by Part-Timer » Feb 13th, '08, 00:04
I'm far from an expert, but I think the way to synchronise a run is to have multiple starting points that lead to a single finish point as quickly as possible.
I can think of three ways off the top of my head:
1. The original idea, which is to have a lot of single moves in the procedure.
2. Fix the order.
3. Reduce the number range.
For example, let's imagine you have a deck of cards with rainbow colours. You have, say, seven lots of each colour, or 49 cards.
You create a board by dealing out the cards in a seven by seven grid.
Now imagine that you have a table that shows a 'random' allocation of move numbers. Say, three colours are 'unlucky' and only give you one move, two colours give you two moves, one colour three moves and one super lucky colour gives you a whole four moves. You're immediately truncating the procedure because:
a) As a proportion of the total cards available, 3/7 have a one move value, instead of 4/13 in the original procedure.
b) The most moves you get is four, as opposed to ten in the original.
I might just be talking a load of nonsense; I've not tested any of this. Anyone care to give it a whirl?
Another possibility is cards with shapes. You move the number of spaces equal to the edges. Circles and ovals are one space, triangles three spaces, squares and rectangles four spaces, stars five spaces.
Mix it with colours, so red means subtract one (minimum one), orange means add one, green is subtract two, blue is add two, purple is leave unchanged. With the right combination of colours and shapes you could have lots of cards with values of only one or two moves, but without it being immediately apparent.
I hope none of this is considered exposure. It's really a mathematical principle, but moderators, please do move or edit this post as appropriate.