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	<title>Comments on: 7-in-1 Magnetic Family Game: Chinese Checkers</title>
	<atom:link href="http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/</link>
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		<title>By: DrazharLn</title>
		<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/comment-page-1/#comment-203637</link>
		<dc:creator>DrazharLn</dc:creator>
		<pubDate>Wed, 10 Jun 2009 16:19:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=12739#comment-203637</guid>
		<description>&lt;blockquote cite=&quot;&quot;&gt;Othello. That is, the board game. Not the tragic downfall of a cross-race love by a right jealous dick fucking it all up.&lt;/blockquote&gt;

Dammit RPS! You&#039;ve ruined Othello for me now!

{the above uses sarcasm, I&#039;m talking to you Angry Internet Man}

More on topic: I agree totally with your comment on tutorials, that they should show players what they should do rather than how they can do it.

An example of this is GalCiv II. The tutorials are helpful enough, but don&#039;t really tell you what you should be doing when you play, so it&#039;s a bit daunting. Fortunately the first few campaign missions were quite helpful as they allowed me to grasp the basics in a simplified environment.

(The campaign just gets silly later, IMO, with the nigh-invincible dread lords and your bloody annoying allies stealing all the colony worlds...)

GalCiv and Sins of a Solar Empire both suffer from the same end game problem too. In fact, most strategy games have this problem, if you become powerful enough it becomes pointless to continue, no one could oppose you in any way.

In Sins, however, it is common in multiplayer for losing players/teams to surrender to their enemies if it becomes obvious that they cannot win.</description>
		<content:encoded><![CDATA[<blockquote cite=""><p>Othello. That is, the board game. Not the tragic downfall of a cross-race love by a right jealous dick fucking it all up.</p></blockquote>
<p>Dammit RPS! You&#8217;ve ruined Othello for me now!</p>
<p>{the above uses sarcasm, I&#8217;m talking to you Angry Internet Man}</p>
<p>More on topic: I agree totally with your comment on tutorials, that they should show players what they should do rather than how they can do it.</p>
<p>An example of this is GalCiv II. The tutorials are helpful enough, but don&#8217;t really tell you what you should be doing when you play, so it&#8217;s a bit daunting. Fortunately the first few campaign missions were quite helpful as they allowed me to grasp the basics in a simplified environment.</p>
<p>(The campaign just gets silly later, IMO, with the nigh-invincible dread lords and your bloody annoying allies stealing all the colony worlds&#8230;)</p>
<p>GalCiv and Sins of a Solar Empire both suffer from the same end game problem too. In fact, most strategy games have this problem, if you become powerful enough it becomes pointless to continue, no one could oppose you in any way.</p>
<p>In Sins, however, it is common in multiplayer for losing players/teams to surrender to their enemies if it becomes obvious that they cannot win.</p>
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		<title>By: Jon</title>
		<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/comment-page-1/#comment-202933</link>
		<dc:creator>Jon</dc:creator>
		<pubDate>Tue, 09 Jun 2009 17:22:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=12739#comment-202933</guid>
		<description>6 player is definately the way to go, leading to massive tangles in the middle of the board, with people sneaking around the outside so they don&#039;t get caught up in it.

It can get a little long winded if you take on the &quot;strategy&quot; I once did when drunk, of placing one of my pieces in each end triangle, leading to a game no one could win.</description>
		<content:encoded><![CDATA[<p>6 player is definately the way to go, leading to massive tangles in the middle of the board, with people sneaking around the outside so they don&#8217;t get caught up in it.</p>
<p>It can get a little long winded if you take on the &#8220;strategy&#8221; I once did when drunk, of placing one of my pieces in each end triangle, leading to a game no one could win.</p>
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		<title>By: toonu</title>
		<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/comment-page-1/#comment-202824</link>
		<dc:creator>toonu</dc:creator>
		<pubDate>Tue, 09 Jun 2009 12:03:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=12739#comment-202824</guid>
		<description>This was a fun read again. I love to read RPS articles, but this one is just awesome because a simple board game that up until now, I had no idea how to play, basically makes me look at my current PC games and relise that the principles of old traditional board games are there. 
Thankyou for making my brain a little happy.</description>
		<content:encoded><![CDATA[<p>This was a fun read again. I love to read RPS articles, but this one is just awesome because a simple board game that up until now, I had no idea how to play, basically makes me look at my current PC games and relise that the principles of old traditional board games are there.<br />
Thankyou for making my brain a little happy.</p>
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		<title>By: Pelham</title>
		<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/comment-page-1/#comment-202821</link>
		<dc:creator>Pelham</dc:creator>
		<pubDate>Tue, 09 Jun 2009 11:55:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=12739#comment-202821</guid>
		<description>As the_magma said, six-player multiplayer is the killer app.

That way the endgame can be a really fast paced and close thing - there&#039;s nothing like ordering the opposite player to get out of your promised land so you can move in faster.</description>
		<content:encoded><![CDATA[<p>As the_magma said, six-player multiplayer is the killer app.</p>
<p>That way the endgame can be a really fast paced and close thing &#8211; there&#8217;s nothing like ordering the opposite player to get out of your promised land so you can move in faster.</p>
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		<title>By: mouj</title>
		<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/comment-page-1/#comment-202753</link>
		<dc:creator>mouj</dc:creator>
		<pubDate>Tue, 09 Jun 2009 09:44:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=12739#comment-202753</guid>
		<description>I&#039;ve been pretty much into that game for a while.. It&#039;s interesting to play with two colors per player too, if you can get 3 players. I&#039;ve always liked the fact that you don&#039;t lose pieces.. a &quot;no casualty&quot; game.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been pretty much into that game for a while.. It&#8217;s interesting to play with two colors per player too, if you can get 3 players. I&#8217;ve always liked the fact that you don&#8217;t lose pieces.. a &#8220;no casualty&#8221; game.</p>
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		<title>By: pignoli</title>
		<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/comment-page-1/#comment-202704</link>
		<dc:creator>pignoli</dc:creator>
		<pubDate>Tue, 09 Jun 2009 08:05:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=12739#comment-202704</guid>
		<description>I used to love this game. My usual opponent was my Grandmother who beat me pretty consistently. Put me in my place back when I was of the opinion that I was younger and therefore better at games...</description>
		<content:encoded><![CDATA[<p>I used to love this game. My usual opponent was my Grandmother who beat me pretty consistently. Put me in my place back when I was of the opinion that I was younger and therefore better at games&#8230;</p>
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		<title>By: Radiant</title>
		<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/comment-page-1/#comment-202668</link>
		<dc:creator>Radiant</dc:creator>
		<pubDate>Tue, 09 Jun 2009 04:35:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=12739#comment-202668</guid>
		<description>[backgammon being played as best of five games/points so doubling = 2x win points, doubling again = 4x win points and again = 8x win points]</description>
		<content:encoded><![CDATA[<p>[backgammon being played as best of five games/points so doubling = 2x win points, doubling again = 4x win points and again = 8x win points]</p>
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		<title>By: Radiant</title>
		<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/comment-page-1/#comment-202667</link>
		<dc:creator>Radiant</dc:creator>
		<pubDate>Tue, 09 Jun 2009 04:31:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=12739#comment-202667</guid>
		<description>The backgammon doubling die &lt;i&gt;is&lt;/i&gt; awesome.
You think you are in a winning position so you bet that you are going to win by doubling the stakes of the game.
If the other guy declines the bet then you win, game shortened, but if they accept then the &#039;end&#039; game becomes even more interesting as the cost of losing has doubled.
If the game flips and you find yourself looking at defeat they can double again and you either accept the new higher stakes [hoping the game flips again] or cut your losses.
BRILLIANT.</description>
		<content:encoded><![CDATA[<p>The backgammon doubling die <i>is</i> awesome.<br />
You think you are in a winning position so you bet that you are going to win by doubling the stakes of the game.<br />
If the other guy declines the bet then you win, game shortened, but if they accept then the &#8216;end&#8217; game becomes even more interesting as the cost of losing has doubled.<br />
If the game flips and you find yourself looking at defeat they can double again and you either accept the new higher stakes [hoping the game flips again] or cut your losses.<br />
BRILLIANT.</p>
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		<title>By: Ben Abraham</title>
		<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/comment-page-1/#comment-202648</link>
		<dc:creator>Ben Abraham</dc:creator>
		<pubDate>Tue, 09 Jun 2009 02:08:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=12739#comment-202648</guid>
		<description>&lt;i&gt;There’s a game here with a damn good solution to this.&lt;/i&gt;

Oh God - please let the game NOT be Ludo.</description>
		<content:encoded><![CDATA[<p><i>There’s a game here with a damn good solution to this.</i></p>
<p>Oh God &#8211; please let the game NOT be Ludo.</p>
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		<title>By: Mo</title>
		<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/comment-page-1/#comment-202639</link>
		<dc:creator>Mo</dc:creator>
		<pubDate>Tue, 09 Jun 2009 01:29:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=12739#comment-202639</guid>
		<description>&lt;blockquote&gt;We may not understand the fine parts of strategy and especially tactics, but we understand how to win the game.&lt;/blockquote&gt;
Spot on. Very useful to know for writing help screens. Typically, screen #1 involves showing you the controls. Bad idea. Whenever I do help screens, I *always* have the &quot;how to win&quot; line on the first page. Even if the player ends up skipping through the rest of the help, they know how to win, and that&#039;s all that matters.</description>
		<content:encoded><![CDATA[<blockquote><p>We may not understand the fine parts of strategy and especially tactics, but we understand how to win the game.</p></blockquote>
<p>Spot on. Very useful to know for writing help screens. Typically, screen #1 involves showing you the controls. Bad idea. Whenever I do help screens, I *always* have the &#8220;how to win&#8221; line on the first page. Even if the player ends up skipping through the rest of the help, they know how to win, and that&#8217;s all that matters.</p>
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		<title>By: DSX</title>
		<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/comment-page-1/#comment-202605</link>
		<dc:creator>DSX</dc:creator>
		<pubDate>Mon, 08 Jun 2009 23:55:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=12739#comment-202605</guid>
		<description>&quot;Knowing how you move your “piece” is a small thing. What’s more important is knowing where you want to move to.&quot;

So very true.</description>
		<content:encoded><![CDATA[<p>&#8220;Knowing how you move your “piece” is a small thing. What’s more important is knowing where you want to move to.&#8221;</p>
<p>So very true.</p>
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		<title>By: NoahApples</title>
		<link>http://www.rockpapershotgun.com/2009/06/08/7-in-1-magnetic-family-game-chinese-checkers/comment-page-1/#comment-202593</link>
		<dc:creator>NoahApples</dc:creator>
		<pubDate>Mon, 08 Jun 2009 22:46:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=12739#comment-202593</guid>
		<description>As pointed out above, playing opposing sides and/or with more players tends to make the game more engaging through to the end. Also, really good players that I&#039;ve seen will orient everything towards big jumping chains amongst their own pieces to lodge things quickly into place at the end.</description>
		<content:encoded><![CDATA[<p>As pointed out above, playing opposing sides and/or with more players tends to make the game more engaging through to the end. Also, really good players that I&#8217;ve seen will orient everything towards big jumping chains amongst their own pieces to lodge things quickly into place at the end.</p>
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