💡📝Adrian King wrote on Sat, Jan 24, 2009 06:47 AM UTC:
I've been thinking that too many Typhoon endgames wind up with a Genie.
The whole point of a big game like this is the feeling of surprise-within-familiarity. One game of Typhoon should be enough like another that you feel you can learn the game well enough to master it, but games shouldn't be so alike that you get the been-there-done-that feeling on a regular basis.
(If you just like novelty for its own sake, you can just play smaller games. The game invention rate at this site appears to be on the order of one a day, and most are smaller than Typhoon.)
Anyway, I've been conducting an experiment that weakens the Salamander: it can't move more than one space unless it ends adjacent to a friendly piece. So far, this seems to be having the desired effect of reducing the frequency of Salamanders promoting to Genies (the Salamander used to charge unescorted deep into the promotion zone in many games). The few endgames I've checked so far use a greater variety of promoted pieces than I saw in the past.
I'll probably settle on this rule change, but I'll try it out for a little longer first.