Larry Smith wrote on Thu, Apr 8, 2004 08:44 PM UTC:
It appears that we've had spill-over from another discussion.
But to continue with the use of pattern pieces in Game Design.
The only problem with such pieces is the possible end-game scenarios.
This can be solved by the developer with the creation of particular rules
to handle this.
What if both players reach the point that they only have these pattern
pieces and no possible way of threatening either goal piece? Most would
call this a draw, XiangQi does.
But another idea would be to include these pieces in a condition for a
win. Example: If the game is reduced to such pattern pieces and goal
pieces, the player with the majority of pieces could win. Thus creating
the secondary goal of capturing the opponent's pattern pieces.