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Nicholas Kuschinski wrote on Thu, Apr 10, 2003 04:17 AM UTC:
Seing how your comment on my variant was pure gold, and pointed out a fatal flaw (shockingly similar to the problems I thought I found in yours), I think I owe you another visit. After reading your response, I think I might be reading the rules wrong. How could a piece in the pocket be grounded? don't the rules say you can put it on any square in the 42 zone so long as its empty? The 'cube' variant as you suggest looks good, but I think Michael's solution might also be worth a look. I'm highly suspicious of it, because it looks so much like the rule that flipped my variant on its head, but I don't see anything imeediately wrong with it. The 'cube' variation looks like it would make the pocket a much more important part of the game than it is as it stands, but unless you have something against that, it looks like the way to go. <br> <br> I might suggest taking another look at the windmills. They look an awful lot like what the planets did originally in my game, 'orbiting' another piece, and I remember I found something disastrously wrong with it. I can't remember what it was (unfortunately) and I've been looking at the windmills trying to figure out if there is something wrong and being unable to find anything. The pieces may have only had some sort of problem in the original version of my game, instead of being a bad idea in general. I wouldn't worry about it too much, I am comparing what seems to be a well-tested game with a highly excentric system that had much more personality than playability [Black holes inside galaxies that had to be gone through by spaceships with hyperdrives (as opposed to spaceships without them) in order to reach hyperspace. Star clusters being generated by galaxies, and then splitting up into many weaker pieces called 'stars'. pieces often turning into meteorites when coming within the gravitational field of a planet, etc.]

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