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    Prime Amidon37
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    Ran across this - it's a map of optimal tic-tac-toe moves.  Interesting to us game/math nerds -

    http://xkcd.com/832/

     


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    Standard Member Korrun
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    And here all this time I thought X should start in the middle. Apparently I need to brush up on my tic-tac-toe.

    I wonder what the map would look like for ultimate tic-tac-toe (http://mathwithbaddrawings.com/2013/06/16/ultimate-tic-tac-toe/).


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    Prime Amidon37
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    oh wow - cool game.  

    My mind immediately starts thinking about how to use the Wargear tools to recreate it.

    My initial thoughts would need a post-turn factory.  I believe M has asked for those before -

    Other thoughts?


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    Brigadier General M57 M57 is offline now
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    http://www.kongregate.com/games/nazywam/ultimate-tic-tac-toe

    Card Membership - putting the power of factories in your hand.

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    Standard Member Korrun
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    Amidon37 wrote:

    oh wow - cool game.  

    My mind immediately starts thinking about how to use the Wargear tools to recreate it.

    My initial thoughts would need a post-turn factory.  I believe M has asked for those before -

    Other thoughts?

    You could do it with post-turn factories or real-time factories. Both of which I would love to have for other uses as well. The difficult part is limiting where each player can move based on where the previous player moved. There is currently no way to do that that I know of.


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    Brigadier General M57 M57 is offline now
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    We could dig up the post, but, yeah, I think I proposed three of classes of factories.  Classic (pre-turn), Real-time, and Post Turn.  Of the two new ones, RT would be the game changer, but PT has a set of obvious uses as well. 

    Card Membership - putting the power of factories in your hand.
    Edited Mon 13th Jul 19:24 [history]

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    Standard Member Korrun
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    That seems to give the most possible useful functionality.


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    Brigadier General M57 M57 is offline now
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    One real interesting use of Post turn would be to double the Continental in-hand bonuses.  Collect at the beginning of your turn if you control the continent, but also at the end if you still own it (or have just captured it).  It effectively doubles the continental bonus so the designer would have to weigh that into the bonus values.  Even if you capture a continent but lose it - you get 1/2 that value - kind of cool.

    It goes with saying that even if Reserves are OFF, the Post-turn bonus would have to be applied at the beginning of the player's next turn. 

    Card Membership - putting the power of factories in your hand.
    Edited Mon 13th Jul 19:33 [history]

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