Difference between revisions of "Talk:Hand to Hand"

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This ran at the 2008 Hide and Seek Festival with an "attack/defence" combat mechanic, but was redesigned in 2009 to use rock-paper-scissors. Testing it at the ICA in February, it seemed to go pretty well - making it rock-paper-scissors certainly streamlines it, and makes it much quicker to explain.
|date=00:22, 16 February 2009
 
|user=[[User:Kevan|Kevan]]
 
|comment=This game is currently being reworked to use a rock-paper-scissor combat system (the attack/defend was, I think, needlessly overcomplicating what should be a simple, quick mechanic) - I hope to get a new rule sheet and card set up this week.
 
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Players still seem fairly reluctant to wander very far at all from the starting point, though; I guess there's not a lot of incentive, unless you've got a high-scoring hand and want to hide out. It might be worth forcing the players to spread out for five minutes and wait for a starting bell, to encourage a bit of careful stalking and some random encounters. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 2009-04-16 13:12:51
|date=14:49, 26 February 2009
 
|user=[[User:Kevan|Kevan]]
 
|comment=And it's up. It seemed to go pretty well at the ICA last week, with the new mechanics - making it rock-paper-scissors certainly streamlines it, and makes it much quicker to explain.
 
 
 
Players still seem fairly reluctant to wander very far at all from the starting point, though; I guess there's not a lot of incentive, unless you've got a high-scoring hand and want to hide out. It might be worth forcing the players to spread out for five minutes and wait for a starting bell, to encourage a bit of careful stalking and random encounter.
 
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Latest revision as of 14:07, 24 April 2015

Old forum comments

(The Ludocity website previously had integrated forums, but they fell into spam-covered decline and were shut down in 2015. The comments in this section have been automatically converted from that forum.)

This ran at the 2008 Hide and Seek Festival with an "attack/defence" combat mechanic, but was redesigned in 2009 to use rock-paper-scissors. Testing it at the ICA in February, it seemed to go pretty well - making it rock-paper-scissors certainly streamlines it, and makes it much quicker to explain.

Players still seem fairly reluctant to wander very far at all from the starting point, though; I guess there's not a lot of incentive, unless you've got a high-scoring hand and want to hide out. It might be worth forcing the players to spread out for five minutes and wait for a starting bell, to encourage a bit of careful stalking and some random encounters. --Kevan (talk) 2009-04-16 13:12:51