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Girl's Gymnastics Card Game

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questccg
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I think I would want to design a *board game* about Girl's Gymnastics! You would have all four different types of events: balance beam, vault, uneven bars, and floor excersize.

I'm thinking about two (2) things:

1-The theme is probably ORIGINAL (not very used)
2-It can be one of the only girl-oriented games likes Candyland and all the games about Ponies.

I checked *Board Game Geek* (BGG) and there are two (2) games which don't seem to be all that popular...

More on the game, each player would play four (4) athletes (on their team). I have always wanted to use a *Sand Timer* in a game, so we would probably add one of those! And good handful of dice... Keep 'em rolling!

I still need to work out a lot of details... Like how a *move* translates into a dice roll...

questccg
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Maybe...

It should be a *Card Game* (not a *Board Game*). Just to clarify... Cards with plenty of dice rolling! :P

Note: I also have an "Interrogation" game called *M.I.A.* (Or Missing-In-Action = A military term for those soldiers who were never proven to be killed, captured, or safely returned.) on the back-burner. I want it to have a *Mastermind*/*Clue* feel to the game... Still an early concept, I will probably develop that before WGT (World Gymnastics Tour)!

MoldtDK
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Interesting

While I can't claim to be in the target group to play this game, I certainly like the idea of the unusual theme and wouldn't mind learning more of it once it's done. After all it IS an original sounding theme and as long as you don't make it zombie-athletes then I will find it cool

questccg
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No Zombies...

MoldtDK wrote:
While I can't claim to be in the target group to play this game, I certainly like the idea of the unusual theme and wouldn't mind learning more of it once it's done. After all it IS an original sounding theme and as long as you don't make it zombie-athletes then I will find it cool

BUT I will use a 2:00 Sand Timer (120 Seconds). You will have 2:00 minutes to complete a *routine* that will be "designed" by you and your fellow competitors.

Their goal will be to make you MISS or misstep (for lack of a better term) by forcing harder moves. However if they use harder "moves" and you succeed that may put you further ahead in the points...

Obviously it will have cards for the "different moves" and dice to accomplish the moves (Polyhedral and standard ones).

And the *working title* of the game is "World Gymnastics Tour".

MoldtDK
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Great

Happy to see that it won't be zombies :D

As for the title, does that mean that there will be both male and female athletes or will there only be female athletes?

questccg
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Tricky question

The problem with including BOTH Males and Females is that the Events differ...

And my reasoning is this: a younger or older brother may play a game with his sister and HER friends - BUT it probably won't be played by the brother and HIS friends! ;)

For Women the events are: Floor, Vault, Uneven Bars, and Beam.

The Men's events are: Floor, high bar, pommel horse, parallel bars, still rings and Vault.

Supporting both genders would be hard - AND I don't think MALES will play this game unless it is with their sister (as described above)...

So I think the BEST idea is to FOCUS on just the Female Events!

MoldtDK
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Makes sense :)

Makes sense :)

dcrowell
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Good luck

My wife is a huge fan of gymnastics and not a gamer so I've made several attempts at a game with this theme in order to lure her in. Feel free to steal any ideas that sound good.

==Attempt #1 : Routine Level==
Deck of cards with different types:
-Skills: Collected to form routines for competitions
-Events: Alter game play somehow
-Artistry: Add to Artistry score during competition

Regular turns consist of collecting practice points (to learn skills), drawing cards, learning skills and/or playing events. After some number of turns there is a competition.
Each player competes on each event--
a) Player chooses Skills to use for each exercise
b) Check Personal Reserve to see if they crack under the pressure
c) For each skill, either take the default value (=Difficulty/2) or go for bonus (press-your-luck)
d) Roll for Artistry
Tally scores and award medals
---

==Attempt #2 : Country/Gym Level==
You are the coach of a national gymnastics team. Your goal is to win as many medals as possible during a 6-year cycle that includes 2 Olympics : WC, O, WC, WC, WC, O.
At the beginning of the game there is an Initial Draft to setup each team roster.

The following steps take place every year.
1. Deal out the Competition Calendar
2. For each card in the Competition Calendar
2.1. Execute Off-Week Actions or hold a Competition
2.2. Purchase Cards
3. Between Year Actions - everyone ages, some go to college, some retire,
4. Annual Draft - unselected veterans and new young folk coming up

During an off-week each Athlete can perform one of these actions: Extra training, Rest, Publicity Tour.

Competitions
1. Each player chooses their team from the Athletes in their roster per the competition rules.
2. Choose apparatus order for each team
3. Perform Events - involves rolling dice based on the skill levels of the specific athletes

Each athlete has different skill levels on the different events. They also have different levels of mental toughness. I also tried to throw in the idea of gaining veteran experience, event specialists, and some other quirks like being consistent or a daredevil.
---

I've got more details written up if you really care, but I never did get anything together that worked perfectly. I think the macro-level (Gym Coach) worked better. I also noticed that many of the same mechanics work for a figure skating them (she is also a fan of that) in case you want to head that direction. Let me know if you get any farther with your project.

questccg
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Some complex ideas

What I was going was something a little bit *simpler*. Basically there would be four (4) card piles, one for each event. Each pile would contain *moves/skills* that are specific to that event. Each player would draw five (5) cards into their hand. The player who will be competing in the event plays cards towards their *routine*. The opposing players ALSO play cards towards the routine and can make it HARDER or EASIER and try to balance out the routine.

Then comes the *Sand Timer*. The player competing in the event MUST complete the routine within 2:00 minutes. This will involve a series of dice rolls, which can be favourable or not, and can cause deductions from the top score for the routine. I still need to *iron* things out... But this is the general concept.

So the gymnastics portion of the game will be *dice rolling* and with all kinds of dice (standard and Polyhedral).

Note: I can picture the Kickstarter for this game as having many *Stretch Goals* that are related to more valuable/complex moves/skills... They would be like extra cards in the deck to help a player score more points! I think this could be FUN and exciting...

Aerjen
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Interesting...

Sounds pretty interesting and as a guy having done gymnastics, I'd be interested in playing this as well. Not sure about the dice rolling mechanic myself. I like the fact that you want to make it a simple card driven game and I like the idea of trying to perform a routine that others can try to sabotage. Have you considered using cards for all elements of the game instead? I can see mechanics like in Ligretto, Manga Manga or Brawl work here as well.

Note: Wow, your horrible stretch goal pun made me smile :)

dcrowell
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I like the timer

Some slightly more complex thoughts for your simpler game...
- You could go the Knizia Decathlon / Yahtzee route and have each skill require a certain dice combination, with harder skills requiring more difficult rolls. For example, a DTY vault requires a full house but an Amanar would need 5-of-a-kind to complete. Execution scores would be represented by the rank that was used, i.e. a 4-2 full house scores less than a 6-4 full house.
- Individual gymnasts would vary by using different and/or more dice. More dice making it easier to roll the desired combo but bigger dice (d20) making it easier to score big.
- Throw in some wildcard dice that can be bought or earned.

questccg
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Sort of...

dcrowell wrote:
Some slightly more complex thoughts for your simpler game...
- You could go the Knizia Decathlon / Yahtzee route and have each skill require a certain dice combination, with harder skills requiring more difficult rolls. For example, a DTY vault requires a full house but an Amanar would need 5-of-a-kind to complete. Execution scores would be represented by the rank that was used, i.e. a 4-2 full house scores less than a 6-4 full house.
- Individual gymnasts would vary by using different and/or more dice. More dice making it easier to roll the desired combo but bigger dice (d20) making it easier to score big.
- Throw in some wildcard dice that can be bought or earned.

That's sort of what I had in mind - BUT still not sure how I want to execute it. I want to vary standard d6s like in Yahtzee with Polyhedral dice to *score big* as you put it... So something like a baseline to complete the skill and a BONUS for *artistry* (Push-Your-Luck). Something like that... Still need to think about it.

And obviously a Sand Timer for the 2:00 minute routine time! :)

Kroz1776
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Custom Yahtzee!

I think an easy way to do this is to have your four decks for each event. Players draw from those event decks and play any combination of cards they wish. The more cards, the harder the routine and the more potential points that could be awarded. The less cards, the easier it would be to complete but the reward is less.

This is to simulate the judging of gymnastics with easier routines you have to do flawless to get really any points at all, whereas a very difficult routine, even if you mess up a couple of times, you'll still get a higher score than someone who performed a perfect easy routine.

The idea I had, was that on each card it shows a number of pictures that are on the dice. You must grab the allotted dice and start rolling. Once the dice show all the pictures shown on the first card you can proceed to the second card. If you complete all the cards before the timer runs out, you can collect your points.

The scoring mechanic would need some design work but, what do you think? This allows people to pick the "tricks" they'll be performing during their routine. If scoring punishes players for picking too many tricks in their routine and not getting them all, then it introduces some push your luck aspect. Players must decide how many "tricks" they're gonna play in during their turn.

questccg
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Good ideas

Kroz1776 wrote:
I think an easy way to do this is to have your four decks for each event. Players draw from those event decks and play any combination of cards they wish. The more cards, the harder the routine and the more potential points that could be awarded. The less cards, the easier it would be to complete but the reward is less.

This is to simulate the judging of gymnastics with easier routines you have to do flawless to get really any points at all, whereas a very difficult routine, even if you mess up a couple of times, you'll still get a higher score than someone who performed a perfect easy routine.

Well the idea would be that you play five (5) cards for a routine. BUT Your opponents ALSO play cards (towards the 5 total). So if there are four (4) players, each player gets to play a card as part of the routine. The aim is to balance the routine so that a player doesn't score too many points or that a routine is too easy.

Kroz1776 wrote:
The idea I had, was that on each card it shows a number of pictures that are on the dice. You must grab the allotted dice and start rolling. Once the dice show all the pictures shown on the first card you can proceed to the second card. If you complete all the cards before the timer runs out, you can collect your points.

Yes this is what I was thinking also... But I'm not certain about combos (like pairs or straights, etc.) I need to think about it some more. One thing I wanted to add is *polyhedral* dice. So instead of rolling a d6 - for extra *artistry* you could roll a poly dice - harder to accomplish. For example you roll a d12 instead of a d6, twice as many possibilities...

Kroz1776 wrote:
The scoring mechanic would need some design work but, what do you think? This allows people to pick the "tricks" they'll be performing during their routine. If scoring punishes players for picking too many tricks in their routine and not getting them all, then it introduces some push your luck aspect. Players must decide how many "tricks" they're gonna play in during their turn.

I was thinking about a five (5) card routine... But there are different events also. All these ideas sound good - I just need to figure out what will work and what won't. I am going to read the rules to Knizia's Decathlon to get a better understanding of the mechanics used in that game.

Kroz1776
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Pictures?

I was thinking you could use (for the final product) custom dice that show pictures of the different stunts, tricks, fancy things, that you do. So for one card you have to roll three backflips (a triple backflip), or another you have to roll a twist and a backflip. One thing that would be kinda fun too is that no matter what, you always have to roll a "stuck it" result. It could look like this...(please ignore my placeholders I used to make it work).

--\o/
---|
- | |

I think the pictures would really add to the feel of the game.

I think whether you pick all the cards for your routine, or others do is up to you. I think both are good ideas. But I'm pushing for custom dice here. ;)

questccg
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Stuck it!

Kroz1776 wrote:
...One thing that would be kinda fun too is that no matter what, you always have to roll a "stuck it" result. It could look like this...(please ignore my placeholders I used to make it work).

--\o/
---|
- | |

I think the pictures would really add to the feel of the game.

I like the "Stuck it!" roll. Maybe the last dice after you have completed the routine, you could roll the "Stuck it!" dice which could have 50-50 odds of getting it. Maybe the penalty for missing is a 0.5 deduction!

I am thinking that like in gymnastics each player starts with a score of 10.0 points. And then the deductions occur (during the routine). I want there to be a lot of rolling - so I still need to think about things!

Kroz1776
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75%?

I like the 50-50 chance. Or you can make it so you roll it once but make it a 75% chance or something like that!

questccg
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Certainly not OLYMPIANS

Kroz1776 wrote:
Or you can make it so you roll it once but make it a 75% chance or something like that!

You can't get 75% odds with a custom d6. You can get 50% (3-3), 66% (4-2) or 83% (5-1). I figure 50-50 is pretty good odds... I didn't say the athletes were going to be OLYMPIANS... They are amateur gymnists. ;)

questccg
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NOT Real-Time

Aerjen wrote:
I can see mechanics like in Ligretto, Manga Manga or Brawl work here as well.

I have looked into these games and they seem to be Real-Time games. Although I want a Sand Timer of 2:00, I don't want to have the chaos of all players playing at the SAME time. Specifically each player will play one (1) event, one player at a time. They are only 2:00 turns. It's not like they take 30 minutes to play a round. Four (4) players should take about 10 minutes with setup time. So if you mulitply that by four (4) events, the game should take 40 minutes to play (under an hour).

I don't particularly like the "Real-Time" genre because I think it can lead to cheating (or fudging). 2:00 turns + setup is reasonable and 40 minutes may be 10 minutes over what I wanted... But it's still not too bad.

Note: I think it is also more in the *spirit* of gymnastics where the player performs and is judged (even if they run synchronous events)!

Aerjen wrote:
Note: Wow, your horrible stretch goal pun made me smile :)

Funny, I did not expect anyone to catch that pun!

Kroz1776
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I can respect that

I can respect those odds. Now that you say they're amateur gymnasts, it makes a lot more sense.

I also agree about the real-time genre. It works really well with Escape mainly because it's a cooperative game and so light that I've never had problems with cheating. This game I believe is more thematic being a turn based game too.

questccg
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Wildcard options

dcrowell wrote:
-Throw in some wildcard dice that can be bought or earned.

I'm *thinking* about this suggestion. There are two (2) ways to handle it:

1-A Wildcard CARD which means the athlete can do whatever they want (and obviously no penalties)
2-A Wildcard DIE which means the athlete can use it when they need to (on a particular roll)

The first option is sort of a *Bypass* or *Skip it* mechanic. The player doesn't need to worry, they're golden (if for just a moment - or a couple of seconds). The down side is that opposing players may be tempted to play harder skill cards because of the wildcard.

Another implementation could be allowing a player to *SUBSTITUTE* any card in a routine for the wildcard AFTER the routine is *defined* (each player has played his cards to the composition of the routine).

The second option is a little bit less *powerful* but it is very flexible. It can make the difference between a penalty or a pass (like you did the skill correctly). But it is only ONE (1) dice and in the grand scheme of rolling all kinds of dice - one dice doesn't seem much. The good thing is that opposing players cannot *counter* the wildcard dice, it is 100% player discretion.

There is the aspect of being able to *earn* extra wildcard dice... I am thinking something like Yahtzee, you get three (3) rolls and if you are successful, you earn a 0.0 penalty. But you could also *earn* a BONUS wildcard dice that you can use later on... When you have to ROLL AGAIN (after 3 rolls), it is a penalty of 0.1 PER ROLL. And you must complete the routine (so five skills). Good scores could be higher than 9.0. Less and you may be trailing in the scores... The penalty could vary per event (and may so can the card count for the routine).

Another possibility is instead of a wildcard dice, it could be just a wildcard token. Instead of rolling a dice, you use the token when you want it to be a wildcard dice.

So there is some more thinking to do. There may also be alternatives to these options.

dcrowell
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Scoring change

questccg wrote:

I am thinking that like in gymnastics each player starts with a score of 10.0 points. And then the deductions occur (during the routine). I want there to be a lot of rolling - so I still need to think about things!

Amateur gymnastics still uses the old-style 10.0 system (e.g. NCAA) but the Elite (Olympics, etc) use a system based on Difficulty + Execution. Each trick is worth some number of points if you do it at all, then there is 10 points for the quality of the exercise that gets the deductions. For example, triple flip is 4 pts but you barely pulled it off because you separated your legs (-0.5) and stepped out of bounds (-1.0) so it really only earned you 2.5 points, whereas a perfect double flip would have given you 3 points. I actually think that the new scoring system would be easier to translate into a game because it separates the "I did trick X" from how well you did it.

Couple ideas along these lines:
- You could have increasing penalties for how many attempts it takes to score each card. So even if you can roll super fast, you still lose points if it takes 10 attempts. (not sure I like this, but throwing it out there)
- Going along with the symbol-dice idea above (which I love), you could have a symbol that gets locked in (like the skulls in Roll Through the Ages) and counts as an increasing deduction for each symbol. If you lock out enough dice to make the trick impossible then you lose the points for the trick completely (along with the Execution deductions).

I still like the idea of individual gymnasts with different skills sets (aka dice pools). Maybe once you get the mechanics sorted out I can steal them for a longer campaign-style game.

questccg
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More to think about...

dcrowell wrote:
Amateur gymnastics still uses the old-style 10.0 system (e.g. NCAA) but the Elite (Olympics, etc) use a system based on Difficulty + Execution.

I am reading up on this... I was thinking that a specific combo (like maybe three dice with a ONE) could be a "fall" (or a 1.0 deduction in the old-style 10.0 system).

dcrowell wrote:
Each trick is worth some number of points if you do it at all, then there is 10 points for the quality of the exercise that gets the deductions. For example, triple flip is 4 pts but you barely pulled it off because you separated your legs (-0.5) and stepped out of bounds (-1.0) so it really only earned you 2.5 points, whereas a perfect double flip would have given you 3 points. I actually think that the new scoring system would be easier to translate into a game because it separates the "I did trick X" from how well you did it.

This is provided you have a way of *defining* the deductions... Things like "Separated your legs" and "Out of bounds" change according to the event (and could be more difficult to implement). Maybe there will be not enough *meat* to the 10.0 system. But then again it's not a *hard-core* game for adults, it's a FUN game for girls who like Gymnastics and who want to play when they're not in the Gym! :D

Artistry (making it tougher) is sort of the "difficulty" aspect of the game. What I wanted to do is have a BASELINE (standard difficulty) and BONUSES for Artistry (or difficulty)... And this IS how it used to work in real life (old-system), my idea was to bleed the two together, to have both penalties and the option to go for a bonus... This is kinda where the Press-Your-Luck mechanic kicks in: if you have a lot of penalties early on, you can still opt to try for bonuses later in the routine... It kinda makes a player WANT to take a chance (so to speak) and earn points for the ones they had lost earlier in the routine. Obviously if your rolling a 10.0 routine, you won't want to risk the extra difficulty because you have nothing to gain. But if a player is rolling a 8.5 because of an *unlucky* "fall" (-1.0) this could be the chance needed to get back to 8.8 (+0.3 bonus)...

dcrowell wrote:
- You could have increasing penalties for how many attempts it takes to score each card. So even if you can roll super fast, you still lose points if it takes 10 attempts. (not sure I like this, but throwing it out there)
- Going along with the symbol-dice idea above (which I love), you could have a symbol that gets locked in (like the skulls in Roll Through the Ages) and counts as an increasing deduction for each symbol. If you lock out enough dice to make the trick impossible then you lose the points for the trick completely (along with the Execution deductions).

I need to think more about these before responding... I see two visions of the game which are very different. One is *simpler* and the other is more complex. Like I said, it's a question of *content*: I want the game to have enough appeal for its intended audience. So a simpler game can open up doors in terms of players - an older sister could play with a younger sister. I'm definitely shooting for better than "Snakes & Ladders"! ;)

BUT at the same time, I want there to be enough complexity that the game is challenging (and FUN).

Nashman
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A Change of Approach

I'm new to this discussion so you may not like this, but how about a slight change of approach in the use of decks and dice?

You keep the 2:00 timer and the playing cards, and include a 20 second timer.
Everyone begins by drawing 10 cards from the single deck (which contains various tricks/stunts in the 4 events).
The 2:00 timer begins.
The player can decide which event to play by playing a card from that event.
Each player then has the chance to add a required card for that event by playing it in front of them - they must do this within the 20 second time limit.
The active player then rolls 2 dice - a d12 and a d6.

The d6 features two 1's, two 2's and two 3's. The d12 features pictures allowing you to alter the round (and some blank sides).
The effects are combined - so if you roll the 'remove routine cards' and a 2, you can remove 2 of the cards played by other players and complete the routine with whatever cards you want.
Or if you roll the 'draw extra cards' and a 3, you can draw 3 extra cards from the deck and place them in your hand.
Once the effects of the dice are resolved, the player must finish the routine by playing cards in that event.
The scoring for that event is the total of the scores on each card (there are less cards with the higher scores) minus the total of the scores on player cards which were not featured in the routine.
You also lose 2 points for each of 5 cards you are missing - for example, a 4 card event loses you 2 points, a 3 card event loses you 4 points and a 2 card event loses you 6 points.

Each player draws cards to make their hand up to 10, and play continues clockwise.

What do ya reckon?

questccg
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Nothing like what I had in mind

Nashman wrote:
I'm new to this discussion so you may not like this, but how about a slight change of approach in the use of decks and dice?

Although I appreciate the ideas you are sharing, I think the *way* you propose to use both the decks and dice seem nothing like what I had in mind. I see the game as having a lot of rolling, with many dice that add tension to the game. I already have a scoring method which is *similar* to the old-scoring method (10.0 rating). Both deductions and penalties seem reasonable and even bonuses seem to work pretty well.

The other problem is that having a CUSTOM d12 with pictures ... is well ... impossible. If you have to refer to a look-up table, that does not seem like a very intuitive way of playing the game.

I have started reading the FIG's NEW way of scoring gymnastics ... and well... I started to fall asleep. I already stated that the athletes are supposed to be "Amateurs" not Olympians. As such, for now, I think the 10.0 point system is the preferred route I would follow.

Certain evernts like the *vault* take less than 2:00 to complete... But rolling 5x (3 times) takes about 1:30. The player also has to account for the *artistic* bonus dice rolls... And have time to think/react. I think the 2:00 is perfect: not too much time to think (fast decisions) and plenty of rolling...

questccg
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More on combinations

Well it seems that I have found yet another way to make some *skills* more difficult: adding dice colours!

  • So if all the *dice* on a card are WHITE, it means ANY dice that rolls that number is a MATCH.
  • BUT if a dice is of another COLOUR, it means THAT SPECIFIC dice must roll that number for a MATCH.

This adds more complexity to the rolling of the dice... And preserves the 3 artistic dice: d8, d12 and d20.

There can be five (5) colours: Blue, Red, Green, Yellow and Black. The 3 polyhedral dice are White.

I think this will add an interesting *twist* to the probabilities... :P

let-off studios
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real-time

If you've not played it yet, I recommend you check out the Temple Run dice game. The players are frantically rolling dice in an effort to both move about the temple and collect different items.

One of the nice wrinkles of that game is the concept of "locking" dice. If a particular face of the die comes up during a roll, then that die is "locked" and cannot be used to roll further until they or another player rolls a particular result on their dice.

This "die locking" mechanic may do well with your gymnastics theme, as in some of the athletes can unlock dice at different times or with specific face/number combinations on the dice. It also dovetails nicely with the real-time mechanic you've chosen.

I know I'm late on the discussion, but it's intriguing (my own gymnastic skills aside). Best of success to you. :)

questccg
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Keeping it simple

let-off studios wrote:
One of the nice wrinkles of that game is the concept of "locking" dice. If a particular face of the die comes up during a roll, then that die is "locked" and cannot be used to roll further until they or another player rolls a particular result on their dice.

Well instead of "locking" dice, a player gets three (3) tries to match the dice on a *skill* card. So if a player matches one of the dice, he can put that dice aside and roll the remaining dice. Like I said a player gets three (3) free tries to match all the numbers on the skill card. If he fails to do so, each additional roll will be a -0.1 deduction...

let-off studios wrote:
This "die locking" mechanic may do well with your gymnastics theme, as in some of the athletes can unlock dice at different times or with specific face/number combinations on the dice. It also dovetails nicely with the real-time mechanic you've chosen.

I plan to use five (5) dice for each skill card. Locking of dice would prevent a player from completing his routine... That's not something that I want... But I may want a *wildcard* dice roll, like a six (6)! When you roll a six (6) that can be any number you choose... Something like that many make dice rolling more favourable and make the game easier to play.

See that's the thing: the game cannot be too complicated if a 9 year old sister plays with her 6 year old sister... You can *coach* a player - and to do so, the game needs to have a certain simplicity. Rolling dice and matching numbers is pretty simple.

let-off studios
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Real-Time

If that's the case, simply remove the real-time aspect then, and have a default time listed on the cards. They can choose any combination of cards that adds up to 2 minutes. For example:
- triple somersault: 25 seconds
- twirl: 10 seconds
- backflip into handstand: 20 seconds
- etc. ...

Let the player select their own routine from an assortment of cards, then place them in the order they want. They roll up to three times per card to achieve the set detailed on that card, and either score points or move on in their routine. The player's turn is over once they attempt and either pass or fail on the final card.

Each card has a difficulty and any other variables listed for it, allowing the player to calculate their earned points for that particular routine. Once all players have finished their routines, then they compare scores, and the highest score wins.

Your "wildcard" die roll mechanic will still work for this. Also, you can allow for a more challenging or a more simple game by adding or omitting different cards from the ones available to build routines. Easy cards have simple combinations/sets, while more complex cards require more dice and/or tougher combinations.

It seems like difficulty and style bonuses (or whatever else you have in mind) can all be balanced, regardless of a real-time aspect.

questccg
questccg's picture
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Joined: 04/16/2011
More in-line with what I was thinking

let-off studios wrote:
They can choose any combination of cards that adds up to 2 minutes.

I am still thinking about skills (like somersault and twirl, etc.) I believe that NAMING the skills will be counter intuitive. First they make the artwork for the card DIFFICULT, secondly skills in combination may not make much sense. So my idea is to use photos for AN EVENT and give a difficulty to each card along with the matching dice sequence.

let-off studios wrote:
Let the player select their own routine from an assortment of cards, then place them in the order they want. They roll up to three times per card to achieve the set detailed on that card, and either score points or move on in their routine. The player's turn is over once they attempt and either pass or fail on the final card.

Yes that sounds about right, except the fact that OPPOSING players will also select cards for a routine. This allows other player to balance a routine... If it is too easy, opposing players can add difficulty.

let-off studios wrote:
Each card has a difficulty and any other variables listed for it, allowing the player to calculate their earned points for that particular routine. Once all players have finished their routines, then they compare scores, and the highest score wins.

I am going to use the old system of scoring out of 10.0. So each player starts with a PERFECT SCORE of 10.0 and then gets deductions for additional rolls (after 3 rolls) per each skill card. Artistic/difficulty rolls can add BONUS points to a routine (like +0.3).

Kroz1776
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Joined: 10/09/2013
Dice are fun!

I forget where, but in another thread you talked about how you can't fit all the dice onto the cards when they're done being rolled, but I contest that this isn't even necessary. It is visually fun to be able to put them on the cards I guess, but in the end when you roll a success, especially if it's a real-time dice rolling game, you won't want to have to place the dice on the card. Just a thought.

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