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Battle Cups! -A Dice Game

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Zodiak Team
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A dice battle card game for 2 or more players.

Each player has a dice cup with a character on it. These characters have names, HP, picture, and a special ability. Inside these cups are 4 different dice but will 3 copies of each.

1. Bonus Die
2. Combat Die
3. Defensive Die
4. Status Die

Bonus die don't directly effect the combat but can instead be banked and once you have enough you can activate your cup's special ability.

You can only roll 3 dice a turn and everyone rolls at the same time and apply damage accordingly.

The player with the last cup standing wins!

As an added bonus each cup as a QR code and a unique number. You can record you winnings on a global scale.

(This came to mind after a sticker based system where each cup comes with a set number of stickers and after you lose you must give a sticker to your opponent, once all your stickers a are gone, your cup is considered exhausted and you must either buy more or get a new cup...but I figure that's kind of harsh and big brothers can be dicks =p)

Anyways what do you gusy think of the concept?

JewellGames
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Sounds pretty cool. I'd be

Sounds pretty cool.

I'd be interested in seeing specific rules for combat resolution with sumultaneous play and targeting.

Zodiak Team
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combat dice such as attack

combat dice such as attack and defense have different ratios ranging from critical to miss.

example:

D10:

3x 1 strike
2x 2 strike
1x 3 strike
3x Miss
1x Unblockable 1 stike

you then resolve combat much like Risk.
example: I roll "3 strike" and you roll "1 defense" 2 strike still gets through and deals damage to your cup character.

If we both roll attack then we both take full damage from our attacks.

Games are under 10 minutes and are held in 2 out of 3 matches.

JewellGames
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So what is the advantage to

So what is the advantage to defense other than delaying the game? If we both always roll attack it's just a matter of who rolls better attacks and seems like the obvious choice.

Would successful blocks allow some bonus or counter?

Zodiak Team
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that's a good question. To be

that's a good question. To be honest I hadn't thought about it but I'm not against it.

Defense dice could possibly offer a higher block count to block as much as 6 strike damage but also reduce your dice count to 2 for that turn. This is all still a theory though and I'm slowly working it out.

Here's an example image: http://i60.tinypic.com/k2yfip.png

JewellGames
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Yeah itll be tricky to

Yeah itll be tricky to balance for more than 2 players. How did you decide on targeting?

The concept dice cup looks solid.

Zodiak Team
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well as of right now if the

well as of right now if the rule stays that everyone rolls at the same time (that way the 3 dice rule means something because of the blind betting) then it would be only a 2 player game. If there was more then 1 player then I would do a resource management dice vs stat stituation much like I've done for my other game Zodiak Legends.

JewellGames
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Sounds good Subscribed to see

Sounds good
Subscribed to see your full combat system and interaction between the 4 dice types.

Zodiak Team
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Ok I figured it out.Each

Ok I figured it out.

Each player has some crazy amount of dice (maybe they come in the cup, maybe you buy them seperate).

At the start of the round ALL players roll their dice (max: 3)and then decide what to do with their rolls.

There are 6 different faces for the dice:

Attack - Deal Damage
Defense - Defend against damage
Magic - Perform special ability
Time - Use to reroll a die
Counter - Counter a special ability
Miss: Nothing happens

Not every dice has each of these faces, some dice will have more of a certain STAT depending on your play style and cup's abilities and the level of dice you're using.

Dice levels:

These are indicated by the color of a dice and will do more of a certain STAT the higher the level.
Example: a lv. 1 black die could have 3 attack sides worth only 1 damage but a lv. 2 Red die might have 4 attack faces, 2 of which would be worth 2 damage.

Once everyone rolls their STATS they can bank what they want by setting it off to the side and then apply damage by targeting a player using a combination of dice they just rolled and dice they previously banked. This is done in turn order starting with the player who rolled the least amount of damage (in the event of a tie, the tying players will need to either flip a coin or roll to decide turn order...still working that out).

Why bank dice?
Banking dice allows you to activate your cup's special abilities. I'm also working in an overal duplicate rules for certain classes of cups.
Example: Magic cups have an ability where if you have 2 magic in a single roll then you can apply 1 damage to an opponent of your choice before battle.

Banking dice also allows you to add on to attacks or defense during battle.

Example: I rolled 2 defense dice but I don't need them. I can set them aside and use them later in another battle to help protect me.

To level up a die:
I'm still working this out but it would probably be part of the banking mechanic.
Example: If you have 3 banked defense dice then you can upgrade to a Lv. 2 defense die.

Or part of the battle mechanic.
You dealt 3 damage in 1 turn so you can level up 1 die to a lv. 2.

Personally I think I like the banking mechanic better.

Anyways that's where I'm at. Thoughts?

Greggatron
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How do you plan to keep track

How do you plan to keep track of damage?

Zodiak Team
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I was just thinking about

I was just thinking about this yesterday and I have several solutions.

1. A 20 sided die that you set to your cup's HP and rotate it down as you take damage.

2. A small HP card numbered 1-20 with a token/counter that you place on your current HP.

3. Develop a game-mat and on it have a place to track health similar to option 2.

4. I'm actually looking to design an App that can be an aid for all of my DFL Games and keep track of game's you've played and won. The app would have an aid to keep track of Health.

Thoughts?

JewellGames
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Any progress with this?

Any progress with this?

Zodiak Team
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yes, but now that I've got a

yes, but now that I've got a semi-working prototype it's on the back burner while I prep fro PAX and my Indiegogo campaig for my 3 other games.

I was using a rock, paper, scissors mechanic but it got a little confusing so I'm thinking of either removign it or adding a "defender's choice" rule where they'll decide how to apply their own dice to attacks to help resolve rock, paper, scissors mechanic and apply damage.

I like the RPS combat because then you don't need to worry about rolling defense because things can go either way. Using RPS means I can have 3 different classes of dice (Mind, Magic, Strength) to add to the dice pool building and each die has Time, Counter, and miss on them.

If this fails then I'll change Mind to defense and go back to the original mechanic idea but I'll give Magic the ability to add a die to your rolls.

JewellGames
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Game Idea

I think I finally came up with a decent game that is related to your ideas but it needs to be expanded for more strategy.

Highlights:
Meta Game - Dice Construction/Drafting/Random
Play Modes - Quick Play (3 dice) or Normal Play (6 dice)
Simultaneous turns and combat resolution
No counters or tracking required!
Very portable

Cons:
High Luck / Minimal Strategy (however, this could be a pro for kids, casual gamers, used as a gateway game, pub games, etc.)

The demo set comes with 16 dice. The pvp starter set comes with 36 dice (more in expanded sets) from which players can construct their pool of 6 dice. In normal play, the goal of the game is to defeat all 6 of your opponent's dice.

Every die has 4 sides each with a different attack value, 1 side with an ability, 1 side with overpower. Also every die is one of 6 colors.

The attack values, abilities and (number of) overpower colors will all vary based on a balancing algorithm.

Rounds of Play
Note: Players will always keep their dice pool hidden (like in a dice cup or bag or behind their arm or a divider).

1) If you don't already have a die in play (obviously neither player will for the first round), choose a die from your dice pool and keep it hidden in your fist. If you already have a die in play (from a victory or tie in the previous round), pick it up.

2) Both players simultaneously roll their die.

  • If your attack > opponent attack, that opponent die is knocked out and set aside out of play. Your die is kept in play.
  • If your attack = opponent attack its a tie and the round ends.
  • If you roll a special ability and opponent rolls an attack, your ability is resolved first.
  • If you both roll a special ability neither activates and the round ends.
  • If you roll overpower and it matches your opponent's die color (success) you automatically knock them out regardless of what they rolled! So this means, if you both roll overpower and they both match opposing colors you both get knocked out!

    Example: Your opponent has a red die that rolled 20 attack. Your green die rolled its overpower result that displays a red and blue symbol. Your red overpower successfully knocks their red die out!

  • If you both roll overpower but neither matches the opposing color (fail) the round ends.
  • If you roll overpower but it doesn't match your opponent's die color (fail) and they roll their ability or an attack. First, flip your die to the lowest attack value display on the die and resolve the appropriate outcome above.

    An example of an ability:

    Stun - Turn the opponent's die to its lowest attack value and reroll your die.

    If the reroll result is a successful overpower or a higher attack than their attack you automatically knock them out! If the reroll result is this ability again, a failed overpower, or an attack that is the same or lower than their attack they become unstunned and the round ends.

    3) Proceed to the next round.

    Rounds continue until someone has defeated all 6 of their opponent's dice!

    Thoughts? How would you add more strategy than just picking which die you'll roll next?

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