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  #553  
Old May 30th, 2013, 10:47 PM
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Re: Dignan's Maps - New Maps 5/30

A couple more solid Dignan maps! (As expected )


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  #554  
Old May 31st, 2013, 03:17 PM
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Re: Dignan's Maps - New Maps 5/30

I always look at the maps on this thread for the Gencon ones and I am always like oh that one looks easy to play, and then I actually get to Gencon and I try to place my figure in their startzones and I think oh dear god. I think its a testament to your maps that they look easy in theory but play very difficult in test. They are simple yet complex in the same way and force players to think outside the box.


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  #555  
Old May 31st, 2013, 07:12 PM
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Dignan Dignan is offline
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Re: Dignan's Maps - New Maps 5/30

Alright. Just did a quick modification thanks to the feedback from both robber and dok. I agree that the initial placement wasn't optimal. Shifting the placement one hex cleans it up a little without too large impact on the rest of the map. I also did some minor work to the local area.



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  #556  
Old May 31st, 2013, 07:13 PM
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Re: Dignan's Maps - New Maps 5/30

Quote:
Originally Posted by Arrow Grut View Post
I always look at the maps on this thread for the Gencon ones and I am always like oh that one looks easy to play, and then I actually get to Gencon and I try to place my figure in their startzones and I think oh dear god. I think its a testament to your maps that they look easy in theory but play very difficult in test. They are simple yet complex in the same way and force players to think outside the box.
Thanks. I'm glad that you've found my maps challenging. I like to think that my maps offer a decent amount of choices to put the player in a tight spot.


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  #557  
Old May 31st, 2013, 07:14 PM
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Re: Dignan's Maps - New Maps 5/30

If I already have it built can you give me a hit list of how I can change it with minimal work and unbuilding?


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  #558  
Old May 31st, 2013, 07:38 PM
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Re: Dignan's Maps - New Maps 5/30

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Originally Posted by greygnarl View Post
If I already have it built can you give me a hit list of how I can change it with minimal work and unbuilding?
Yeah, the only change occurs right by the glyph. You move the 2 hex road piece down to where the one road and one snow are. Move the 1 hex road up where the two hex road was. Then put the one hex snow south of the glyph as you see in the picture. I think that's all there is to it.


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  #559  
Old June 1st, 2013, 09:40 AM
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Re: Dignan's Maps - New Maps 5/30

Alright one more question? Any reason why the middle glyphs favor one side so heavily? As is 5 and 6 move walkers can nab one in 1 turn, if you moved it one space towards the bridge, neither could do that. That would let Rats get all 4 glyphs in 2 OMs though. Answering my own question haha. Nevermind, miscounted, question stands.


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  #560  
Old June 1st, 2013, 11:13 AM
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Re: Dignan's Maps - New Maps 5/30

Quote:
Originally Posted by greygnarl View Post
Alright one more question? Any reason why the middle glyphs favor one side so heavily? As is 5 and 6 move walkers can nab one in 1 turn, if you moved it one space towards the bridge, neither could do that. That would let Rats get all 4 glyphs in 2 OMs though. Answering my own question haha. Nevermind, miscounted, question stands.
The middle glyphs are just treasure glyphs. I'm not too worried about rats getting them


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  #561  
Old June 1st, 2013, 01:41 PM
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Re: Dignan's Maps - New Maps 5/30

Oh! Must've missed that.


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