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Larry Smith wrote on Thu, Aug 21, 2008 03:12 AM UTC:
It is definitely getting harder to come up with original names for games. Even using a really large thesaurus. ;-)

One of the goals in the development of this game was to create play which was extremely difficult for computers to quantify. The amount of depth-search necessary to arrive at a decent series of turns for this game would take days for most home units.

The field will become crowded in just a few opening turns. The middle game would consist of eliminating particular opposing pieces and denying the opponent 'breathing room'. The characteristics of the hexagonal field allows close placement of pieces which are out of direct reach of the attacking moves of the opponent.

And the value which the player places on particular pieces will influence the play. Some might prefer more Workers to assure the production phase of the turn, while others might concentrate on Soldiers to threaten the opponent's ranks. And repositioning a Soldier for an effective attack can take several turns, allowing the opponent time to make defensive positionings.

And though the Highborn has the slide move, it may not have opportunity to exercise it because of the crowded field. And the player may be reluctant to risk it.

And I know that someone might point out that if both players are determined, they could simply make moves which result in a simple back-and-forth of caputure and introduction. But this supposes that neither are trying to win the game. If this is the case, a maximum number of turns could be applied to the game with the calculation of the occupancy to determine the win. I would suggest 100 turns.

I have been considering an additional rule of allowing Workers to attack opposing Workers.

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