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Game #18: Pokerface by Darkehorse

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Folks,

Just an FYI, I will be out of town this weekend and will be returning the on the 10th of February. I will try to have Pokerface up for you to review ASAP on the 10th.

Thanks for you understanding and I look forward to your remarks.

-Darke

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I am SOOOO bad....

Ok folks, I finally got it done...

First let me apologize for not getting this in on Monday like I was supposed to. I had it the game typed up and all ready to go last Thursday before going on vacation, but I made the mistake of actually playtesting it with my friends back home in Virginia. Let me just say that it was LOUSY. I couldn't in good faith put up the game in it's current lousy form without doing a major revision, so here it is. Let me know what you think. Again I apologize for being so tardy in posting it.

Let me know if you need me to post sample cards or gambler mats or what have you in case you have a hard time visualizing the game.

Pokerface GDW Rules

Thanks in advance!
-Darke

IngredientX
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Re: I am SOOOO bad....

Darkehorse wrote:
Let me know if you need me to post sample cards or gambler mats or what have you in case you have a hard time visualizing the game.

I think I have a feel for the "hand" cards, those seem pretty intuitive. I would like to see the gambling mats and the gambler cards. I know that players get bonuses if they guess the other player's gambler cards, but what information is on the gambler card that can inform the players into an educated guess?

Thanks!

Torrent
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Game #18: Pokerface by Darkehorse

Certainly an interesting game. Poker with a second layer of bluff on top.

The first thing I notice is that there are a few rules out of order, or atleast it appears that way. Bottom of page 4. There is a tiny paragraph talking about advancing to bonus round THEN we get the 'next normal' round thing. Also I didn't see any mention of dealing out hand cards to begin the game. I see the one about getting a bluff card, but nothing more. I think the order of that may be important. In that if I get a really good set of Hand Cards, I might make a different Gambler decision than if I got a 'bad' set.

I certainly can visualize the Hand cards, but I would like to see the distribution of them. Are there for example 'dud' cards, or is that the roll of the Bluff?

I assume all money is owned by the Gambler and not the player. So anywhere it says 'pay a chip' essentially pays this from a Gambler mat, not some personal stash.

I can certainly understand the only twice around thing, but it seems a-thematical for Poker. I've not played a lot of Poker, but it was my thought that the betting goes around a lot. Maybe in this sort of game that time element is not wanted. I'm just pointing out a possible hitch in the theming, but I understand the limits of a board game are different. I think it could mean interesting strategy for having only twic around.

I would be interesting in hearing what sorts of problems you had at the playtest and a broad description of the changes that made this current version.

There is a chrome theme on this? Wild West or Las Vegas or something? I certainly would play this at some level more than I would straight poker, as you have the gambling without the risk of actually losing money.

Andy

Oracle
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Game #18: Pokerface by Darkehorse

It sounds like a nice game. I have a couple of comments.

In your upgrade table, what does it mean for a straight to be "same suit" as a flush? A straight doesn't have a suit or it would be a straight flush already. Also, how does a straight and a flush lead to a straight flush? If the straight is 2,3,4,5 of clubs, 6 of spades and the flush is 2,3,4,5,7 of hearts, these can't be combined to form a straight flush.

Is the starting player just the player who gets to select the gambler and go first that round? With 8 rounds, unless it's a 4-player game, the players will get to go first an uneven number of times.

Jason

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Re: I am SOOOO bad....

IngredientX wrote:
Darkehorse wrote:
Let me know if you need me to post sample cards or gambler mats or what have you in case you have a hard time visualizing the game.

I think I have a feel for the "hand" cards, those seem pretty intuitive. I would like to see the gambling mats and the gambler cards. I know that players get bonuses if they guess the other player's gambler cards, but what information is on the gambler card that can inform the players into an educated guess?

Thanks!

The gambler mats are just places to hold the gambler's current hand and to hold all of the gamblers chips... The only way you could possibly ascertain which gambler belongs to whom is by which gamblers they choose to control each round and how they play those gamblers.

If you'd like I can still put up images of the mats / gamblers...

Yekrats
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Game #18: Pokerface by Darkehorse

First off, I love the theme. I like the idea of playing big-stakes poker like you might see in the movies: where every player has four-of-a-kind. Fun stuff.

I'm a little confuzled by the rules, however. I guess that's what we're here for, right? :)

1. First off, I'd like to see what the Gambler Mats look like. Also, do the gamblers have any special powers, or are they all the same? It seems like they should be a little bit different at the start of the game -- something to disginuish them from each other besides the picture. Maybe they can start with different resources? (See my VP idea, below...) What are the special hand cards like?

2. When do the players get the special poker hand cards? I can't see where it says to deal them out. Likewise, I see in the rules that a player should ante for their chosen Gambler, but I don't find how many chips you start off with. Do the winnings go to the player, or gambler mat? Does the player ante from a personal stock, or the Gambler mat?

3. This game might suffer from the extra level of abstraction of hiding the original Gambler cards. If I don't choose my Gambler card, then I have little motivation to help him win. (In fact, I would want him to lose, I think!) However, if I pick my own, (and try to win) the other players will see that and get bonus points. About the +number of players or -1 scoring. I'm not so sure about that. That's equivalent to the winner getting a number of points equal to the number of players plus two (with the other players staying the same.)

I might suggest... How about if you have some sort of VP tokens to keep in a special place on the Gambler card. If a Gambler wins, you take his VP tokens for yourself. (And there's no penalty for losing.) If a Gambler loses, they gain a VP token. So, the more a Gambler loses, the better a chance of their "luck" coming in.

4. I'm not exactly sure how the Bluff card works... perhaps a bit more detail is needed for that.

5. I think 8 rounds might be a little long, but I haven't played it. (And I'm biased towards shorter games.) I can see each round taking 10-15 minutes.

6. I think the bonus scoring (while kinda cool) may be a bit too complicated. I can see non-gamers scratching their heads... "Huh?" It has multiplication and subtraction in it, which might throw people for a loop. Also, the more people that play the game, the wilder the bonus score will be. (In a six-player game, a player has a possibility of getting 36 points in the scoring round!) That seems a little lopsided to me. Making it a bit more modest I think would work a bit better... Like 5 points for each correct guess? Maybe 3 or 2? In either case, it doesn't make sense to penalize the player... It just adds more math, and the other players getting points should be penalty enough.

7. The purse rules make me a bit dizzy, too. I imagine there's a way to simplify that, too. I'll think about it.

Best wishes.
-- Scott S.

Anonymous
Game #18: Pokerface by Darkehorse

Yekrats wrote:
1. First off, I'd like to see what the Gambler Mats look like. Also, do the gamblers have any special powers, or are they all the same? It seems like they should be a little bit different at the start of the game -- something to disginuish them from each other besides the picture. Maybe they can start with different resources? (See my VP idea, below...) What are the special hand cards like?

Or a different skill of some kind. Perhaps, "Can upgrade a pair to a 3 of a kind" or "bid is 1 chip higher than actually offered" or some crazy stuff like that. Of course, if you're going to give the gamblers special powers, then you should probably make sure that everyone gets an even chance to pick gamblers (not let any one player choose first more often than any other player).
Yekrats wrote:

3. This game might suffer from the extra level of abstraction of hiding the original Gambler cards. If I don't choose my Gambler card, then I have little motivation to help him win. (In fact, I would want him to lose, I think!)

Exactly!! But, if you tank him quite obviously, the other players will know that that isn't your secret gambler, so the trick will be to tank him "gently"! That, I think, is what is going to make this game muy interesting!

You might also want to include some pads of scratch paper for jotting down notes. "Hmm...Bill just trashed the red gambler [I don't know if they will be color-based or not, work with me], so I know he's not that one, but did you see the look on Jill's face when he did that? Hmm..."

Yekrats wrote:

7. The purse rules make me a bit dizzy, too. I imagine there's a way to simplify that, too. I'll think about it.

Well, to be the dissenting voice, I actually liked them! I thought it was neat how a gambler would lose ordinal positions for going bankrupt. I might suggest that maybe you include a more detailed example, maybe even an entire sample game (with only 1 or 2 rounds instead of the full eight [edited..."eight paren" turns into a smiley!]). Illustrations would be useful, too, but I also understand that this is a 2nd (?) draft and by no means the final version.

It's interesting...and that is coming from a player who a) hates bidding games, and b) doesn't generally go for the "guess who I am" game mechanic. I'd certainly be willing to give it a test-go...

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Torrent wrote:
Certainly an interesting game. Poker with a second layer of bluff on top.

The first thing I notice is that there are a few rules out of order, or atleast it appears that way. Bottom of page 4. There is a tiny paragraph talking about advancing to bonus round THEN we get the 'next normal' round thing. Also I didn't see any mention of dealing out hand cards to begin the game. I see the one about getting a bluff card, but nothing more. I think the order of that may be important. In that if I get a really good set of Hand Cards, I might make a different Gambler decision than if I got a 'bad' set.

Oops.. Yes step 6 in the setup phase is to deal 3 cards to each player.... I have corrected this error.. Thank you for catching it. So yes you would get to choose your gambler AFTER you got your hand.

The bottom of page 4 is basically an if/then statement, I.E. If this was the 8th round proceed to the bonus round, else do cleanup and start a new round.

Quote:

I certainly can visualize the Hand cards, but I would like to see the distribution of them. Are there for example 'dud' cards, or is that the roll of the Bluff?

Right now there are 8 pairs, 8 threes of a kind, 4 straights, 4 flushes and 4 high cards. All of these numbers are subject to change and probably will be.

Quote:

I assume all money is owned by the Gambler and not the player. So anywhere it says 'pay a chip' essentially pays this from a Gambler mat, not some personal stash.

100% correct.

Quote:

I can certainly understand the only twice around thing, but it seems a-thematical for Poker. I've not played a lot of Poker, but it was my thought that the betting goes around a lot. Maybe in this sort of game that time element is not wanted. I'm just pointing out a possible hitch in the theming, but I understand the limits of a board game are different. I think it could mean interesting strategy for having only twic around.

I would be interesting in hearing what sorts of problems you had at the playtest and a broad description of the changes that made this current version.

There is a chrome theme on this? Wild West or Las Vegas or something? I certainly would play this at some level more than I would straight poker, as you have the gambling without the risk of actually losing money.

Andy

One of the problems with the playtest is that every kept betting up and up and up without stopping, this is one of the reason I restricted it to twice around. Plus with 6 players with everyone raising, after two turns the bid can be as high as 12! With a 30 chip start you can really eat into someones purse really fast.

I was fortunate to 'given' some western artwork, so right now the theme is western. At first I wanted to use a bunch of different gamblers; like one cowboy, one pirate, one donald trump like guy, a mafia gangster, either a japanese businessman or a samuria and a politician. The theme will be easy to modify is necessary, so for playtesting Im going to stick to western.

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Oracle wrote:
It sounds like a nice game. I have a couple of comments.

In your upgrade table, what does it mean for a straight to be "same suit" as a flush? A straight doesn't have a suit or it would be a straight flush already. Also, how does a straight and a flush lead to a straight flush? If the straight is 2,3,4,5 of clubs, 6 of spades and the flush is 2,3,4,5,7 of hearts, these can't be combined to form a straight flush.

Is the starting player just the player who gets to select the gambler and go first that round? With 8 rounds, unless it's a 4-player game, the players will get to go first an uneven number of times.

Jason

Jason,

Each hand card has a suit which helps distinguish the different upgrades.

So in order to make the straight flush you would need to combine like suits.. I.E. a straight with the club suit combined with the flush of club suit would yield a straight flush. The same goes for 2 pair. If the suits of the pair cards are different, you get two pair, if they are the same you get four of a kind. It's not so much whether it makes sense or not it just reduces the odds.. I.E. You are always more likely to get two pair, but you can make four of a kind if you're lucky.

As for the number of turns to start first: Yes I am aware of this problem. I havent quite worked out the specifics for a few things such as # of turns and probably more important is how many chips each gambler starts with.

Thanks for the input!
-Darke

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Game #18: Pokerface by Darkehorse

I haven't actually gotten a chance to read the rules yet, but I'd like to see all the stuff you have- so by all means post the Gambler mats and whatnot.

- Seth

Anonymous
Game #18: Pokerface by Darkehorse

sedjtroll wrote:
I haven't actually gotten a chance to read the rules yet, but I'd like to see all the stuff you have- so by all means post the Gambler mats and whatnot.

I second that motion!
I want to see all the goods!

Tyler

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My Reply

Yekrats wrote:

1. First off, I'd like to see what the Gambler Mats look like. Also, do the gamblers have any special powers, or are they all the same? It seems like they should be a little bit different at the start of the game -- something to disginuish them from each other besides the picture. Maybe they can start with different resources? (See my VP idea, below...) What
are the special hand cards like?

No no special powers, *yet*. I want to build the base game first and make sure everything is working correctly before adding flavor. As far as the hand cards, they aren't really 'special', they are the bread and butter of the game. I forgot to mention in the initial rules that each player gets dealt out three cards during the setup phase. That has since been fixed.

Quote:
Likewise, I see in the rules that a player should ante for their chosen Gambler, but I don't find how many chips you start off with. Do the winnings go to the player, or gambler mat? Does the player ante from a personal stock, or the Gambler mat?

Players have no chips, gamblers only have chips, thus any transactions involving chips always take place from and to the gamblers stock.

Quote:

3. This game might suffer from the extra level of abstraction of hiding the original Gambler cards. If I don't choose my Gambler card, then I have little motivation to help him win. (In fact, I would want him to lose, I think!) However, if I pick my own, (and try to win) the other players will see that and get bonus points. About the +number of players or -1 scoring. I'm not so sure about that. That's equivalent to the winner getting a number of points equal to the number of players plus two (with the other players staying the same.)

If you read the bonus round scoring you will see that you score extra points depending upon how many chips your secret gambler has at the end of the game, so yes you do want them to win! The tricky thingy is to that even if you WANT to choose your gambler, someone else might choose it before you. As for the -1 point, it really does make a difference as a players score cannot go below zero. So if you lose alot in the early rounds it wont make as much of a difference as the penalty only hurts you when you have positive points. Likewise it prevents any one person from scoring a huge amount of points unless they win consistently...

Quote:

I might suggest... How about if you have some sort of VP tokens to keep in a special place on the Gambler card. If a Gambler wins, you take his VP tokens for yourself. (And there's no penalty for losing.) If a Gambler loses, they gain a VP token. So, the more a Gambler loses, the better a chance of their "luck" coming in.

Clever system, I will strongly consider it.

Quote:
I'm not exactly sure how the Bluff card works... perhaps a bit more detail is needed for that.

Basically the bluff cards try to dissuade people from making judgements about the opponents hand strength based upon the # of cards they have played. For instance, if I have a pair, I can 'beef' up my stance by throwing in my bluff card, and now you have to consider whether I actually have a decent 'compound hand' or I'm just bluffing.

Quote:
I think 8 rounds might be a little long, but I haven't played it. (And I'm biased towards shorter games.) I can see each round taking 10-15 minutes.
Yes it may be a little long, and I may adjust according to the # of players (something like 2 X # of players), but believe it or not each round only takes about 5 minutes.

Quote:

6. I think the bonus scoring (while kinda cool) may be a bit too complicated. I can see non-gamers scratching their heads... "Huh?" It has multiplication and subtraction in it, which might throw people for a loop. Also, the more people that play the game, the wilder the bonus score will be. (In a six-player game, a player has a possibility of getting 36 points in the scoring round!) That seems a little lopsided to me. Making it a bit more modest I think would work a bit better... Like 5 points for each correct guess? Maybe 3 or 2? In either case, it doesn't make sense to penalize the player... It just adds more math, and the other players getting points should be penalty enough.

I respect this opinion, as I agonized about the math (bc I hate games with too much math). However, I think the math is warranted. The penalization serves to balance the game.. I.E. If your play is so obvious that everyone can guess who you're playing, then you shouldn't score bonus points for this. I agree that it may be too weighted but it was the # I came up with a the time of writing the rules. In the playtest, each guess was worth one point, and it didn't affect the scoring at all. One or two points will only serve to break a tie here or there. I wanted to make the guessing of gamblers almost as important as playing the poker hands. As for getting 36 points in the guessing rounds, if someone does that, I think they deserve to win! It's a lot harder than it sounds though. In our game of three people, I was the only one to get ONE guess correct.

Quote:

The purse rules make me a bit dizzy, too. I imagine there's a way to simplify that, too. I'll think about it.

Yes I agree, I need to rewrite them. At this point I'm not too concerned with super clear wording, as the rules will probably change often.

Thanks for the comments, especially the VP thingy!

-Darke

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MikeDew wrote:

Or a different skill of some kind. Perhaps, "Can upgrade a pair to a 3 of a kind" or "bid is 1 chip higher than actually offered" or some crazy stuff like that. Of course, if you're going to give the gamblers special powers, then you should probably make sure that everyone gets an even chance to pick gamblers (not let any one player choose first more often than any other player).
Exactly!! But, if you tank him quite obviously, the other players will know that that isn't your secret gambler, so the trick will be to tank him "gently"! That, I think, is what is going to make this game muy interesting!

By Jove I think you've got it! "Tank him gently" I love it.

Quote:
You might also want to include some pads of scratch paper for jotting down notes. "Hmm...Bill just trashed the red gambler [I don't know if they will be color-based or not, work with me], so I know he's not that one, but did you see the look on Jill's face when he did that? Hmm..."

Yes I am considering doing that.. When we play tested one of the testers jotted notes...

Quote:
Well, to be the dissenting voice, I actually liked them! I thought it was neat how a gambler would lose ordinal positions for going bankrupt. I might suggest that maybe you include a more detailed example, maybe even an entire sample game (with only 1 or 2 rounds instead of the full eight [edited..."eight paren" turns into a smiley!]). Illustrations would be useful, too, but I also understand that this is a 2nd (?) draft and by no means the final version.

It's interesting...and that is coming from a player who a) hates bidding games, and b) doesn't generally go for the "guess who I am" game mechanic. I'd certainly be willing to give it a test-go...

I'm glad you liked it! I thought it was a good method for balancing the scores. Right now my major concern is balancing the game so that no single player can get lucky a few times and blow the other players out of the water... I was well aware of the runaway leader problem going in so I had to think of ways to taper it off.

Thanks for the input and the kind words!
-Darke

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OK OK

sedjtroll wrote:
I haven't actually gotten a chance to read the rules yet, but I'd like to see all the stuff you have- so by all means post the Gambler mats and whatnot.

- Seth

I will see about posting the 'goods' sometime this evening.
-Darke

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By Popular Demand

Here are the 6 secret gambler cards:

Link: Secret Gambler Cards

Here is a sample cardset for the poker 'hand' cards:

Link: Sample Card Set

And here is a sample gambler mat:

link: Sample Gambler Mat

Please note on the gambler mat there is a space where the controlling player puts his token to denote that he/she is controlling the gambler for that round. However, I have since decided that the gambler mat will be placed in front of the controlling player for each round instead. The logistics for playing hand cards and playing chips were too tedious when the gamblers 'stayed put'.

Comments are welcome.

-Darke

PS: Does anyone recognize the art for the secret gamblers?

hpox
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Game #18: Pokerface by Darkehorse

Like the new rules. If I understood correctly, there's no board. Are the mats even necessary? Gamblers could be represented by pawns or cards. They would be easier to move between the rounds that way.

I like the cards and the illustrations on the gamblers are cool. I don't recognize them however.

What was not working during your playtest? Was it the bluff element? The fact that it was too easy to discern who's got who?

Anonymous
Game #18: Pokerface by Darkehorse

My concern with moving the mats around will be that it might get cumbersome if one gambler has a lot of winnings. Obviously, you won't have to worry about cards, since the mats get moved between rounds. It might not be that big of a deal, but I think hpox had a good idea in using pawns. The mats (and winnings) stay put, but the pawns move around.

Hmm...then you've got people reaching over each other to grab the chips for placing bets, etc. Errg...just thinking out loud.

What about this: Each gambler has an identifying chip, while all the money chips are neutral. Each gambler's winnings are then placed beneath his/her/its identifying chip, so you have a nice neat stack that is easy to move around as the gamblers change players (or the players change gamblers, depending on your point of view). Waddaya think?

Yekrats
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Re: Game #18: Pokerface by Darkehorse

Hi there. I have a few more questions about Pokerface...

The Poker Face rules wrote:
Deal out 30 plastic poker chips and place them on the appropriate square on the Gambler mat.

I don't quite understand this rule. In a four-player game, do two of the mats get 7, and two of them get 8? Or, do they each get 30? Also, I don't think "deal out" is the proper phrase here... perhaps, "evenly divide"? The rules also suggest that if a Gambler is bankrupt, to give them 10 chips. If the Gamblers each start with 7 or 8 chips: Wow!

Suggestion for wording:

The Pokerface rules wrote:
The played hand cards and the discarded hand cards are taken up and shuffled together with the rest of the poker hand deck.

I know what you're trying to say here, but it seems a bit wordy. Perhaps you could say that each player may discard any cards they don't want to the discard pile. Then, the discard pile is shuffled back into the deck for the next round... (You only have one deck, I believe, so you don't have to use so many adjectives, like "poker hand deck."

Later you say, "The active player shifts to the left of the current active player." I'm not sure if the active player is the one doing the dealing and initiating, but if so, you could say, "The deal passes to the left." or something similar.

Then you say, "That player deals enough cards to each player so that they have three hand cards (when coupled with the bluff card, they will each have four cards in their hand)." The parenthetic part is a bit awkward; I would suggest: 'The dealer deals enough cards to each player so that they each have three hand cards, in addition to their one bluff card.

My good pal Carl (who edited my Sticky Gulch game) got on my case for Capitalizing Everything Syndrome. I capitalized things like "Drifter Card" and he suggested I move things to lower case. Here, I think it may be justified, however. Each player has a hand of Hand Cards, and a player might bluff by playing a Bluff. I think a little bit of capitalization might help legibility and understanding here.

Please understand, that these are only suggestions, made with kind intentions. But please take them with a grain of salt, because I don't know everything. :) I do, however, want you to succeed! Best of luck...

-- Scott S.

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Reply to Yekrats.

Yekrats wrote:
Hi there. I have a few more questions about Pokerface...

The Poker Face rules wrote:
Deal out 30 plastic poker chips and place them on the appropriate square on the Gambler mat.

I don't quite understand this rule. In a four-player game, do two of the mats get 7, and two of them get 8? Or, do they each get 30? Also, I don't think "deal out" is the proper phrase here... perhaps, "evenly divide"? The rules also suggest that if a Gambler is bankrupt, to give them 10 chips. If the Gamblers each start with 7 or 8 chips: Wow!

No as you guessed, each gambler gets 30 chips to start.

As for your other suggestions about wording, I appreciate them, but I am not concerned with rules wording at the moment. I was in a rush to get this done so I had to throw it together and make it as clear as possible without taking any more time than I already had. I will worry about conciseness in later revisions of the rules. Right now I'm only worried about creating a good game.

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Problems with first playtest.

hpox wrote:
Like the new rules. If I understood correctly, there's no board. Are the mats even necessary? Gamblers could be represented by pawns or cards. They would be easier to move between the rounds that way.

I like the cards and the illustrations on the gamblers are cool. I don't recognize them however.

What was not working during your playtest? Was it the bluff element? The fact that it was too easy to discern who's got who?

One of the major problems with the playtest was the tediousness of reaching over other people to play cards and chips from your controlled gambler, which is why I decided that the gambler mats be placed in front of the controlling gambler.

The other problem was that the betting rounds got out of hand. Pretty much every round everyone just kept betting until the max bet of 14 was reached. To combat this, I decided to limit the # of rounds that players could bet to two, followed by the all call round. In a 6 player game, this limits the max bet to 13 (12 + 1 for ante), in a three player this is limited to 7 (6 + 1 for ante). I still don't like this mechanic and I'll explain why when responding to your bluffing question:

Regarding the bluff element: Well, there really wasn't one. People kept bidding the max no matter what. They had no real reason not to because I hadn't instititued the rules for losing points if you lost the hand. I need to come up with some sort of mechanic to reward winning and penalize losing based upon how much you bet for that round. I think this will add a lot of tension to the game. Right now it (tension) just isn't there. You have got me thinking about a good replacement mechanic. I need to flesh it out though. Good job!

-Darke

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MikeDew wrote:
My concern with moving the mats around will be that it might get cumbersome if one gambler has a lot of winnings. Obviously, you won't have to worry about cards, since the mats get moved between rounds. It might not be that big of a deal, but I think hpox had a good idea in using pawns. The mats (and winnings) stay put, but the pawns move around.

Hmm...then you've got people reaching over each other to grab the chips for placing bets, etc. Errg...just thinking out loud.

What about this: Each gambler has an identifying chip, while all the money chips are neutral. Each gambler's winnings are then placed beneath his/her/its identifying chip, so you have a nice neat stack that is easy to move around as the gamblers change players (or the players change gamblers, depending on your point of view). Waddaya think?

I tried the stationary mat thing, it was pretty tedious with everyone reaching over each other and such. The mats will work for now, but I agree it isn't the best implementation. I like the idea about the stackable chips, but I think it's not much different than the mats. Once I find a source for stackable chips then the mats will do fine in the interim.

-Darke

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Joined: 07/21/2008
Re: Reply

Darkehorse wrote:

I tried the stationary mat thing, it was pretty tedious with everyone reaching over each other and such.

What if the gamblers were on a board, all of them central. Then all the 'reaching' will be to the board, not in front of people.

- Seth

But then you lose the idea of sitting behind the gambler, which you may like as part of the feel of the game.

phpbbadmin
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Joined: 04/23/2013
Little Help

Folks,

In order to balance Pokerface more, I'd like to institute some way of penalizing players who lose the poker round. In the current ruleset , if you don't win the round you lose 1 point. In contrast, if you win the round you win 1 point per player (I call the 1 point per player score to be the base score). What I would like to do is reward/penalize people based upon how high the wager is. So if my gambler won a round where the bid was really high, I would score a lot. Conversely, if I lost a round where the bid where my bid was high, I would lose points to reflect this. I can't think of a good way to implement this. Anyone have any ideas?

Keep in mind these objectives that the mechanic should meet:

1) Reward pts to the winner of a hand based upon how high the bet was (or perhaps better still, how high the pot was).
2) Penalize players who lose the hand in relation to how high they bid. I do not feel that this penalty should be equally opposite to the score the winner gets. For example, if the winner of a hand recieves 6 points, I don't feel that a loser who matched the winner's bet should be penalized 6 points.
3) The penalty should discourage players from 'tanking' gamblers intentionally.
4) The penalty should encourage players to fold on some occasions so that they lose less points than what they would have lost if they had stayed in the hand.
5) If the penalty is implemented effectively, bluffing will become a more integral part of the game. I.E. Players will be less likely to wager highly if they do not have the hand to back up their wager. However, bluffs will become more potent as opponents will have a harder time deciding whether or not the player is actually bluffing.

Any ideas?
-Darke

Sundog
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Game #18: Pokerface by Darkehorse

Interesting. Is it possible that a player who wins a big hand may not have to work as hard to win if other players fold out early (due to a heavy penalty in a "big money" hand)?
How would play be effected if you don't penalized the losing player so much in a "big money" hand? The players may be less likely to fold under the pressure of being heavily penalized.

Example: Hand with $500 in the pot. Winner gets 6 bonus points, losers are penalized 1 point. In a hand where the winner wins $50, he is awarded 1 point & the losers are penalized 6 points. After further thought, this type of scoring may push players to bet more on a sorry hand.

Just a thought...

Yekrats
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Re: Little Help

What if -- and this is a crazy thought -- what if the bigger the pot was, the fewer victory points the winner got? So, what if VPs were inversely proportional to pot size? What would that do for the game?

That may not work at all. It's pretty early here, and I just woke up... :wink:

I'll think about it a bit later after I become more lucid...

[edited later...]

Now that I look at it, this is similar to Sundog's suggestion above.

Anonymous
Re: Little Help

Yekrats wrote:
That may not work at all. It's pretty early here, and I just woke up... :wink:

Never write virgin code first thing in the morning. :wink:

phpbbadmin
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Well

I don't really like the idea of scoring less when you win a big pot. That just doesn't make sense. I want to emulate the tension in poker when you have to decide whether to fold because the bet is too risky or stay in and risk losing your shirt. No one has any ideas?

-Darke

SVan
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Joined: 10/02/2008
Game #18: Pokerface by Darkehorse

A way IMO to solve this is to go with math. I have a couple of ideas that go that road.

First off, for each 10 dollars they bet (probably at one time), (or whatever the number, maybe $100) each player that loses the hand will also lose 1 point per set amount that they bet, minimum of 1. This could be tracked on a player's mat, or players can be given a different kind of token when they bet that amount. So small bets will not hurt the player, but large, tanking the gambler bets will. You will probably will need to make the number high enough to encourage some bets, but small enough as well.

Using this system, the player who wins the pot, gets 1 point per set amount of the pot.

Maybe a player can only lose points when they raise. That seems a little more fair.

I think this matches what you were looking for. Hope it helps.

-Steve

Anonymous
Game #18: Pokerface by Darkehorse

The only thing I can think of is to make points proportionally equal to money... so... for instance, if $5 is your base bet value... then $10 = 1 point.

SO, when I bid... $20, I take 2 points from the pot and put that beside my bet.... then, when the winner takes the pot, he gets all the points... if you fold, or lose the hand, you lose the number of points beside your bet.

So, for instance a hand:
Player 1 bets $5 (no points added)
Player 2 raises $5 (total $10) and 1 point is added
Player 3 sees $10 and 1 point is added.

Player 1 folds - loses no points
Player 2 riases $10 and 1 point is added
Player 3 sees $10 and 1 point is added

Now, player 2 and 3 have 2 points on the line each.

Player 2 wins the hand... gets 4 points.
Player 3 loses 2 points.

?
Tyler

sedjtroll
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Game #18: Pokerface by Darkehorse

On the one hand, I don't see how this is different than playing for money. The last post suggested betting money and points, which is effectively the same thing.

Now, if there are indeed both money and victory points in the game, and they are not the same thing, then they need to do different things.

I never finished reading the rules, but I'd have to assume that the PLAYERS have VPs and the GAMBLERS have money. Is that accurate? So what's the point of the game? To bankrupt the other Gamblers? Or to earn the most VPs over the course of the game?

Perhaps 'paying' VPs in order to do things like raise the bet is a good solution to people trying to tank a Gambler. If they want the Gambler to lose lots of money, then it will cost them VPs. Therefore tanking gamblers does not help you win the game. This is somewhat similar to the dual-bet that Random_Person suggested. If it's the case that money moves between Gamblers and VPs move between players, then maybe the dual pot is a good idea. Then the Gambler who wins the hand gets the cash pot and the player playing him that turn gets the VP pot. So you are always interested in winning pots, or getting out of a losing pot.

However, there would have to be some other mechanism for gaining points based on the performance of "your" Gambler- maybe 1 VP per $X they have at the end of the game?

I'll go read the rest of the rules now and see if anything hits me.

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