Play by geohash

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PBGH (Play By GeoHashing) games are games in which you play by visiting hashpoints for your moves.

The concept is modeled off of Play By Mail or Play By E-Mail games, in which certain games (particularly chess) were played by people mailing their moves to each other. This allowed people who lived a long ways away from each other to play each other. For play by geohashing games, it provides some added fun and friendly competition into geohashing. These games can be expected to last a long time, since only one move can be made per player per day, and games will typically last many turns.

PBGH games should include the following:

  1. Players should be able to transport the game to the hashpoint, and be able to take a picture of the move being made or having been made.
  2. Either the coordinates, or the terrain/locality of the geohash points visited should influence how the game is played.
  3. A move should only be possible if the coordinates are reached.
  4. Fun! Above all, if it doesn't increase the fun you have with geohashing, then there is no point to it!

Battleship (Proposed)

Your visited hashpoints translate into missle shots at your enemy's ships.

A1 is always the SW corner of the graticule, J10 is always the NE corner, no matter where in the world the people live.

Use the signed offsets generated by the geohashing algorithm:

  • Examples:
    • .6532 lat, -.0683 lon
    • -.9542 lat, .3584 lon

1. Multiply by 10, and take the integer part, preserving the negative sign, even if 0

  • 6 lat, -0 lon
  • -9 lat, 3 lon

2. If the number has a negative sign, add 9

  • 6 lat, 9 lon
  • 0 lat, 3 lon

3. Add 1

  • 7 lat, 10 lon
  • 1 lat, 4 lon

4. The lat is the number, the lon points to that letter of the English alphabet

  • J7
  • D1

Each player has 5 ships to place in a straight line either vertically or horizontally (no diagonal ships)

  • 1 5-length ship
  • 1 4-length ship
  • 2 3-length ship
  • 1 2-length ship

Rules

  1. Turn Length
    1. Players should negotiate a length of time (typically in days), after which a player forfeits their turn.
    2. A time of 0 days is an asynchronous game. Every visited hashpoint counts as a shot.
  2. Players should negotiate on a start time.
  3. Players should bring a battleship board to the hashpoint. This battleship board should have the current shot being taken at a minimum. Having the full history of shots is preferred, however.

Pilot test

  • Asynchronous
  • Boards shall be drawn by the end of day 2010-04-22. First eligible points start at 2010-04-23.
Hit Miss

Aperfectring's "Guesses"

Aperfectring's sooper sekrit ship locations are set.

A B C D E F G H I J
10
9
8
7
6
5
4
3
2
1

Relet's "Guesses"

Relet's really rather recognizable regions of residence remain resolved.

A B C D E F G H I J
10
9
8
7
6
5
4
3
2
1