#7's mine.
RoboBob3000 wrote:
7. Short, sweet, and nice to look at. I actually found that it was possible to reach the archive in 2n1w. Try and figure that one out. I still need an explanation for how the meeting rooms in this one work. Besides that, I think this one isn't bad. It does a lot in a small space.
Thankee! I discovered the 2n1w thing during a last playtest, and wanted to add a secret room or write something clever on one of the scrolls, but because I had one foot in the door and wasn't coming back until monday I just put some extra pits in the passages to show there's nothing there.
Since I didn't explain how I interpreted the rules in the hold itself, I'll do it here. (These are by
far the
best interpretations, of course, but I'm sure you all knew that already). But first, the key:
Brain = Negotiator
Red door = Negotiator's desk / Negotiating table
Blue door = Table
Door w/mimic potion = Table with lamp
Yellow open door = Chair / Couch / Yellow open door
Yellow door = A normal door (not all of these require orbs)
Green door = Also a normal door (opened by Negotiators)
Trapdoor = Bed
Scrolls = Archives
Orb = Stand-lamp / Orb
Eyes = Guards
Goblins = Staff
Brains = Negotiators
(Other stuff is what it normally is. Roaches are not part of the staff.)
And now, the rules and how I solved them:
1. There's five suites.
2. The fifth suite is larger than the fourth suite, which is larger than the fourth suite, which is larger than the third suite, which is larger than the second suite, which is larger than the first suite.
3. The first suite has a lot of crumbly walls to one side, making it (potentially) larger than the fifth suite. The Negotiator will have to carve it out himself (or get someone to do it for him), which is only fair, since he
is after all the lowest-ranking one.
4. All suites contains a sleeping chamber for the Negotiator, a waiting lobby with guards, a large office with a tiny desk where the Negotiator sits, and an archive with adjoining quarters for the staff.
5. Public entry is only possible through the waiting lobby.
6. A network of passages allow Negotiators to send one of their staff to any other Negotiator to plan meetings. Once a meeting is planned, Negotiators use the passages to go to one of the five private meeting rooms for four or less Negotiators (the square rooms with 3x3 tables and 4 seats), taking care not to get noticed by anyone they're not supposed to meet, using staff as human shields if necessary. (Also, there's invisibility potions present, but they're, eh, invisible. Yeah, that's it). Once in a private meeting room, the Negotiators within close and lock the doors until the meeting is over.
7. There's direct passages from each suite to the Chamber of Final Speaking, all of equal length.
8. The public entrance is in the center of the Speaking Grounds. Anyone appearing there has to travel farthest to get to the Chamber of Final Speaking.
9. Any visitor has to visit each of the five Negotiators to gain admittance to the Chamber of Final Speaking.
10. No passages contains rightward bends, and they're pretty sinister as well. All changes of direction take place in little rooms, not passages.
So, there you go. #7 is
obviously the best Speaking Grounds
. Still, I'll post my comments on the others later.
(Btw, I agree that entries should be judged based on their original entry. Time's up.)
- Gerry
[Edited by trick on 02-17-2004 at 10:57 PM GMT]