|Since Saturday you can play Beasty Beach on this site. This game is one of my prototypes which I have a long time already. That was the same with No Limit. The Beasty Beach prototype I have since 2002. It still looks the same but the rules changed much in the meantime. In the boardgame the sea is one 'water-gulf-line'. One way to do the random new animals is by each time the water-line moves one hexagon backwards (ebb) you roll a 12-sided die (in case of 2 players). There are always 12 new hexagons (16 with more players, extra tiles to build the board). You place a random new animal on the space corresponding to the number on the die (count in the row of new hexes) and you stop placing as soon as you roll a number which you already rolled.|
It was for a long time meant to be a more-player-game. That had different rules. With the current rules here I see it as a pure 2-player-game.
We tried much with different numbers of beach rows at the start, different eb and flood speed and different percentages for the chance that a new sand hex has an animal. After trying so much I found we had to make a choice. Cannot try forever. But those variables are still open to discuss. I self find now that 50% chance on an animal in a new sand space is a bit too much. Maybe change that to 40%??
|Well, I dont think it matters that much. The key of the game is to rush down, grab some good animals and return safe, hoping not to go into water. You dont need to change it to less animals, as otherwise the rush wont be made anymore and one just stays on the safe side of the beach and just go down about six or seven hexes...|
|With more animals it can be that it is more difficult to gain energy because there is not much space to move.|
And sometimes there is a long path of 1 step each turn. I want the seagulls to be a bit more lively at the underside of the board.
And a bit more scarceness I like.
And a bit less will make the interaction a bit higher. The interaction in this game is very high when you play it 'serious', but sequences of 1-step-moves make it feel less interactive.
We tried this version first, but by coincident the 50% chance instead of 33% started in row 8, not row 7. After a number of test-games I got that impression. Then that is chanced and like I said I didn't want to test the game forever. But now I think it can still be better. Will see and play more games first.
|Any chance that there could be a tide marker added? Something to indicate the tide's movement and how fast? With many simultaneous games at differing stages need to check it out each time when it could just as easily be added to the game's display.|
|You can see it in the moves list. I think that is what you mean.|
The accelleration to the top of a tide and de-accelleration after the top is 1 per turn.
It is: -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 0 1 2 3 4 5 6 7 8 9 10 11 11 10 9 8 7 6 5 4 3 2 1 0. (and further it stays 0, but normally the game ended by then)
See the numbers in blue in the list of moves at the right side of the board.
|After playing a number of games, we decided there were just a few too many animals in the part where the sea starts. So there was a small change: instead of 50% an animal will appear when the sea retreats, it's 40% now.|
|Got it (the tide movement). After giving up trying to decipher the No Limit moves, I find I don't pay attention to the moves list (other than in StreetSoccer to see how close to game end). My own fault - I just didn't pay that much attention to the moves listed in Beasty Beach. See it now, and exactly what I was looking for.|
|The 40% applies only for games which start since it applies.|
In games which were already in progress the sea food already is in/under the water.