Improving Competitive Play

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jjthejetplane246
Posts: 31
Joined: 11 January 2019, 18:33

Improving Competitive Play

Post by jjthejetplane246 »

I've only been play this game for a couple of days, but it's clear that competitive games against reasonable opponents usually end in a coin flip due to the core mechanic of both players revealing information on the same board. This coin flip theory is supported by the winner of Season 22 in Arena having a rating of 1756. Higher Arena ratings are correlated to how much skill is involved in a game. This rating is similar to Can't Stop (1782), a very luck dependent dice game.

I believe changing this core mechanic could drastically improve the competitive experience and allow better players to demonstrate their skill and achieve better winrates and higher Arena ratings. To keep it simple, I would suggest still having a single layout to play against, but both players would be solving it independently of each other. The winner would be whoever solves the puzzle in the smaller number of revealed clues.

Pros:
* Players would be tested on how efficiently they can solve the grid instead of having the first 90% of clues be effectively a waste of time. This efficiency is more in line with what the IRL game is testing players on (see below for how that works).
* Players could finish games at their own speed and would always be playing as you wouldn't have to wait on your opponent to finish until you've solved the puzzle (similar to how Gamme Logic works).

Cons:
* There's still some luck in this format especially on opening clues, but I say it's still way better than the 50/50 nature of the current format.

Thoughts? This game is a great logic game and I know the IRL version is more in line with what I'm suggesting (each player builds a board for the other player a-la battleship). I could see the battleship mode actually getting stale as there are probably more "optimal" ways that players would conceal or hide information that would be predictable but take many clues to find. This is why I suggest the random board where both players have the same board to keep it more fair.
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MagicFalafel
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Joined: 12 February 2024, 21:54

Re: Improving Competitive Play

Post by MagicFalafel »

I very much agree with this. I play this game alot, I'm at 712 games so far. And I also own the physical copy of the game. The game implemented in BGA (different from the physical copy) could very much use some rethinking. I won't say ALL games end up luckily, either by guessing correctly a configuration or because of the order of the players, but... it's pretty close to all game.
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Shobu
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Re: Improving Competitive Play

Post by Shobu »

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jjthejetplane246
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Re: Improving Competitive Play

Post by jjthejetplane246 »

Shobu wrote: 27 January 2026, 19:55 this was discussed in detail a while ago
https://boardgamearena.com/bug?id=165319
https://boardgamearena.com/forum/viewtopic.php?t=44411
true yeah, i read through these and they're mostly around whether to allow both players to have a guess versus not, but some are suggesting going back to the OG ruleset of battleships which is more in line with what I'm saying. I actually think the battleships implementation is less interesting since there are probably "optimal" puzzle ideas that will be used to force the opponent to use more hints which isn't as fun. I'm putting words in the developer's mouth here but for me at least, the fun comes in solving a mine, not building a tough one to solve (but that's just me).
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MagicFalafel
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Re: Improving Competitive Play

Post by MagicFalafel »

building harder puzzles to solve is part of the fun!
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jjthejetplane246
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Joined: 11 January 2019, 18:33

Re: Improving Competitive Play

Post by jjthejetplane246 »

MagicFalafel wrote: 28 January 2026, 15:00 building harder puzzles to solve is part of the fun!
yeah it might be, although i could see in a top competitive game where you just want to make a puzzle that doesn't give a lot of information with any single hint. This would make it where players are having to reveal a lot more hints to get the solution. I think the random puzzles where you get variation in the patterns that emerge is more fun personally since you'd be getting multiple pieces of info per hint potentially.
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MagicFalafel
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Re: Improving Competitive Play

Post by MagicFalafel »

I think knowing the patterns of best configurations is part of the learning of the game. Like in chess, in your first games, you don't know really what constitutes good moves. Like in this game, by doing games you learn to recognize and understand the optimal configurations. By having the rule of edge-edge cannot touch, it limits greatly the shady configurations.
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jjthejetplane246
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Joined: 11 January 2019, 18:33

Re: Improving Competitive Play

Post by jjthejetplane246 »

MagicFalafel wrote: 29 January 2026, 14:03 I think knowing the patterns of best configurations is part of the learning of the game. Like in chess, in your first games, you don't know really what constitutes good moves. Like in this game, by doing games you learn to recognize and understand the optimal configurations. By having the rule of edge-edge cannot touch, it limits greatly the shady configurations.
And there are folks that think opening theory in chess makes it more stale which has had folks gravitate towards variations like Chess960.

That being said, maybe this could just be an option that could be voted on by gurus for the next arena season. That way the public gets a vote.
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flolem
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Joined: 18 March 2013, 01:34

Re: Improving Competitive Play

Post by flolem »

I like playing this game but yes I start to be a little bored with almost all my game finishing in a coin flip of the one luckier than the other to guess between the remaining possibility.

I would have really like the real 2 player implementation.

Your idea is good too but change the physical rule of the game
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