One good game just doesn't cut it. I need something for players that doesn't involve a dealer, and doesn't favor one over the other. So I'm trying to take some parts of Giants and Halflings and adjust them to suit the need.
In the following posts I'm going to roll simulated games against myself to get a sense of how it plays out.
Version 1:
Both players buy in (same value)
Both players roll a d6 and a d10.
The objective is to beat your opponent's d10. If you beat your opponent's d10 and don't exceed 10, you collect your opponent's bets.
After the initial roll, you can increase your bet (by the same amount you initially bet) to roll a d4 either against or onto your opponent, either subtracting the value from their total or increasing their total respectively
You can also pay the increase to re-roll your first d6 as 2d6.
Otherwise you roll the second d6 and take the new total.
If you roll 11 or higher you may not collect.
I need game specific terms for just about everything in this game. I'm tentatively using a theme of trickery as indicated by the tentative name 'Chicanary'.
I'm thinking of calling the d4 a pull or trip. Pull them higher, trip lower.
I'm thinking of calling the d10 the mark.
Version 2:
Removed the mark.
Both players buy in (same value)
Both players roll a d6.
The objective is to beat your opponent's total. If you beat your opponent's total and don't exceed 10, you win.
After the initial roll, you can increase your bet (by the same amount you initially bet) to roll a d4 either against or onto your opponent, either subtracting the value from their total or increasing their total respectively
You can also pay the increase to re-roll your first d6 as 2d6.
Otherwise you roll the second d6 and take the new total.
If you roll 11 or higher you lose.
In the event of a tie or if both lose the game is a push. No one wins.
Version 3:
Clarified rules, created terms for game mechanics. (Mark now ferfers to the first d6)
Both players pay the ante and roll a d6. This is the 'Mark'. Each player has two six-sided dice and one four-sided die.
The objective is to beat your opponent's total. If you beat your opponent's total and don't exceed 10, or total less than 2, you win. If you exceed 10, you are 'Caught', less than 2 is 'Slow'
After the initial roll, each player may pay the ante again to roll a d4 either against or onto the opponent, either subtracting the value from their total or increasing their total respectively. This is a 'Trip' or 'Pull'. Anyone may choose to 'Stand', neither tripping or pulling, nor paying the ante.
Each player then choses to either roll their second d6 for their total, this is playing 'Straight' or pay the ante again in order to discard the first d6 rolling 2d6 (plus any trip or pull), this is using an 'Accompice'.
Both players roll for their total. The higher total wins unless it is greater than ten.
If the total is a tie or if both players are either 'caught' or 'slow' the game is a push and both players keep their bets.
(The game should play out in 5 posts.
- Player A antes in and rolls their 'mark'.
- Player B antes in, rolls their 'mark', and decides to 'trip', 'pull', or 'stand', rolling if needed.
- Player A decides to 'trip', 'pull', or 'stand', rolling if needed, and decides to play 'straight' or with an 'accompice'.
- Player B decides to play 'straight' or with an 'accompice', and rolls to get their result.
- Player A rolls to get their result. The winner collects.
On a tie or if both parties are 'caught' or 'slow' both parties lose and gain nothing.)
I'm expecting those decisions to be commonplace. Allow the players to influence their chances. Make strategic choices. I want for the player to win the game not for the dice to win. Or at least I want the player to feel like they did.
I wonder if 1 or less should be a loss. You got tripped and then rolled a 2, but your opponent hit 11 so you win? It makes tripping an inferior option to pulling
One good game just doesn't cut it. I need something for players that doesn't involve a dealer, and doesn't favor one over the other. So I'm trying to take some parts of Giants and Halflings and adjust them to suit the need.
In the following posts I'm going to roll simulated games against myself to get a sense of how it plays out.
Version 1:
I need game specific terms for just about everything in this game. I'm tentatively using a theme of trickery as indicated by the tentative name 'Chicanary'.
I'm thinking of calling the d4 a pull or trip. Pull them higher, trip lower.
I'm thinking of calling the d10 the mark.
Version 2:
Removed the mark.
Version 3:
Clarified rules, created terms for game mechanics. (Mark now ferfers to the first d6)
(The game should play out in 5 posts.
- Player A antes in and rolls their 'mark'.
- Player B antes in, rolls their 'mark', and decides to 'trip', 'pull', or 'stand', rolling if needed.
- Player A decides to 'trip', 'pull', or 'stand', rolling if needed, and decides to play 'straight' or with an 'accompice'.
- Player B decides to play 'straight' or with an 'accompice', and rolls to get their result.
- Player A rolls to get their result. The winner collects.
On a tie or if both parties are 'caught' or 'slow' both parties lose and gain nothing.)
Extended Signature
Version 1:
A Funds, 20: Mark: 9 d6:5
B Funds, 20: Mark: 4 d6:3
A: trips 4
B: pulls 2
A: re-rolls 8 2d6+1
B: re-rolls 5 2d6-3
A wins 3
A Funds, 23: Mark: 10 d6:5
B Funds, 17: Mark: 3 d6:3
A: trips 1
B: trips 4
A: rolls
97B: re-rolls 1
A and B win. A gains 1
A Funds, 24: Mark: 9 d6:2
B Funds, 16: Mark: 6 d6:5
A: pulls 2
B: pulls 1
A: rolls 6 (1d6) 9
B: rolls 5 (1d6) 11
A wins 2
A Funds, 26: Mark: 7 d6:2
B Funds, 14: Mark: 5 d6:4
A: holds
B: holds
A: rolls 5
B: rolls 2
A and B win, no gain
A Funds, 26: Mark: 9 d6:4
B Funds, 14: Mark: 6 d6:1
A: trips 2 why not
B: holds onto his money
A: rolls 6
B: rolls 4
A wins 1
Extended Signature
It's not bad. Except for player B's poor luck.
Extended Signature
If I through out the mark and just make the objective to roll higher than your opponent without exceeding 10 it will be more clear who won.
Extended Signature
Version 2:
A: funds 20 d6: 3
B: funds 20 d6: 3
Pot: 2
A pulls 1
B trips 1
Pot: 4
A re-rolls: 5 (2d6) -2=1
B re-rolls: 7 (2d6) +2=13
Pot: 6
A wins with a 1
A: funds 23 d6: 1
B: funds 17 d6: 6
Pot: 2
A trips: 4
B pulls: 1
Pot: 4
A re-rolls: 2 (2d6)+4=12
B re-rolls: 6 (2d6)-1=6 (this decision must be made prior to either party rolling)
Pot: 6
A: funds 20 d6: 5
B: funds 20 d6: 6
Pot: 2
A trips: 3
B pulls: 1
Pot:4
A re-rolls: 8 (2d6)+4=10
B re-rolls: 6 (2d6)-3=4
Pot: 6
A wins
A: funds 23 d6: 1
B: funds 17 d6: 5
Pot: 2
A: holds
B: pulls 4
Pot: 3
A re-rolls: 6 (2d6)+3=9
B re-rolls: 5
Pot: 5
A: funds 26 d6: 1
B: funds 14 d6: 5
Pot: 2
A holds
B holds (are these the best decisions?)
A rolls: 3 (1d6)+3=8
B re-rolls: 6 (2d6)
A wins!
Extended Signature
much simpler yet still interesting.
Extended Signature
I'm expecting those decisions to be commonplace. Allow the players to influence their chances. Make strategic choices. I want for the player to win the game not for the dice to win. Or at least I want the player to feel like they did.
Extended Signature
I wonder if 1 or less should be a loss. You got tripped and then rolled a 2, but your opponent hit 11 so you win? It makes tripping an inferior option to pulling
Extended Signature