The rule that an edge tile only starts a route when its hand points away from its own side is a neat constraint, because it means the board border is doing as much design work as the tiles themselves. I also like that routes sharing tiles score extra, since that nudges players toward planning overlapping chains instead of just clearing the first line they spot. Using a bot player for balancing seems especially handy here, as it can quickly reveal whether certain hand directions end up far more valuable than others. When you tuned the spawn odds, did you weight the four directions evenly, or bias them based on where the bot kept getting stuck?
this post was submitted on 27 Oct 2026
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