Talk:Homejinks: Difference between revisions

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This seems to be an enjoyable tiny version of Homeworlds. However, some rules need clarification.
This seems to be an enjoyable tiny version of Homeworlds. However, some rules need clarification.


['''EDIT.''' I noticed some terms are clarified at the END of the article under Terms. Great! As a result, there are only few questions left. See Setup point 2., Overpopulation, variant without dice.]
* Setup. Can you clarify what a "system" is? From the context I gather that a system is a "location" on the Star Map, but it is not marked by a star. Am I right? I'd go for this definition: A "Star System" is marked by the presence of one or more ships (from either player) and no other markers. If desired, a location can be marked with a poker chip or a playing card facing down.
* Therefore, point 2. is confusing mentioning the "homeship". I don't think that the ship is special in any way, because there is no "homeworld" to defend. It's only about ships. A game state consists of a collection of star systems that contain ships.
* Overpopulation. Not clear. The rules contain these corroborating statements, that with a catastrophe you "remove all ships of the overpopulated size and return them to the global stash" and it "destroys all of the overpopulated ships of that size." Huh? With 3 trios in play, there can only be 3 ships of one *size* in any system. So, is an overpopulation occurring if a system contains 3 ships of the same ''size''? This is not clear, and it seems that it diverts from the standard idea of containing 4 ships of the same color. This would revert to saying that an overpopulation exists if a star system contains 4 or more ships (regardless the player). Alternatively, is it also implied that if you play with 3 players that the Bank contains 4 trios? But Pink Hijinks only has 3 trios. Clarification is needed with regards to Setup rule 1 and 3 (counterclockwise implies 3 players).
* Catastrophe. Perhaps the rule can be adjusted to be able to call a catastrophe at any time during your turn when an overpopulation occurs.
* Red Recapture. Because of the dice, recapture most likely will not result in draw, even in a 2-player game, because other options may become available, such as construct, move or trade. (But if desired, no-recapture can be introduced.)


* Setup. OK, so star systems are marked by the presence of one or more ships (from either player) and no other markers. '''Suggestion.''' If desired, a location can be marked with a poker chip or a playing card facing down.
I'm curious. Was this game playtested? I'll give it a try and get back with findings.

[[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 17:34, 1 November 2020 (PST)
* Therefore, Setup point 2. is confusing by mentioning the "homeship". Why is this concept introduced? I don't think that the ship is special in any way, because there is no "homeworld" to defend. It's only about ships. A game state consists of a collection of star systems that contain ships.

* Overpopulation. OK, so Terms clarify that an overpopulation exists when all 3 ships of a size appear in a star system. Still, if you play with 3 people, would you increase the Bank with an extra trio? Does this affect overpopulations to 4 ships? '''Note.''' of course you could use ANY color of pyramids for the Bank. You could even use different colors, but treat them all the same.

* Catastrophe. Perhaps the rule can be adjusted slightly. By now, considering the appearance of Pyramid Quartet Homeworlds and its adjusted rules, it feels more natural to have the freedom to call Catastrophe at any time during your turn.

* Red Recapture. Because of the dice, recapture most likely will not result in draw, even in a 2-player game, because other options may become available, such as construct, move or trade. (But if desired, no-recapture can be introduced.) Because of the randomizer dice, I don't think the game is draw-prone.

* What about the variant to this game that is played without dice, but where every action is according to your preference? Does this work?

* I'm curious. Was this game playtested? I'll give it a try and get back with findings. I see it is in development phase (label), but on the other hand it's complete (version V1.0) . . . It seems that with 3 trios, only 9 ships in the game, isn't the game rather trivial despite the different actions? In any case, I don't think the game can be very complex and after a few games, it's clear how to get ahead and win. If that is true, what would be the optimal supply instead? With too many ships, perhaps the game won't ever end? I really don't know yet. Can anybody share their experience with this game? That would be appreciated. I will be back on this subject myself.

[[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 17:34, 1 November 2020 (PST). Revised [[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 23:02, 1 November 2020 (PST).

Revision as of 07:02, 2 November 2020

Rule Clarifications, Please

This seems to be an enjoyable tiny version of Homeworlds. However, some rules need clarification.

[EDIT. I noticed some terms are clarified at the END of the article under Terms. Great! As a result, there are only few questions left. See Setup point 2., Overpopulation, variant without dice.]

  • Setup. OK, so star systems are marked by the presence of one or more ships (from either player) and no other markers. Suggestion. If desired, a location can be marked with a poker chip or a playing card facing down.
  • Therefore, Setup point 2. is confusing by mentioning the "homeship". Why is this concept introduced? I don't think that the ship is special in any way, because there is no "homeworld" to defend. It's only about ships. A game state consists of a collection of star systems that contain ships.
  • Overpopulation. OK, so Terms clarify that an overpopulation exists when all 3 ships of a size appear in a star system. Still, if you play with 3 people, would you increase the Bank with an extra trio? Does this affect overpopulations to 4 ships? Note. of course you could use ANY color of pyramids for the Bank. You could even use different colors, but treat them all the same.
  • Catastrophe. Perhaps the rule can be adjusted slightly. By now, considering the appearance of Pyramid Quartet Homeworlds and its adjusted rules, it feels more natural to have the freedom to call Catastrophe at any time during your turn.
  • Red Recapture. Because of the dice, recapture most likely will not result in draw, even in a 2-player game, because other options may become available, such as construct, move or trade. (But if desired, no-recapture can be introduced.) Because of the randomizer dice, I don't think the game is draw-prone.
  • What about the variant to this game that is played without dice, but where every action is according to your preference? Does this work?
  • I'm curious. Was this game playtested? I'll give it a try and get back with findings. I see it is in development phase (label), but on the other hand it's complete (version V1.0) . . . It seems that with 3 trios, only 9 ships in the game, isn't the game rather trivial despite the different actions? In any case, I don't think the game can be very complex and after a few games, it's clear how to get ahead and win. If that is true, what would be the optimal supply instead? With too many ships, perhaps the game won't ever end? I really don't know yet. Can anybody share their experience with this game? That would be appreciated. I will be back on this subject myself.

Cuc (talk) 17:34, 1 November 2020 (PST). Revised Cuc (talk) 23:02, 1 November 2020 (PST).