Wednesday, January 9, 2008

Supergerm puzzle

I think I like playing Max a little more, since the 2 swing dice in Max add yet another wrinkle to the misere game -- but the general principles are still much the same and often counterintuitive.
Maybe this one is a little simpler, since we're already in the endgame [the usual oddness in a max or supergerm game is how to best steer things to a good endgame] -- but what do I need to do here, do you think?

Skills in this game: Option, Poison, X Swing
Player: ElihuRoot *Dead Dude* *Fanatic*
Your Button Man: Super Germ (p10 p12 p16 p20 p24 p30 p30 pX) Score: -110 (-70.6 sides) Rounds Won/Lost/Tied: 1 / 1 / 0 (Out of 3 wins)
Your Captured Dice: X Swing 4-sided die, Option 6/12 6-sided die

Poison
16-sided die
Poison
20-sided die
Poison
24-sided die
Poison
30-sided die
Poison
30-sided die

Poison X Swing
(with 12 sides)
1 12 22 23 7
9
Captured last turn
8-sided die Option 6/12
(with 6 sides)
Option 12/20
(with 12 sides)




3 4 1



Opponent: lurch *Addams*
Button Man: Captain Bingo (8 6/12 6/12 12/20 X) Score: -4 (70.6 sides) Rounds Won/Lost/Tied: 1 / 1 / 0
Captured Dice: Poison 10-sided die, Poison 12-sided die, Poison X Swing 12-sided die

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