More (fun and) games with John and Tim (3/3)
That php thing didn't work so well, so I decided (foolishly) to make a program that would throw 10 sets of dice without revealing what the results are, and let the player blindly choose which one to be the official one. Surely this would cut down on the complaints about randomness, right? Yeah..........not. I mean, there are 10 choices up there (without you knowing what the choices are), but if you select the one with the only 7 on there, then it's really your fault that you didn't avoid it, right? Sigh...
In addition to the dice throws, however, I've finally implemented the (what I thought would be a) kryptonite for John: a chess timer! So each player has a clock, starting with 30 minutes. Once you "throw the dice," the clock starts to count down until you hit the "end turn" button. With John being so slow each time, surely he is going to make unnecessary mistakes in order to beat the clock... Yeah.............not.
What ended up happening was that a lot of 3s and 11s were thrown, all in John's favour. Several times, Tim said "next" too quick, i.e. after I have hit "end turn" for him, and he suffered greatly for that, like not using some of the resources or progress cards soon enough. Meanwhile, John used an all-too-cruel and nasty strategy of constantly activating the knight to steal from Tim, all just for a sheep... This made Tim angry (even though he invented this strategy). (Aside: A day later, I realized that this is an illegal strategy, since each knight can perform an action only once per turn...doh. And there are other uses of the knight which I wasn't aware of, which makes the game a lot more interesting...) Anyway, the story goes, John built too quick, and won the game with close to 7 minutes left on his clock. Doh...
Now they want me to do a program where each of the 216 dice throws is represented as a button...yikes. Yet another attempt to get a truly "random" game...which will never happen...
Final scores (time remaining): John 13 (6:52), Tim 5 (15:16), Me 9 (19:03). I'm always the fastest.
In addition to the dice throws, however, I've finally implemented the (what I thought would be a) kryptonite for John: a chess timer! So each player has a clock, starting with 30 minutes. Once you "throw the dice," the clock starts to count down until you hit the "end turn" button. With John being so slow each time, surely he is going to make unnecessary mistakes in order to beat the clock... Yeah.............not.
What ended up happening was that a lot of 3s and 11s were thrown, all in John's favour. Several times, Tim said "next" too quick, i.e. after I have hit "end turn" for him, and he suffered greatly for that, like not using some of the resources or progress cards soon enough. Meanwhile, John used an all-too-cruel and nasty strategy of constantly activating the knight to steal from Tim, all just for a sheep... This made Tim angry (even though he invented this strategy). (Aside: A day later, I realized that this is an illegal strategy, since each knight can perform an action only once per turn...doh. And there are other uses of the knight which I wasn't aware of, which makes the game a lot more interesting...) Anyway, the story goes, John built too quick, and won the game with close to 7 minutes left on his clock. Doh...
Now they want me to do a program where each of the 216 dice throws is represented as a button...yikes. Yet another attempt to get a truly "random" game...which will never happen...
Final scores (time remaining): John 13 (6:52), Tim 5 (15:16), Me 9 (19:03). I'm always the fastest.
Labels: Settlers Expansion

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