RealmSpeak is my Java application for playing Avalon Hill's Magic Realm over the internet. My intention for this blog is to provide a central place where I can post updates to the application, and muster the responses I get in a public forum. Check the sidebar for other computer conversions of great board games.
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Sunday, May 06, 2007
New Board Game Link
Just a note that I added a new link to the side bar under "Other Board Games". The link takes you to a pretty crude webpage highlighting my latest Java boardgame conversion: TimeTripper.
7 comments:
Anonymous
said...
This is too funny!
I just spent the weekend trying to see if I could set up TimeTripper using XConq.
For my first jump, I landed in battle #23 Blood River. I awed several Zulu's, who then killed the remaining Zulu's.
I moved the flux to capture the awed Zulu's, and then pressed Clean Up to align and jump.
The next jump was to the future at battle #55 Time Squad Police.
I attempted to Negotiate and got the result Roll Again, one column to the left. The game appears to be stuck here. Every time I press OK, I just get the same message box and can't continue.
- -- Battle Round 3 - ------------------- - Negotiation rolls for DEF. Rolled 3. for letter. Rolled 3 and 3. for result. Tim - Roll again, one column to the left. > - Negotiation rolls for DEF. Rolled 3. for letter. Rolled 3 and 3. for result. Tim - Roll again, one column to the left. > - Negotiation rolls for DEF. Rolled 3. for letter. Rolled 3 and 3. for result. Tim - Roll again, one column to the left. > - Negotiation rolls for DEF. Rolled 3. for letter. Rolled 3 and 3. for result. Tim - The natives are enraged by the negotiations! Multiple Enemies - Combined attack of 18 versus Tim defense of 4 - Kills Tim: Rolled 1 and 4. Tim - Is killed.
I think the Roll Again result isn't supposed to roll the first die to choose a column, I think you're just supposed to roll the second pair of dice and use the next column to the left.
1) It appears that the only way to jump the flux is to command the flux and move it to your hex? I think you should be allowed to move into the flux during your movement too, i.e., the flux doesn't have a stacking limit. The Jump button only shows when the flux is controlled and moved into the Timetripper's hex, or when Clean Up is executed.
2) Awed historical soldiers can't be moved into the flux either. I have to move the flux to them. Also, the flux doesn't seem to take them until the flux is moved, i.e., if the historical soldier moves adjacent to the flux nothing happens. See rule 10.62.
3) Treasure Hunting: This is probably a vague rule in need of a house rule, but... the treasure is not available when awed historical soldiers are still present. I have to jump them before the treasure shows up. Should awed soldiers not count? Rule 14.0 says only that all historical soldiers or animals must be killed or disabled, but it says nothing about awed soldiers. I assume that awed soldiers should no longer count for treasure purposes because of the ease of jumping them? Or should that be a choice of the player, i.e., leave the soldiers behind and forego the treasure or take them with you and retrieve the treasure?
When I move an awed historical soldier who is riding a horse, the horse is left behind. According to rule 7.44, the horse follows the rider.
Another thing I noticed is that once I move an awed soldier off of his horse and they both jump the flux, the horse is separated from the rider forever more. This problem should go away if the horse always stays with the rider.
I haven't tested this, but did you notice in rule 8.34 that the horse's attack strength is added to the rider's strength in a melee attack?
I also noticed during Clean Up, that I don't have to explicitly move the flux to jump each awed historical soldier, they seem to automatically jump with me. So, I'd think that the treasure should also be available if only awed soldiers or riderless horses remain.
I also see that riderless horses (including horses whose riders are killed) also jump the flux. I can see how this eventually clutters up the battle display, but on the other hand it creates obstacles for new historical soldiers to have to traverse. Not sure what the right answer is, but I suppose riderless horses should be left behind. Only awed soldiers should jump the flux.
Man, that's a whole lot too take in! I'm going to start a new project in my bug tracker, and move these into there. Probably wont do that today, though.
I should mention, that I've never played this game before doing the conversion. I did my best to interpret the ruleset, but I'm open to suggestions, or house rules.
Okay, I lied. Its easy enough to setup, so I went ahead and did it. I added all of your issues, and marked you as the "reporter". I hope that's okay! The bug tracker is at the same URL:
7 comments:
This is too funny!
I just spent the weekend trying to see if I could set up TimeTripper using XConq.
I'm going to give your version a try.
Steve Schacher
Can I start a bug list? ;-)
For my first jump, I landed in battle #23 Blood River. I awed several Zulu's, who then killed the remaining Zulu's.
I moved the flux to capture the awed Zulu's, and then pressed Clean Up to align and jump.
The next jump was to the future at battle #55 Time Squad Police.
I attempted to Negotiate and got the result Roll Again, one column to the left. The game appears to be stuck here. Every time I press OK, I just get the same message box and can't continue.
Steve Schacher
I think I see what's happening.
Here's the game log:
- -- Battle Round 3
- -------------------
- Negotiation rolls for DEF. Rolled 3. for letter. Rolled 3 and 3. for result.
Tim - Roll again, one column to the left.
> - Negotiation rolls for DEF. Rolled 3. for letter. Rolled 3 and 3. for result.
Tim - Roll again, one column to the left.
> - Negotiation rolls for DEF. Rolled 3. for letter. Rolled 3 and 3. for result.
Tim - Roll again, one column to the left.
> - Negotiation rolls for DEF. Rolled 3. for letter. Rolled 3 and 3. for result.
Tim - The natives are enraged by the negotiations!
Multiple Enemies - Combined attack of 18 versus Tim defense of 4
- Kills Tim: Rolled 1 and 4.
Tim - Is killed.
I think the Roll Again result isn't supposed to roll the first die to choose a column, I think you're just supposed to roll the second pair of dice and use the next column to the left.
Steve Schacher
Regarding jumping the flux:
1) It appears that the only way to jump the flux is to command the flux and move it to your hex? I think you should be allowed to move into the flux during your movement too, i.e., the flux doesn't have a stacking limit. The Jump button only shows when the flux is controlled and moved into the Timetripper's hex, or when Clean Up is executed.
2) Awed historical soldiers can't be moved into the flux either. I have to move the flux to them. Also, the flux doesn't seem to take them until the flux is moved, i.e., if the historical soldier moves adjacent to the flux nothing happens. See rule 10.62.
3) Treasure Hunting: This is probably a vague rule in need of a house rule, but... the treasure is not available when awed historical soldiers are still present. I have to jump them before the treasure shows up. Should awed soldiers not count? Rule 14.0 says only that all historical soldiers or animals must be killed or disabled, but it says nothing about awed soldiers. I assume that awed soldiers should no longer count for treasure purposes because of the ease of jumping them? Or should that be a choice of the player, i.e., leave the soldiers behind and forego the treasure or take them with you and retrieve the treasure?
Steve
Last one before I go to bed...
When I move an awed historical soldier who is riding a horse, the horse is left behind. According to rule 7.44, the horse follows the rider.
Another thing I noticed is that once I move an awed soldier off of his horse and they both jump the flux, the horse is separated from the rider forever more. This problem should go away if the horse always stays with the rider.
I haven't tested this, but did you notice in rule 8.34 that the horse's attack strength is added to the rider's strength in a melee attack?
I also noticed during Clean Up, that I don't have to explicitly move the flux to jump each awed historical soldier, they seem to automatically jump with me. So, I'd think that the treasure should also be available if only awed soldiers or riderless horses remain.
I also see that riderless horses (including horses whose riders are killed) also jump the flux. I can see how this eventually clutters up the battle display, but on the other hand it creates obstacles for new historical soldiers to have to traverse. Not sure what the right answer is, but I suppose riderless horses should be left behind. Only awed soldiers should jump the flux.
Steve
Man, that's a whole lot too take in! I'm going to start a new project in my bug tracker, and move these into there. Probably wont do that today, though.
I should mention, that I've never played this game before doing the conversion. I did my best to interpret the ruleset, but I'm open to suggestions, or house rules.
Okay, I lied. Its easy enough to setup, so I went ahead and did it. I added all of your issues, and marked you as the "reporter". I hope that's okay! The bug tracker is at the same URL:
http://magicrealm.dewkid.com/rspeak/mantis
Just be sure to change the project in the upper right hand corner, so you can look at TimeTripper issues.
Thanks again for looking at the new game!! :-)
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