.grp.scd.yahoo.com with SMTP; 23 May 2002 15:00:08 -0000 Received: from [66.218.67.183] by n6.grp.scd.yahoo.com with NNFMP; 23 May 2002 15:00:08 -0000 Date: Thu, 23 May 2002 15:00:07 -0000 To: piecepack@yahoogroups.com Subject: Re: pryamids done Message-ID: In-Reply-To: <000a01c1e4bb$49089100$e220fa43@daycare> User-Agent: eGroups-EW/0.82 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 823 X-Mailer: Yahoo Groups Message Poster From: "king_toren_l" X-Yahoo-Group-Post: member; u=3236149 X-Yahoo-Profile: king_toren_l I was going over the piecepack pyramids and came across this post. I am curious as to why you chose not to go with the standard piecepack numbering scheme. If for nothing else then continuity, you have the four suits represented and went with 6 mids for each, why not use the null - 6 system. Ken >So, Should I number them starting with the smallest up to the >largest or the other way around and does the numbering system have >to go null, ace, 2, 3, 4, 5? I decided that instead of using the >piecepack numbering system I would assign them the letters A thru F >starting from the smallest. This leaves it up to the individual >game inventor to decide how to number the pyramids if it is needed >and you would just add it to your rules. > > Example: A=Null, B=Ace, C=2, D=3, E=4 and F=5 > > Tim Schutz > From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 418 Return-Path: X-Sender: hexchex@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 23 May 2002 20:20:49 -0000 Received: (qmail 85027 invoked from network); 23 May 2002 20:20:48 -0000 Received: from unknown (66.218.66.216) by m14.grp.scd.yahoo.com with QMQP; 23 May 2002 20:20:48 -0000 Received: from unknown (HELO smtp10.atl.mindspring.net) (207.69.200.246) by mta1.grp.scd.yahoo.com with SMTP; 23 May 2002 20:20:46 -0000 Received: from 2cust117.tnt11.sea1.da.uu.net ([65.227.51.117] helo=daycare) by smtp10.atl.mindspring.net with smtp (Exim 3.33 #1) id 17Az4n-00027m-00 for piecepack@yahoogroups.com; Thu, 23 May 2002 16:20:45 -0400 Message-ID: <001001c20296$5d7517a0$7533e341@daycare> To: References: Subject: Re: [piecepack] Re: pryamids done Date: Thu, 23 May 2002 13:13:52 -0700 MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 From: "Tim Schutz" X-Yahoo-Group-Post: member; u=35417220 X-Yahoo-Profile: hexchex Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit I was going over the piecepack pyramids and came across this post. I am curious as to why you chose not to go with the standard piecepack numbering scheme. If for nothing else then continuity, you have the four suits represented and went with 6 mids for each, why not use the null - 6 system. Ken First, the pyramids are in six different sizes so which way should I run the sequence small to largest or large to smallest? Second, the null and the ace don't have to fall into a null,ace,2,3,4,5 sequence I think that's part of the reason they were assigned the null and ace instead of the absolute value of 0 and 1. Third, But allowing the individual game creator the option of assigning the letters A-F what ever value he or she wants allows more room for creativity. Currently there only two games that I am aware of that use the pyramids Sorcerer's Chamber and Snowman Meltdown (which you can use either a set of Icehouse or the pyramids) and neither one needs a value other then the suit assigned to the pyramids. But that doesn't mean future games won't. I did think of assigning them the null - 6 system at first, but the more I thought about it the more it made more sense to make them flexible by not assigning them a value. Tim Schutz From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 419 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 29 May 2002 04:57:43 -0000 Received: (qmail 41906 invoked from network); 29 May 2002 04:57:43 -0000 Received: from unknown (66.218.66.216) by m5.grp.scd.yahoo.com with QMQP; 29 May 2002 04:57:43 -0000 Received: from unknown (HELO web20507.mail.yahoo.com) (216.136.226.142) by mta1.grp.scd.yahoo.com with SMTP; 29 May 2002 04:57:43 -0000 Message-ID: <20020529045743.78281.qmail@...> Received: from [66.235.60.1] by web20507.mail.yahoo.com via HTTP; Tue, 28 May 2002 21:57:43 PDT Date: Tue, 28 May 2002 21:57:43 -0700 (PDT) Subject: Re: [EGG] Sunday at 3rd Place Books To: eastgg@yahoogroups.com, piecepack@yahoogroups.com In-Reply-To: <004c01c206ac$89a79cc0$e232e341@daycare> MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii From: JT Thomas Reply-To: odbo@... X-Yahoo-Group-Post: member; u=75145809 X-Yahoo-Profile: odbo255 --- Tim Schutz wrote: > Just a quick reminder that we will meet this Sunday at 3rd Place Books > at 1pm to test piecepack games. I will bring my picepack if anyone needs to > borrow one to test their game on. I have no games to test myself and will > just be acting as a game test dummy. So far JT and Lindsey have said there > are coming. Are you both bringing games to test? Is anyone else planning on > attending and are you bringing a game to test? > > AlphaTim > > PS If you need me to bring anything else let me know. I will definitely be in attendance and will be playtesting [name-withheld]. BTW, Ron I have some concern that there will be some bias conscious or otherwise in the contest due to knowing the entrants is there anyway to anonymize (sp?) the entries? Should this become part of the judging/entry process? Is this already accounted for? __________________________________________________ Do You Yahoo!? Yahoo! - Official partner of 2002 FIFA World Cup http://fifaworldcup.yahoo.com From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 420 Return-Path: X-Sender: rwhe@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 30 May 2002 07:01:08 -0000 Received: (qmail 81079 invoked from network); 30 May 2002 07:01:07 -0000 Received: from unknown (66.218.66.216) by m6.grp.scd.yahoo.com with QMQP; 30 May 2002 07:01:07 -0000 Received: from unknown (HELO sttlpop6.sttl.uswest.net) (206.81.192.7) by mta1.grp.scd.yahoo.com with SMTP; 30 May 2002 07:01:07 -0000 Received: (qmail 13018 invoked by uid 0); 30 May 2002 07:01:01 -0000 Received: from money.ludism.org (HELO ?63.225.161.89?) (63.225.161.89) by sttlpop6.sttl.uswest.net with SMTP; 30 May 2002 07:01:01 -0000 Date: Thu, 30 May 2002 00:00:45 -0700 Message-Id: To: piecepack@yahoogroups.com, eastgg@yahoogroups.com In-Reply-To: <20020529045743.78281.qmail@...> References: <004c01c206ac$89a79cc0$e232e341@daycare> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Subject: Anonymising pp contest entries? From: "Ron Hale-Evans" X-Yahoo-Group-Post: member; u=810525 X-Yahoo-Profile: rwhe At 9:57 PM -0700 5/28/2002, JT Thomas wrote: >BTW, Ron I have some concern that there will be some bias conscious or >otherwise in the contest due to knowing the entrants You don't have to worry about _conscious_ bias; Marty and I will make every attempt to be fair. If you think we won't, however, I advise you not to enter the contest, because if you lose, you'll complain of bias, and if you win, you won't be able to feel good about it. (Marty says that if you think she at least doesn't have the capacity to be brutally frank about the work of someone she knows, you don't know her very well. :-) After all, as an editor, objective criticism is her profession. And I, Ron, having just been the subject of her tender mercies in green pen on my _Games Journal_ article, can attest to this.) As for unconscious bias... >is there anyway to >anonymize (sp?) the entries? Should this become part of the judging/entry >process? Is this already accounted for? The "Time Marches On" contest was not anonymous, and we have modelled the "Ludic Synergy" contest on it closely. Sincw we did not specify an anonymising process in the rules, it seems a bit late to put the egg back in the shell. At the moment, we have already received one entry, and have a general idea about who will be doing two other entries, because the entrants needed to ask us if some particular game qualified as a game system. That means we can definitely put names to one of the entries, and probably put names to two more, even if the latter come to us anonymised. As long as the piecepack community remains small, it's likely that judges will be able to recognise the authors of anonymous entries by their styles, in any case. However, as the community becomes larger, we may want to adopt some of the procedures of the annual Interactive Fiction Contest . I don't know what those procedures are; can someone enlighten us? The upshot is that we're trying to be fair, we understand your concern, it's a valid issue, and future contests should probably take it into account, but the cat's out of the bag, the genie's out of the bottle, and the worms are out of the can on this one. Ron H-E -- Ron Hale-Evans ... rwhe@... & rwhe@... Center for Ludic Synergy, Seattle Cosmic Game Night, Kennexions Glass Bead Game & Positive Revolution FAQ: http://www.ludism.org/ Home page & Hexagram-8 I Ching Mailing List: http://www.apocalypse.org/~rwhe/ == You meet the most interesting people when you're a solipsist. == From DummyAddressAndDate Thu Sep 16 11:42:17 2010 X-Yahoo-Msgnum: 421 Return-Path: X-Sender: odbo255@... X-Apparently-To: piecepack@yahoogroups.com Received: (EGP: mail-8_0_3_2); 30 May 2002 17:31:54 -0000 Received: (qmail 67322 invoked from network); 30 May 2002 17:31:53 -0000 Received: from unknown (66.218.66.218) by m11.grp.scd.yahoo.com with QMQP; 30 May 2002 17:31:53 -0000 Received: from unknown (HELO web20501.mail.yahoo.com) (216.136.226.136)