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 41 
 on: January 28, 2010, 12:38:51 AM 
Started by Emerald_Boar - Last post by cche
Depends on your choice of language.  If you are running windows, there are a number of options.
Perl, Python, C are possibilities, but there are many more.  Good free programming environments
are available for each.

 42 
 on: January 25, 2010, 06:49:57 PM 
Started by Emerald_Boar - Last post by Emerald_Boar
Im looking to program "soduku solver" just for practise.

Is there a good free compiler that i can DL?
That i dont want some1 to also have to DL the same prog.

 43 
 on: January 06, 2010, 07:56:47 PM 
Started by GamerJeff - Last post by GamerJeff
Okay - here is a better synopsis of the rules along with screenshots:

http://burgundyridge.gamerjeff.com/Atlantis_English_Rules.htm

 44 
 on: January 06, 2010, 05:31:41 PM 
Started by GamerJeff - Last post by GamerJeff
BSW is launching a new game today called Atlantis.  A 2-4 player game.  Here is a synopsis of the rules:

Atlantis Quick Reference V1.0

SETUP
1 – Sort the Tiles ("path tiles") by their backs and shuffle each pile face-down, separately.
2 – Create a path (like the one on page 2) using randomized face-up Tiles...
   a)   Atlantis, then 10 stacks of 2 "A" Tiles, then 10 single "A" Tiles, then 6 stacks of 2 "A" Tiles, then a Water tile,
      then 6 stacks of 2 "B" Tiles, then 10 single "B" Tiles, then 10 stacks of 2 "B" Tiles, then Mainland.
3 – Keep the remaining Water tiles close.
4 – Give each player 3 Figures of a color and 1 Bridge.  Place the Figures in Atlantis.
5 – Boat Expansion: Give each player the Boat of the matching color.
6 – Shuffle the Cards ("movement cards") and make a face-down draw deck.
7 – The youngest player starts and draws 4 Cards.  Each player, going left from start, draws one more than the last.

The game lasts many TURNs, until 1 player gets all 3 of his Figures onto the Mainland.
TURN OVERVIEW      Players take turns individually then pass left

1)   BUY CARDS: Discard 1 owned Tile to draw half as many cards (rounded down) as the Tile value.

2)   SELECT FIGURE: Choose 1 of your 3 Figures---not already on the Mainland--to move.

3)   PLAY CARD(S) AND MOVE FIGURE
   a)   Discard 1 Card from your hand to move your Figure to the next Tile with the Card's item.
      I)   Tile is empty?  Stop movement here.
      II)   Tile has ANY another Figure?  MUST play another Card and move as above until end on an empty Tile.
      III)   Play a card with no matching Tile between Figure and Mainland?  Move Figure to Mainland (& still take Tile).
      IV)   Can't play Cards to land on empty Tile?  Reveal hand, draw 2 Cards, and end your TURN.
   b)   Cross any "gaps" during movement?  (A "gap" is a series of 1 or more Water tiles.)
      I)   May place your Bridge (1-time use) at any "gap".  No point in placing >1 Bridge at any gap.
      II)   Boat Expansion: May place your Boat (1-time use) at any gap.  Okay to have >1 Boat at any gap.
      III)   Any gap with a Bridge (anyone's) is free.  Boat Expansion: Any gap with your Boat is free.
      IV)   Any gap with no Bridge must be paid for with points...
         1)   Gap cost is the lower of the 2 Tile values on either side of the gap, regardless of gap size.
         2)   Pay by discarding owned Tile(s), using Tile value as points AND/OR by discarding Cards for 1 point each.
            NOTES: May total "gap" payments due before paying for them.  No refunds for excess payments.
      V)   Boat Expansion: May use another's Boat by paying half (rounded down, at least 1) of the gap cost to the Boat owner with Tiles AND/OR Cards.  May choose between Boats if >1 on a gap.
      VI)   Can't pay?  Can't move Figure.

4)   PICK UP 1 PATH TILE
   a)   Take the 1st empty (non-Water) Tile behind (towards Atlantis) your just-moved Figure.  Take top, if 2.
   NOTE: Get none, if there are no empty Tiles between this Figure and Atlantis.
      I)   Creates a gap?  Place a Water tile in the gap.
      NOTE: If the new Water tile is to be placed next to another Water tile, you need not even place it.

5)   DRAW CARD(S): Draw 1 Card + 1 Card for each of your Figures on the Mainland.

END OF GAME
1)   Make sure the game-ending player picked up his Tile and drew 4 Cards.
2)   Each other player must get his remaining Figures to the Mainland.
   a)   No Card-play movement; move by just paying for gaps with Tiles and Cards.
   b)   May NOT place Bridges, but may use them if they are placed on gaps already.
   c)   May NOT pick up Tiles, so this action may be simultaneous for all players.
   d)   Can't pay the gap costs?  Move anyway and keep track of your negative score.
3)   Total point values on Tiles + 1 point per card.
4)   Most points wins!  Tie?  Tied players share victory.

 45 
 on: January 02, 2010, 12:21:39 AM 
Started by mondoj - Last post by Moose_Head
Quote from: SpaceSquirrel (C41)
Within BSW there is /channel puppets
mostly in german, but at least some of the regulars are pretty good with english.

"Full" Puppet documentation in German:
http://home.arcor.de/bswpuppets/
http://home.arcor.de/bswpuppets/puppet-BL/xgen/puppetbl/dhtml/admain.html

Puppet Forum on BSW ... Mostly german, but questions asked in English might get answered in [sometimes broken] english:
http://www.brettspielwelt.de/Forum/index.php/board,20.0.html

Someone named Kugelschreiber (aka kuli) has written quite a few puppets, and has occasionally shared the sourcecode. A search of the BSW forums might turn something up.

TheBoomer's PDF Guide (may be a bit dated, but is fluently english):
http://www.brettspielwelt.info/Puppet.pdf
The best documentation is the actually in GERMAN and with guarded use of web translation plugins is extremely useful. This document is by far the most complete guide you will find. If you combine that with some of the useful code extracts from Kuli then you will be well on the way to handling some of the more difficult concepts.
Code Snippets

I have spent way too much time debugging and working on puppets now, so feel that I have a better handle than most of some of the intricacies. If you take the guidance from Hugh (cche) which says that it is an interpretive addon then you might appreciate a little bit more about how it works.

Beyond that, best of luck. Any questions, do not hesitate to ask.

 46 
 on: December 31, 2009, 11:11:54 PM 
Started by coasterb - Last post by joewtwins
......cried, "CHEATER!!!!" And at that moment the Seagulls flew up into the air, and formed into an attack pattern and set thier sights on.....

 47 
 on: December 31, 2009, 05:27:30 AM 
Started by coasterb - Last post by JPFantasy
ToneDog calling Tichu and leading a 1-A straight to empty his entire hand.  The crowd...

 48 
 on: December 31, 2009, 04:28:53 AM 
Started by mondoj - Last post by Moose_Head
provided they keep their Human output stable.
BSW puppetry input from the system is stable so long as you use setting NATION: BSW

English and other language specific output is subject to change without notice as we found out with the game results monitoring puppets where we had NATION: EN

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