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DareBase

Notation

The notation for DareBase is unfortunately not immediately intuitive.

  • All moves are prefixed by a declaration of which die you are using as a piece designator and which die you are using for distance. This is stated in the form piece/distance. That is, if you have the dice 1 and 4 you could write:
    • 1/4 to move your 1 piece up to 4 spaces, or
    • 4/1 to move your 4 piece 1 space.
  • After this declaration should come a colon(:) followed by a list of cell designations, separated by dashes(-), starting with the starting cell. For example, with dice of 1 & 4 and piece #1 being found at a2:
    • 1/4:a2-a3-a4-a5-a6
  • For moving pieces on and off the board, the special keyword off is used.
    • 1/4:off-b1-b2-b3-b4 is how you would enter a piece.
    • 1/4:b1-off-b1-b2-b3 is how you would bear one off and bring it back in.
  • Flag handling is done by using a lower-case v for dropping and a caret(^) for picking up. The appropriate symbol should be placed immediately following the cell designation as follows:
    • 1/4:a2-a3-a4^-a5-a6 picks up a flag at a4 and keeps moving.
    • 1/4:a2-a3-a4v-a5-a6 drops a flag you're already carrying at a4 and continues moving.
  • In some instances the flag will be automatically picked up (ie. capturing a flag-bearer or in the Quick Pick-Up scenario).
  • For end-of-game detection, you do not technically have to drop the flag for it to be recognized. In the Steady Supply scenario, for example, if you have placed a flag on one base and move a flag-bearer to the other base, you do not have to specify v for the win to be recognized.
  • To pass your turn enter the word pass into the move window. It is very infeasible for the system to generate a complete list of moves therefore verifying whether or not a pass is legal is impossible. It is up to the players to determine whether the pass was indeed valid.

Most Common Errors

  • Flag handling! Remember that all flag handling is optional and must be explicitely stated. If you're being told you can't drop a flag you don't have, perhaps you forgot to pick it up!

Player Notes

Here are some of the characteristics of pawns. (Keith)

A pawn is able to move 2/3 of the time.

Pawn #1 moves the fastest and Pawn #5 the slowest. The average speed when the dice allow a pawn to move is

Pawn # 1 2 3 4 5
Average 3.71 3.54 3.38 3.21 3.04

There is no chance of having to pass with one pawn in jail

There is a 1/18 chance of having to pass with two pawns in jail

There is a 1/6 chance of having to pass with three pawns in jail


The tables I used follow:

Pawn #1 1 2 3 4 5 6 Pawn #2 1 2 3 4 5 6
1 1 2 3 4 5 6 1 1 1 0 0 0 1
2 2 2 0 0 0 2 2 1 2 3 4 5 6
3 3 0 3 0 0 3 3 0 3 3 0 0 3
4 4 0 0 4 0 4 4 0 4 0 4 0 4
5 5 0 0 0 5 5 5 0 5 0 0 5 5
6 6 2 3 4 5 6 6 1 6 3 4 5 6
Pawn #3 1 2 3 4 5 6 Pawn #4 1 2 3 4 5 6
1 1 0 1 0 0 1 1 1 0 0 1 0 1
2 0 2 2 0 0 2 2 0 2 0 2 0 2
3 1 2 3 4 5 6 3 0 0 3 3 0 3
4 0 0 4 4 0 4 4 1 2 3 4 5 6
5 0 0 5 0 5 5 5 0 0 0 5 5 5
6 1 2 6 4 5 6 6 1 2 3 6 5 6
Pawn #5 1 2 3 4 5 6 Pawn total total/36 total/24
1 1 0 0 0 1 1 1 89 2.47 3.71
2 0 2 0 0 2 2 2 85 2.36 3.54
3 0 0 3 0 3 3 3 81 2.25 3.38
4 0 0 0 4 4 4 4 77 2.14 3.21
5 1 2 3 4 5 6 5 73 2.03 3.04
6 1 2 3 4 6 6
games/dare.txt · Last modified: 2007/01/27 13:16 by 24.28.242.218
 
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