Forum
KDice spinoffs
|
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 |
« First
‹ Previous
Replies 31 - 39 of 39
|
jurgen wrote
at 2:35 PM, Sunday September 5, 2010 EDT Eightrace
********** This game is not really a tourney but it consists of a few sub-games. The aim is to race to a certain number of 8stacks. First stage: you need 3 8stacks fast (needs testing if 3 works); first to 3 8s goes grey and advances; game continues with other players. The 5 fastest players to 3 8s advance. Second stage (5 players left), you get bonus dice based on first stage: 1st to 3 8s get +4 dice; 2nd +3 3rd +2 4th +1. The first to 5 8s advances again. 4 fastest advance to stage 3. Third stage (4 players): +3 +2 +1 bonuses on top of the bonus of 1st stage. Fastest to 8 8s advances to heads up, same for 2nd fastest to 8. Final stage: +2 dice bonus for 1st + both get all bonuses from 2 previous rounds. Game ends when all stacks are 8s and one has at least 5 more 8s. Maybe this sounds too complicated with all the bonuses. You could leave out one stage if needed. Another even more complex variable bonus system could be based on the fewer number of turns that were needed of first to reach the required number of 8s. Parallel Universe ****************** The aim here is to play two smaller simultaneous maps with the same 4 or 5 players. Many variations are possible. Variation 1) you play both your maps at once so one big turn for both, you can keep switching where you roll until you press end turn or lag out. 2) You need to finish all moves on left map first before you play the right map 3) both game turns are independent so you constantly have to monitor both games to see if its your turn anywhere. Another potentially fun option could be: your dice refill is based on your biggest land mass of the other map (so you better do well on both maps). Also be careful that trucing or killing someone on the left board doesn?t screw you on the right board. Antidice ********** You start with bigger stacks than in a normal game: The average stack should be a 5 or 6. The game has normal stacking and dice refill numbers. BUT: after all 7 players played round 2 (or 3) everyone gets ?1 dice on all lands. All your 1 stacks turn grey 1s (easy to recapture). Players without lands left surrender. This ?1 dice happens at the end of every round I have no idea if this reduces the dices too fast and limit the fun potential that I think this variation has. We need a good equilibrium. So maybe ?1 on all lands should be reduced to ?1 on a random 50-75% of your lands. Or not ?1 every round but every 2 rounds. Mirror Mirror ************* This is in fact a double heads up game on one map. You play 2 14-20 land tables at once. So the left map is randomised at the start and the right map is identically the same but you play the other colour on the right. You play one red and one green version at once. Variations: 1) New round starts at both maps when both players finished their turn on both maps. While A is playing red on the left, B is playing red on the right map. So you are constantly playing, no waiting 2)You can increase difficulty and let both map halves evolve apart. Gets tricky when it is your turn on both halves at the same time. Women have an advantage on this variation! 3) you play the left map until one player wins. After that, the right map starts but you play exactly the opposite starting position. This game type can have draws if both players win one half. Tagteams ********** a simple tagteam game (4 or more teams of 2 players) gives alternate turns to both players. First round all player A s make the moves, round 2 all B s, round 3 is for the A players again, etc. Another more complicated version: The team has some lands that are shared property of both team members. Other lands only belong to themselves. A new land that is captured by a shared land becomes shared property, a new land that gets captured by a not shared land becomes a not shared land. If a player loses all his own lands, he can only make moves with the shared lands. Dice refills have two parts: refill on own lands based on biggest land mass of own lands + extra dice refill = 50% rounded up of biggest shared land mass. Tag team members can also attack one of their own shared lands to become only owner of it. Of course the team loses some dice and the other tag team member loses his 0,5 dice refill for that land. This can only be a good strategy if this means one team member gets a much bigger connected own landmass and shared lands don?t get cut. Or this can happen if 2 team members end up screwing each other for fun. |
|
jurgen wrote
at 2:38 PM, Sunday September 5, 2010 EDT Ugh, for the antidice variation: the ?1 are all meant to be -1
|
|
jurgen wrote
at 4:27 PM, Sunday September 5, 2010 EDT forgot to say I agree with fcuku about HisandHerpes 's great idea about the heads up league. I was gonna propose something similar when I started my tourney variation but thx for saving me some typing :-)
|
|
KDICEMOD__ wrote
at 9:06 PM, Sunday September 5, 2010 EDT Someone should name this thread "jurgen's daydreaming thread", given the inordinate amount of time he's spent concocting elaborate ideas that have as much chance of being implemented as Thomas Voeckler winnning the Tour de France.
|
|
jurgen wrote
at 2:56 AM, Wednesday September 8, 2010 EDT Hmmmmm, I have no problem with people posting fantasy football on the forum (but please limit the number of threads if possible), so I guess I can keep playing my own fantasy kdice too.
Flood ******* The idea is to be on an island map where the water level is slowly rising. Every 5 (or more?) turns a number of lands get over flooded and these lands disappear. When the game starts, the lands that will be over flooded in round X will be marked so you know they are not a priority to conquer. Once these lands disappear, the next casualty lands will be marked. Another option is to mark all lands with a timer of when these lands will disappear so you can plan longer in advance. The 6 (as an example) centre lands that will never flood will be the most fought for from the start. Players with their last land getting over flooded of course die. Race you to the higher grounds! Volcano Islands **************** The main theme is islands not being a disadvantage anymore. You get your normal stacking but I would add 1 or maybe even 2 extra dice on islands. This would create new strategies: kill your enemies islands asap or they grow into 8-rapists fast, truce partners can make painless cuts on each other to grow island 8s?. GreyRevolt ************* All grey gets +1 refills each end of a round Another option: a game starts with 30-50% grey lands and all grey lands or 50% (random ones) get +1 each end of a round Griddice ********** not really a variation, it is more like a special map that needs to be made. The lands form a grid of horizontal and vertical lines, a bit similar to the streets in many US cities. So a land is either a crossing point of horizontal/vertical lines and has a border land North+S+E+W or it is a land between such a crossing point and only has a border land N + S or only W + E. It would be easier with a link to a picture but I hope it?s clear like this: a tiny map with 16 lands would look like #. As a variation, you could have a northern land connect to a southern land (not a flat map but a globe map without edges) Socialism *********** I am not satisfied with the current rules yet but I don?t want to bury the idea yet so it is provisional. Every player who ends up his turn as 1st, doesn't get 1 of his refills. It goes into a sidepot of reserve dice. A player who ends up last at the end of his turn for 2 rounds in a row, cashes in and collects the sidepot reserves as extra refill. You can only collect the sidepot once each game. If the 5th player is killed, the remaining sidepot dice get randomly distributed over all the lands. |
|
jurgen wrote
at 2:24 PM, Wednesday September 8, 2010 EDT Sex4two
********** Ok, I admit I just liked the game name and had to find a game for it. During the game you can pick 3 lands of your choice to give a special bonus for you. You can attach a +6 a +4 and a +2 bonus to the lands you like (effects last every round). You can wait as long as you want to do it, and the lands even don?t have to belong to you. Other people can pick the same lands as you, the effects can work combined. But you can?t pick one land and give it more than 1 bonus yourself. The bonus has 2 effects. If the land is yours, and you defend on it, it gets the +X bonus you added. If you don?t own it and attack it, you get the +X bonus added to you roll. You could add a third bonus effect: if you own the land and attack from it, it also gets a +X attack bonus. Maybe 3 effects is too much. 2 variations: 1) only you know where you put your bonus. The effect is hidden by the fact that the dice roll log displays fake dice results. For example: you rolled 4,1,1,3 with a 4 stack that has your +4 bonus. The log will show you rolled 4,5,1,3 or something so opponents can?t know if it had a bonus or not. Only disadvantage: if you rolled 6,4 with a 2 stack +4 bonus, you can only get a +2 bonus and show 6,6. 2) Everyone can see where you are putting your bonuses. So this game offers additional strategic choices: when do you put your bonus, which key land will benefit most from it, maybe save a bonus to counter one of his bonus choices,?. Alzheimer *********** The theme here is that, if you fail a roll, you don?t lose all dice. You sort of forget the loss and only lose 1 dice. For example: you fail a roll with a 6, you forget the loss and the stack turns into a 5. So you can try again. Variations: 1) you forget the loss but the stacks loses more than one dice: 6 turns into a 4 after a loss 2) Every time you lose a roll, you lose more dice on this stack. For example: 8v7 loss -> becomes 7. This 7 attacks again immediately and loses 7v7 -> becomes a 5. If you 5v4 and lose again that round, it becomes a 2 3) for every attack you failed that round, the Alzheimer could deduct one dice from your normal refills at the end of the turn Redeal ******** Winner takes all game so no flags. after 2 players are eliminated, the board is reshuffled and restarts on the same table with 5 players. Everyone gets the same number of lands to start. If there are less than 5 lands remaining (for example last 4 on a 34 table), the extra lands go to 1st first, then 2nd, etc. Player in 1st (before re-deal) gets a minimum of 4 connected lands, 2nd a minimum of 3, 3rd 2. All dice you had before the re-deal get randomly redistributed on your new lands. So in short, you keep your dice total you had before the re-deal but the lands and the dice distribution are reshuffled to create new opportunities for all that remain. New connecting and base building fun! After 2 more players are eliminated, a similar re-deal takes place for the final 3: you keep your dice total but new random lands (with a minimum connected for 1st and 2nd) Jumpseat ********** The theme is that we change the fixed play order of red green purple etc. Every player sits a colour like now. That doesn?t change during the game to not make it too confusing with flagging to blue and stuff. So first round starts as normal, a colour is randomly assigned to start first. Round 1 keeps normal clockwise play order. After everyone played a round, round 2 starts. Kdice now randomly assigns a new play order for round 2. These 7 numbers show in the avatar box or something so everyone can see behind who he will play that round. If you played as 4th in round 1, you cannot play as 4th again in the next 6 rounds. The idea is that in 7 turns, you will play as 1 2 3 ? 7 only once. Players that get eliminated keep getting a play order number for each turn but of course they skip it once they are dead. In round 8, everything starts over. Same pattern: in 7 turns, you receive every position to play only once. Repeat at turn 15, 22,?.. The Shire ********** Everyone starts with 1 stack lands. Maybe the game needs a bonus dice for last and second to start. When your first turn starts, before you get to make your first move, you get extra randomly positioned dice on your lands like this: 5- your biggest land mass. To make it more balanced, the refills for the first turn only happen after all 7 players played first turn. After that turn, normal kdice rules. |
|
jurgen wrote
at 2:27 PM, Wednesday September 8, 2010 EDT hmmm, maybe an example for "the shire":
it's your first turn and you have 2 lands connected: ---> you get 3 randomly placed dice and your first turn starts |
|
jurgen wrote
at 3:51 PM, Friday September 10, 2010 EDT God
*** 1 randomly chosen player starts as god in the game. He gets to control all stacks. Oh yes! I guess in theory you can?t control God?s powers but maybe, just maybe, we should limit the number of moves that God can make to a fixed amount per player or per round. Judge ****** A bit the same a God game, only it?s a fixed seat. Only players who have judge powers (all advisors + people that are given judge badge by the mods) can take this seat. Judges are supposed to force moves that are fair to the game (make someone flag, force a roll off, tricky on how to do it but somehow prevent a player from killing another player) Haunting Ghosts **************** Another variation where people can control other players dice. Trust me, this could be fun! The idea is that the players who get knocked out 7th and 6th can haunt the player(s) who made them lose. A bit of revenge from the graveyard if you want. Now how much damage that can be allowed is very much up for debate. This is my proposition. The player who gets 7th gets a credit of 8(maybe less?) dice + the number of rounds (s)he survived. So a player killed 7th in round 4 gets 12 credits. He can use them anytime he wants to make attacks for someone. To make a move, he clicks a pause button to stop normal game. If he makes no move in time, he loses 2 credits and game resumes. If he makes a move, he loses a number of credits equal to the stack he controlled. So if a ghost with 12 credits rolls a 5v8 (it can win, it can lose, it has no effect), 5 credits are deducted and he is left with 7. Once credits are used, ghost can do no more moves. Now the question remains if you can pause a game and control any stack or just the stacks of the players whose turn it was at that time. 6th should have a smaller minimum credit bonus + rounds survived. The Towers of Terror ********************* How many towers you put can depend, I would say 2 on a map would be nicely balanced. So the game starts with 2 grey 8 stacks. After each round (after all 7 players played), both 8s make a random move: they attack 1 bordering non-grey land at random. The 8 always refills to an 8. If the 8vX was successful, the original spot of the 8 gets a +1. If it failed, it just becomes an 8 again. Every round, every grey non-8 gets +1 dice. You can conquer a grey land back, but keep in mind you end up with another land bordering the grey 8 so more risk of an attack next round. You can always attack and kill the grey 8. If you kill the 8 but you don?t kill the remaining grey lands around that 8, one of those grey lands will immediately become an 8 again. You could add the option that ?if a grey land received +1 for 7 turns without being attacked- it becomes an additional Tower of Terror. Globetrotter ************* You could construct maps where some northern lands connect to some southern lands, and western lands border eastern lands. It just needs some visual information on the map to make clear which land borders which faraway land. This game would prevent people from hiding behind someone or refusing to flag because 1st is on the other side of the map |
|
jurgen wrote
at 4:39 PM, Monday September 13, 2010 EDT Tealsteal/Teal is always late
****************************** Game starts with 7 seats. The Color and the order of the seats is normal when people are filling the table. When the game starts, one random person is picked as "new teal". If for example green gets randomly picked, he or she transfers to the teal seat and the person sitting last at the table transfers to the green seat. So the game starts with 6 colours (all but teal). After round 1 (or 2, depends what works best), teal gets in the game and can pick any of the 6 other players lands+dice. Obviously he wil try and pick the person with the best position at that point. Those dice will become teal. Now what to do with the person whose dice got stolen? Multiple options: he gets half the points teal won with his position; he can play his stolen position every other turn; after 10 turns he gets his seat back and can continue where teal left off It?s not well playable yet but I am convinced there is something funny to come up with where a player is entering the game later than the others. My first idea for "teal is late" was to give teal more starting dice than the others (some connected+ maybe attack immunity first round) but to have teal only start playing at turn 2 or 3. Refill is always late ********************* All players dice refills only happen at the end of a round for all 7 The attack of the killer 1 stacks ********************************** 1 stacks can attack, if it wins, both lands get a 1 2 options if it fails: 1) it simply stays a 1 2) it becomes a 0 stack. The land is still yours but any attack on it wins (even for 1v0). The 0 stack can gain new dice at the restack stage XvX heaven *********** The theme here is giving better rewards for trying XvX or ?x rolls. If you win XvX, both lands get x-1 dice except 2v2 or 3v3, if they win: both get 2 or 3. If you win 5v6, both lands get 6 dice 50cents ******** first to 50 dice wins. His or her dices turn grey. 2nd to 50 dice gets 2nd and turns grey. Etc. I think these will be looong games as everyone will gang up on the player that approaches 50 dice. You could limit the game length by stopping at 3rd getting to 50 dice and 4=5=6=7. Or have the game end when 1st is decided and give some points to 2nd and 3rd in dice total. The fun lies in all the backstabbing and ganging up?a game setup where it is vital to be bad :-) Mergers ********* winner takes all type people can truce (but now it's a real merger) but it requires both pressing a merge button merged players randomly lose a (still to be determined) % of their dice but play with all their lands combined. more complicated mergers can happen (2 with a third merging later, etc) winning merger divides 1st points based on dice proportion at the merge point options for who controls the merged team: *alternate control; *one chosen by random each turn; *both combined Vote Off ********** every X turns , the game stops and everyone casts a number of votes equal to either his land total or his dice total (dunno what would work best yet). It is supposed to be a secret vote but I guess people can tell (or lie) in the chat window. 7th is the person with most votes. He turns grey and game continues. I think 1st (at the voting moment) should get immunity from vote off or this will never be a fun variation. But also think twice about voting off 2nd. If that happens, maybe 1st has such a huge lead, he will be a guaranteed 1st. Diceroll Variations ******************** There are plenty of variations possible where you change the way a winning roll is decided: · highest dice (attacker) vs highest dice (defender) -> the odds change dramatically (1 in 6 defends with a 1stack rolls a 6 :-) · dice avg (att) vs dice avg (def) -> bigger variation (and advantage) for smaller stacks · you could correct dice avg with +0,1 for every dice stack (so 8 rolls 4,3 on avg; a 2 rolls 3,7 on avg) · people pick the dice they roll. Might sound strange at first but here goes: you get a list of 36 numbers (6 x6; 6x 5, etc). When you roll or someone rolls you, you need to pick the required amount of dice results from your list of 36. numbers you used turn grey. After you used all 36 choices, you get a new full sheet with 36 choices (6 x 6, 5,4,,3,2,1). So now you really got to think well ahead. Your opponent cant see what you chose as dice results until both finished picking. Again, you need to plan well, don?t use up your 6 and 5 too fast or you will end up with only low dice for the next turn or 2. I just mention this game type because it would have fun potential but I see too many expert strategies that can be abused (if you truce someone, you can attack each other without doing too much damage but using up your 1s and 2s) phew, done for now |