| We always welcome
feedback and questions on the game. Please contact us if you have
question that the FAQ does not answer (or you just want to say g'day). |
| In
the "turns" game, do players play from a single common pool
of tiles or from a private pool of tiles as in the "no turns"
game? |
The
rules are slightly ambiguous on this but the original intention was
that in the "turns" game, players should all play from a
single pool of face up tiles. However. It does add a little more strategy
to the game if the tiles are divided between the players as they are
for the "no turns" game. This should be done randomly and
equally. If you do do this then don't use the "Raiding party
rule" from the "no turns" game. In this way, players
have greater opportunity to plan ahead knowing that the opponent does
not have access to certain pieces. |
| I
don't quite understand how the challenges are supposed to work. Can
you please explain them? |
A player may
only challenge after they have completed a node and placed one of
their tokens. The player can then immediately declare a challenge
on any island (it does not have to be the one to which they have
just added a token)
The challenger
identifies a tribe that they control and a tribe that one of the
other players control. Both of these tribes must be on the same
island. The person with the smaller tribe (which could be the challenger),
rolls one dice. The person with the larger tribe rolls from one
to three dice. The number they roll is equal to the difference in
the total number of tokens in the two tribes OR one dice (if the
difference is less than one token) OR three dice (if the difference
is greater than three tokens).
The winner of
the challenge is the person who rolled the largest value on a single
dice, or the challenger if the players' largest values were the
same. The loser of the challenge takes back one of their own tokens
from the losing tribe (the token for their own spirit that is nearest
the top of the tribe). The winner adds one of the unplayed tokens
for their spirit to the top of the losing tribe.
The effect of this is:
in the losing tribe one of the tokens of the losing player is converted
to a token of the winning player, while both tribes remain the same
size and the challenging tribe is completely unchanged.
|
| Do
the nodes at the corners of a triangular space have to be complete
before the triangular is said to have been formed? |
No,
the player who places the third tile forming the last of the three
sides of the triangular space is regarded as having complete the triangular
space. That player must remove one of the three tiles that form the
trinagular space. |
| When
removing and replaying one of the tiles that bound a triangular spac,
the tile may not be part of a completed island. Can the removed tile
be part of a completed node? What happens to the nodes that are on
that node? |
Yes. The tile may be
part of a completed node.
Although tokens are generally
placed on a node when it is formed, they are not associated with
it in any way. If a tile that is part of a completed node is removed,
any tokens on it remoin on the island.
|
| If
a triangular space is formed and one of the tiles that bound it is
removed and replayed, can the tile be placed so as to form another
triangular space? |
Yes
(though of course it cannot simply be replaced to form the same triangular
space). The triangular space so formed is resolved in the usual way.
|
| If
a triangular space is formed and the removal of one of the tiles that
bound that triangular space causes some tiles to be separated from
the main body of tiles, what happens to those tiles and the tokens
on them? |
Tiles
that beome separated from the main body of tiles as a result of removing
a tile are removed from the game. Any tokens on those tiles remain
on the island they were on when the triangular space was formed. |
| Sometimes
it seems quite difficult to find a tile to place at a particular spot
and some times it seems much easier. Are there always the same number
of tiles in the set to match a particular location? |
The features
on each tile consist of land or sea at each corner of the tile and
an inward or outward jigsaw lobe on each side.
The tile
set is deeply symmetric in a mathematical sense.
All possible
configurations of land and sea and in and out lobes on the side
of a tile is equally likely. On the 136 tiles there are 8 different
patterns on the side of a tile and each is equally common. So if
you are
matching on only one side (not forming a node) there will be exactly
68 edges in the set (on various tiles) which match that pattern.
For symmetric patterns these will reside on 49 tiles, while for
asymmetric patterns they will reside on 62 tiles. So regardless
of the pattern you are trying to match, every second or third tile
you check will match the pattern on at least one of its sides.
Most nodes are
completed with a tile by matching the tile to the existing tiles
on two of its sides. There will always be 8 tiles in the set that
can accomplish this (at the start of the game). Of course as the
tiles get used some patterns will be harder to fit.
|
| OK
so there are 8 tiles that I could use to finish a node, but I still
seem to take a while to find one of them? |
For some people
with good visual memory, it seems to be relatively easy to remember
what the required tile looks like, although it does take some practice
to get used to the patterns.
I personally
find that a search strategy based on a mnemonic shape & pattern
descriptor greatly facilitates the search process. For example,
some of the tiles have a shape that resembles a horses head.

If the tile
above is to be placed so that the top corner would form a node,
then a sufficient description for such a tile would be: "a horse's
head looking left with land on its head and its belly, and sea on
its back". This completely specifies the space to be filled to complete
the node, is easily remembered and can be used to evaluate each
piece you look at.
For the sharp
corner there are only four shapes of tile (I call them "horse looking
left", "horse looking right," "broad spear head," and "sharp point").
For the
blunt corner, I call the corresponding shapes "wave breaking left,"
"wave breaking right," "bracket," and "spade point". Of course you
can give them whatever names you like.
By first looking
for an appropriate shape then checking the land/sea pattern for
matching shapes, we have found that this strategy can reduce the
search time to well under 30 seconds to identify several tiles that
will complete a node.
|
| My
set does not have any peninsula tiles (with land down the middle of
the long axis and water on either side). Why are these missing?
|
The tiles are
designed with all possible patterns of land and sea on the tile-boundary
for each shaped tile, with the constraint that the coastline must
intersect the tile boundary in the middle of one of the inward or
outward jigsaw lobes. What the land does inside the tile boundary
does not affect this.
Rather than
make these "peninsula" tiles, we chose to make tiles with
two small pieces of land on each of the sharp corners like this:

This has the
same boundary configuration as a 'peninsula tile' but has water
separating the pieces of land from each other. This tends to produce
a larger number of separate islands in the game than would occur
with a peninsula configuration.
|
| When
we play the turns game, one of the players insists on analysing every
possible move and the game takes an eternity. What can we do?
|
So called "analysis
paralysis" can be a problem in many games. What a number of
players have done when they encounter this problem is to use a sand
timer to limit the time each player has in their turn. If the turn
is not completed in the time then the player returns any tiles they
are holding to the tile pool and the turn passes to the next player.
Any challenges already underway should be completed.
I personally
do not favour this solution. I would be inclined to either gently
encourage the person to speed up their play by doing some of their
analysis while they are waiting or failing that to find someone
else to play the game with.
Such deep analysis
is, in my view somewhat misguided, and misses the point of the game.
For me the game is not really about this style of deep tactical
analysis, and the relatively difficult nature of the tile matching
task makes such an analysis (to more than one or two moves ahead)
quite challenging. I find there is much greater benefit in negotiating
appropriate alliances with other players for particular islands.
Some tactical advantage can be gained in the early part of the game
by considering how various moves affect the the resulting land configuration,
and this is worth doing. However, this generally does not require
a player to look at many options, nor to look too far ahead.
Deeper tactical
play would mean trying to restrict the opponent's tile placement
options and would require an analysis of both the resulting land
configuration and the resulting interlock configurations. This greatly
increases the required analysis and is what leads to long delays.
However, it is quite difficult to gain an advantage from this sort
of analysis in the early part of the game, as the opponent will
usually have several available tiles for any given response. Towards
the end of the game some advantage can be gained in this way, but
then the number of tiles that need to be searched is much smaller.
Of course this
problem does not arise in the no- turns (real time) game.
|
| Are
the freshwater rights really worth 5 points for each node in the lake
(and 10 points on a completed island)? This seems a lot. |
This was designed
to balance the most valuable land nodes when playing with tribes.
What we generally find is that it is very difficult to get a lake
of more than two nodes. Either someone else grabs it first or they
join it to open water and no-one scores for it.
In the game
without tribes, there is an argument for reducing the value of the
freshwater rights to match those of the land-node tokens. But again
the lakes are very difficult to get. Making the freshwater rights
worth so much changes the character of the game, but not in a way
that unfairly benefits any individual player.
|
| When
I join some of my jigsaw tiles, the shorelines don't quite line up.
What's going on? |
One of the most
challenging things in making this game was cutting the jigsaw-like
tiles. With a normal jigsaw, the pieces go together the way they
are cut so they always line up perfectly. But if you take the same
piece from two different copies of the same jigsaw, the alignment
of the picture on the two tiles can vary by as much as ±3
mm. This is why jigsaw makers don't supply replacement pieces.
In Sunda to
Sahul, the tiles go together in lots of different ways. So we have
to have the shape of the tiles cut to an accuracy of better than
±0.2mm. As well as this shape accuracy, the cut must be in
the correct place on the pictures as nearly as possible. We originally
specified ±0.5 mm accuracy for the alignment of the cut to
the picture, but during prototyping it became clear that this could
not be achieved reliably in production. Our final specification
was for alignment accuracy of ±1 mm. By and large the production
run achieved ±0.5mm or better. But some of the sets do have
a small number of tiles with alignment errors of as much as ±1mm.
When two of these tiles are joined together so that the errors are
in opposite directions, the misalignment between the patterns on
the tiles can be as much as 2mm. If you have tiles with alignment
worse than this, please contact us and we will arrange for a replacement
set of tiles.
|
| What
are the images on the spirit tokens and where do they come from? |
Firstly, all
of the spirit names are fictitious. This is set 50,000 years ago
so there did not seem to be much point drawing the names from modern
languages. The names however are built on simple linguistic patterns
to give them a consistent sound.
The use of the
totems is something of a cheat and is certainly not based on any
single existing culture, but many Australian and New Guinea cultures
consider each individual to belong to one of several clans within
a single community, and for each clan there is usually a totem (most
often an animal spirit from the dreamtime in the aboriginal tradition).
In the game,
the totems for each of the spirits are as follows

Marajun
Based on a New
Guinea mud mask These are usually of simple design, are often decorated
with various coloured ochres and could well date back to the period
in question - although there is no direct evidence for this.

Akambu
An adze (a tool
for making dugout canoes) based on the design of a New Guinea adze
in the National Museum of Australia. The actual artifact is of course
too modern for the 50,000 BCE date assumed in the game and it is
not clear whether dugout canoes or the adze would have been in use
at that time.

Sekuma
This is the
shell of an Australian sea snail (just one I picked up on a beach
so I am not sure of the species). In ancient Australia, many of
the communities on the coast relied heavily on shellfish. Evidence
of this can be seen today in the vast mounds (or middens) of shells,
up to 20 metres high in some cases, that can be found all around
the Australian coast.

Tumek
This is the
tooth of a tiger shark, which is native to the Indonesian archipelago.
|
| Are
the islands formed by the tiles based on the islands in Indonesia? |
No. The islands
that you get are not based on any real islands. They are simply
a function of the tiling patterns and my artistic license in drawing
their shapes to look as realistic as I could manage while satisfying
the constraints required by the tiling. Strangely enough though
if you look at a map
of the modern island of Sulawesi, it bears an uncanny resemblance
to some of the islands that are produced in the game. Stranger still,
the large gulf at the bottom is called the "Gulf of Bone".
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