Hello again @Chief_Engineer! Thanks for the feedback! That is definitely interesting behavior regarding the dragon attacks stoping part way down the line of blinks. We will have to do some more play testing to see if we can replicate the bug that you witnessed. Our goal is to get the game to work fully with as little as six blinks, but the game is definitely more fun and plays a bit smoother on a larger numbers of blinks. This is largely due to how the blinks are communicating the dragon attack signals.
We are in the process of re-writing the rules for the game, and there are some things that have changed from the original game instructions. For context, the lair blinks only display treasure on their faces that are open and available for connection from the treasure hunter blink. I have attached a picture of what this looks like in a larger configuration below. Since in your setup the blinks are in a line, each blinks has four faces open for connection. If you were to put a bunch of blinks together in a large circle cluster, only the outer edge faces would be showing color since they are the only ones available for connection.
Players have 3 health points and you are right that their isn’t really any way to determine your current health level. Originally health was going to be tracked by 3 white lights on the unused faces of the treasure hunter blink. Unfortunately, the Blinks game pieces have a large amount of color bleed, so adding these white lights really washed out the colors of the treasure hunter blink and made it really hard to tell where the player needed to connect. We eventually settled on notifying the player that they start with three health and trying to make it very obvious when damage is taken by showing a bright red flash.
Treasure hunter blinks switch to score mode as soon as the loose all three lives. The score mode methodology is that the score is presented in a series of color flashes. 2 faces show yellow flashes, 2 faces show green flashes, and 2 faces show red flashes. The yellow flashes are worth 100 points, the green flashes are worth 10 points, and the red flashes are worth one point. So a score of 231 would be 2 yellow flashes, followed by three green flashes, followed by one red flash. There is then a small gap before the pattern resets.
I’ve noticed the same thing one my blinks regarding data transmission even when they aren’t connected. It is my understanding that blinks use IR light to send signals to one another from each face similar to a television remote. A side effect of this, is that the IR signal continues to travel in a straight line from the sides of the blink even when not connected (at least for short distances) and this signal can be picked up by other blinks if they are perfectly aligned. Unfortunately I am not yet aware of any way to ensure that a genuine connection is made and not just the signal. To solve the issue in this game I recommend keeping the treasure hunter blink at least a few inches from the lair unless immediately going in for a connection.
Thanks again for the feedback! We definitely appreciate it!