There's one procedure I have not found. How to set-up and play a game, where players flip tiles one at a time to see if tile is the kind of tile they were looking for, but not seeing what the tile is, if it's not specially what seeked for. Flipping a tile should give only the information, if the tile is or is not what expected. No more information shouldn't be revealed. A two player game, no game master.
There was earlier a somewhat parallel discussion, but I think that didn't quite solve the inconvenience.
Keeping information hidden
http://www.bgdf.com/node/8039
Example #1
Let's modify the matching game Pairs. On your turn, you flip two cards to see if they were pairs. To be exact, you flip one card first and then try to find a similar card by another flipping. If your second card is what you were looking for, you can notice that a pair is correct and you can pick cards. But if your second card is not what you were looking for, then you can only see a empty card.
How is this done? (without a game master)
If the opponent is allowed to view the tile, then yeah, that's not that hard: just let the opponent look at it and say if it's red or not. But I suppose that's not a viable option either.
My thoughts went along same lines as SLiV's. But the trouble is worse than red, blue, green and yellow. I'd like to see up to 30 bits of information hidden under a tile, card or square.
I'm mixed-up, with all those smart way out options presented. Thanks. Now I need to think about what each option means in terms of game set-up. That will take time. In the meantime, I put another example of a game where this kind of mechanics may be needed.
The only procedure to handle the situation I knew the day before yesterday was a stack solution. On spot is a stack, in which every bit of information is represented by a separate tile or card. If one is looking for "red", one flips only Red card of the stack. Red card is empty when "red" is not present. If only one color is allowed, players end up collecting "exclude" information. The bad thing is, that the stack can be high if the game is complicated. And the number of stacks is great. The set-up is gonna be a nightmare.
Example #2
A treasure hunt game. Under ground there's many kinds of minerals. Players may gain one equipment at a time and a piece of equipment can detect only one mineral. In basic mode, game board has a square grid, but there are no tokens on them. Squares have been named A1, A2... and so on. One square may or may not possess hidden minerals, one to thirty different kinds. Players walk through the board and hunt minerals, make money and buy more expensive detectors.
The game does not exist. Properly speaking example is meant to lead thoughts far beyond simple example #1. One square can be many things, not just one kind.
Thanks for reading this.