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Joe Joyce wrote on Thu, Jan 25, 2007 02:40 AM UTC:
Karl, you may well be right. Playtesting is the only way to demonstrate the answer. But I would like to offer some discussion, because this is part of a larger design question: how to appropriately limit extraordinary powers. As a weak counterargument, I could point out that my suggestion does require 2 turns in total to execute, so giving in essence a 'free move' to the opponent to compensate. The opponent gets a move before the para drops, to plug a weak spot, and another move after the para lands, so at least the opponent now knows where the attack is coming in and may counter directly. And the opponent does get to move once on a board where the player is missing a piece. It's unlikely the player will open a path for a queen, say, but the player will be down 1 piece for 1 opponent's turn. Also, this method simply eliminates the problems Greg and Charles mention. Finally, while I have limited experience with games that use drops, I have played and greatly enjoyed Pocket Mutation, which features pick-ups on one turn and drops on a subsequent one. That game is beautifully balanced, demonstrating the method can work. You do have to guard everywhere, though, one way or another, or you certainly can be destroyed by a well-executed drop or two. So you do have a point. What sort of rules did you have in mind to cover Greg and Charles' situations? Can you have dual captures or dual en passants? Or dual para drops? You pick up 1 pawn, so your opponent picks up 2. Does that mean you could pick up 4 pawns on the following turn? Obviously not, this is meant to be a ridiculous example, but you need to nail down the rules a good bit more so you won't get some knucklehead like me doing absurd things with your game. Good luck with this. I'm interested in seeing what you come up with, as you now have to balance the opponent's double move power properly. Maybe Marseilles is a guide, or can at least give a hint.

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