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It's certainly an interesting‐looking game, and the honey/egg mechanics very on‐theme. Has an element of win‐by‐marriage too which I haven't seen in a while.
Thank you a lot. I have followed your suggestions and made the necessary changes.
A Colony becomes suffocated when the ratio of pieces vs empty cells is more than 2:1
Counted within that colony (the 1^st 6 ranks), I assume? That's a lot of bookkeeping for over‐the‐board play, though of course computed implementation would make this (and the randomisation of hatchlings) trivial
That's very simple, actually. It's not that hard to count 19 empty cells on the first, or last, six ranks.
Please let me know if there is anything else to consider.
I have followed your suggestions and made the necessary changes
Your edits have clarified a few things, but several of my points seem to remain unaddressed:
- Workers hatched from eggs: is it the 6‐square distance or reaching rank 11/3 that matters for promotion? These are the same for the workers in the setup but not guaranteed to be the same for hatchlings (indeed guaranteed different for hatchlings from eggs adjacent to the honey in the setup)
- It's not clear what ‘anywhere the colony it belongs to can control it’ means; this seems to suggest you intention is that it must be within the first 5 ranks so that all eggs adjoining it will be within the first 6 (i.e. the colony) but since you haven't defined ‘control’…
- The question about order was not to do with the eggs (choosing an order is meaningless anyway as neither player knows what a given egg contains) but with the honey cells: is it necessary to saturate an entire honey cell before moving onto the next one (as a literal reading of the texts suggests) or is it enough to select any six cells individually adjoining arbitrary honey (in which case reference to “the next honey”, f. ex., is misleading)
- The order of events with respect to the semiautomatic effects of impregnation/egg‐laying/hatching is still not addressed
It's not that hard to count 19 empty cells
19 is a big number! ;)
Thanks for your suggestions. I have made some changes as requested.
It's not that hard to count 19 empty cells
19 is a big number! ;)
Ok. I have reduced that number to 7 empty cells.
- The order of events with respect to the semiautomatic effects of impregnation/egg‐laying/hatching is still not addressed
This is the only point that confuses me. I believe, I have made it clear that creating a new generation takes three steps (turns). Only the first step counts as a move.
Eggs are represented as white or black checher pieces
should be checker I think
The future of a Colony is destroyed by fulfilling just one of the above conditions, not all of them.
This would be more clear if you replace the bolded section with "any of the above conditions"
Is anybody still reviewing new submissions? There are lots of great games awaiting review.
I belive we still are; in this one's case I've been meaning to put together an example to clarify what I mean by when non‐moves happen (besides one or two other clarifications the newest revision could still benefit from) but putting such together takes time and I've been quite busy this week (exams). I'll try and get round to it next week
I believe, I have made it clear that creating a new generation takes three steps (turns). Only the first step counts as a move.
Ok so the ambiguity lies in what ‘counts as a move’ actually means; I understand it to mean that it doesn't prevent the player whose queen is being impregnated/whose eggs are hatching from making their normal move in addition to this automatic effect on a given turn.
But we still need to know whether the move or the conception/hatching happens before or after the normal move on this turn. Consider this position. After Kd1
, it's clear from the text that the Black B
on c4
is still able, for example, to capture the Honey cell on c2
. But what if Black instead plays Be4
? Is this checkmate because the eggs have appeared around the Honey already? Or can the queen still escape to d2
and the eggs (only 5 in this case) are laid(?) afterwards? (Or (unlikely): can the Q
escape to d1
, with the drone gone but the eggs still not laid?)
A similar scenario would be constructible for the hatching case (‘Can the hatchling workers interpose the check, or are they still in their eggs until after the move?’)
Other things:
Any new Worker resulted from hatching will be allowed several moves per turn […]
As in a sliding move, or can it freely change direction? And can it (multi‐)capture (a literal reading would suggest so)
all Honey Cells involved into feeding the Eggs will be removed from the board on the next turn
What if a single egg is placed adjacent to two Honey cells simultaneously? Does the player get to choose which it is associated with (I assume so), or do both Honey cells get removed? (and in the latter case, what if it's the only egg for either cell (with the other 5 eggs around a third, disconnected, egg)?)
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It's certainly an interesting‐looking game, and the honey/egg mechanics very on‐theme. Has an element of win‐by‐marriage too which I haven't seen in a while.
Exactly? Or up to?
I.e. up to rank 11/3? What about workers that have been hatched from eggs: is it also a 6‐cell advance (the literal reading — in which case we'd have to keep track of that per worker, which is a lot of bookkeeping) or is it also until the same promo rank as the initial workers (eassier to track, but a longer trek for hatchlings)?
Not strictly true: both options are available if the worker is on a cell of the opponent's colour
Is it allowed to place Honey on the edge of the colony (on rank 6/8)? And if so can pieces be hatched on the no‐man's land of rank 7? (a literal reading suggests yes)
Is there a requirement that as many cells surrounding honey be filled as possible before moving on to the next one? Or could a pregnant queen in an otherwise intact starting position place eggs on
i1
/h1
/g3
/k1
/l2
/k3
? (And if the former, is it required that the honey be chosen in order of nr of adjacent cells? A literal reading suggests the first but without this further restriction)Is it intended that these all need to be fulfilled? Or just as many of them as necessary to prevent further replenishment? Or just any one, even though having e.g. honey without workers would still allow for new workers to be hatched?
Do these things happen before (my assupmtion) or after the player makes their chosen move? And if before, is checkmate counted before or after this non‐move (the line about no egg‐creation suggests before, but the usual logic of checkmate suggests it should be counted at the time the chosen move is made)
Counted within that colony (the 1st 6 ranks), I assume? That's a lot of bookkeeping for over‐the‐board play, though of course computed implementation would make this (and the randomisation of hatchlings) trivial