Larry Smith wrote on Mon, Mar 22, 2004 06:51 AM UTC:
The rules for the game of Nemoroth, though complex, was completely
understandable. The various moves and powers were well defined. The only
area of non-clarity would the the potential inter-relationship between
all the effects when a specific move is preformed. This makes strategic
planning very tough, if not impossible. It can strain the limits of the
mind. And the developer gave all players fair warning about its nature.
It can be used as an example of a well-defined complex game.
[BTW, the Gridlock game I referred to in an earlier posting was Paul
Leno's Gridlock, or Gridlock's Ruins or New Wave Chess. I've been able
to decipher about ninety percent of it, and it has caught my interest. I
will post a few of questions about it on the appropriate pages.]