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This commit is contained in:
Matt Soucy 2022-05-27 14:13:02 -04:00
parent e1d717eaa5
commit d40d486ad2
5 changed files with 29 additions and 10 deletions

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@ -19,6 +19,9 @@ Choose one element to be the one placed, and the other to decide the direction i
> This means that the players can place a Fire to the top-right of a filled hex, > This means that the players can place a Fire to the top-right of a filled hex,
> or a Light below a filled hex. > or a Light below a filled hex.
If you are unable to place either element in any direction, you must nullify (cross out) an empty hex instead.
Nullified hexes count as being filled, but have no element associated.
If either of the following elements are touching, cross them out. If either of the following elements are touching, cross them out.
They have nullified each other. They have nullified each other.
For reference, these pairs are on the nexus cards. For reference, these pairs are on the nexus cards.
@ -27,7 +30,7 @@ For reference, these pairs are on the nexus cards.
- Fire and Water - Fire and Water
- Earth and Air - Earth and Air
When all 15 mana cards have been flipped, the festival is over. When all 15 mana cards have been flipped twice, the festival is over.
See how the audience liked your display with the following rules. See how the audience liked your display with the following rules.
Do not count nullified elements. Do not count nullified elements.
@ -37,14 +40,19 @@ Do not count nullified elements.
- Darkness tries to swallow everything - Darkness tries to swallow everything
- Fire = 2 points for each connection between adjacent fire hexes - Fire = 2 points for each connection between adjacent fire hexes
- Fire grows and burns - Fire grows and burns
- Water = 3 times length for straight line of 3 or more - Water = 3 points for each in longest path
- Water flows like a river - Water flows like a river
- Earth = 4 points for each cluster of 3 - Earth = 4 points for each triangular cluster
- Earth is solid and clustered together - Earth is solid and clustered together
- Air = 3 points per hex in the longest path - Air = 4 points for every fork in the line
- Air is flowing - Air is flowing
- Harmonic Convergence = flower or line of all 6 elements = 10 points
Advanced scoring conditions:
- Harmonic Convergence = flower or line of all 6 elements = 15 points
- Perfect convergence of elements puts on a flashy show - Perfect convergence of elements puts on a flashy show
- Void = flower of nullified hexes = 10 points
- Making good use of negative space
The highest scoring display wins the festival! The highest scoring display wins the festival!
In case of a tie, use the scores for the individual elements, in clockwise order starting from the top. In case of a tie, use the scores for the individual elements, in clockwise order starting from the top.

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@ -3,10 +3,10 @@ require 'squib'
element_descs = { element_descs = {
"light" => "3 per cluster", "light" => "3 per cluster",
"dark" => "3 each after first in clusters", "dark" => "3 each after first in clusters",
"fire" => "2 points per connected pair", "fire" => "2 points per connection between hexes",
"water" => "3 times length for straight line of 3+", "water" => "3 points for each in longest path",
"earth" => "4 per triangle cluster", "earth" => "4 per triangle cluster",
"air" => "3 points for each curve in line" "air" => "4 points for every fork in line"
} }
Squib::Deck.new(cards: 18, layout: 'layout.yml', width: '3.5in', height: '2.5in') do Squib::Deck.new(cards: 18, layout: 'layout.yml', width: '3.5in', height: '2.5in') do
@ -37,8 +37,10 @@ Squib::Deck.new(cards: 6, width: '3in', height: '4in') do
svg x: '0.5in', y: '0.5in', width: '2.0in', height: '2.0in', file: 'images/hexgrid.svg' svg x: '0.5in', y: '0.5in', width: '2.0in', height: '2.0in', file: 'images/hexgrid.svg'
text x: '0.5in', y: '2.75in', width: '2in', height: '0.5in', str: 'Scoring', align: :center text x: '0.5in', y: '2.75in', width: '2in', height: '0.5in', str: 'Scoring', align: :center
(0..6).each do |i| syms = %w(light dark fire water earth air)
rect x: inches(0.5) + i * inches(2.0/7.0), y: '3.0in', width: '0.25in', height: '0.25in' (0..5).each do |i|
svg x: inches(0.5) + i * inches(2.0/7.0), y: '3.0in', width: '0.25in', height: '0.25in',
file: "images/#{syms[i]}.svg"
rect x: inches(0.5) + i * inches(2.0/7.0), y: '3.25in', width: '0.25in', height: '0.25in' rect x: inches(0.5) + i * inches(2.0/7.0), y: '3.25in', width: '0.25in', height: '0.25in'
end end
star x: inches(0.5) + 6 * inches(2.0/7.0) + inches(0.125), y: '3.125in', star x: inches(0.5) + 6 * inches(2.0/7.0) + inches(0.125), y: '3.125in',

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@ -0,0 +1,9 @@
Luke
"Directional stuff" hardest to wrap head around
Cancelation good, maybe suggest playing without for the first game
Compass rose for the elements?
It *is* cool that it reuses the board as a compass
Ignored certain elements, which helped him focus
Elk in Cascadia
Scoring was familiar and straightforward
Put symbols directly scoring sheet

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