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- Newsgroups: rec.games.board
- Path: sparky!uunet!well!well.sf.ca.us!rbr
- From: rbr@well.sf.ca.us (Bob Rossney)
- Subject: Re: Six Day Race and Past Lives
- Message-ID: <rbr.725764322@well.sf.ca.us>
- Sender: news@well.sf.ca.us
- Organization: Whole Earth 'Lectronic Link
- References: <1hqm7lINNe32@agate.berkeley.edu>
- Date: Thu, 31 Dec 1992 01:12:02 GMT
- Lines: 16
-
- In <1hqm7lINNe32@agate.berkeley.edu> schlatt@durban.berkeley.edu (mark schlatter) writes:
-
- >Having seen Six Day Race mentioned in several top ten lists, I took a
- >look at it at my local game store and was surprised by how simple it
- >looked. Can someone explain to me how complex a game it is in terms
- >of strategy?
-
- Well, if you discount the "change riders" space, what you have is an
- eight-player game of perfect information, with every player's capabilities
- on any given turn wholly dependent on what the other seven players did in
- the last turn. Each turn your choices are pretty simple--you play one of
- six cards, big deal--but managing play over the long haul is damn near
- impossible. It's a great game.
-
- Bob Rossney
- rbr@well.sf.ca.us
-