نویسنده: BinaAli

  • Can there be a useful verifier that always results in False?


    Are there any setups by the Turing Machine manufacturer that we know of that use the fact that a verifier is required to complete the code BUT the verifier also does not ever produce a true for the given code? Example below:

    For b = blue, y = yellow and p = purple you could have:

    1. b = 2
    2. y = 3
    3. p = 3

    You could also have the verifiers:

    1. v1 = one colour is less than the other two
    2. v2 = yellow is =/>/< 3
    3. v3 = there are x even numbers
    4. v4 = one colour is greater than the other two

    Using that you can get the following results from the verifiers (eventually):

    1. v1: blue is < yellow or purple
    2. v2: yellow = 3
    3. v3: there is 1 even number
    4. v4: all results are negative

    In this case BECAUSE all results on v4 are negative, the code is solvable and is b2 y3 p3

    IF v4 had a positive for p > b/y then the result would also be meaningful: b2 y3 p5

    Therefore in this case v4 is both: required for the solution AND provides only negative results for this code

    I’m interested in whether the game setup provided by the manufacturer uses this feature to allow for such games. It seems ‘legal’ within the game rules, but it’s not clear whether these cases are actually provided and I can imagine that for ‘ease of understanding/play’ they might have shied away from those setups.

    It’s relevant because knowing whether they are possible setups or not affects your number of guesses. If it’s not possible, then you can assume the above case HAS TO BE the p5 solution and do (potentially) at least one less guess of the verifiers



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  • Are tokens copying Essence of the Wild still tokens?


    Some of my friends and I got into an argument about Essence of the Wild.

    With Essence on the battlefield, I played Fungal Sprouting and put 6 1/1 green saproling creature tokens on to battlefield. These saprolings obviously became Essence of the Wild as they entered the battlefield.

    When I played Rootborn Defenses, I tried to copy what I assumed was a creature token version of Essence of the Wild (created as described above). This is where the argument occurred. The claim was that I could NOT populate my Essence of the Wild (one of those created with Fungal Sprouting), as the creatures were no longer considered tokens because the card they copy is not a token.

    Are they still considered tokens and can I populate them?



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  • Treasure of the Dwarves – One Board Family

    Treasure of the Dwarves – One Board Family


    Deep in the mines, dwarves are gathering the most precious treasures to trade and auction off among the community. Treasure of the Dwarves is a bidding and set collection game from designer Bruno Faidutti, published by Trick or Treat Studios. Let’s head into the mine and see what this game is all about.

    The Sales Pitch

    Players will start each game with a hand of cards, a player screen, a secret chest, starting coins, and five random gems. Each round a different player will be the “seller,” which is designated by a token that is passed to the player on the left after each turn. In a four player game there will only be a single seller. In any player count above that, two seller tokens will be in play at the table.

    Treasure of the Dwarves - seller

    As the seller, you’ll place a card from your hand up for auction. Everyone else will submit bids for that card by placing coins and/or gems into their secret chest and sliding it toward the seller. They should be cautious not to shake the chest, which could possibly give away the contents that rest inside. If there are two sellers, players can choose which of the two cards they feel like bidding on with the contents of their chest.

    Treasure of the Dwarves puts the seller(s) in a position of power as they accept or reject the bids of their fellow dwarves. The seller can look at any of the secret chests they want, with a couple of caveats. The seller cannot shake the chest to get information about what could be inside. And, once a player looks inside and passes to another secret chest, they cannot go back to accept that bid.

    Treasure of the Dwarves - player bid

    Evaluating the Field

    Players have to evaluate their opponents needs before they ever open a secret chest. Who needs this card the most? Who might find this card valuable? Is someone at the table trying to catch me off guard? You can put any number of gems and/or coins in the secret chest when bidding. Or, you can put nothing at all.

    Once the seller accepts a secret chest, they add the new items behind their player screen and pass the secret chest and auctioned card to the winning player. Most cards will be added to the players display which everyone at the table can see. Some cards will have an “instant” icon which means that they have to trigger an effect immediately after winning the card.

    Treasure of the Dwarves - player components

    As players win new cards, they build out their display and begin revealing the strategy they are aiming for. Some cards score in sets or compound points. Others can be counted as specific colored gems or boost the value of specific coins the player is holding.

    Play continues around the table with a new seller(s) until all players have three or fewer cards in their hand.

    A Gem of an Experience

    Players collect end game points through cards, card effects, coins that are worth their face value, and by collecting sets of gems. Gems come in five different colors and the player with the most gems in each color will receive fifteen points. You can also earn ten points for each set of the five different gem colors.

    Treasure of the Dwarves - secret chests

    Treasure of the Dwarves is a very straight forward bidding game that has a really fun psychology behind it. Players are always looking to gain a new card by giving up as little as they can. You cannot outright tell the seller what your box contains, but you are welcome to hint that the box “has a great offer” or “has something important inside.”

    It’s so much fun to put a card up for auction that would be a huge amount of points for a specific player. Immediately, players will dump coins and gems with the hope of keeping that card away from another player. This game thrives on getting the right players around the table who are willing to undercut and double-cross others at the table.

    Treasure of the Dwarves - cards

    While the mechanics and gameplay are simple, the variety of cards are what make this game shine. Treasure of the Dwarves is a very mean game if it’s played properly. Underhanded dealing and using cards to ruin another player are encouraged. Players need to know this going into the game. This isn’t a game where players need to take things too seriously.

    Final Thoughts

    Going into this review, I had some hesitations about playing this game at a high player count. Our first couple of games were great at four players. Eventually we had seven players around the table and found that having two sellers at one time went really smooth. The game plays in right at an hour no matter how many players are at the table, which is a real feat.

    Treasure of the Dwarves - display cards

    The most disappointing part of Treasure of the Dwarves would probably be the tiny player screens. The secret chests feel nice and seem like they’ll hold up with a lot of play. However, the player screens are small and hide next to nothing, especially at the higher player counts. Cards have a nice linen finish and the gems and cardboard coins are pretty standard. This is a game that would have benefited from player screens 25-30% larger.

    Treasure of the Dwarves takes a simple ruleset and let’s players build a fun experience based on who shows up at the table. This game is ripe for creating alliances, undercutting the player who has the best collection, and stealing that one last card that your opponent was looking for. Thankfully, dwarves have tough skin, because Treasure of the Dwarves is a game that can be very cutthroat.

    Treasure of the Dwarves is now available at your local game store, from the Trick or Treat webstore or online through Amazon today.

    This game was provided to us by the publisher for review. Read more about our review policies at One Board Family.

    Highs

    • Variety of cards and effects in the game are excellent
    • Secretly accumulating points in coins and gems
    • Outbidding and wrecking an opponents strategy is fun

    Lows

    • Player screens are small and not great quality
    • Some cards can be too mean for some players taste

    Complexity

    1.5 out of 5

    Time Commitment

    2 out of 5

    Replayability

    3 out of 5



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  • How to Measure Luck vs Skill in Games?


    Anyone who has played a wide variety of games knows that some games are almost purely skill (i.e. Chess, Go), while others are 100% luck (i.e. Candyland, War). However, most games are in between.

    I would find it helpful as a game buyer if there were an objective measure indicating how much luck is involved in a game, to include as one of several criteria when deciding which kinds of games I’d like to buy and spend time learning. I personally prefer games where luck/probability plays a role, yet deliberate practice increases skill over time (i.e. Bridge). But obviously other people will have different preferences.

    I’ve observed many debates about the amount of luck and skill in certain games and I sometimes use information gleaned form these informal debates to help me decide whether to purchase a game. Very few of these debates cite objective measures to indicate how much luck or skill is involved.

    Note that in a BGG luck/skill thread I started, one person did cite an attempt to objectively measure whether skill exists in the game Fluxx.

    So what measures exist and how useful are they? Or is there some persuasive mathematics to suggest that useful measures (of how much luck is in a game) are not possible?



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  • Will it Game? Episode 96 with Seppy Yoon

    Will it Game? Episode 96 with Seppy Yoon


    Take a trip, back in time with us. Back in the Fall of 2024, Seppy Yoon of Fight in a Box joined us as our guest judge. In this episode, Ric and Ryan share two unique games that take place at the end of the world. Which of these absurd apocalyptic game will impress our judge? Also, props to the hundreds of crickets that appear on this episode in the background of Ryan’s audio.

    Seppy is a game designer and frequently posts board game content across YouTube and TikTok. Follow along to learn tons about gaming and the design industry.

    Like the content that is filing your ears? Consider giving to our Patreon and connect with One Board Family even more. https://www.patreon.com/oneboardfamily

    The track “Balkana” was created by 4bstr4ck3r. http://freemusicarchive.org/music/4bstr4ck3r/



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  • If a creature planeswalker is dealt damage by a creature with infect, what happens?


    If a planeswalker than has been turned into a creature (not a planeswalker that turns itself into a creature with “prevent all damage” like Gideon) takes Infect damage, what happens?

    I know that Infect damage is applied as -1/-1 counters, and I know that the planeswalker will have both damaged marked on it, as well as have it’s loyalty reduced, but what I’m unsure of is if the -1/-1 counters further reduce the loyalty or if they only impact the power / toughness.

    As a follow-on, do the -1/-1 counters stay on the planeswalker when it is no longer a creature? And if so, could this be used to prevent a Gideon from using it’s “become a creature” ability (or at least kill it if it does)?



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  • Turing Machine: Useful verifier than only results in False?


    Are there any setups by the Turing Machine manufacturer that we know of that use the fact that a verifier is required to complete the code BUT the verifier also does not ever produce a true for the given code? Example below:

    For b = blue, y = yellow and p = purple you could have:

    1. b = 2
    2. y = 3
    3. p = 3

    You could also have the verifiers:

    1. v1 = one colour is less than the other two
    2. v2 = yellow is =/>/< 3
    3. v3 = there are x even numbers
    4. v4 = one colour is greater than the other two

    Using that you can get the following results from the verifiers (eventually):

    1. v1: blue is < yellow or purple
    2. v2: yellow = 3
    3. v3: there is 1 even number
    4. v4: all results are negative

    In this case BECAUSE all results on v4 are negative, the code is solvable and is b2 y3 p3

    IF v4 had a positive for p > b/y then the result would also be meaningful: b2 y3 p5

    Therefore in this case v4 is both: required for the solution AND provides only negative results for this code

    I’m interested in whether the game setup provided by the manufacturer uses this feature to allow for such games. It seems ‘legal’ within the game rules, but it’s not clear whether these cases are actually provided and I can imagine that for ‘ease of understanding/play’ they might have shied away from those setups.

    It’s relevant because knowing whether they are possible setups or not affects your number of guesses. If it’s not possible, then you can assume the above case HAS TO BE the p5 solution and do (potentially) at least one less guess of the verifiers



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  • What is the ultimate “Power” move with the Joker in Pegs and Joker?


    Please be specific. What is the ultimate power move with a joker in Pegs and Jokers?



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  • "Put into graveyard" versus "exile graveyard"


    Does the ability “Exile all cards from target player’s graveyard” counter “When ~ is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library”?

    For example: if Emrakul, the Aeons Torn is put into the graveyard, will activating Tormod’s Crypt counter its effect?



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  • What is the best source to find the board game Chez Geek, with all the add-ons?


    I keep getting different sources for Chez Geek and it’s add-ons. Is there one source for all of it?



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