On Sat, Jun 13, 2009 at 16:41, Kerim Aydin wrote:
> + 1 * II per adopted proposal
Recommend "+1 * II for highest II among adopted proposals per week".
Otherwise heavy proposers will severely outbalance those of use who
rarely propose.
> (Frequency) is relative frequency of
> 1. Cards are dealt from an infinite deck (with set probabilities) and
> destroyed when played. Reason: the reason cards broke so often in the
> * Title: Discard Picking (30)
> Exploit: Indicate a card that was played or discarded in the
> past 72 hours.
On Sat, 13 Jun 2009, Benjamin Caplan wrote:
> Kerim Aydin wrote:
>> 1. Cards are dealt from an infinite deck (with set probabilities) and
>> destroyed when played. Reason: the reason cards broke so often in the
>> past version was because with a finite deck, everyone's play stopped
>> every tim
On Sat, 13 Jun 2009, comex wrote:
> On Sat, Jun 13, 2009 at 6:41 PM, Kerim Aydin wrote:
>> All right, I'm incorporating suggestions into the next full cards draft.
>> Meanwhile, please comment on the following outline/proto for card types
>> and gameplay balance (relative frequency etc.). Also su
Kerim Aydin wrote:
> 1. Cards are dealt from an infinite deck (with set probabilities) and
> destroyed when played. Reason: the reason cards broke so often in the
> past version was because with a finite deck, everyone's play stopped
> every time there was controversy about where even a single
On Sat, Jun 13, 2009 at 6:41 PM, Kerim Aydin wrote:
>
> All right, I'm incorporating suggestions into the next full cards draft.
> Meanwhile, please comment on the following outline/proto for card types
> and gameplay balance (relative frequency etc.). Also suggest other card
> types, but I'm not
All right, I'm incorporating suggestions into the next full cards draft.
Meanwhile, please comment on the following outline/proto for card types
and gameplay balance (relative frequency etc.). Also suggest other card
types, but I'm not inclined to have # of types explode in first
implementati
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