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Aug
10
comment How likely are you to lose because Fool's Landing sinks into the abyss?
The six card discard pile isn't shuffled into the deck. It's shuffled and placed on top of the deck - increasing the odds that FL is redrawn to w/6.
Aug
9
comment How likely are you to lose because Fool's Landing sinks into the abyss?
Oh - just saw that user1873 posted the same thing :-)
Aug
9
comment How likely are you to lose because Fool's Landing sinks into the abyss?
This is a really good start, but I think a big issue with this at the moment is that you haven't considered the diver separately. I can't see an easy way to calculate the number of squares he can't reach, it may need to be scripted.
Aug
9
comment How likely are you to lose because Fool's Landing sinks into the abyss?
Maybe I've misread, but I don't think the chance of getting a helicopter/sandbags card to start with is 5/2n. This is >1 for two players :-) Instead I think it's 1-(20 C (2n))/(25 C (2n)) (where C is the "combinations" function), which is ~0.62 for 2 players, ~0.78 for 3 players, and ~0.88 for 4 players.
Aug
9
comment How likely are you to lose because Fool's Landing sinks into the abyss?
I haven't read this through yet, but looks good. Just wanted to note that w = 2 if you're playing on novice: boardgamegeek.com/image/1001886/forbidden-island
Aug
9
comment How likely are you to lose because Fool's Landing sinks into the abyss?
+1 What a good question :-) I hadn't thought of the possibility of losing first turn due to someone sinking into the abyss. Definitely possible, but you've got to be really unlucky!
Aug
8
comment Programme to help with face to face diplomacy
Hi dsas! Thanks for the suggestion - in the end I did use jDip, and it was perfect for my needs. We then used VNC to relay the map to other computers in conference rooms.
Aug
7
comment Can't remember the name of this card game
Is it anything like Slam or Ligretto? boardgames.about.com/od/spit/a/spit_rules.htm en.wikipedia.org/wiki/Ligretto
Jul
20
comment Would a turn order opposite the disprove order affect the strategy or gameplay in Clue?
Shouldn't one of the words "left" in the yellow section above be "right"? Or is this a quote from the original rules?
Jul
11
comment Dice with an average roll of zero?
+1, but by "average, median and mean" did you mean "mean, median and mode"?
Jun
29
comment How to counter oddities of Shade-Tree Checkers? (long distance king jumps, etc)
To level the playing field you could change more of the rules, so that neither of you are familiar with the game? Maybe not most constructive of comments :-)
Jun
1
comment Does it really matter if dice are randomized?
One fairly obvious way to cheat with a die (that I've seen used) is to spin the die rather than rolling it. For a standard six sided die in particular this makes it easy to aim for 4/5/6.
May
24
comment Maximum attainable points for a single player in a two player game of Carcassonne
The question is here: math.stackexchange.com/questions/149125/…
May
24
comment Maximum attainable points for a single player in a two player game of Carcassonne
I'll put a question on the maths site, that's a good idea. Your calculation of 114 points (6 points short) is not really right, as there are an extra 6 points to be scored by connecting around the sides of the lines (e.g. the seven-city farm can be connected to the two end cities in the row of eight).
May
23
comment Maximum attainable points for a single player in a two player game of Carcassonne
I think your answer is a valid upper bound, although I can't prove it. The question I'm interested in is "Find the maximum number of edges of a planar bipartite graph with order (7,15)".
May
23
comment Maximum attainable points for a single player in a two player game of Carcassonne
You didn't exactly prove the reduction from this question to that theory though!
May
22
comment Maximum attainable points for a single player in a two player game of Carcassonne
..which scores exactly the same number of points (sorry - I miscounted!)
May
22
comment Maximum attainable points for a single player in a two player game of Carcassonne
Your statement about the breakdown of the farms by number of cities isn't necessarily correct. Consider a case with four cities and four farms. Using your method the optimum graph would involve two farmers connected to four cities each and two connected to two cities. In fact it's possible to connect each farmer to three cities (think of a cube with cities/farmers at the vertices).
May
1
comment Programme to help with face to face diplomacy
We actually ended up using jdip (jdip.sourceforge.net), along with vnc to relay the screen to the meeting rooms and a game timer I wrote to mimic the behaviour of ellought.demon.co.uk/diptimer.htm, but without needing to be full screen. The order resolution was great - I didn't have to work out why other player's orders had failed - I could just read out the results from the screen. Anyway - the suggestions in these answers were great, so thanks!
Apr
19
comment Programme to help with face to face diplomacy
+1 Thanks, this is useful. I am also planning to use computer screens in negotiation rooms. I am playing with a group that are all new to the game (and I've only played a handful of games), so I think it will cut down the mistakes too/save us time. If we adjudicate positions manually we will either spend longer over it (e.g. arguing over bounces and convoys), or we will make more mistakes.