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Needs Details[edit source]

OK, man, I just don't get it. I recommend that you more fully describe setup of a puzzle--detail to the point of "too much" is just right. Pictures, maybe, if that helps. Basically, I've read it twice and I can't tell what I'd do if I was the first creator, nor can I tell how I'd play when an observer (creator does nothing, basically, during his own puzzle, right?). Thanks--David Artman 12:04, 2 October 2007 (EDT)

i tried fixing colorblind, thanks for stating your confusion. it doesn't seem like it should be that difficult, but i guess things always work differently in your mind than they do on paper. let me know if this helps. im trying to add pics, but my kids wont give me enough time to do that right now. thanks again > steve

Cool, the example helps visualize setup; but there's still some confusion and general design questions:

Please forgive my massive delay on answering these points. Needless to say my computer has been on the fritz for more than quite some time.

  1. When one lifts and looks under the "top piece of a stack," does that top piece go back onto the stack or get set next to its original stack? I ask because, if the former, one will never be able to see what's under the medium opaque. Is that intentional; i.e. you want for there to be one small that's never seen, so that the attempt at a final winning guess always has a 50% chance of being wrong (when the observer guesses that the small hidden by the medium opaque is under the mask, not the small that's part of the key)?

The top piece is removed from the stack and set aside wherever you like. On your next turn you will be able to remove the opaque drone to find the mystery color.

  1. Why should the creator tell when one of the colors is right? Seems to me the game would be more fun if one just guesses and, if wrong, the creator reduces your die (if one is correct, the creator simply lifts the large opaque to show the win). Very Zendo-like, to have a game in which, theoretically, the creator ("Master") never need speak. :)

Not a bad idea. I guess in my mind it just seemed like a partial clue was a good idea because you know your partially right, but you don't know which one is correct. Kind of like a glimmer of hope without the light at the end of the tunnel.

  1. Won't this game end up hard to balance, as creators try to get opponents to guess wrong while they (when observer) want to guess right ASAP? Put another way, there's is sure to be a hardest set of nests and a simplest set of nests, and frequent play will reveal which color order that is, giving a first-creator advantage. After all, there are only 64 (4^3?) possible combinations of nests, and some are going to be obviously too easy (ex: small-med-large Blue-Yellow-Black and Yellow-Red-Black are "gimmes"), so folks might quickly resolve the game to best nests--a game more of timing your use of best nests than actually of guessing and logic (i.e. "pros" at the game often will know the key just by looking at the starting nests and knowing their opponent is trying to use best nests).

This is true, the best combos are probably going to be used more often than not just because the odds of spoting them are harder, this is where the you can throw in the xeno set in with the rainbow set to make a super crazy puzzle, or even a puzzle with two solutions instead of one. For the record when I create a game I hope that people like my vision of that game, but I enjoy house rules or modified rules that anyone chooses to use for whatever reason. Anything can be changed.

  1. Nothing you can really do about this, but what about actually colorblind people? Perhaps you could do a bit of research and figure out what set of colors is best for the colorblind to use (I suspect something like Orange, Blue, Cyan, and Purple)?

I don't remember if I wrote my colorblind disclaimer on the main page or not, but I mean no disrespect to the actually colorblind, and I apologize for making a game that they are possiably unable to play.

  1. Finally, some nit picks: I, personally, would only use the terms Queen, Drone, and Pawn for games that involve movement of the pieces; and I'd only do that if I felt the "chess meets bees" metaphor was appropriate to the game theme. In a puzzle and logic game like this, I'd always use Small, Medium, and Large. On a related note, I'd also consistently use the term "nest" or "stack," not mix them or alternate them. Yes, a nest is a stack, but these are always nests (unless the answer to #1 above is "the lifted piece is set beside its former nest").

I don't know why I used the terms and phrases that I did after thinking about it. If it truely bothers you that much, I have no objection to you altering the main page as long as you keep everything consistant with the way the game is played. I'm just to lazy to change it myself at this point. Come on, it took me 2 years to post this responce for goodness sakes!

All-in-all, it's a cool game: a mix of Mastermind and Black Ice. Just clarify a few things (above) and, perhaps, let someone rework the instructions a bit (just my opinion, but they're a bit "scattered"), and you'll have a nice demo game! --David Artman 11:09, 3 October 2007 (EDT)

Too similar??[edit source]

I've read the rules, and (as I understand it) this game is basically a "solitaire" version of my game Colorful Clues. Instead of a random puzzle that has to be solved by all the players, in this game a player prepares a puzzle for another player which then plays solo. Apart from that, the mechanics are basically the same (each turn remove one pyramid and you can make a guess) except that in this game you don't get additional clues and there are 2 hidden pieces instead of 4. Of course, scoring is also different...

So, what do you all think? I'm not accusing the designer of copying my game, but I'm just pointing the resamblance out...

--Jorge 20:28, 27 November 2007 (EST)

Sorry, I'm behind on my Icehouse doings. I just now read your message about the similarity between colorful clues and colorblind. The only problem is that I thought of colorblind in the summer of 2007 and posted before colorful clues. Great minds think alike I guess. Besides, the mechanics and gameplay are different enough that I think we should both be able to have a fair shake in the matter. Let me know if we need to further this discussion.

> steve

I'm totally sorry. You're right. I thought I had checked the creation date before posting, but it seems I didn't. I apologize. Incidentally, you posted the game on the day of my birthday :) (Talk about coincidences...) Again, sorry. -Jorge Arroyo