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Rotten Cookies posted:So I was watching Sealab 2021 and fuckin' around with dice and had an idea. You know, Pods going critical and poo poo. Its sounds like from this description like a co-op snakes and ladders? We roll a dice to decide which dice to roll. Stick the dice we get on the pods then roll those to see if we succeed or fail? What's the decision point for players in the game? In a 4 players game for example you roll purple in your case so you roll 4 Purple, 4 Green and 4 Yellow dice. You then roll those dice and say average rolls you'll have 14 as the TN on each pod. You then allocate 4 of the dice, obviously none of these rolls can save a pod at tn 14 individually, if you allocate all 4 dice to a single pod you have a 50/50 chance of saving it. Second round of allocating you have another 50/50 chance of saving the pod. Because you allocate the dice before you roll you've no idea if you're over allocating or not. It's just going to be a total crap shoot isn't it? Yeah some round the TN's will be 4 but an equal number of rounds they will be 52. I'm assuming the tweak to make it meet or beat the target because otherwise the green pod is extremely difficult to save, if you do not roll a 1 on the TN roll then it cannot be saved. Aramoro fucked around with this message at 17:46 on Feb 26, 2020 |
# ¿ Feb 26, 2020 17:43 |
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# ¿ May 21, 2024 03:16 |
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Ah ok, I thought the dice got allocated to the pods of the same colour and you rolled those colour of dice to set the tn's for some reason.
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# ¿ Feb 26, 2020 18:28 |
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Frozen Peach posted:I really want to include some anti-cryptocurrency mechanics, but I can't figure out a way to make those fun. Maybe if I get published and they want me to make an expansion that'll be a feature of the Black Hat expansion. oops 51% attack forked all your transactions, need to keep that mining pool diverse.
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# ¿ Feb 28, 2020 15:56 |
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Whybird posted:There's a mechanic that I recently ended up developing by accident that I haven't seen anywhere else and I'd like to share. Is this not how Land Air and Sea works to a large degree?
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# ¿ May 28, 2020 10:30 |
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The choosing a value from a fixed hand is a pretty weel established mechanic, see things like Libertalia where everyone has the same cards and you all pick on round on round. Air Land and Sea you're picking from a fixed deck I think but peoples hands are different turn to turn. Thinking about it it is how combat is resolved in Kemet. You have a hand of cards which are more complex than a single number but still the concept is the same.
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# ¿ May 28, 2020 13:52 |
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What's your timezone?
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# ¿ Jun 26, 2020 19:54 |
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burexas.irom posted:Oh, okay, I think I get what you're saying now. I think you're leaning into the uncontested bids zone slightly, if you think through say a 3 player game. There are 3 cards to bid on, everyone get X tokens (X is irrelevant because everyone has the same). Player A has a bonus to bidding on Blacksmith cards , players B and C have nothing yet. Everyone wants to get a card because not buying a card is bad. For players B and C it's pointless to bid on Blacksmith as player A has that down. So for B and C they have a couple of options, go all in on one card and win it, or split 50/50 on the other 2 and win the one the other player doesn't want. Player A can of course bid X-2 on the Blacksmith card and 1 on each the other just in case. As you saw in your own playtest people will just tend to go all in on a card. I still don't get why the influence is random, it varies the power of the bonus cards a little but not enough to be interesting I don't think. Just give everyone 12 tokens? Prisoner's Dilemma games are always really tough to balance into something that's fun. If this plays up to 4 players there's a chance this turns into just a deeply frustrating experience for the person who fails to get on the escalator at the start as now they're in the same position as they were on turn 1 but everyone else has some bonus or another. If they fail again, which is just as likely all they do is fall further behind with no prospect of being able to catch up. One question, at what point are cards added to bids? How do you keep that secret or is that public knowledge?
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# ¿ Sep 7, 2020 09:49 |
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burexas.irom posted:This is an example of a special event in the King's deck, namely a quest: In a 3 player game if everyone supplies 1 does everyone lose 1 point? Is what the effect spreads on ties means?
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# ¿ Sep 7, 2020 09:53 |
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burexas.irom posted:I'm okay with this scenario, because the uncontested bid was earned twofold: by smart bidding when the playing field was level and by opting to take the influence effect instead of the resources on the won card. Also, the uncontested player may opt to bid just the influence effect card on the corresponding courtier card knowing he's not going to be contested, and try and go for a second card with the rest of their influence. I do think you need something to keep the game interesting, how long do you think it will take to play, how many rounds of bidding are there? If the game is fast like 15-20 mins go wild. If you're expecting folk to sit down for an hour then it needs some game to it. if you had any written up games they'd be interesting to see how they played out. burexas.irom posted:It's secret, like the rest of the bid. That's why the trays are so big, to fit a card. Since it's a bluffing game I'm okay with players talking about their bids and making it clear they are using the advantage, kinda plays into the whole court intrigue narrative. Can you think of a reason to force keeping it secret or public? It's really just the logistics of picking up a card and secretly putting it behind a screen.
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# ¿ Sep 7, 2020 21:46 |
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MrBlarney posted:Secondly, if you have cards such that a player would rather retain an influence token instead of gaining the card, then you might want to eliminate those cards from the design and raise the floor level for card power. Winning a card should always feel good -- there's enough bad feelings in the game already from making a substantial bid that loses out to another player or not getting any rewards in a single round. I think this is really the crux of the issue with games like this which can just be bad feeling generators. That turn where you get nothing is going to feel terrible, much worse than the other rounds where you get something. I know I asked this previously but I think knowing how long the game is kinda matter here. I get that it's variable based on drawing a specific card but is that ~10 rounds or a 100. Your King deck looks reasonably chunky, like 40 cards? So that would make a game length between 31 and 40 turns. If you clip through that at 5 mins a turn which doesn't seem unreasonable for a 4 player game especially if you get rid of the randomised influence. so somewhere in the 2 1/2 - 3 hour mark. If that's a 20 card King Deck then, 1h 20 mins to 1h 40 mins. Is that what you were imagining?
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# ¿ Sep 15, 2020 17:07 |
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# ¿ May 21, 2024 03:16 |
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It seems OK, not sure about the game itself, you'd need to do some analysis on how often its possible to draw an impossible sum. One bit was confusing in the examplesquote:
That isn't explained in the rules at all as I see. When you have 2 Aces with 2 cards you resolve the right Ace and use that as the third value for the left Ace, no choice is given.
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# ¿ Mar 26, 2023 23:19 |