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unprintedOffline
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PostPosted: Sun Nov 04, 2012 11:02    Post subject: Endgame Reply with quote

When there is no contact between the players because they are separated by gaps in the ice, would it be possible to bundle all remaining moves into one turn each?

Currently, the endgame can be many turns long if both sides have secured large areas to themselves and take many days to complete.

The alternative is for one side to go 'yes, I've lost' and resign, but not everyone likes resigning and not everyone likes winning by resignation. And some of us don't like counting up remaining fish to see if we will, in fact, lose - the continuing hope that we won't is nice Smile
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bramOffline
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PostPosted: Mon Nov 05, 2012 10:42    Post subject: Reply with quote

I do understand why you want this, but we will not add this.
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PostPosted: Mon Nov 05, 2012 15:17    Post subject: Reply with quote

Too much programming effort?

Wanting games to last longer?
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PostPosted: Thu Nov 08, 2012 14:11    Post subject: Reply with quote

Too much programming effort + all other games are the same. So combined yes to much work, for not to many games.
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PostPosted: Thu Jun 23, 2016 3:01    Post subject: Reply with quote

Another reason why this endgame 'feature' probably should NOT be implemented is that an isolated area is not always guaranteed points for all tiles within the area because of the possibility of 'defective territory' (to borrow an Amazons term I remember seeing somewhere). Depending upon the shape of the isolated area, it may not be possible to actually collect all tiles. A trivial example of this is one hex surrounded by three hexes on its perimeter, each surrounding tile separated by one space. With a penguin on one of the spokes, one tile is guaranteed to not be collected. There are also ample opportunities for mistakes during this phase, even without true defective territories, as there are in both the opening and middlegames.
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