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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Contador wrote
at 2:33 PM, Wednesday September 1, 2010 EDT God I just told you Mustang.
The creator of this game doesn't give a shit about this game. In fact, no one gives a shit about this game. |
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ma1achai wrote
at 12:36 AM, Thursday September 2, 2010 EDT jurg I like the Siamese variations, but it would be interesting to have the twins get the lower of the two contiguous land masses. Once one twin dies, it reverts to the other twin getting his own dice. This could be interesting in two ways... first you might try to protect your twin to keep getting lots of dice. Second, if your twin is really hurting you, then you might decide that it is in you best interest to kill him off, so you can stack well. This prevents the larger twin from saving a 1-2 land twin for a higher position.
here's another game idea... probably easily coded: Border Patrol ====================== Dice reinforcements are distributed to the lands that have the most enemy territories touching them first. This would work to fortify borders a lot of times.. closer to what would happen in Risk. However, it can work against you too if you have islands... they may stack leaving you defenseless. Or the islands may stack quickly enabling fun connections across the map. And Contadore... if you don't care about the game, why troll the forums? I still think the game is fun... even though I don't play all the time anymore. Some months I can play and other not... but I certainly wouldn't be out on the forums of a game that I hate wasting my time. |
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Contador wrote
at 1:40 AM, Thursday September 2, 2010 EDT Unfortunately for you, you're not me. You're this guy:
About me: **FLAGS** I WILL ABSOLUTELY HONOR ALL FLAGS THAT ARE RAISED CORRECTLY. I will NOT honor flags that: - ARE WEAK FLAGS: do not overextend yourself so that you can bump up your flag and then expect others to honor it. If you can't hold that position at least for a couple of rounds, you don't deserve it. - ARE RAISED DIRECTLY AFTER THE PERSON ATTACKED ME: Don't take out some of my land and on the same turn flag... you wouldn't bomb a country and then try to truce with them the same day... you would be demolished. - ARE RAISED IN THE MIDDLE OF THE BOARD/BLOCKING FURTHER PROGRESS: If it is obvious that I need to cut through your land to further my position, DO NOT expect me to completely honor your flag. I will try to do so in the least damaging way, but I have to continue my game too. - GOLDEN RULE: A flag is not a ticket to freedom or a way out of a crappy game. It is a way to ASK (*NOT* DEMAND) that stronger countries not attack you. **TRUCES** ALSO, TRUCES COME BEFORE FLAGS. Except for some circumstances where it makes sense, I will always try to get my truce-mate into the topmost spot I can, regardless of which other lands have flagged. The benefit of being truced is that you and your trucemate should be able to trust that the other will follow the guidelines of being truced, which are: - DO NOT TURN ON YOUR TRUCE-MATE. PERIOD. - DO NOT ACCEPT A BETTER DEAL IF YOUR TRUCE FAILS... THAT IS SHADY. I think one of your reviewers summed you up quite succintly when he called you a "douchebaby." |
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jurgen wrote
at 5:35 AM, Saturday September 4, 2010 EDT Hotspots dice
************* The only difference to a normal map would be that some lands (clearly marked on the land) yield 2 or 3 dice instead of just 1 if they are part of the owners biggest connected base. Variation: regardless of being part of the connected base or not, you get the +1 or +2 bonus for the hotspots you own. Cannibal ********* normal game except: you receive 1 extra dice every turn for each opponent you killed so far. If a person flags out, the person that captured the most lands from that player receives the +1. If that gives a tie, both or more players get the +1. Variation: If you killed more than 1 player, the dice bonus could be more than just cumulative: 1 kill = +1; 2 kills = +3; 3 kills = +6 Screwyouall ************ a variation on Cannibal. After round2, there is a +1 dice restack bonus for each colour. Red +1 bonus goes to the player (or all players if a tie) who captured most lands from red so far. Same for green, purple,?.. Rainbow warrior *************** not the best idea but just writing it down, maybe it can be improved. You can only capture each colour once per turn. So if you captured a red land first, you can only attack the other 5 colours. If you gained 1 of all 6 colours, you can re-attack all 6 colours again. Double Blind Date **************** At the start of your turn 2 colours are randomly determined. You can only attack those 2 colours that turn. If you don?t like your 2 options, you can ante 2 of your next dice refill to get a third random colour. 2 more for a 4th. 2 more for all 6 colours. You can replace this ante system with another one: deduct 1 or 2 random dice from your present dice. Pickdice ********* The board is randomly generated with 7 x 5 stacks, 7 x 4,3,2,1 stacks. Random player can pick his 5 first, people (clockwise order) keep picking from the remaining 5 stacks until 7th player ?picks? last 5. This player can immediately pick his 4 stack. Every player picks his 4 stack but now the order is counter clockwise. So first to pick 5 is last to pick a 4. But he is first to pick his 3. 3 picks clockwise, 2 stack picks counter CW, 1 stack clockwise. Last player who picked the 5,3,and 1 stacks can start to play. |
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jurgen wrote
at 5:39 AM, Saturday September 4, 2010 EDT fuck, any volunteers to type out my ideas?
up next: Wastedice 1hitHeaven fixed refills Weekly allowance Swapdice Eightrace Parallel Universe Antidice Mirror Mirror tagteams Flood Volcano islands GreyRevolt Griddice Socialism Sex4two Alzheimer |
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jurgen wrote
at 4:26 PM, Saturday September 4, 2010 EDT Wastedice
********** almost a normal game: random dice stacking. Only difference is that 8 stacks still have the same chance as other stacks to receive stacking but everything above 8 will be wasted (you see them added on the 8s for 2 seconds to know where they went but they disappear before next player makes his moves). With this game type, it is not advised to try and build to all 8s as those risk a lot of dice refill wasting. So be more offensive! 1hitHeaven *********** Plenty of options as to what the bonus could be for 1 hitting someone: you get the refills that that player got the turn before, you get a fixed number of bonus dice, you get back the dice you lost during the 1hit attempt, you get an extra refill (amount based on some rules) before the end of that turn so you can keep attacking (like when you kill in risk and take over cards). Oh and you can?t flag out obviously :-) fixed refills *********** some possibilities again: +1 on all your lands, +1 on all of your main base lands, random distribution of refills but +1 is maximum so noooooo pro (front or back) stacking! Weekly allowance ****************** I just wonder how this game type would play out: regardless of your base size, you always receive a fixed ?allowance? of say a 8 (6 for slower game evolution) dice refill. As reward for strength you could add a bonus refill based on your position or dom (one example: +3 if you are first, +2 2nd, +1 3rd). Another variation: instead of 8 each round, it could increase every round (1 refill for everyone first round, 2 for 2nd round etc etc). Swapdice ********** you can always mark 1 land for auctioning. Once you do, the "up for swap" marker is visible on that land. The player who clicks the option to buy it first, becomes owner. At that moment, the buyer loses the amount of dice that were on that "bought" land (dice get randomly picked from all buyers lands, it?s possible that a part gets deducted from the newly acquired one too) and immediately these dice get randomly distributed over the remaining lands of the "seller". Once your for sale land is bought, you can put another one up for auction (or maybe there should be a x turn wait period after buying/selling). Speaking of auction, you could also change the fixed price to buy into an auction system where people can bid, outbid,?.until the seller confirms highest bid. Looks too complicated in my opinion but nvm. |
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Contador wrote
at 4:40 PM, Saturday September 4, 2010 EDT keep dreaming, jurgen
no one is reading this |
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greekboi wrote
at 5:53 PM, Saturday September 4, 2010 EDT just read all of these, jurgen. keep up the good work!
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fcuku wrote
at 6:13 PM, Saturday September 4, 2010 EDT I like hisandherpes' idea.
a heads-up kdice league would be the shit. The shit that i would win every year. |
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Contador wrote
at 8:54 PM, Saturday September 4, 2010 EDT Can you believe that me and greekboi are the same person?
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