[UA] [OT] UsAgi roshambo rules
holycrow at mindspring.com
holycrow at mindspring.com
Tue May 15 11:12:34 PDT 2001
>That's one of the differences that I see as significant. In the >games I've seen using Rock/Paper/Scissors, your actual choice doesn't >affect anything except if you defeat the other guy. But in UY, each >strategy have game effects (eg, the double damage) which actually >means your action requires thought and such, even for a basic attack.
That was my goal -- to have the strategy you choose actually MATTER to the rules. But at the same time to keep it real simple. Anything I design, I want the rules to have that synergetic sophistication: The basic rules should be simple, but should reveal more complexity as they interact. I think the board game Elemental is where I've succeeded best at that, actually: The rules are dirt simple, but when you have effects triggering other effects, suddenly the placement of one piece can change the face of the whole game.
-G.
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