Looney Labs Icehouse Mailing list Archive

RE: [Icehouse] Treehouse playtest report

  • From"Jeremy Lewis (home)" <paxdraxus@xxxxxxxxxxxxx>
  • DateMon, 30 Jan 2006 09:36:46 -0600
Okay... this might be crazy, but what if in situations where you cannot
make a move on your house or the main house, you take the action on any
enemy house, instead?

Or perhaps if you cannot dig, you knock one of your pieces on its side:
It tried to dig, but couldn't.

-----Original Message-----
From: icehouse-bounces@xxxxxxxxxxxxxxxxxxxx
[mailto:icehouse-bounces@xxxxxxxxxxxxxxxxxxxx] On Behalf Of Joshua
Sent: Monday, January 30, 2006 9:13 AM
To: icehouse@xxxxxxxxxxxxxxxxxxxx
Subject: Re: [Icehouse] Treehouse playtest report

Andrew Plotkin writes:
>On Sat, 28 Jan 2006, Joshua Kronengold wrote:
>> 4. We had a lot of null digs.  This seems to be because only two
actions can 
>Or go back to the original swap rule, which never changed the number of

>upright pieces.

Could work.

>But I am not convinced this is an imbalance which needs fixing.

I think it could use it -- Treehouse works very well as a light
strategy game -- but even a light strategy game is much less strategic
and less fun when there are a lot of dead turns where players make no
decisions at all.  We had one player roll "dig" 3 times in a row, when
neither the center nor his rack had any sideways pieces -- for obvious
reasons, this is a touch frustrating.

       Joshua Kronengold (mneme@(io.com, labcats.org)) |\      _,,,--,,_
--^--  "Remember the Doom Team code!" says Tom.       /,`.-'`'   -,
 /\\  	"You don't have to die just because some      |,4-  ) )-,_ ) /\

/-\\\  	people think your existence is evil!"	     '---''(_/--' (_/-'
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