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Old 07-24-2008, 02:16 PM   #21
Kodiak
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TG: great start!

I'd say add in a small bit informing how to interpret the die rolls, perhaps as a side box or included into your attack phase.

I remember it being the one I had to keep thinking about and checking up on.

Of course, the rat running on the wheel in my head never was all that active...
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Old 07-24-2008, 02:26 PM   #22
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@ TG1: I think you should add the number of armies based on the number of players. Numbers like those are difficult to remember and itís probably one of the things a beginner want to read. Some exceptions to the rules are also lacking... For example the rule that you should get at least 3 armies at the start of your turn. I actually think rules in exceptional cases and numbers are more important than general rules because they are more difficult to remember.
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Old 07-24-2008, 11:05 PM   #23
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Thhanks for the feedback

I think I'll remove the "next player" arrow (I think the "start turn here" message is clear enough), this will make some room to put in the things you commented about
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Old 07-25-2008, 01:30 AM   #24
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Whoo I just got my internet back up and running (it was shut off due to lack of money to pay the bills). This seems like an interesting challenge. I like making technical sheets and instructions manuals. This seems right up my alley
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Old 07-25-2008, 08:18 PM   #25
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Quote:
Originally Posted by TG1 View Post
This challenge reminds me of some courses I had in University where students were alowed to bring to the final exam one A4 paper, with as much text as they can fit into it with their own hand writing. I think some students acheived a Guiness record of how small they can make their hand writing and of using any available space on the paper...
I had a few classes like that. This is slightly different in that it's supposed to be a player aid, so using 2-point font would not be particularly helpful to some players
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Old 07-27-2008, 04:51 AM   #26
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Quote:
Originally Posted by IanSchreiber View Post
I had a few classes like that. This is slightly different in that it's supposed to be a player aid, so using 2-point font would not be particularly helpful to some players
Maybe we can add a complementary magnifying glass
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Old 07-28-2008, 09:23 AM   #27
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Using custom designed atomic nanotech, I've been able to devise the player aid! In addition, I've included a complete play by play breakdown of the 2000 best Risk games ever!

The only catch is that the player will have to find a scanning electron microscope to read the card.
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Old 07-28-2008, 11:54 PM   #28
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Going to sit this one out. I wanted to do something akin to the adulterated airline safety cards from Fight Club, but realized that I have no artistic skill and no time.
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Old 07-29-2008, 07:17 AM   #29
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Can't remember winning Risk ever.

So I gave it a decent shot. Not huge on the artistic side, but I hope I included good strategies.

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Old 07-29-2008, 09:34 AM   #30
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Has anybody looked at organizing this info in a different format?

I'm looking at the possibility of squeezing this onto a circular card, perhaps to ultimately have it on a central pivot point to make a sort of sliding rule to refer to attack odds, etc. (fitting within the alloted size) to organize the information.

Not sure if it helps make things clearer or simply is a gimmick. Any thoughts?

I don't think I'll have this one fully designed in time (I feel the clock ticking away very quickly here), though...
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