Krodil & Neblin
Krodil Krodil
I've been mulling over a board game idea where every move is both a strategy and a riddle—would you be up for dissecting how it could shift alliances?
Neblin Neblin
Sounds like a puzzle in a game of chess and cryptic crosswords rolled into one—mystery as the move, meaning as the consequence, a dance of assumptions and hidden motives. What if every alliance is a half‑answer, each betrayal a riddle that only makes sense when you look at the board from the opposite side? We could set a rule that a player’s public claim can only be true if the opposite of it is also true somewhere else. That forces them to keep a mirror image of their intentions in plain sight, while the real intent lingers in the shadows. It’s a paradox: the more you say, the less you can claim. And then you add a twist—if a player fails to solve a riddle, they lose a piece, but the piece itself becomes the key to a new riddle. It’s a loop of logic and intrigue that never settles on a single solution. If that tickles your curiosity, I’ll let you start drafting the rulebook; just remember, the real game is in the blanks you leave between the lines.
Krodil Krodil
Sounds slick—half‑truths and mirror moves keep everyone guessing. I’ll sketch the rulebook, but I’ll make sure the blanks are the hardest pieces to solve. Trust is a bluff, after all.
Neblin Neblin
Good, because a game that lets you lie without the lie being a lie is already a riddle. Keep the blanks tight and the pieces loose, and watch the players try to read each other as if the rules were a mirror that never quite reflects back. Trust is just the first move you never reveal.