If you have no cards and your opponent plays 89, their turn just doesn't end and we're forced to concede. Honestly, I'm surprised you don't have a failsafe for this yet, when all other cards have failsafes for having no valid targets.
antjxzo
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There are a lot of lore questions I have, and I am not patient enough to wait for the next game that takes place in this universe.
- If the equivalence between energy and matter was discovered way after numberstones were established, how did they know which primes were which? I guess they didn't get it perfect with how some of the larger primes were mislabeled back in Factor Crafter, but still, how did they get so many right? For that matter, how did they know that the stones are inherently numerical if they only had multiplication and division available?
- How are we prevented from just pocketing some stones after a game concludes (or after said stones have been removed) and playing them in the next game? Is there some guy off to the side checking your battery to ensure that you're actually producing these stones and not just grabbing them from your pocket? Are the stones just not allowed to be removed from the table until there are no players at the table?
- How are we and the board immune to the intense heat and chill of 64-stone and 25-stone respectively? Have humans in the field of number-geology evolved to be able to handle intense temperatures solely for the purpose of holding the aforementioned stones? Are we just wearing solid 49-stone gloves during the game?
- Why do I never get to go first? It seems to me that that's a little unfair.
- Are all substances numberstones, and if so, why is there a distinction made between numberstones and other things?
How about some more powerful versions of smaller primes?
- 37 but you can actually see which card you're transforming
- 89 but you can actually see which card you're taking
- 61 but you get to pick which card gets discarded
- 19 but it doesn't remove your own stones
11 but it makes nonfrozen 1s instead of frozen copieswait that's just 79
I've noticed that a few stone descriptions are inconsistent with others. 12's description says "Burn 2 spaces" and 56's description says "Burn 3 tile" (note: 4 and 8 don't have these mistakes). There might be even more inconsistent descriptions, those are just the ones I've found. Also, the implication that stone descriptions are hardcoded makes me ask (rot13): Jul qvq lbh vapyhqr AnA va gur ahyyfgbar qrfpevcgvba?
Every single time I play against the 19-stone master, he plays two 19-stones right next to my 7s, presumably thinking that that'll leave me with no places to continue from. Perhaps this is just me refusing to play challenge mode but I think this is a fundamental issue with the AI. I have not tested this due to unrelated issues
I'm starting this as a new topic because my previous bug reports were not responded to when I put them in the Feedback topic
May I suggest a size where the sudoku grid is 9 by 9, but each cell corresponds to 8 (2 by 4) cells in the minesweeper?
Or what about 6 by 6, but each cell corresponds to 4 (2 by 2) cells, allowing for up to two mines in each cell?
What about allowing a different set of digits, e.g. a 4x4 sudoku could have the digits 0, 1, 3, and 4, or maybe 0, 2, 3, and 4?
I feel like combining this concept with the X-stone could be problematic. If you have 100 energy and play a single 1/97 you will then have 9699/97 energy and then playing the X-stone would require the game to figure out that 9699/97 = 3 x 53 x 61 x 97^-1. But if you instead play a single 1/97 and a single 1/89 and then the X-stone, the game will have to prime factorize 863114/8633 = 2 * 7 * 89^-1 * 97^-1 * 61651
179: Double this stone's value without affecting its energy cost and add one
359: Double this stone's value without affecting its energy cost and add one
719: Double this stone's value without affecting its energy cost and add one
1439: Double this stone's value without affecting its energy cost and add one
2879: If you have less than 4 stones on the board, win immediately