Use this thread for any comments, questions, requests for clarity, etc., regarding the October 2011 Challenge in the Game Design Showdown, entitled "Rest in Peace".
-Seth
Use this thread for any comments, questions, requests for clarity, etc., regarding the October 2011 Challenge in the Game Design Showdown, entitled "Rest in Peace".
-Seth
I looked at reviews of all three of these games, looked at components and such, and I know how to play Mancala. I do not see any relationship between Rudiger Dorn's games and Mancala. Is the mechanic a "seeding" type like Mancala, or what? Sorry about the outburst, just need some clarification.
That helped a bit, but I hope it will be accepted by voters if the mechanics are a bit different from the typical Dorn Tower, as I am also not familiar with any of those games (except for Mancala, known as Kalaha here, or at least marketed under that name when I was a kid).
Please, could you tell me who has designed the following games:
* Charon’s quadrate lake
* Zombie Shuffle
* Attack of the Mutant Moss from Outer Space!
* Dorn Bones
I love everything which even distantly reminds me of mancala.
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Picking up a group of items, and placing them down 1 at a time in adjacent locations - that's how Mancala works, and that's basically how the Dorn Tower works as well...
In Goa the places you 're allowed to place your bidding token follow that rule (adjacent to the last one placed), in Genoa the movement of the Tower follows that rule as well (you move the tower 1 space at a time, dropping off a disc each step) - that's where the term "Dorn Tower" comes from. In Louis XIV when placing influence you start on the tile indicated, then move to adjacent tiles leaving (at least) 1 maker on each tile as you go.
Hopefully that helps describe it!