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Post by Liar Game on Aug 17, 2012 18:30:30 GMT
Ask any questions you have about the Infiltration Game here.
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Post by Iain7 on Aug 18, 2012 15:42:55 GMT
can deadly traps be destroyed by protection cards?
Does a spy reveal ALL units in the 2 square radius? or just one specific square? Does the unit remain revealed?
Are cards announced to the other player when used? Does the teleportation card announce the new location of the teleported piece?
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Post by Liar Game on Aug 18, 2012 16:47:41 GMT
can deadly traps be destroyed by protection cards? Yes they can. But likewise, they can be protected from that with another protection card if needed. Does a spy reveal ALL units in the 2 square radius? or just one specific square? Does the unit remain revealed? It only reveals one specific one. Otherwise it would be kinda OP... And both units (the spy and target) stay revealed, just like if they had been attacked and survived. Are cards announced to the other player when used? Does the teleportation card announce the new location of the teleported piece? The type of card is announced, so the player will say "I use a Protection card." (obvious result) or "I use an Information Card." (with PM to dealer for which piece) or "I use an Information Card to reveal the piece on A3." (obvious result) or "I use a Teleportation Card." (with PM to dealer for which pieces) or "I use a Teleportation Card to switch the pieces on A5 and D6." (again obvious result) The thing is, for every action you do, whether it's movement, attacking, drawing a card, or using a card, you have to post it in the thread. So whatever you decide to do, both players as well as the dealer can see. This is also so players don't need to wait for dealer input, except for things that only the dealer knows, such as the order of cards in the deck. Also, we're assuming this is a board game, so if you switch the places of two pieces, the other player can see the places that were switched, though not the pieces, unless either had been previously revealed. So the pieces and type of card involved will be announced. And as such, it might be simplest to just state which pieces in the thread when you make the move. But it's up to the players, of course.
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Post by Alydar on Aug 28, 2012 14:22:00 GMT
Can I have two pieces on the same square?
No. The only way that a square will show two pieces is if one is an IP. You may move a piece into an occupied square, which attacks the other piece. You may not attack your own pieces, and, likewise, you cannot switch the places of your pieces. You can either move a piece into an unoccupied, adjacent square or attack an opposing piece in an adjacent square. Well, and then there's the special effects, cards, and IPs of course.
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Post by Liar Game on Sept 25, 2012 1:23:59 GMT
FAQ Updates
"Do you start out with any cards in your hand?"
No. You start off with no cards in your hand and must pick up Information Points in order to gain them. There is a set order to these cards, randomized at the beginning by the dealer, so the dealer will have to inform you which card you draw. So if the top card in your deck is an Information Card, and you've just drawn your first Card, you can't use a Protection Card, as you still don't have one yet.
"Since DTs and Jewels cannot be moved, can they also not be Teleported?"
Any piece, even those that normally cannot be moved, may be Teleported using a Teleportation Card.
"How should I declare special abilities or cards?"
Protection Card: "I use a Protection Card." This must be used after the piece has been defeated and takes up your next turn. If this would make you go twice in a row (you attack, are defeated, and Protect before the opponent goes), the player then gets to go twice. Protection Cards must be played immediately after the battle they apply to.
Information Card: "I use an Information Card on square XX." The piece on square XX will then be revealed.
Teleportation: "I use a Teleportation Card on squares XX and YY." The pieces on squares XX and YY will be switched, staying revealed if either was prior to its Teleportation. This is only valid if squares XX and YY contain the Teleporting player's pieces.
Spy: "I use my Spy on XX to reveal the piece on square YY." Both pieces on squares XX and YY are revealed. This is only applicable if XX contains the player's Spy and YY is within two movements and an opponent's piece, and neither piece can be revealed already.
Mimic: "I use my Mimic on XX." The Mimic on square XX is transformed into the piece the player PMs the dealer, provided said piece has already died. If the Mimic was previously revealed, the new piece is not.
The inactivity penalty has been adjusted. After 24 hours has passed since the last player made his/her turn, it will open into a free-for-all where the next player to make a move goes. So missing 24 hours isn't a death sentence if the opponent is away as well. And you don't have to worry as much about being only a few minutes late (because 24 hours and 1 minute is still late...)!
The WHOOSH! trophy needs clarification. 4 rows/columns means that the number of rows and columns teleported across must add up to at least 4. Thus, 3 rows and 1 column (or vice versa) fulfills this trophy. However, as the Pythagorean theorem will prove, 2 + 2 < 3, so teleporting 2 rows and 2 columns doesn't fulfill the second half of the trophy: over half the board.
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Post by 10k on Oct 25, 2012 0:33:31 GMT
Can a Defuser defeat a mimic which transformed into a thug?
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Post by Alydar on Oct 25, 2012 3:40:22 GMT
Can a Defuser defeat a mimic which transformed into a thug? - Mimics cannot defeat anyone unless they have transformed. Once transformed, they take on the characteristics of what they turn into.
What this means is that a Mimic becomes the piece that it transforms into. It is no longer a Mimic. It has all the powers, strength, and special abilities of the piece it turns into. It is also unrevealed, as that does make a slight difference. So a Mimic that transforms into a Spy can then use the Spy's special ability. A Mimic that transforms into a Defuser can get rid of DTs. A Mimic that transforms into a Thug can defeat almost anything. A Mimic that transforms into a MT can capture the opponent's Jewel. And a Mimic that transforms into a DT can't move but works as a blockade against all but Defusers. Oh, and a Mimic that transforms into a Mimic can re-Mimic... though I don't see the point of that. Just remember that a Mimic can only transform into a defeated piece. So you're not able to create a backup Jewel or anything.
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Freih
Observer
Posts: 347
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Post by Freih on Dec 17, 2012 5:31:53 GMT
What hapens if I post an invalid move?
Also, since you said that the piece a mimic transforms to remains unrevealed, if I post "I use a mimic." with a PM to the dealer which mimic and what it transforms to, that information won't be revealed publicly? Normally, if it were a boards game the other player would be able to see which mimic and infer the piece from the dead pieces.
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Post by Liar Game on Dec 17, 2012 18:29:33 GMT
What hapens if I post an invalid move? If you post an invalid move, I will post in the game thread that it is an invalid move (and the reason!), and the board will not be updated with the move or any made past that point. It returns to your turn with however much time was left on the clock when you made the move, starting from when I noted the invalid move. There shouldn't be much delay, as I'm normally on often enough. If a player continues to make invalid moves, it might be called into question and determined how to handle. The rules are pretty simple; on your turn, you either move a piece one square up, down, left, or right (except for Jewels and Deadly Traps), draw a card from an Information Point, use a card, or use a piece's special power. Any questions you have may be asked to me, so I don't expect a huge amount of invalid moves... Also, since you said that the piece a mimic transforms to remains unrevealed, if I post "I use a mimic." with a PM to the dealer which mimic and what it transforms to, that information won't be revealed publicly? Normally, if it were a boards game the other player would be able to see which mimic and infer the piece from the dead pieces. In a board game, each player's respective graveyards can be hidden from the opponent. They can be kept upside-down, they can be kept in a box, something can be done to make it so the opponent cannot see exactly which piece was taken. In both situations, the other player may know which pieces died, so they know what's most likely to be Mimicked or what can't be Mimicked, but it's never definite. Actually, on the forum there's a slight advantage: you won't forget which pieces were killed; it's written there for you! And remember, I did playtest this irl. When we used a Mimic, the other player didn't know which piece was Mimicked.
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Freih
Observer
Posts: 347
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Post by Freih on Dec 18, 2012 2:18:45 GMT
If my (only one) Thug dies, can I change all my mimics into Thugs?
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Post by Liar Game on Dec 18, 2012 2:30:44 GMT
If my (only one) Thug dies, can I change all my mimics into Thugs? You only have so many pieces. If only one Thug dies, you can turn one Mimic into that Thug which takes one turn. After that, you have no more dead Thugs, so your remaining Mimic cannot transform into a Thug.
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Post by 10k on Jan 12, 2013 22:01:20 GMT
When we draw out the IPs, is it a random ordered deck the same way for both players? ...Such as:
Player 1: P-I-P-I-T Player 2: P-I-P-I-T
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Post by Liar Game on Jan 13, 2013 2:10:54 GMT
When we draw out the IPs, is it a random ordered deck the same way for both players? ...Such as: Player 1: P-I-P-I-T Player 2: P-I-P-I-T No. Just like with the placement of the Information Points being randomized for each player, the decks of cards are shuffled by each player, as if they're actual cards. So if each player gets 5 cards, that's 2 cards for each player that they're missing (remember, there are 7 cards in each deck), but they aren't necessarily the same cards. If they were identical, there would be less mystery of what the other player has and can use, a key part of the game. Of course, a player could get less or more than 5 cards, in which case they're disadvantaged.
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Post by Liar Game on Jan 20, 2013 7:46:33 GMT
It's been suggested to me that the stalemate penalty is too little to act as a reasonable deterrent. As such, the stalemate penalty has been increased to 30M yen for both players in a 25M yen match and to 15M yen for both players in a 10M yen match. ...that is, if it actually mattered at this point. But since it was brought up, I figure I should address it. The reasoning for it being 10M yen as opposed to more (since 10M < 25M and !(10M > 10M)) is because, well, it's only a bonus game, and I figure you guys shouldn't be penalized too harshly for it. But then it was suggested that a losing player might force a stalemate to minimize losses. The line above stalemating in the rules is supposed to account for that, but maybe it's not effective enough. Either way, hindsight 20/20 and all that. Consider the penalties changed.
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