That's a nice idea. I'll give that some thought, thanks
David King Made Some Games
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There's 5 church cards in the deck, 54 cards in the deck. As two of the cards start face down, it's possible you'll see 3, 4 or 5 of them during play. I haven't worked out the odds for each of these events occurring.
In this instance you could still draw an islands inside an island to make a lake, something that's not explained in the rules. It is however possible to make it hang in a manner similar to this.
I think there's sometimes issues with the webgl implementation, where it stops reading key presses (not sure what causes it). If it is this problem that's occurring for you, I've found reloading the page, only clicking on 'play' then not pressing anything else until the game is fully loaded might help.
The scores that I usually see are between 40 and 60, however some to go up to 80ish. You can look at other scores here: https://twitter.com/search?q=%23mytinyislands&src=recent_search_click&f=live
For each of the 81 cells of the grid the possibility of it being used for a specific card is not identical but it is reasonably close.
Each card has a position on the back side of it. It is not possible for the back and front of a specific card to appear at the same time in the game, just like a real card.
If you only look at the back of the 54 cards each cell in the grid has 9 total chances to be used (three for each the row, column and section. 3 x 3 = 9). So any single specific card takes nine of those cells and reduces the opportunities of them being used to 8 (as those options are on the back of that card). So the opportunities of a cell being used for a specific card is 8/54 for 9 of the cells and 9/54 for the other 72 cells.
This is all further complicated by multiple cards having the same card type on their front, which tweaks the odds again.
The reason there is only a single deck of cards with fronts and backs, is that it would reduce the manufacturing cost in a physical game, which is what I was modelling. Two decks would allow the cells possibility of being used for a specific card equal.
At least I think that's right.
Thanks for the feedback. I modelled the game with the intention that it could be replicated as a physical tabletop game. The tiles are shuffled and dealt just as you would a deck of cards. Sometimes the shuffle will end up like this, with two identical tile options. I haven't personally found it an issue, but will keep it in consideration for future developments. Thanks again.
Cards work as they would in a physical version, with fixed fronts (type) and backs (position) this remains the same for every game. The deck is shuffled each time.
13 Trees, 10 Houses, 9 Beeches, 9 Waves, 5 Mountains, 5 Churches, 3 Boats
There are an even number of each of the position backs.