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Neat idea! Other divisions of the board come to mind, such as center vs edges (either way), or the middle four ranks are greener, but the starting ranks are not (talk about a battle for the center!).
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I'm not sure that all of the CWDA armies enhance the same[*]. For example, if I were to play this game, my first thought was to take the Nutty Knights (my personal favorite CWDA army at the moment, even though I have a better record with the Remarkable Rookies), and to give them better retreating moves. So the Charging Rook would get the Barc enhancement, the Charging Knight the Dabbabah enhancement, and the Colonel the Alfil enhancement. My experience is that ability to move back twice as fast would be invaluable for that army.
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[*] Of course, I've also concluded that for casual level players, the sort of difference I'm talking about doesn't make a big difference.
'Other divisions of the board come to mind,' -- well, yes, my vertical fence also. I suppose that if we can't decide where the fence should best be, the solution is to provide a way for the players to move the fence.
One thought that occured to me was trampling rules. The four middle ranks start greener. However, any square where a capture occurs, is trampled, and is no longer greener. Any square that is constantly occupied for five turns ceases to be greener. Any square not occupied for five turns becomes greener. I think it an amusing idea, but alas a bookkeeping nightmare.
Trampling is an amusing idea, and by itself it is not so much of a bookkeeppiinngg nightmare.
Reminds river from Xiang-qi... By the way, how about two fences? First is between 3rd and 4th ranks, second, of course, between 5th and 6th ranks. On middle grass pieces are normal, on friendly grass weaker, on opponent's grass stronger.
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