In the meantime, here's the opening of a game using Tess -- I hope the format is clear [the number in parentheses indicates the size of the die and any special skills it has; the blue number above that is what was rolled on the die]. Tess is not a strong button, but is not as weak as people think; and null dice often lead to interesting questions. Here, for example -- I could null out K's d12 with a value of 12, scoring no points but protecting my X-swing and rerolling my d12. OR, I could take the d12 witha value of 5, scoring 12 sure points. A case could even be made for taking the d6, scoring a few points and forcing K to reroll the d12 with value 12 if he wants to take my d12 -- but that doesn't seem likely to be optimal, does it? What do you think?
Player: ElihuRoot
Button: Tess
W/L/T: 0/0/0
Score: 14.5
n(4)
(8)
(12)
n(20)
(X=9)
(6)
(8)
(12)
(12)
(X=4)
Score: 21
W/L/T: 0/0/0
Button: Kith
Player: blackshadowshade
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