Entanglion 2

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A second game, where I'm going to read the rules much more closely, and not give myself the benefit of the doubt. The game is too easy otherwise, at least the first game was. I also had a lot of successful die rolls, definitely on the luckier side. For this game, I'm reading along with the Wikipedia Quantum logic gate article.

Setting up:

  • Blue: first player, starts at 1, engine cards H, H, CNOT.
  • Red: starts at 1, engine cards H, H, CNOT.

What I really want to do is get to Quantum Error Correction, but I don't have the engines for that. I could burn some turns and exchange until I drew an X or CNOT gate, or I could go for Quantum Programming right away. I think I'll do that.

  1. Blue plays H moves to Minus, draw CNOT.

  2. Red plays CNOT, move to Psi Minus, defense roll 4.

  3. Blue retrieves, roll 1 to increase detection rate.

  4. Red retrieves, roll 8 to acquire Quantum Programming.

  5. Blue plays CNOT to move itself to One and Red to Minus. Draw X which is excellent!

  6. Red plays H to move to One, draw X.

  7. Blue plays X to move to Zero, draw SWAP.

  8. Red exhanges X for X.

  9. Blue plasys H moving to Plus draw X.

  10. Red plays CNOT to move both to Psi Plus, defense roll 7, engines track is full draw Bit Flip Error which resets the Detection Rate to 3. That's an adverse result for me right now, could be great result if Detection Rate had been really high. Draw CNOT.

Round 2

  1. Blue retrieves roll 5 to acquire Quantum Error Correction.

  2. Red plays CNOT to move Red to One and Blue to Plus.

  3. Blue exchanges SWAP for CNOT.

  4. Red plays CNOT to move to Zero, draw SWAP.

  5. Blue plays CNOT to move both to Phi Plus, defense roll 8, draw CNOT.

  6. Red retrives roll 2, fail, Detection Rate moves again.

  7. Blue retrieves roll 2 + 1 for 3, fail, Detection Rate now 4.

  8. Red retrieves roll 1, Detection Rate moves again!

  9. Blue retrives roll 3 + 1 for another fail, detection rate now 5.

  10. Red retrives roll 5, fail, moves again…

  11. Blue retreives roll 1, fail, now at 6…

  12. Red retrieves roll 5, we're about done here…

  13. Blue retreives roll 3 and that's the game.

AAR

This is interesting that a string of bad rolls shut the game down really fast. I wonder if there is a way to mitigate that? If not, there ought to be something.


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