Is P2P or client-server architecture better for my game?
<p>I'm about to develop a simple 2D game something like chess, checkers, or reversi. There are only simple animations of the players pieces. No complicated math nor graphics therefore I'm wondering if it is better to go with P2P over a client/sever approach.</p>

<p>The game will be an iPhone/iPod Touch game (and later on run in a Web browser game using Cappuccino). Two iPhone players can play when near each other via bluetooth/bonjour. Or the game can be played against other remote iPhone players via the internet, iPhone to iPhone; (and later on - iPhone to Browser; or browser to browser).</p>

<p>The game starts off with two players, each having an agreed upon number of pieces to place on the board.</p>

<p>Both players are constantly connected because the game will have a countdown timer that is set to an agreed upon time limit of 10, 20, 30 seconds in which the active player (Player A) must make a move. If the Player A doesn't make a move before the timer counts down to zero the Player A will lose his turn and the opposing player (Player B) will become the active player. The timer count is displayed on each player's screen.</p>

<p>The game ends when the players run out of pieces, with the player having the most pieces on the board declared the winner. </p>

<p>Can I please get your thoughts on which is better for my game? P2P or client/server?</p>
