I picked "Catastrophe" because of Homeworlds, but
"Crack the Moon" fits the theme nicely. I'll have to try tonight to see if
it is even feasible to Crack the Moon. I assume it would take less of a
"launch" and more of a "flip", kicking the large out from under the other
pieces. Definitely a last gasp, desperation ploy.
I agree there is no need to necassarily include
scoring for the other combinations - I was just curious as I had come across at
least one of them in play. Landing the medium without the colonists from
the small might not be much use in practice. . .
----- Original Message -----
Sent: Tuesday, July 10, 2007 3:43
Subject: RE: [Icehouse] New Game, Moon
I have clarified first-shot Colonization in the victory
It's funny: every time I make a game, I discover hidden
"rules" or assumptions. I actually didn't think of counting the small for a 1-
or 2-point landing when one Colonizes--I just thought of it as the end game
and the coincidental landing of a small wasn't relevant. But by your
reading--and merely logically parsing the rules as written--it DOES score,
because it DOES fulfill the "part of small in tube" condition for scoring. I
guess I'm fine with that latter interpretation, but I WILL go clarify on the
wiki (by saying "you gain the point(s) for the small and the game immediately
ends" or some such).
I am not sure getting all three in is even
possible, short of some serious luck (i.e. a fluke). My larges almost never
even move from the launch pad, and even if I'm "forcing" things with the
medium (to Colonize) the large only slides a few inches. You'd have to
all-but-punt the large ou t from under the two others, to get it moving
But all that said, sure, I could toss out a one-line rule
addition that does something unique and fun with the large. I am interested in
the "lowest score wins" as a condition, because that let's the desperate,
neigh-doomed loser have a shot at winning no matter how far behind he or she
is in points. A final escape clause, so to speak. A desperation shot. But I
don't want to call it a catastrophe (b./c of Homeworlds)....
"Cracked the Moon"? You hit it so hard that it cracks in half and loses
stability, winging off into space....
Finally, it looks like there are
several conditions that I could add for additional results:
(facing away) - current, 1 point
Small only (facing toward) - current, 2
Small and Medium - 1 or 2 points, per above, and endgame
only - ???
Small and Large - ???
Large only - ???
Small, Medium, and
Large - ???
(Though the latter three get subsumed into "if any part of the
large goes into the tube, the game ends immediately and the player with the
LOWEST score wins" with or without points for a Small.)
But I wonder if
anything is really gained by those extra conditions in the middle of the list
(your idea for Large = Lowest Score Wins is cool, though). Thoughts on
As for turnless--that just came about by me slapping a footnote
onto every rule that asserted something. Variations are EASY to write, once a
game is fairly firm. Heck, they write themselves, once you can spot elements
that easily flip-flop or toggle between different techniques of
Again, glad you like it!