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Two topics remain:
<p>Ichor -
There is no problem with your ichor rules. The problem resided in my head. You should leave them as they are. (I was starting the ply count the half-turn after the Wounded Fiend moved.)
<p>Leaf Piles -
If you get into the head of a Leaf Pile, as described, there are only two different rules that make sense:
<p>1) A Leaf Pile cannot voluntarily move onto any square that contains at least one mummy or statue, period.
<p>2) A Leaf Pile can voluntarily move onto to a square that contains any number of mummies and statues, if and only if there is at least one other mobile piece to engulf.
<p>I haven't played the game yet, so I don't know which to recommend.
Excellent feedback. 'No problem with ichor rules' -- then I won't change. '1) A Leaf Pile cannot voluntarily move onto any square that contains at least one mummy or statue, period.' This was the original rule and I think it may be better to revert to it. '2) A Leaf Pile can voluntarily move onto to a square that contains any number of mummies and statues, if and only if there is at least one other mobile piece to engulf.' This is what I really wanted to change it to, but I hurried and messed it up. However, I think it makes for a faster and more exciting game if the mummy/statue confers temporary immunity (but very double-edged because the mobile piece is compelled to move off). Leaf piles have no heads, so you can't get into its head. However, you have comprehended its primordial nature.
I have attempted to incorporate everybody's comments into http://www.panix.com/~gnohmon/nemofull.html and I believe that it is now correct and can be regarded as the final version. Pay attention! there is a 'Credits' section at the end. If your name should be there but is not, please correct me so that I can apologize in private before final publication.
OK, I haven't yet played the game but I have some more questions about compulsion (Hey, I like to bend the rules to see if they broke, a good thing to do before final publication). The question revolves around pieces that are compelled to move, and after moving they are still compelled, this is legal (vg Alabaster Human on d3, Obsidian Ghast on d4. d3 is compelled, but can flee to c3 or c4 and it's still compelled. Then to the b-file to save itself. This is legal and I have no question about that). So the rule I derive here is that a compelled move does not need to remove compulsion. OK, Now add an Alabaster Ghast on b3 to the previous board (which stalemates the Human) and an Alabaster Go Away on e2 (compelled by the Obsidian Ghast). Alabaster can make his human go to c3 by screaming GO AWAY! this is recorded as a saving move because it goes further away of the Obsidian Ghast. It's not moving of it's own accord so it's legal that it approaches his own Ghast. the Human can now move to b5 fleeing both Ghasts and compulsion would be removed, and the Go Away has several flight squares (this term is hugely adequate here). I see this new scenario is also legal and reinforces the rule that a compelled move (or a saving move) does not need to remove compulsion. OK, with this in mind I present this new situation. Alabaster Go Away on b2 (this is a new board, the Ghasts are gone). Alabaster has a compelled piece on b3 which is Ichorous. b4 is also Ichorous. Screaming is a saving move? My logic says yes. Now remove the Ichor on the board, and make b3 a multiple-ocupation square. Screaming now sends both pieces on b3 to b4 which becomes multiple-ocupation. Is this a saving move? I know it sounds weird, but looking at the previous examples it should be! And now some lighter comments: I first found a little weird that the Go Away was the only piece who lost its Ability when petrified, but now I find it a nice balancing act, as the Go Away is the richest piece, you don't want it petrified. I don't know wether this was thought to happen or just turned out that way. Granted, Human loses his Ability to promote, but I consider this is not an innate Ability, just one that the Powers that Be grant brave humans who reach the end zone. Now it makes me wonder what happens if a Human moves to a Basilisk square in the last rank. Do the Powers that Be reward his journey and make him a Zombie or would They be very disapointed by this fumble entering the end zone and leave him a statue? (to keep this football analogy I've now noticed I started, it's only necessary that the ball [ie the Human] breaks the goal line plane [ie the line separating 7th and 8th rank] when in possession [ie alive, not petrified] for a touchdown [ie a Zombie] to be scored.) So football rules, say that it's a Zombie, but this is not football. Zombie or Statue? and if a Human is pushed onto an ichorous square in the last rank, is it an Alive Zombie (Book of Oxymorons, #427) or a Self-Destruction?
I also thought of a notation. I put it on a new comment because it's a totally different subject and the previous comment was getting long. This system will be easy to learn because it's algebraic notation. (Go Away's initial is A, since G is taken by the Ghast). a prefixed p means 'petrified'. pB is a petrified Basilisk and so on. A move that causes compulsion is marked +, and a stalemating move is ++; some explanation can come after that A move that causes some changes to a piece is explained after an =, and x means 'engulfs' (note that only Lx is legal). For a Zombie destroying something I'd use *, for example Z*d7. (This is the only new symbol). A Go Away that screams is recorded as moving to its own square (and possibly an = preceding the effects). The fool's mate you show in the document would be scored this way. 1. Bd3=pHc2,pHe2 ; Gb6 2. Be5=pHd7,pHf7? ; Gd4=pGd4++d2! 0-1 Note I used a semi-colon to separate Alabaster and Obsidian moves, because I think commas will be common in this game and it adds clarity. Any thoughts?
Regarding notation, I had developed a scheme to use when playing via email. I have pasted the essence of it below. I like the way Moussambani records moves, but check out my scheme for tracking ichor on an ASCII diagram. Nemoroth notation and ASCII diagrams ver.1.0 Mobile piece symbols- Alabaster B - Basilisk G - Ghast L - Leaf Pile A - Go Away W - Wounded Fiend H - Human Z - Zombie Obsidian b - Basilisk g - Ghast l - Leaf Pile a - Go Away w - Wounded Fiend h - Human z - Zombie Immobile piece symbols- M - Mummy Alabaster pB - Petrified Basilisk pG - Petrified Ghast pL - Petrified Leaf Pile pA - Petrified Go Away pW - Petrified Wounded Fiend pH - Petrified Human Obsidian pb - Petrified Basilisk pg - Petrified Ghast pl - Petrified Leaf Pile pa - Petrified Go Away pw - Petrified Wounded Fiend ph - Petrified Human Square types- Empty squares - empty squares, no special notation needed Ghastly squares - determined relative to Ghast, no special notation needed Basilisk squares - determined relative to Basilisk, no special notation needed Multiple occupancy squares - occupants are listed on the first two lines of square. There is room for six in each square of the diagram. Ichorous squares - are denoted by an 'I' in the lower left corner, followed by the number of plies remaining until ichor evaporates. In play, when a Wounded Fiend moves, the player moving puts 'I 10' in the appropriate squares. Each turn, the player on move decrements the numBer by 1 until it reaches 0 and the ichor has evaporated. Example - +------+ | M wpb| |pH | | I 6 | +------+ This square contains: Mummy Obsidian Wounded Fiend Petrified Obsidian Basilisk Petrified Alabaster Human Ichor that will evaporate in six plies (three turns) Notating moves - This is done the normal way, except indicate petrification by Basilisk, engulfment by Leaf Pile, or destruction by Zombie like captures. When a Go Away pushes pieces, just list the moves as if the pieces had moved voluntarily. Also indicate any petrification, engulfment, or destruction as a result of the push.
In response to Moussambani's earlier post, I agree that the situations you desribe in the first paragraph regarding the Go Away are legal, but your examples are flawed in that you don't have the pieces compelled to go away move one square directly away from the Go Away. The rule definately says this: Instead of moving, [the Go Away] can scream GO AWAY! and all adjacent pieces, whether friend or foe, whether mobile or immobile, are pushed one square directly away from it. Regarding the interpretation of Human promotion in the second paragraph, gnohmon will have to say for sure, but it seems to me that a Human that arrives on the last rank is promoted to Zombie immediately, and then what ever the resulting interactions are take place, be they immunity to petrification or destruction by ichor. This is similar in concept to a Leaf Pile engulfing an adjacent Ghast as a saving move.
Dear Moussambani, 1. Human d3 Ghast d4, moving d3-c4 does not increase the distance and is not satisfy the obligation to flee. Moving to c3 is okay and is still compelled to flee further next move, as you say. 2. Obsidian Ghast d4, Alabaster Ghast b3 and human d3 and Go Away e2; Go Away cannot scream, no distances are increased by pushing d3 to c4. Best move maybe Ae2-g2, and then the Gd4 should be compelled to run away from the one at b3. The concept is that moving human from d3 to c3 increases distance and therefore satisfies the compulsion even though additional flight will be required, via b3 or b4 to a3 or a4 or a5. 3. Human moves to Basilisk square on last rank. Oh, that's a good one! I didn't think of that, you have tricked me with my own rules! A petrified Human, if pushed to the 8th rank, does not promote to a petrified Zombie; this is an exception to the general case of pushing petrified pieces. There is no such thing as a petrified Zombie in the rules as they are now. What if pushing a petrified Human to 8th rank promoted it to unpetrifiable (and therefore unpetrified and undead) Zombie? This would keep the rules more consistent and render your question moot (whether promote firet or petrify first, you get an unpetrified Zombie) and I think it would almost never happen so it would not unbalance the play of the game. I'll have to think about this before doing anything as radical as that. 4. Human pushed to ichorous 8th rank square; promoted, destroyed. Life is often cruel in Nemoroth.
How is 'Nemoroth' pronounced? Normal (American) English pronunciation patterns would lead to a stressed first syllable with a long vowel, secondary stress on the third syllable, and a schwa for the middle vowel, but there are other, equally valid, alternatives.
You <strong><em>don't</em></strong> want to pronounce Nemoroth correctly.
You really don't. But if you must, <i>do not pronounce that dread name in
a room with any corners!</i> But I'm probably worrying about nothing.
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Heh.
I haven't read a Lovecraft story in 35 years, but that stirs my memory. Could it be the Hounds of Tindalos?
Oh, my bad. The obsidian Ghast was supposed to be at e4 in my previous analysis.
Good memory, John! 'The Hounds of Tindalos' (which was by Frank Belknap
Long, one of the Lovecraft circle) was exactly what I was referencing.
<p>
I've been listening to Ruddigore in my car of late (my interest in it being
stirred up again by recent conversations here), and I now somehow
associate The Game of Nemoroth with
<a href='http://math.boisestate.edu/gas/ruddigore/html/night_wind_howls.html'>'When
the Night Wind Howls'</a>.
<p>Just some more nit-picky (sp?) details...
<p>'no mobile piece except a Zombie may move of its own accord to a Ghast Square' Should be 'no mobile piece except a Zombie may move of its own accord to a Ghast Square, <i>Except when fleeing that Ghast</i>'. That is, flight inside the Ghast range is allowed. This is well understood, it's just a matter of wording.
<p>And when you say 'When a Leaf Pile makes its first voluntary move after engulfing something, it leaves behind a single Mummy', does pushing a Leaf Pile cut its digestion? Example: A Leaf Pile engulfs something, then it's pushed thrice by some Go Aways strategically situated. Finally, the Leaf Pile moves voluntarily. Do we have a new Mummy?
<p>There's a typo in the 3rd paragraph of the Go Away section. 'this is only important whan a Basilisk is involved' should be 'this is only important <i>when</i> a Basilisk is involved'.
<p>In Azgoroth's puzzle, you forget to mention square h1. which makes the squares you mention afterwards wrong. It should be rewritten, but maybe it's easier to say that the Fiend starts at a8 and his first move is a8-h8.
<p>(BTW, aren't any records of games played by Azgoroth? What happened to them?)
<p>That's all the things I found. I had fun proof-reading the rules.
Moussambani makes some details and then points out a dreadful error in Azgoroth's Simple Puzzle. Does this change the result of the puzzle? I begin to wonder about the Curse of Nemoroth. I carefully count on my barely adequate digits. No, is is still stalemate. I thank Moussambani for the other detailed corrections and also for the small (what a relief!) correction to the minor typo in the simple puzzle. There are no records of Azgoroth's games. He had them published on scrolls made of the cheapest grade of something-skin so that they would soon deteriorate and replacement copies be purchased.
Nemoroth in its prime was not truly a place of Lovecraftian horror, although life there could be cruel. It was an innocent unthinking cruelty, as of children, not the deeply evil cruelty of the unspeakably ancient Powers that the few survivors of Nemoroth eventually became. 'We spectres are a jollier crew than you perhaps suppose' is, however, a much too disneyfied interpretation of what the place was like. At least, that's how I see it; of course, pronouncing the place name correctly just might draw the attention of one of its survivors, and therefore is not advisable. In the Lovecraftian ethos, evil and ancientness are often paired, and so my picture of the young city of Nemoroth, innocently cruel, wielding great powers beyond our understanding, but not yet grown to full and mature evil, seems to me to be consistent with Lovecraft. In our days, faceless and intangible incorporeal Corporations use invisible forces to manipulate 'electrons' that form images and symbols on television screens, images and symbols which cast a spell compelling their viewers to buy! buy! buy!; and therefore we have modern referents that make the Powers of ancient times seem to us to be not so strange after all. In defense of Ruddigore, I will say that any excuse to have its excellent words and music repeating in one's mind is quite good enough. And, after all, if a man can't listen to Ruddigore in his own head, whose head can he...
Gnohmon, 'When the Night Winds Howl' wasn't a rational selection to match
Nemoroth, but rather an association made somewhere in the depths of my
subconscious. And the instrumental component would work well enough.
Speaking of disneyfied images moving on a screen, 'Pennies from Heaven', Columbia Pictures 1936, ''A romantic comedy starring Bing Crosby which features Louis Armstrong and his Orchestra in a nightclub sequence performing 'Skeleton in the Closet'... (www.loc.gov/rr/mopic/jazz/o-r.html) You never heard such unearthly laughter, such hilarious moans, when the skeleton in the closet rattled his bones (from memory) When the skeleton in the closet started to dance makes a far less appropriate song for Nemoroth than the gosts' high noon. There is always that violin valse macabre that the classical radio stations play on Halloween...
Do you mean 'Danse Macabre', by Saint-Saens? There's also something like that I can't quite remember in his 'Carnival of the Animals'.
> Do you mean 'Danse Macabre' ... Perhaps. It's the one that goes da DAAA da Daaaa da daaa da daaa da dadadadadadadun dun dun, right?
Actually, it's here. http://fathom.org/opalcat/midi.html
This is the other Saint-Saens piece I was thinking of. It is Carnival of the Animals, Fossils. The link takes you directly to the midi file. http://www.geocities.com/lavendermist_lmg/midis/Classical/fossili.mid
OK, who of you asked for the wrong furniture? PS: If you don't know what I'm talking about, then it's not you.
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