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We played a bunch of games of Torpedo in the Looney Labs Big Experiment #6 at Origins 2005. In fact, this got declared a tournament with a medallion and everything. It took me three games to start to get the hang of it, and by then I was disqualified. :^(

Since the very fastest player decides how long the round is, I tended to lose games by having too many pieces still in my stash. Perhaps this game could be modified so that only the very slowest player is penalized instead of the very fastest player being the only one to get the bonus of playing all of his/her pieces.

It only takes about a minute to play a round, but then it takes up to ten minutes to get everything resolved. We were using Zendo marking stones to mark which pyramids had fired and which had been hit. --Eeyore 17:29, 5 Jul 2005 (GMT)

Side Note: To elaborate, we used white and black stones to denote ships that had fired and green stones for ships that were hit (and were about to be destroyed). Then we would pick up any ship marked with a green stone. I suppose we could have used any of the colors for either purpose and only pick up marked ships of the size that didn't just fire. It's easier with multiple colors so that you don't have to look at the size of the ship when possibly destroying it, but it is possible with just one type/color of marker. --Ryan 23:24, 6 Jul 2005 (GMT)

  • Eeyore's comments about rewarding the fastest player got me thinking. I suggest that placement ends when only one player is left with unplayed piece(s). Does this work, or does the game slow down if there is no incentive to be done first? - Cerulean 19:47, 27 Jan 2006 (GMT)