Do you miss something on BrainKing.com and would you like to see it here? Post your request into this board! If there is a more specific board for the request, (i.e. game rule changes etc) then it should be posted and discussed on that specific board.
Argomento: Re: Gone people who have signed up for tournaments.
AbigailII: This is a good idea I want to support, and suggest the following details:
1. only the timeout in a tournament game should trigger the removal from tournaments. 2. A player should not be removed from a tournament which starts in a short time. The player should have enough time to sign up again (say twice the time to make a move in a game of that tournament). 3. The player should receive a message telling him/her from which tournament he/she was removed.
Argomento: Re: Gone people who have signed up for tournaments.
Modificato da AbigailII (27. Aprile 2010, 02:39:24)
El Cid: I'm not thinking about any particular user. I know who you're thinking about. Believe me, she isn't the only one - I've created a lot of tournaments, and I can see from my mailbox when someone is mass timing out on games.
And I find the "there's this tournament I really, really want to participate in, but I cannot remember signing up nor its name, nor when it starts" not very believable. If you cannot even remember that you signed up for it, you won't miss it either.
But don't worry. I only made a feature request. When was the last time you saw any request here actually be implemented? ;-)
Argomento: Re: Gone people who have signed up for tournaments.
AbigailII: Sure, but I take my example, I often don't know which tournaments I am signed in (it happened to me some times that I don't remember signing in for a tournament and get surprised when it starts and I have an increase on my games).
For some reason. that I found relevant at the moment of signing in, I entered a tournament, if by any chance I don't connect to the internet for 2 days, and have a game with 1 day 12 hours no vacation, I timeout in that game, and get removed for a tournament that I signed in about half year ago (which I really wanted to participate), but I don't remember anymore the name of the tournament or even that I signed in, so I won't participate. This could of course be prevented if the user received a message saying (s)he was removed from a tournament, but I don't know how that would turn out in invitation only tournaments. (I know this may be a little confusing)
Considering that you're suggesting that, because of a particular user (or at least I think so), and considering that she does not log in in about two months, I think that my little changing in your suggestion, would become effective only in users that won't really play, and not in those that had an accidental timeout
Argomento: Re: Gone people who have signed up for tournaments.
El Cid: Note that a player isn't banned - just removed. If he/she is still active, he/she can sign up again. But it gives them a moment to contemplate whether they may have too many games going on.
Argomento: Re: Gone people who have signed up for tournaments.
AbigailII: I think it would make more sense "if a player stays inactive for 30 days", since anyone can lose a game by timeout (especially with fischer clock, or no vacation games) and still being active in the site, and just happened to time out in a game, but can play in all the tournaments (s)he has signed up to
Argomento: Gone people who have signed up for tournaments.
Here's a suggestion: if a person loses a game because of a time out, that player is removed from all tournaments (s)he has signed up for, and that haven't started yet. This prevents that if someone becomes inactive, but still has signed up for gazillion tournaments, many are started in which one of the players won't move and the game times out.
and for those who are curious ... it's my creation ... I doubt anyone played this kind of game using domino tiles ... the placement of tiles is very unusual ... please read on.
RULES OF KARGUL ...
Game name: Kargul in Polish language is someone who is a bad neighbor, someone who throws garbage over the fence to make his neighbor more angry ...
Set: 6x6, 28 tiles set ...
Beginning: Every player gets 11 tiles and keeps them visible only for himself ... (6 tiles remain unknown for the players)
First set: players decide who plays first and any tile can be played as a starter ...
Layout: players place their tiles vertically, one by one ... horizontal bar on domino tile plays a role of a fence ... and that means all the numbers below the fence belong the the player that is closer to them ... below is an example of the first tile played ... I am sitting closer to number 5 and my opponent to number 6 ... and this situation means that I got -5 points (minus) and my opponent -6 points (minus) ... and every time a tile is placed, someone get negative points (with the exception of a ZERO) ...
6
5
Matching tiles: Players in their turns HAVE to match either of the numbers of the last placed tiles ... in our example (which I started placing 5-6) my opponent can put vertically any tile that touches mine 5-6 with numbers 6 and 5 on them ... let's continue with our example ... my opponent places 6-3 and the picture looks like:
6 6
5 3
and it means I got -3 points (minus) that add to my previous negative score ... he was a bad neighbor ... he was kargul ... now I place 3-5 matching one of the numbers and my neighbor get -5 points that add to his previous score ... and the layout so far looks like :
6 6 5
5 3 3
But this is not the end of possible plays ... look what happens when (it's his turn now) he has no tile to match number 5 ... he has to match number 3 (assuming he has one of course) and he CREATES negative load for himself ... let's say he has a tile that matches number 3 on the table ... and it's 2-3 adding 2 negative points to his score ...
6 6 5 2
5 3 3 3 (with score 8:13 for me)
Did you get the idea ? It's a funny game and with plenty of occasions for strategic thinking ... easy to play, already tested ... be kargul in this game but not in real life ... who got less points after all the tiles are placed or when the game is blocked is the winner, when both get the same score, the game is draw ... when a player passes, the other player continues the play, and so on ...
pedestrian: The purpose of having rule 12 is for the end-game to be meaningful - or not awfully dragging. Image an end-game where there are only Kings on the board. Or both players having a King and a Bishop. Or King vs. King + Knight. For an OTB game, or a site that automatically determines draws, I wouldn't use rule 12, and just consider them draws (either directly, or using the 50-moves rule), but since this is BK, I think it's better to avoid positions that are draws, and require manual intervention.
AbigailII: Ok, that's probably better. Or maybe 'number of checks' would be even more precise than 'number of kings in check' ? One king might be in check from several pieces.
I'm also not sure I understand the purpose of rule 12. It could complicate the whole 'number of kings in check' issue, but maybe that's the point? Consider a situation where your knight and king both threaten my king. The dice tells me to move my queen, and as it happens, my queen is placed in such a way that it could capture both of the threatening pieces. According to rule 12, I would have to take the knight because it gives check, although capturing the attacking king makes more sense.
joshi tm: That's a bit of a silly argument. I guess you didn't like Dice Chess either, because up to then, using dice wasn't the way Chess was played on BK?
pedestrian I would not consider a move that goes from a position where a King is in Check to a position where a (possible other) King is in Check as eliminating the Check. So rule 10 would not kick in. I guess rule 10 & 11 could be refined to: 10) If a Player can reduce the number of Kings in Check, he must do so. 11) A Player may not increase the number of Kings in Check, unless no other move is possible.
AbigailII: Rules 10 and 11 may contradict each other when you have three kings. What if you can only eliminate a check to one king by moving another king into check?
I do not like rule 8, which is not the way Dice Chess plays on BK. In the BK Dice Chess only possible pieces te move get a chance to get rolled. Also captured pieces don't count.
Modificato da AbigailII (21. Aprile 2010, 01:03:25)
AbigailII: I agree with other posters that Dice Chess can be a bit repeatative. Here's a variant I came up with. I've never play tested it though.
Played on a 10x8 board.
Each player has 3 Kings, 1 Queen, 1 Archbishop, 1 Chancellor, 1 Rook, 1 Bishop, 1 Knight, and 10 Pawns.
White starts with 10 Pawns on the 2nd row; Black with 10 Pawns on the 7th.
The remaining pieces of White are placed randomly on the first row, under the condition no 2 Kings are placed next to each other.
Blacks pieces are placed on the 8th row, mirrorring White's.
Each Player has two 8-sided dice; each face representing one of the 8 different pieces.
On each turn, the Player's dice are rolled. Player must move one of the pieces shown on the dice - or promote a Pawn to the shown piece. (So, if Player rolls Rook and Bishop, he either moves his Rook, moves his Bishop, or promotes a Pawn to Rook or Bishop).
If a Player cannot move either of the shown pieces (because the pieces are blocked, or captured and no longer on the board), nor promote a Pawn to a shown piece, the Player must forfeit his move.
Pawns aren't allowed to promote to King nor to Pawn.
If a Player is in Check, and he has the option to move out of Check (or to eliminate the Check), he must do so.
A Player may not move into Check unless he has no other move available.
A King attacking a King is not counted as Check.
First Player to capture all opponents Kings wins.
On the first move, one of the dice will show a Pawn.
Possible variants on rolling doubles:
Player may make any moves he wants.
Player may move indicated piece twice (but not capture a King on the second move).
missing one game option ... I would like to to play not for won games points, but for points I won during the game itself ... Ludo for example, I can win 4 :0 or 3:1 ... backgammon, I can win 15:0 or anything else just by counting my checkers out of the board ... same story with Chess Dice with 3 kings ... I would like to have an option to play let's say to 10 points, every time counting opponent's kings I removed from the game ... not only winning would be important , but the quality of winning each game in a round would count ...
Some brains appeared into my profile and finally i found out i had won them from a tournament. It would have been nice to receive somekind of message about winning a prize.
talen314: I think that would be very good combo since Dice Chess by itself is getting a little old. And it would get more players to start playing more Ice Age Chess, also.
Looking at the number of started games Dice Chess and Dice Chess 10x10 seem to be fairly popular. IF this is due to the unpredictable nature of the game due to the use of dice a possible chess variant would be to combine Dice Chess and Ice Age Chess into a variant. The freezing element combined with the random element might make for some interesting play. What do others think about Ïce Age Dice Chess? I am aware that there are some that don't care for any more chess variants of any kind but there do seem to be quite a few players that enjoy Dice Chess and Dice Chess 10x10. Talen314
Regular rules with exception: 1. When you get doubles you move back pieces 2. When you have all your pieces on home turf is when doubles rule is not in effect
diogenysos: maybe something like a swap rule: the first player makes the first three (or so) moves (moves for both sides), then the other player has the right to swap sides.
Fencer:in order to make it clear: its not about general disadvantage because your opponent moves first. its very special in halma because strong opponents often get home with the same amount of moves. this is not like this in chess, not even in mancala, maybe sometimes in pah tum...
but a silly little idea i just discussed with an opponent:
THE TIME-OUT ALARM CLOCK!
many plaers lose their games while sleeping and timing out. lets create and sell a this alarm-clock, which is connected via router to the internet and always wakes you up when youre about to lose a game without vacation days and so on... ;-)))
many psychologists around the world may have more to work -
there are many games around the world that allow a draw when the amount of moves is the same... we shouldnt change them all... - but in halma its all about this very special skill...
can we change the halma rules a little bit??? - black is in disadvantage, we all know. white starts and if both make same amount of moves and both need one move more (which happens quite often), white wins by the advantage of beginning...
Herlock Sholmes: we can even come closer to regular golf and create a system like below:
1. Keep all the fix scores like they are, adding of course 3 new holes (1 pair, 2 pairs, 3 of a kind) to make it 18 holes course.
2. For lower six holes (categories) make 4 of a kind (at least) a requirement to score a hole ...
3. Assigned points depending on the number of rolls used to make a hole:
2 points - for comlepting a hole in first roll
1 point - for making a hole in the second roll
0 points - for making a hole in the third roll
-1 point for the fourth try, -2 points for the fifth try ... -3 points if not made in the fifth try ... (five rolls is the maximum number)
This system changes the whole idea behind collecting points for categories ... for example: it's no longer important how high you score 4 of a kind, but if you score AT ALL, and in which roll ... it creates a new game ...
For those who do not like to fall BELOW ZERO, we may use different system to record points for holes:
1 point for the first roll, 2 points for the second roll ... down to 5 points for the fifth roll and 6 points for not making a hole in the fifth roll and also for crossing out any other hole ... of course, player with the lowest score wins the game ... this system is easy to remember since points correspond to the roll number ...
joshi tm: no, rolls can be made in any order based on the situation on the golf course ... I think going from hole to hole in order would be too restrictive ... although more like a real golf ... bankroll idea (or unlimited rolls) is well known feature in dice games, game of FARKLE is one of them ... I played several form of Yahztee using this system ... we can try to incorporate golf feature of "being in par" when a task is accomplished in 3 rolls, if beyond, some form of negative points could be used ... thanks for your input.
Modificato da joshi tm (15. Aprile 2010, 09:02:55)
Herlock Sholmes: Does a player need to do those rolls in order? It can be more strategic if that wouldn't be. Then add the bankroll idea from Michael Coan (You get all extra rolls for the whole course at roll 1, and use them if you want. Therefore there are unlimited rolls per turn, but the total number of extra rolls is limited) and you would have an awesome game.
EDIT: Or even better, you have unlimited rolls but the player with the least total of rolls wins.
Hello, here is the new approach to play Dice Poker 6D ... something for golf lovers ... below are the rules:
1. There are 18 holes in the whole course ...
2. I introduced 3 additional categories: 1 pair, 2 pairs and 3 of a kind (nothing new, they exist in regular poker) that gives us 18 categories (holes). Below is the score table for all 18 holes:
Ones - a sum of all 1's
Twos - a sum of all 2's
Threes - a sum of all 3's
Fours - a sum of all 4's
Fives - a sum of all 5's
Sixes - a sum of all 6's
1 Pair - 2 dice with the same numbers+ 4 dice with different numbers - sum of all dice (examples for 3 new categories below)
2 Pairs - 2 dice with the same nubers + 2 dice with the same numbers(different than the first pair) + 2 different dice (different from 2 first pairs) - sum of all dice
3 of a kind - 3 dice with the same numbers + 3 different numbers - sum of all dice
4 of a kind (4 or more dice with the same number) - a sum of all dice
5 of a kind (5 or more dice with the same number) - a sum of all dice
Full House (3 dice with the same number + 2 dice with the same number, and those two numbers must be different) - sum of the dice
Full Car (2 dice with the same number + 2 dice with the same number + 2 dice with the same number, and those three numbers must be different) - sum of the dice
Full Hotel (3 dice with the same number + 3 dice with the same number, and those two numbers must be different) - sum of the dice
Large Straight (a straight of 5 or more dice) - 123456(21points) wins the hole over 23456(20 points) which wins the hole over 12345(15 points)
Full Straight (a straight of all dice) - 1 point scored immediately in the hole (when other player scores in this hole, it's a draw for this hole)
6 of a kind (all dice with the same number) - higher 6 of a kind is the hole winner (222222 beats 111111 etc.)
Chance (any dice combination) - a sum of all dice
</ol>
Now, player that get higher score in particular hole is the winner of this hole ... who wins more holes wins the whole course and becomes champion ... when players win equal number of holes it's a draw. After players score points for a particular hole, software replaces scores for O for the loser and 1 for the winner ... during the game it is very important to target scores already made in particular holes. WINNING THE HOLE IS THE SUB-GOAL (similar to real golf) ... fixed scores for hotel, car, full house etc are abolished and replaced by actual point scores and it adds more excitements to the game ...here are the examples of 3 new categories ...
1 pair ... 44 5631 (no numbers can repeat itself) - example of wrong sequence: 44 1354 (4 is repeated)
2 pairs ... 33 11 24 (no numbers can repeat itself) - example of wrong sequence: 33 11 35 (3 is repeated)
3 of a kind ... 444 132 (no numbers repeat itself) - example of wrong sequence: 444 564 (4 is repeated) ...
I would rather be golfing ... how about you ?
I wonder what do you think about this Golf Poker ...?
Mister Big Boss, would it be possible to have a chess board for experimenting with variants ? What I have in mind is just an empty board, with all the pieces available and NO RULES for any specific game glued to it and nor rules for moving pieces ... let's say I would like to play a game with pawns on 3rd and 6th row, or a game where bishop can jump like a knight when on the 1st and 8th column ... or maybe when pawn promotes I can choose another king and milions of other variants ... all the rules would be agreed before the game starts and players can enjoy the new game ... I've never seen anything like this and it can be a very powerful field for inventors ...
This way we can all enjoy our new ideas, try it and eventually implement it ...
Nothingness: The seeding is 1-x x-4 3-x x-2 which should ensure that top players would meet in the final round. Other start positions (marked by x) are not important, ergo randomly filled.
Here is a tourney that i was just in. the snake format was not used here.. Im not sure if you meant that the format that is being utilized is snake or not. if so than this is a glitch.
i was searching through tourneys and noticed that the snake format is not being utilized. In most tourneys in sports for example. in a 8 person single elimination tourney the top rated player(1st) should play the lowest(8th) rated person. the 2nd best player should play the 7th best player. etc.. but here the matchups are as follows 1vs5 2vs6 3vs7 4vs8 thsi seems a little lopsided. This should go for a normal tourney while setting up whom goes into what section. e.g section1: 1-4-5-8 section2: 2-3-6-7
Pedro Martínez: It is about improving the ergonomics of the user-interface
Sometimes i want to stay at the game in particular game types, e.g. in Battleboats to see what I have hit, or in Backgammon with autopass when the opponent is on the bar and likely to stay there. But in other game types I want to go to the list of games to decide which to play next. Then I must always change between the two options.
is there a way to customize your page so that the games you currently have to makes moves in are at the very top of the screen instead of at the bottom? could a drag box be available like on facebooks home page.
There are a couple of things that I do right now with .css to help me with playing my BK games a little quicker, and would LOVE to see these options introduced into BK so everyone can use them without having to use the .css.
1. Over all - move more (non-important) information BELOW the game board. For example, do I really need to know the flag, ranking, rating, last move, link to rules, link to discussion boards for most of my game playing? Answer = NO. (but at times this information might be needed, so why not make a "streamline" way for the game board to show up that has move of that information below the gameboard that way if we do need it, we can simply scroll down and look.
(Most of my suggestions are things that will help play quicker WITHOUT having to scroll down... no scrolling down can save a lot of time.)
2. In the Dice Poker Games - Have the dice choice ABOVE the board. As you see in my screenshot of what I do with my own .css, it does not show up neatly (covers things up) - but then again going back to #1 - it's mostly useless information anyway. But for how I do it, I can now see my dice choice & game board without having to scroll down. The "official" way right now below the board, on some monitors I will have to scroll down EACH TIME I want to roll the dice
3. THIS IS THE MOST IMPORTANT... and simple. Have a "Move" button near the top of the page. Still keep a move button & all the "comment boxes" down below the game board so if I want to "chat", I can scroll down and still do so - but for 99% of my game playing - I want to make my move & submit it and go to the next game... having the "Move" button at the top (and same place on the screen for EVERY GAME) makes things go so quickly... and is so nice.
I would like ask you Fencer to fix vacation days. There is a notice that when changing weekend days it's recommended to make moves in all remaining games. Reason behind that is vacation day system that's not workinf propely. I could live with that but this system is also bugged when adding vacation days (manually - brain pawn).
I just had three hours left in game, my vacation days were set on saturday and sunday and I set new vacation day on monday. All of sudden my game time in some games were -(minus)1 days and 10 hours , so I got back to settings and set another vacation day on tuesday, changing game time to -10 hours, set another day on wednesday and my game time is over 2 days.... I timeouted once because of this issue and now I'm down to 4 vacation days while I used really only one on purpose, rest was to cover this bug. Thanks in advance for taking a look on this case.
please look at this game ... published by Sid Sackson in "Gamut of Games' ... it can be played with regular cards, chess cards and even with chess pieces ... game is called Mate, has really nothing to do with chess, beside its name and the depth ... here is the link ... I strongly recommend it, try with cards and you will discover a fantastic game. Completely open (like board games) and will satisfy even our Abigail, lol ...
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