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Gluecksritter User
Joined: 19 May 2003 Posts: 38 Location: Dortmund
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Posted: 15.03.2005 15:14 Post subject: |
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I agree with everything you say here, Leto. Only one claim seems to be quite bold in my eyes:
leto wrote: |
On the strenght of higher pieces:
I am willing to play all players here who believe having only the 3 highest pieces are enough to win. If the lakes are unblocked I would just want 3 miners and a scout (or other low piece). Depending on the quality of the start position of my miners I will win them. |
I would be very pleased to accept this challenge.
Let's say, I have red. I openly place my flag into my last row, put bombs around it; and I place three sergeants anywhere I want within my 40 squares.
Then you openly place your flag where you want, secure it with bombs; and you put three miners and a spy anywhere within your 40 squares.
I believe that you are right, and I actually cannot win in this situation, but that's all grey theory. I'd like to see it. Please name date and time, if you're interested. |
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jackbauer User
Joined: 31 Mar 2004 Posts: 36
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Posted: 15.03.2005 21:55 Post subject: |
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Once the advancing blue miners meet up with red's seargants, then the spy would do all of blue's moves in his own end, waiting for red to either move left-right-back or forth. As long as the pieces are spread out, the rule of 5's or the 3 squares rule would force red to switch to another piece to begin a rule of 5's or a 3 squares move. As long as red can rotate the piece and start anew, this game would never end, except in the unmentioned case where red does not know which of the 4 pieces of blue is the spy, and being bluffed into thinking the spy is a miner, would leave an open freeway to the flag from one of the 3 lanes. It all is determined by leto's "blocking" scenario. If the lanes are blocked then the game would be a draw. If the pieces were did not meet up until completely within red's 40 squares, then it still could be a draw if there was no clear freeway to the flag. Of course if the bluff was a bad one, and the spy was taken but the seargent remained in an advantageous defensive position, then the game would never end in a blue victory, but a draw of course.
It all depends on who moves next, once the 6 pieces are adjacent.
Of course blue could back up to its own end, but that while not cowardly, is dimwitted and serves no purpose but to prolong the need for a draw.
My guess is the random placing of the pieces of Glue's offer, would determine the outcome, and a successful spy bluff, especially one that causes 2 seargents to trap it , causing 1 seargent to defend 3 miners for a short time. But for red not to trap means he is conceding a draw in any case. |
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