Tuesday, September 24, 2024

Proposal: Trapped

Timed out, 1-4. Failed by JonathanDark.

Adminned at 26 Sep 2024 21:36:11 UTC

In “Collecting Cells” replace

If that cell is a Trap cell and its contents are Lemon, Orange, Kiwi, Grape, Cherry or Star, decrease the Puzzler’s corresponding stat for the content of that cell by 3 (to a minimum of 0)

with

If that cell is a Trap cell, decrease the Puzzler’s Matches by 1 (to a minimum of 0), their Multi Match Bonus by 5 (to a minimum of 0) and if its contents are Lemon, Orange, Kiwi, Grape, Cherry or Star, decrease the Puzzler’s corresponding stat for the content of that cell by 1 (to a minimum of 0)

In “Turn Actions” replace

Randomly select a cell by rolling a DICE10 DICE10 and using the first value for the row and second value for the column. If the cell is not already a bonus cell, it becomes a bonus cell.

with

Randomly select a cell by rolling a DICE10 DICE10 and using the first value for the row and second value for the column. If the cell is an empty cell, it becomes a bonus cell.
Then randomly select another cell by rolling a DICE10 DICE10 and using the first value for the row and second value for the column. If the cell is an empty cell, it becomes a trap cell.

Comments

JonathanDark: he/him

24-09-2024 19:48:49 UTC

If we’re making Trap Cells randomly, should we just remove them from the Tangelo roll? I get the feeling you believe that no one is intentionally spending a Coin to Activate a Lightning Bolt, which is probably true. I did it once to use up an unused Coin, before Bets were a thing, but I’m probably unlikely to do it again.

JonathanDark: he/him

24-09-2024 19:51:21 UTC

Also, with the recent changes to Bomb, there’s no way to “disarm” a Trap cell, so as they proliferate randomly on the Game Board, it’s going to be increasingly hard for anyone to make any moves.

All that to say, I’d probably still support this Proposal, but would want some of these issues addressed either in this Proposal or another.

JonathanDark: he/him

24-09-2024 19:55:54 UTC

Sorry, another thought. Since you’re coupling generating a Bonus cell with generating a Trap cell, this could have the unintended effect of discouraging performing Seed.

You might consider removing Seed as a Turn Action, and making the Bonus and Trap cell generation a required part of starting a Turn.

Lukas: Head Researcher

25-09-2024 00:20:48 UTC

against This won’t have the intended effect, since you write “empty cell” instead of “plain cell”

Lukas: Head Researcher

25-09-2024 02:26:46 UTC

Also I agree with JonathanDark’s comments regarding the general idea of the proposal

JonathanDark: he/him

25-09-2024 04:36:51 UTC

against due to the mistake Lukas caught, plus the overall tilting of Trap cells to be too overpowering without some balancing.

Clucky: he/him

25-09-2024 06:25:18 UTC

The thinking its trap cells are going tobecome more and more unavoidable, so you’ll eventually want to just bank your points so you can clear them without losing anything

Benbot: he/him

25-09-2024 12:00:26 UTC

against

Desertfrog:

26-09-2024 05:46:25 UTC

against