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		cicero wrote:Further to my thought that the map is little cramped near the key I find myself thinking ...
"Combo making" is the art/skill of playing this map ... explicitly spelling out so many of the combos in the key might detract from the fun or , it could be argued, be somewhat redundant.
It seems there are only 2 rules which needs to be explicity stated:
(a) line of 4 = +2
(b) two bonuses may only share one space
... and if anything it's (b) that needs careful explanation - not extra space spent on (a).
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		oaktown wrote:Can you do something with the colors of the circles in the legend examples? I have to look closely to tell them apart - the circles demonstrating what it takes to give a bonus should really pop out






		oaktown wrote:Any thought of making a 4x4 square a victory condition? Unless it's an advanced escalating game, anybody who holds a block of 16 should win anyway.















		
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		yeti_c wrote:I think at least 1 more example of a good bonus (i.e. the N) would be good...
As that shows - it is 1 shared space between 2 different lines...
If you use the N - then oscillate the animation so the pulse at different times -to imply that they are different.
C.
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