06 Dec 16 UTC | Spring, 1901: GameMaster: Please remember that negotiations before the game begins are not allowed. |
06 Dec 16 UTC | Spring, 1901: Info: This is a choose your country game. |
13 Dec 16 UTC | Autumn, 1903: This variant requires too many 50/50 guesses. |
14 Dec 16 UTC | Autumn, 1903: Yes, but it might be hard to design a symmetrical map where that is not the case. Do you know of any other two person symmetrical maps? |
14 Dec 16 UTC | Autumn, 1903: Only Lepanto, but it has too many changes to the rules and it's too crowded. It seems to always end in a stalemate. Actually, I think Duo is an excellent variant. I don't really think there is a way around the 50/50 guesses. But, I love the way it has 4 fronts that need defending and/or attacking. I like the fact that it doesn't end with a simple majority of SC's. (although 19 is too many). I like the way the home SC's are placed slightly back so that a one turn gain doesn't automatically turn into a landslide victory. And I like the neutrals which have units in them. My only other complaint is that this site did not follow the original makers rules for the middle 4 SC's. They were supposed to be supporting each other: Ost & Sun, Web & Nor, supported each other. If Nor or Sun were disbanded, then under certain conditions, the middle SC's supported each other. I think that rule would have been good to maintain. |
14 Dec 16 UTC | Autumn, 1903: I have done some experimenting with Lepanto, and I am fairly certain that it is possible to force a draw. It would be a good variant when you only need a tie, but in this tournament that would only be the case if you were challenged to a specific variant, accepted, played that round to a tie, then were able to pick the variant for the second round. Maybe we can play an unrated game of Lepanto sometime, you might see a strategy that I missed to overcome the forced draw. I was not aware of the original rules of Duo with the neutral supports, that would be interesting to try. I think Duo is a very good and challenging variant. Also, I have never had a game end in a draw. I am surprised the draw percentage isn't lower, but I looked through some of the games that ended in draws, and I did not see any that were really stalemated. |
14 Dec 16 UTC | Autumn, 1903: Every time I play Lepanto I regret it. It is too easy to stalemate. I'll pass, unless you want to challenge me in the tournament. :-) There are no stalemate lines in Duo. You can only stalemate one, two, or possibly 3 attack lanes, but not all of them. I think the draws in Duo come from when the middle SC's are taken out. The play goes between one player gaining a SC or two and then losing them. If the players are relatively equal, it can go on forever. This is when the 50/50 guesses are really annoying. I think players just decide enough is enough. |
14 Dec 16 UTC | Autumn, 1903: I also think that is why the original makers had the middle SC's support each other. |
30 Dec 16 UTC | Autumn, 1906: I am going out of town for the weekend and need a pause. |
30 Dec 16 UTC | Autumn, 1906: GameMaster: Red voted for a Pause. If everyone votes Pause the game stop and wait till everybody votes Unpause. Please consider backing this. |
03 Jan 17 UTC | Autumn, 1906: GameMaster: Red voted for a Pause. If everyone votes Pause the game stop and wait till everybody votes Unpause. Please consider backing this. |
15 Jan 17 UTC | Good game. |
15 Jan 17 UTC | Good game. Congratulations on defending your 1v1 title. |
15 Jan 17 UTC | I wasn't sure I would. If you haven't listened to the podcast with Ambassador and Kaner of my interview, I gave a shout out to you. |
15 Jan 17 UTC | Thanks, I haven't listened to it yet. |