Frankly, I’m not a huge fan of Risk. In my younger days I used to think it was an excellent game, but after I was exposed to eurogames, its flaws become more evident. Now that I know better, I would say the game has the flaws of having player elimination, too much downtime, far too much luck, and overly dominant strategies (take Australia and hold). Despite this, I will always have a certain fondness for the game because of the enjoyable times I’ve had playing it.
Last night, I ran into an ad for a web site called conquerclub.com. While they never actually mention Risk (for legal reasons, I’m sure), let’s just say that they provide the ability to play a game very similar to Risk for free online. I think online play is a great match for Risk, because it mitigates key flaws in the game. I no longer mind player elimination since I don’t have to sit and watch, and I don’t mind the typical downtime for the same reason. In addition to this, they have different boards you can try and some rule variants that would be difficult to implement in a face-to-face game. Most games require you to move once per day (although if you don’t, your bonus armies will carry over to the next turn).
Last night I signed up for my first game, which differs from the regular game in two key ways: there is no set turn order, and the fog of war is enforced in the game. The lack of turn order is primarily to reduce wait time, but could still affect player strategy. My first thought is to wonder if players sometimes string two turns together (by moving at the end of one turn, and the beginning of the next) in order to blitzkrieg a position. Adding a fog of war, however, is something I expect will change the entire dynamic of the game. Not knowing the state of the rest of the map adds a huge uncertainty to any large-scale plans you might hope to carry out on your turn. Bottling yourself up in Australia is no longer nearly as attractive if it means you’re unaware of the world scene; and taking one country away from an opponent to prevent them from gaining a continent bonus is no longer obvious if you’re not sure who holds the other side of the continent. It adds a whole new reason to stage an attack – for information. I’m definitely looking forward to seeing how this might add new life to the game.
In fact, just for fun I'm throwing down the electronic gauntlet - I have just created a new game (#1719311). Join if you dare. I'll see you on the battlefield.
Thursday, January 31
Wednesday, January 30
"I'm not dead yet"
It’s been ten days since my last post. That makes me a bad blogger and means I’ve rather quickly failed out on one of my gaming resolutions, but that doesn’t mean I’m going to abandon it. I’ll just have to jump back on the blogging wagon and try harder this week. I’ll start back with a quick update of what’s been going on.
I had a party on Jan. 19th, and several party games were played which I can add to the game count: Lost Cities x 2, Snorta x 2, Scene It, Transamerica and the Bucket King. The new game count is 32.
Last Saturday (Jan 26th) I managed to rope a couple of friends into trying out the simple “Cattle Baron” prototype. The comments about the gameplay were encouraging and the game seemed to work well. However, the comments about the quality of the prototype were not very positive. I can’t really disagree – placing paper fence pieces on paper tile pieces lends itself to quite a bit of sliding around. My next order of business on this project is to fabricate a prototype that is a little more robust. Afterwards, we got in a game of Ticket to Ride: game count 33.
I broke down and bought Rock Band over the weekend. It’s very hard to find it for the PS2 and I saw two copies when I was walking through Best Buy. As expected, it’s a very addictive time-waster and probably has a bit to do with my dearth of posts.
I had a party on Jan. 19th, and several party games were played which I can add to the game count: Lost Cities x 2, Snorta x 2, Scene It, Transamerica and the Bucket King. The new game count is 32.
Last Saturday (Jan 26th) I managed to rope a couple of friends into trying out the simple “Cattle Baron” prototype. The comments about the gameplay were encouraging and the game seemed to work well. However, the comments about the quality of the prototype were not very positive. I can’t really disagree – placing paper fence pieces on paper tile pieces lends itself to quite a bit of sliding around. My next order of business on this project is to fabricate a prototype that is a little more robust. Afterwards, we got in a game of Ticket to Ride: game count 33.
I broke down and bought Rock Band over the weekend. It’s very hard to find it for the PS2 and I saw two copies when I was walking through Best Buy. As expected, it’s a very addictive time-waster and probably has a bit to do with my dearth of posts.
Labels:
Cattle Baron,
Game count,
Game design,
prototype,
Rock Band
Sunday, January 20
Ludiquest 2 solved...mostly
Someone sent me an answer early this morning, but it was incomplete. I thought they should recheck their work, and then I decided perhaps I should recheck mine. Sadly, I found one of the numbers was wrong and this would stop players from moving onto the next phase. So, since the person who emailed me answered as far as the error would allow, I am giving them the prize. I still want people to get to the end, so I will put up a second prize for anyone who finds the final answer. That prize will be a shrink-wrapped copy of Hollywood Blockbuster. I've corrected the last number in the sequence below to be 56 and I apologize for the error. Play on!
With Roman count "as 102"
You’ll read the writing on the wall,
But you will need to change your view
Before you make the proper call.
You’ll read the writing on the wall,
But you will need to change your view
Before you make the proper call.
57 76 57 48 57 55 57 57 57 56
Where does c = 100?
Where does 1000001 = 65 = A?
When does pi = 180?
Where does L = 5?
*This number changed from 54
Saturday, January 19
LudiQuest 2 Hints
So it's been two weeks and no one has solved the LudiQuest. In fact, no one has even gotten far enough to see the next clue. I guess it's harder than I thought. So below I have added some hints. The hints are questions themselves, but not terribly difficult ones. They should be enough to guide you through the steps you need to solve the puzzle. Good luck!
With Roman count "as 102"
You’ll read the writing on the wall,
But you will need to change your view
Before you make the proper call.
57 76 57 48 57 55 57 57 57 56*
Where does c = 100?
*Corrected last number in sequence from 54 to 56.
With Roman count "as 102"
You’ll read the writing on the wall,
But you will need to change your view
Before you make the proper call.
57 76 57 48 57 55 57 57 57 56*
Where does c = 100?
Where does 1000001 = 65 = A?
When does pi = 180?
Where does L = 5?
*Corrected last number in sequence from 54 to 56.
Friday, January 18
Design in Progress: “Cattle Baron”
Previously I mentioned that one of my New Years’ resolutions is to develop one of my own game ideas sufficiently that I’m comfortable submitting it to a publisher. While I have a few different options for ideas I’d like to limit it to one that is relatively simple (to make sure I have enough time to do it right), cheap to produce (since I think a publisher might not want to take a big risk on a new designer), and promising. Based on these criteria, I have culled out one of my more recent ideas and I will be concentrating on it.
The concept involves using both tile-laying and area enclosure, in order to create area majorities. The best analogy I could come up with to explain the gameplay (and therefore my choice for the working theme) is that of cattle ranchers fencing off different parts of a pasture in order to gain possession of the most cows (all the cows within an enclosure are scored by you if you have the most). There will be a limited amount of pasture tiles and fences which either player may place in turn. Different types of cattle will appear on the pasture tiles with each player being trying to create fields that have majorities of that type. The game will likely be two-player only. My working title is “Cattle Baron”, although I also like “Don’t Fence Me In”.
I created a very simple prototype a couple of weeks ago and tried playing against myself to see where it went. While there was some gameplay there, the tactics were more limited than I had hoped. You could both find scoring opportunities and respond to your opponent, but trying to defend against what your opponent might do was quite difficult. Recently, I’ve created a new prototype which I have yet to test. I’ve changed the configuration of the fields in order to make placing fences a little more difficult and I’ve added “neutral cows” that add to scoring, but don’t help make majorities for either player. I’m hoping these changes add to the tactical possibilities.
New Hints: Additional (and more substantial) LudiQuest 2 hints will be posted tomorrow.
Two more games played last night (Evo, Unspeakable Words) brings my game count to 25.
The concept involves using both tile-laying and area enclosure, in order to create area majorities. The best analogy I could come up with to explain the gameplay (and therefore my choice for the working theme) is that of cattle ranchers fencing off different parts of a pasture in order to gain possession of the most cows (all the cows within an enclosure are scored by you if you have the most). There will be a limited amount of pasture tiles and fences which either player may place in turn. Different types of cattle will appear on the pasture tiles with each player being trying to create fields that have majorities of that type. The game will likely be two-player only. My working title is “Cattle Baron”, although I also like “Don’t Fence Me In”.
I created a very simple prototype a couple of weeks ago and tried playing against myself to see where it went. While there was some gameplay there, the tactics were more limited than I had hoped. You could both find scoring opportunities and respond to your opponent, but trying to defend against what your opponent might do was quite difficult. Recently, I’ve created a new prototype which I have yet to test. I’ve changed the configuration of the fields in order to make placing fences a little more difficult and I’ve added “neutral cows” that add to scoring, but don’t help make majorities for either player. I’m hoping these changes add to the tactical possibilities.
New Hints: Additional (and more substantial) LudiQuest 2 hints will be posted tomorrow.
Two more games played last night (Evo, Unspeakable Words) brings my game count to 25.
Wednesday, January 16
Ra Review
Ra is by now a classic eurogame, but it’s relatively new to me. It’s also the prize in this month’s LudiQuest and it seems only fair to let people know what they’re trying to win by way of this review. Ra is a game for three to five players, was designed by Reiner Knizia, and most recently published by Uberplay.
The gameplay in Ra centers around gathering a variety of scoring tiles in order to garner the most points in the game’s three scoring rounds (or “kingdoms”). At the beginning of the game, players each receive three “sun tiles” (or four, in a three-player game) which will be used to bid on tiles in order to gain victory points (technically called “fame”, I think). The tiles are numbered one through thirteen (or up to sixteen, with five players) with the tile numbered one starting in the middle of the board.
On each player’s turn, they can do one of two things: Take a tile from the bag or call for an auction. If they take a tile from the bag, they generally add that tile to the group of things which will later be auctioned. The only exception to this is that if they draw a “Ra” tile, which instead forces an auction to be called immediately. When an auction is called, the person who initiated the auction (by calling it intentionally, or by drawing a Ra tile) bids last, with each player bidding once only. You may only use one of your sun tiles to bid with, so there are only three possible bid values (plus zero for a pass). If a player started an auction intentionally, they must bid if everyone else passes. When someone wins an auction, they take all the tiles and the sun tile in the middle (which cannot be used until after the next scoring) and put the tile they bid onto the board to become part of the next auction. The scoring round ends when a certain number of Ra tiles are drawn. The gameplay itself is very simple – there are few kinds of decisions to make and each one has very few choices. When learning the game, the more daunting task is keeping track of the many different types of tiles and how they work to add (or subtract from) your score.
Gold tiles are the simplest, giving a player three points during scoring and then being removed from the game. It is important to get at least one Civilization tile each round, because you lose five points during scoring if you have none (you start the game with a score of ten). Getting positive points with them requires you to acquire at least three different types before they are removed at the end of the scoring round. Pharoahs score five points each round for the player who has the most, while the player who has the least loses two points. You keep pharaoh tiles until the end of the game. Land is another tile type you get to hold onto, but they don’t score anything without having at least one flood tile (which goes away after scoring). As long as you have a flood, all lands and floods score a point apiece. Monuments don’t score until the third and final round of the game, but can be worth a massive amount of points if you have a lot of them. You score is based on both how many types of the 12 you’ve collected and on how many sets of three or more (bigger sets are worth more) you’ve collected. God tiles can be expended to allow a player to steal a tile from the “tableau”. If you do so, this is the only action you take on your turn. If you don’t do so, you’ll instead turn them in for two points during scoring. Finally, there are disaster tiles. Disaster tiles score no points – acquiring one means you have to remove two tiles you already own. Disasters affect pharaohs, civilizations, lands (and floods), or monuments, depending on the type.
The strategy in Ra centers around 1) how much groupings of tiles are worth to various people and 2) when to call an auction. By calling an auction to exploit a gap in the values of others’ tiles, you can often pick up a bargain.
Overall, Ra is a light game with quite a bit of luck. You can manage this luck to a certain degree by choosing whether or not to play “press your luck” at the end of a scoring round by gambling on how many valuable tiles might come out before the next Ra tile ends the round.
It moves quickly (once you learn the tiles) and has very little downtime. Based on these factors, I will rate it a 7.5 out of 10.
P.S. I got in some games on Saturday morning and increased my 2008 game count by six to 23(Pillars of the Earth, Clans x2, Evo, 24/7 x2)
The gameplay in Ra centers around gathering a variety of scoring tiles in order to garner the most points in the game’s three scoring rounds (or “kingdoms”). At the beginning of the game, players each receive three “sun tiles” (or four, in a three-player game) which will be used to bid on tiles in order to gain victory points (technically called “fame”, I think). The tiles are numbered one through thirteen (or up to sixteen, with five players) with the tile numbered one starting in the middle of the board.
On each player’s turn, they can do one of two things: Take a tile from the bag or call for an auction. If they take a tile from the bag, they generally add that tile to the group of things which will later be auctioned. The only exception to this is that if they draw a “Ra” tile, which instead forces an auction to be called immediately. When an auction is called, the person who initiated the auction (by calling it intentionally, or by drawing a Ra tile) bids last, with each player bidding once only. You may only use one of your sun tiles to bid with, so there are only three possible bid values (plus zero for a pass). If a player started an auction intentionally, they must bid if everyone else passes. When someone wins an auction, they take all the tiles and the sun tile in the middle (which cannot be used until after the next scoring) and put the tile they bid onto the board to become part of the next auction. The scoring round ends when a certain number of Ra tiles are drawn. The gameplay itself is very simple – there are few kinds of decisions to make and each one has very few choices. When learning the game, the more daunting task is keeping track of the many different types of tiles and how they work to add (or subtract from) your score.
Gold tiles are the simplest, giving a player three points during scoring and then being removed from the game. It is important to get at least one Civilization tile each round, because you lose five points during scoring if you have none (you start the game with a score of ten). Getting positive points with them requires you to acquire at least three different types before they are removed at the end of the scoring round. Pharoahs score five points each round for the player who has the most, while the player who has the least loses two points. You keep pharaoh tiles until the end of the game. Land is another tile type you get to hold onto, but they don’t score anything without having at least one flood tile (which goes away after scoring). As long as you have a flood, all lands and floods score a point apiece. Monuments don’t score until the third and final round of the game, but can be worth a massive amount of points if you have a lot of them. You score is based on both how many types of the 12 you’ve collected and on how many sets of three or more (bigger sets are worth more) you’ve collected. God tiles can be expended to allow a player to steal a tile from the “tableau”. If you do so, this is the only action you take on your turn. If you don’t do so, you’ll instead turn them in for two points during scoring. Finally, there are disaster tiles. Disaster tiles score no points – acquiring one means you have to remove two tiles you already own. Disasters affect pharaohs, civilizations, lands (and floods), or monuments, depending on the type.
The strategy in Ra centers around 1) how much groupings of tiles are worth to various people and 2) when to call an auction. By calling an auction to exploit a gap in the values of others’ tiles, you can often pick up a bargain.
Overall, Ra is a light game with quite a bit of luck. You can manage this luck to a certain degree by choosing whether or not to play “press your luck” at the end of a scoring round by gambling on how many valuable tiles might come out before the next Ra tile ends the round.
It moves quickly (once you learn the tiles) and has very little downtime. Based on these factors, I will rate it a 7.5 out of 10.
P.S. I got in some games on Saturday morning and increased my 2008 game count by six to 23(Pillars of the Earth, Clans x2, Evo, 24/7 x2)
Saturday, January 12
LudiQuest II Hint
No one has solved the LudiQuest yet, so it's time for a hint. This is a small one. The puzzle is repeated below, albeit with a small addition (your hint). Good luck. If no one has solved it around this time next week, there will be a bigger hint.
With Roman count "as 102"
You'll read the writing on the wall,
But you will need to change your view
Before you make the proper call.*
57 76 57 48 57 55 57 57 57 56*
*Corrected last number in sequence from 54 to 56.
Friday, January 11
Hint coming; new games played
No one has solved LudiQuest #2 yet (or even made it to the next section), so I’m posting a small hint tomorrow. If need be, I have more hints ready to post next weekend also.
Last night I got a chance to play two new games: Thebes and Race for the Galaxy. That brings the 2008 game count up to 17.
I’m just polishing up the Ra review; it will be up later today.
Last night I got a chance to play two new games: Thebes and Race for the Galaxy. That brings the 2008 game count up to 17.
I’m just polishing up the Ra review; it will be up later today.
Tuesday, January 8
New Year’s gaming resolutions
So far this year I’ve played 14 boardgames.* That’s a much faster rate than is typical for me and bodes well for plenty of gaming goodness in 2008. I want to make sure I keep up that trend and so keeping up with tradition, I’m making some 2008 gaming resolutions.
1. Play the equivalent of a game a day: I’ve got a head start, so maybe I can actually get 366 (it’s a leap year) games in this year. I’m certainly going to try. I'll track my progress on this blog.
2. Finish a game prototype and get it polished enough to submit it to a publisher. I have plenty of game ideas. I even prototype some of them and bug my friends to play them. This year I resolve to keep my attention on one for long enough to make something out of it.
3. Post at least three blog entries a week. ‘Nuff said.
Just before the year started, I also played a couple of games of Ra. This brings my count up to five, which I think is enough to write a reasonable review. I’ll be posting it within the next couple of days.
* Games played: Bohnanza, Fearsome Floors, True Colors, Quoridor, 99 (card game), Pirate’s Cove, Vegas Showdown, Pitchcar, Fairy Tale, Zooloretto (x2), Phoenicia (x2), Buy Low Sell High
1. Play the equivalent of a game a day: I’ve got a head start, so maybe I can actually get 366 (it’s a leap year) games in this year. I’m certainly going to try. I'll track my progress on this blog.
2. Finish a game prototype and get it polished enough to submit it to a publisher. I have plenty of game ideas. I even prototype some of them and bug my friends to play them. This year I resolve to keep my attention on one for long enough to make something out of it.
3. Post at least three blog entries a week. ‘Nuff said.
Just before the year started, I also played a couple of games of Ra. This brings my count up to five, which I think is enough to write a reasonable review. I’ll be posting it within the next couple of days.
* Games played: Bohnanza, Fearsome Floors, True Colors, Quoridor, 99 (card game), Pirate’s Cove, Vegas Showdown, Pitchcar, Fairy Tale, Zooloretto (x2), Phoenicia (x2), Buy Low Sell High
Sunday, January 6
Portal
I’ve primarily discussed board games here and I expect that to be a common topic, but I don’t intend for that to be my only topic. I want to discuss games and game-like activities in all forms, especially when they’re new and intriguing like Portal.
I received “The Orange Box” as a Christmas present and over the weekend I tried the new Valve game Portal. The game has the standard controls of a first-person shooter, but instead of shooting enemies you are in a testing area with certain objectives to complete.
All of the gameplay derives from one new concept: imagine you had a gun that could shoot portals. More specifically, imagine you had a gun that could create either side of a portal at a distance. You can only have one portal open at a time and you must create both sides of the portal to use it, but you can move either end of your very own wormhole almost at will by shooting somewhere else. For convenience, the game differentiates the sides of the portal by color (orange and blue) and each mouse button shoots a different color.
All of the objectives would be impossible without the portal gun, but many are quite easy with its use. For instance, if I need to get across a pit of deadly radioactive waste, I can just create a portal next to me, then place the exit across the pit and step through. There are instances where you must retrieve crates and place them on floor switches or get a bouncing energy ball (whose touch would be fatal) to go to a certain place or traverse a course filled with stationary (but armed) battle androids or use a combination of portals and gravity to propel yourself over barriers. The puzzles contained in each level’s physical layout are clever and force you to explore the new possibilities.
It’s surprising how disorienting the portal can be. When you first look through a portal and see yourself from another angle, your brain tells you that person couldn’t possibly be you (especially since, odds are, your portal avatar looks nothing like you). It gets even worse when you're falling through portals with different orientations (like one the wall and one on the ceiling). I guess travelling through a tear in the spacetime continuum is bound to cause some vertigo, at least.
Initially there doesn't appear to be any story at all as you progress through the game, just a series of "testing rooms" with excellent puzzles. You are often given instructions or commentary from the AI adminstering the test. The comments by the AI are often funny and sometimes a bit creepy. They set the narrative that you'll play out at the end of the game and keep you entertained along the way. The last level contains most of the story, and is one my most enjoyable gaming experiences in quite a while.
It's definitely shorter than most computer/video games that come out today. I liked this, since it meant I actually had time to finish it. There are bonus levels and harder versions of the original maps for those who are looking for more to do. More to the point, the ending of the game was great and I will remember it for years to come. I'd recommend this to anyone who owns a PC. If you don't want to buy the entire Orange Box package, you can download the game individually from Steam for $20.
I received “The Orange Box” as a Christmas present and over the weekend I tried the new Valve game Portal. The game has the standard controls of a first-person shooter, but instead of shooting enemies you are in a testing area with certain objectives to complete.
All of the gameplay derives from one new concept: imagine you had a gun that could shoot portals. More specifically, imagine you had a gun that could create either side of a portal at a distance. You can only have one portal open at a time and you must create both sides of the portal to use it, but you can move either end of your very own wormhole almost at will by shooting somewhere else. For convenience, the game differentiates the sides of the portal by color (orange and blue) and each mouse button shoots a different color.
All of the objectives would be impossible without the portal gun, but many are quite easy with its use. For instance, if I need to get across a pit of deadly radioactive waste, I can just create a portal next to me, then place the exit across the pit and step through. There are instances where you must retrieve crates and place them on floor switches or get a bouncing energy ball (whose touch would be fatal) to go to a certain place or traverse a course filled with stationary (but armed) battle androids or use a combination of portals and gravity to propel yourself over barriers. The puzzles contained in each level’s physical layout are clever and force you to explore the new possibilities.
It’s surprising how disorienting the portal can be. When you first look through a portal and see yourself from another angle, your brain tells you that person couldn’t possibly be you (especially since, odds are, your portal avatar looks nothing like you). It gets even worse when you're falling through portals with different orientations (like one the wall and one on the ceiling). I guess travelling through a tear in the spacetime continuum is bound to cause some vertigo, at least.
Initially there doesn't appear to be any story at all as you progress through the game, just a series of "testing rooms" with excellent puzzles. You are often given instructions or commentary from the AI adminstering the test. The comments by the AI are often funny and sometimes a bit creepy. They set the narrative that you'll play out at the end of the game and keep you entertained along the way. The last level contains most of the story, and is one my most enjoyable gaming experiences in quite a while.
It's definitely shorter than most computer/video games that come out today. I liked this, since it meant I actually had time to finish it. There are bonus levels and harder versions of the original maps for those who are looking for more to do. More to the point, the ending of the game was great and I will remember it for years to come. I'd recommend this to anyone who owns a PC. If you don't want to buy the entire Orange Box package, you can download the game individually from Steam for $20.
Saturday, January 5
LudiQuest II
Ok, so it’s time for the next contest. I’ve given it a new, shiny (if slightly goofy) name. I'm sorry to say I had to make a last minute change due to a "technical difficulty", but I think it will still be quite interesting. I had a few goals in mind when coming up with this contest, and I’d like to share them with you.
i. I want to make the contest difficult enough that no one will solve it on the first day. I don’t want this to be a case where within hours of posting the puzzle it’s been solved, and most people are out of contention before they’ve even read it. Optimally, I’d like it to be a week or more before someone wins. If I eventually need to dole out pieces to make this work, I will – but for now it is solvable pretty much as soon as it’s posted.
ii. I don’t want the puzzle to require advanced mathematics or dedicated computing power to solve. While it might require a bit of ciphering, I’d much rather a few "Aha!" moments are enough to do the trick.
iii. I want the contest to be completely free to play (apart from having certain ubiquitous services, like the one allowing you to read this web page).
iv. I want their to be the possibility that you’ll learn something new while solving it.
v. I want the puzzle to be fun!
So those are my goals – we’ll see how thing play out. Keep #3 in mind – this puzzle is free, and knowing that might help you avoid a certain path. The prize, as previously announced, is a new copy of the game Ra. Once again, you’ll be told where to send your answer. Have patience, be persistent, and good luck. Here it is:
With Roman count as 102
You'll read the writing on the wall,
But you will need to change your view
Before you make the proper call.*
*Corrected last number in sequence from 54 to 56.
i. I want to make the contest difficult enough that no one will solve it on the first day. I don’t want this to be a case where within hours of posting the puzzle it’s been solved, and most people are out of contention before they’ve even read it. Optimally, I’d like it to be a week or more before someone wins. If I eventually need to dole out pieces to make this work, I will – but for now it is solvable pretty much as soon as it’s posted.
ii. I don’t want the puzzle to require advanced mathematics or dedicated computing power to solve. While it might require a bit of ciphering, I’d much rather a few "Aha!" moments are enough to do the trick.
iii. I want the contest to be completely free to play (apart from having certain ubiquitous services, like the one allowing you to read this web page).
iv. I want their to be the possibility that you’ll learn something new while solving it.
v. I want the puzzle to be fun!
So those are my goals – we’ll see how thing play out. Keep #3 in mind – this puzzle is free, and knowing that might help you avoid a certain path. The prize, as previously announced, is a new copy of the game Ra. Once again, you’ll be told where to send your answer. Have patience, be persistent, and good luck. Here it is:
With Roman count as 102
You'll read the writing on the wall,
But you will need to change your view
Before you make the proper call.*
57 76 57 48 57 55 57 57 57 56*
*rhyme slightly revised to make it more clear
*Corrected last number in sequence from 54 to 56.
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