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First Lego League in Virginia and DC


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Michael Blanpied <[log in to unmask]>
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Michael Blanpied <[log in to unmask]>
Fri, 21 Nov 2008 22:18:28 -0500
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At 6:10 PM -0500 11/21/08, Stuart & Lori Roll wrote:
>The unasked question seems to be "Shouldn't the game be easier for 
>the weaker teams so they won't get discouraged?".  That may be a 
>valid question to ask after the season is over and I'd be curious to 
>see people's thoughts on the matter.  I think the biggest 
>problem was people's expectations.  They thought they could score 
>points as easily as last year and got frustrated when they couldn't.


True, last year's board had a lot of simple push-and-return type of 
missions. But this year too, I thought that there were enough 
pretty-darn-easy missions that discouragement would be avoided. 
Looking at the board, I figured that most teams would be able to get 
one ball in the reservoir, trigger the storm, leave three (or two if 
unlucky) levees standing, and push a blue/gray guy to the mountain, 
for 45 points. Flip up the flood barrier to make it 60, and drive 
into the yellow grid area to make it 70. So I was surprised at the 
end of the day to see a lot of points in the 20's and 30's, but 
didn't have the chance to see those runs so am not sure what was 

I second your kudos to Scott and whoever else designed the board and 
the rules. Last year the Q&A blog had many more entries, and this 
year a very modest number of clarifications were needed. Very well 


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