Forum
KDice spinoffs
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jurgen wrote
at 6:30 AM, Tuesday August 24, 2010 EDT
I don't remember if there ever was a good thread created to group all proposed KDice variations.
If there was (I vaguely remember one), can someone please link me? If not, I feel like starting one here ***SOME GUIDELINES TO KEEP THINGS SLIGHTLY ORGANISED*** *if you have an idea, give it a good short name and start your post with it *if you want to comment or post suggestions for an idea, clearly mention the ideas name *if you want to rate one or some ideas, try something like this: idea A: +2 or ++ (great idea) idea B: -1 or - (bad or not fun idea) idea C: +1 or + (not too bad but not a priority or seen better) *if you know of good ideas in a seperate post, you can post the link or even better: directly copy the ideas description (+author)so all info is here |
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jurgen wrote
at 7:36 AM, Tuesday August 24, 2010 EDT I just wanted to add that there are two categories for variations:
1) games that would need extra coding by Ryan 2) variations that can be played now (if needed, with alts on a 0 table) |
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jurgen wrote
at 8:24 AM, Tuesday August 24, 2010 EDT Phoenix game
************ This needs a 30+ land table. It probably won't be the best idea ever but I was thinking about it ealier and I really think a KDice variation where there is some sort of kill protection would be fun. So this is provisional but I can use some input. It's winner takes all, so 1st: +600 and 2->7: -100 The main theme is that you can't immediately kill a player so people can keep building up, with backstabbing later. It would need some testing but either you can't kill a player's last 2 or 3 lands. 3 looks best with a 36+ territories table, 2 with smaller tables. For a player to win, he needs to bring every player alive down to 3 lands. If that is the case, the option to killing the remaining lands activates. I fear that some games will drag on too long (especially with experienced players who know how to work together, backstab, come back, etc etc). So there needs to be something to speed things up. I was thinking of having people autoflag if they cant get to a 4th land within a given number of turns after being reduced to 3 lands. I see potential problems with 1 2 trucing, so it would need an extra restriction. I am still thinking about what would be most efficiƫnt but it would have to be something like 1 and 2 can only attack each other after a certain % of combined board domination occurs. |
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jurgen wrote
at 8:45 AM, Tuesday August 24, 2010 EDT Polar Bear Cubs Game
*************************** The main theme here is similar to A polar bear usually having 2 defenceless cubs and defending them with their life. So this would need a 6 player table, with 2 teams of 3. There would be 2 randomly assigned players who get much more lands and dice. The 4 other players get a less strong start. I see 3 possiblities: 1) each small player gets randomly assigned to a big player so no chosing 2) the 1 big + 2 small teams are already decided by the seats you sit so you know who your team is before the game 3) after it is randomly determined which 2 players get to start big, the other 4 can pick their big team mate in a randomly determined order. Once 2 small ones picked the same big player, the remaining small players get assigned to the other big player Now the game can start. The aim is for your team to win of course but the big player needs to defend his "cubs" to get maximum points for the victory. It's difficult to come up with good point gain/losses at this time but I would give the same + or - to every team member. Points will be awarded for the final victory but also for killing an enemy "cub" or "mum".So in theory a team can win with only 1 cub surviving and killing the other team |
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jurgen wrote
at 9:08 AM, Tuesday August 24, 2010 EDT lol, I think I can easily bring this thread to 100 all by myself
I was going through my mails to Ryan and this is the part of one (dating from March 2008 lol) with some early ideas: A kdice version with only points for 1st (+ extra points for every opponent you kill) would require a totally different game strategy but would also be so much fun Quickdice: where the objective is to be biggest (depends: dice or lands) after certain number of turns (5,7,10?) would be nice and would be great for the people that have good table reading skills Teamdice: lol, a safe place for people to get rid of their PGA needs anonymousdice: no chat, no names, random sitting: I would love it but I am affraid IM would be used :-( emperordice: 1 random player starts with something like 14-16 lands and half the dice. other players can attack only one other rebels per turn to avoid going for 2nd too early. The objective is to kill the emperor together while also trying to end as big as possible (fun choice: do i join the rebellion 100% or do i stay a bit more conservative and count on emperor winning and go for the easy 2nd. stackeddice: you have people that are really good at the 8v8 part of the game. I can imagine a game where starting lands are just as random as now but all stacks are filled (+ something like 16 extra dice for first two to start, + 24 for 3 and 4, +32 for last 3) . Good reconnecting skills (and i am affraid to say some luck too) will make this a nice addition to all kdice variants. fourdice: Another similar one with a maximum of 4 dice on a land might be nice too since then you would reach maximum stack size very early and it would be another strategy adaptation to find a good balance between expansion and stacking |
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jurgen wrote
at 10:11 AM, Tuesday August 24, 2010 EDT Survivor
********** this setup could have different approaches for people dropping off but the basic idea is that players drop out of this game every X turns. If a person gets killed before a cutoff round, that could count as the next dropoff so there will be no automatic dropoff that time I was thinking a player dropping off every 5 rounds would be good so the game ends after round 30. You could kick out the player with: 1) lowest land total 2) lowest dice total 3) lowest avg lands total (avg from entire game or from last 5 turns) 4) lowest avg dice total. |
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greekboi wrote
at 1:02 PM, Tuesday August 24, 2010 EDT these are all creative and sound fun...imagine a kdice server that had multiple types of games that wuld be awesome
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jurgen wrote
at 10:52 AM, Wednesday August 25, 2010 EDT thx greekboi
I am gonna combine a few or I will never get through my list Rambodice ********** Everything happens like a normal kdice game, only you receive extra dice for connected lands (as usual) + 1 bonus dice for each successful attack that turn. No more slow expanding! You could add a bonus dice for each attack but I don't think it will work out as well Fog of war *********** You can only see the lands bordering your lands. No attack log of rolls from lands you cant see in the fog. Lands that you lose keep showing the info of the bordering lands for 1 extra turn, captured lands you had for over 5 turns still give info for 2 turns. This idea has been mentioned before, can?t find the link to credit the author (but could have been me) Paratroopers ************* You can attack any land from anywhere. 2 options: 1) one attack a turn to a non- bordering land, + of course as many as you want to bordering lands 2) attack non-bordering lands as much as you want (seems too much but could give epic rebasing games). It?s dangerous to create many islands like that because stacking would be like in normal games Luckfreedice ************ +1, +2, ? always wins (no dice rolling), sorry but -X laways loses First +0 aka XvX of the game you roll wins, next XvX you make loses, 3rd wins, 4th loses, etc etc. Stacking is +1 dice on each connected land. 8 stacks stay 8s but these wasted dice go to the biggest island stack until that?s an 8. It?s possible that there is a forced tie between 1 and 2. OneDicetoRuleThemAll ************************ Normal game + normal refills + as extra at beginning of your turn: pick 1 of your lands to put 1 extra dice or pick one enemy land to remove 1 dice variation: you could add an extra bonus + or - dice each turn for every kill you had that game so far. Up next: Stripdice Madnessdice Slooooowdice Mad Max Siamese Twins Hotspots Cannibal Double Blind Date Wastedice 1HitHeaven FixFill Swapdice Socialism |
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greekboi wrote
at 11:29 AM, Wednesday August 25, 2010 EDT holy shit jurgen good work i hope Ryan reads these and likes a few...or what we could do is make a poll once all the ideas have been thrown out and see which 1 or 2 people like the most
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jurgen wrote
at 12:02 PM, Wednesday August 25, 2010 EDT yeah, I was hoping to get all my ideas typed out by the end of the month and then maybe make a poll beginning of september. But everybody's ideas are still very welcome.
For the moment I am focussing on the ideas that need coding. After that I have a few ideas that could be played on 0 tables immediately. I have one idea that I am saving for last: KDice: The Gathering, in the spirit of the card game Magic: The Gathering. But that will still need a lot of thinking through and it will probably be impossible to code anyway. It will include many different extra options that gradually unlock after the number of turns and the number of connected dice. Those extra options (guaranteed roll wins,+X roll bonus, land swaps, 1 round cut protectors, permacapture a land etc etc) would cost a certain number of your dice reserve. To be complex and fun enough, it would need like 50 land tables or less players on a 35 land table. |
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leeeroy jenkins wrote
at 9:54 AM, Thursday August 26, 2010 EDT i give Ryan a 0% chance of coding any of these...
but i propose king of the hill, where the winner is 1st to rack up a # of rounds (or turns?) in 1st place. once someone wins, the rest of the points are divvied up according to how many turns the other 6 players spent in 1st. keeps everyone sniping at 1st, and would make an interesting balance between killing whoever's in 1st/2nd and getting rid of the weaker players |