So I thought about this again and found a significant flaw. If at any point of the game, the detectives find an “anchor point” that allows them to deduce where the fugitive stones are positioned, then the detectives would (practically) have complete information for the rest of the game. What I mean with anchor point is a unique revealed shape. For example if the revealed shape shows one two-stone chain and otherwise all single stones, and this unique two-stone chain is revealed, then the detectives would be able to deduce where all the other stones are, pretty much for the rest of the game.
Maybe one way to fix this, is that the fugitive reveals only the shape of their last X moves (for example X = 2). In my opinion this would fit nicely with the mechanic of Scorland Yard, where the fugitive reveals each turn what kind of public transportation they used.
But I imagine that even this is problematic balance-wise. If the detectives at some point figure out what the last move of the fugitive was, then on the following turn there are only two possibilities for the next move (in case X=2).
One last idea to fix this problem, if it is even possible, is that the fugitive reveals the shape of their move relative to one of their stones with minimal distance on the grid.
In any case I personally agree with @NeilAgg that the fugitive is probably at a severe disadvantage given the current ruleset, especially when playing with 4 - 5 detectives, as I believe was intended by @yebellz. In theory this could probably be balanced by playing on bigger boards, but we’d probably need a really big board, like 29x29, where the game may take a long time.
It’s certainly not sure yet whether the fugitive is at a disadvantage or not, but in case we want to play future games with a system that is easier on the fugitive, here are some ideas for a “detective nerf”:
1. Restrict the detectives communication
Cooperation is key for the detective team, so limiting their communication ability would make the game a lot harder for detectives. However I believe this would be detrimental for the fun and experience, especially since this is a forum game.
2. Decrease the information gain
Currently the rule is that entire chains are revealed, i.e.
This seems to give the detectives a lot of information and also limits the fugitives options to expand this chain, for fear of revealing too much to the detectives. Imagine 4 detectives that find a single-stone … they can immediately capture it without fear of collisions.
So the proposed change would be that only single stones are revealed, not the entire chain connected to them.
3. Restrict the detectives “maneuverability”
@NeilAgg already proposed this:
Since this description leaves space for interpretation, and there are many reasonable ways to rule this, here’s what I would suggest:
The detectives submit their moves simultaneously, but the moves are computed in a fixed sequential order, with collisions and captures being resolved separately between the moves.
The fugitive then plays a move and reveals the resulting position as well as information about collisions and captures to the detectives.