Skip to Content
 

Could a double card mechanic work?

24 replies [Last post]
X3M
X3M's picture
Online
Joined: 10/28/2013

I dreamt this. And perhaps it is a way to get a game going without the need of much more.

The mechanic I saw was that the players have a deck of cards. These cards don't only contain combat units. But also land cards. Now, at first I thought, this is just like MtG. Why am I even dreaming this. But the table looked rather empty when the players started.

At first, a card was placed in the middle. It was placed landscape style. And showing a type of land. As for the players, both had a base card or starting location card, close to them. And also placed as landscape. Because combat unit cards were placed as well, the terrain cards had some distance between them prior.

Combat units and other stuff where placed on the base card or cards attached to the base card. But these where placed normally. As the game progressed, more and more terrain cards where placed as well. Attached to the middle card. But some where placed, attached to one of the base cards. Eventually, a card was played, indicating a connection to the centre and one of the base cards. This section was now set. The other player did the same. And the combat cards started moving not much later.

Then my alarm rang. And I woke up replaying the dream first before I even had my coffee.

***

So, what I noticed was that only a deck of cards was used. I suspect that the dice and perhaps other helping tools would have been added later.

As for the terrain cards, they were really used as hexagons. And the edges had "ridges" as well. I found this an interesting idea.

What I didn't like was that the combat units and perhaps base structures. Were placed normally and got stacked. They were the same size. The table was filled with "crosses".
Perhaps having smaller sizes for them would be neat.

I also felt during the dream that the distance that units could travel. And their combat distance, was less. 3 was a big number already here.

I also wonder how a 3 or more player game would go.

Maybe my mind was simply telling me to get cards only.
Perhaps this is THE way to get a boardgame. But then the rest is miniatures.

Is it possible to have the cards that are placed down. To stay in place somehow? I imagine that there will be a lot of "accidents"

Note: I had wiskey the evening prior. And ate well.
Cheers, X3M

questccg
questccg's picture
Offline
Joined: 04/16/2011
Dreams like OpenAI are usually not very accurate...

I've dreamed of "products" (specifically toys) flying of the shelves and people clamoring for more product. But for the life of me, I can't remember the specifics of the product let alone what made it so compelling to BUY.

The only dream that made any sense was "Dual Dice". The dice came from a dream and I remember holding the dice between my Thumb and Index Finger. This occurred just as I was waking up from sleep. Ergo that I had a definite IDEA about how the dice looked and worked.

Other than that ... Nothing really useful. I get a lot of dreams with conflict between my Parents and me. A source of contention before. My father has passed away and I have (hopefully) repaired the relationship with my Mom. IDK. It's a bit hard when the only people you've lived with kick you to the curb. Lucky that I had Family to help me out. It came at a cost ... But I'm actually happy these days. I honestly enjoy what I have been working on these 10-or so years.

I know some people don't understand. Like an older lady that works at Tim Hortons... She asked me: "How long have you been coming to this Tim Hortons coffee shop?" And I told her like 20-Years. She said she's been working there for 10+ Years and the clientele changes. Meaning that I should think about MOVING on. 20+ Years is more than she's been working there.

Anyhow... Working on getting further ahead with another project is what is my priorities along with a bunch of related TODOs.

My point to this whole comment... Is that dreams are usually UNRELIABLE because you don't get the whole picture. Sure you see a GLIMPSE into something that is in the dream... But never all the details it takes to make something COHESIVE.

Maybe it's a good starting point to explore and see IF it makes sense or not. Much like my dice which were IN DETAIL.

Anyhow if you played THAT "dream game" you must have a sense of HOW to play that game. If there were no dice and such and you still played... It's possible that the dream's version HAD NO DICE. You are already analyzing what is MISSING may be beyond the point of the dream. Maybe that game DIDN'T use dice and that's what the dream might have been trying to show you...

IDK... I'm just saying. Before adding more... Try to figure out if the dream gave you sufficient ideas to MAKE a game rather than try to build upon the dream with your own ideas.

Usually dreams present you ALTERNATIVE "realities". Like I say "combative" with my Parents or games selling off the shelves, etc. etc. I can't say that my dreams are very useful TBH. But maybe this dream is trying to show you that you are closer to the end-goal of your project. Giving you a futuristic preview of what you have yet to create...

Best!

X3M
X3M's picture
Online
Joined: 10/28/2013
No dice?

If it was really without dice. You think it is a placement game at first? Then resolve by collapsing the field? Or moving through it towards the opponent? Cards did get placed from spot to spot at the end.

I can see that happening, where cards are compared. You get a bit of a stratego effect. But then you also create a portion of your own map and the opponents side.

Perhaps keep the cards hidden. Both cards, not just the combat unit, but the terrain as well. A player can only look at what it placed for themselves. And work with that knowledge of what the opponent might have and do.

Once revealed, it is revealed. Terrain and combat unit.

***

I could work with that. I could have the cards being equal in value. Perhaps some a bit more in value. But still beatable.

After all, this RPS style of a 1 on 1 card as if it is MtG. Is also an option.
A card has 6 stats: movement, attack range, health, maximum damage it can receive, maximum damage it could lash out, damage multiplier.

But I think it is a bit too much to see how it works. Especially if I come from my "hobby variant".
Remember, I put in the hobby variant to see what would happen. Then simplify.

A riflemen squad could have:
Movement, 2
Attack range, 2
Health, 30
Maximum damage it can receive, 1
Maximum damage it could lash out, 1
Damage multiplier, 6

A tank could have:
Movement, 2
Attack range, 2
Health, 180
Maximum damage it can receive, 36
Maximum damage it could lash out, 36
Damage multiplier, 1

Now, I will ignore the movement and attack range. They are equal.
The tank can deal only 1 damage. The riflemen squad deals 6.
30/1=30 and 180/6=30.
The result is equal, both sides end up in a draw.
Not sure what a draw would do. Both removed?

As for attack range, if one outranges the other. Then we see if the other can approach. If not, then the other player may see if another card can help. Revealing it in the proces, and so the terrain.

***

Clearly, 30 is too high, so is 180.

If I do the "public" idea.

A riflemen squad could have:
Movement, 2
Attack range, 2
Health, 6
Maximum damage it can receive, 1
Maximum damage it could lash out, 1
Damage multiplier, 6

A tank squad could have:
Movement, 2
Attack range, 2
Health, 12
Maximum damage it can receive, 4
Maximum damage it could lash out, 4
Damage multiplier, 3

The tanks do each 1 damage on a rifleman.
It is now 6/3=2 and 12/6=2.

That is simpler. But I am not sure yet. I don't see players calculate it all.

As for having infantry being anti tank:
A riflemen squad could have:
Movement, 2
Attack range, 2
Health, 4
Maximum damage it can receive, 1
Maximum damage it could lash out, 4
Damage multiplier, 4

4/3=1.33
and
12/16=0.75
Meh, I really don't see this happening. I need to simplify without breaking the RPS. But also, I need something to for approaching stuff etc. I however think that health tracking might be a solution here.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Could it be that CARDS were the dice???

Like you know you can SIMULATE any Dice with a SET of cards, right??? Like shuffle the deck and draw one (1) card which has "3 Dice Rolls" (for example).

You don't need to respect the one (1) card = one (1) roll.

You can play around with various cards and some can be one (1) roll, others two (2) rolls and maybe some three (3) rolls.

How big of a Deck for rolling is up to YOU!

You could have 12-Cards for example and draw one (1) card which has a BONUS +1 additional roll. Or a card can have three (3) different roll values: 3, 1 and 6.

There is a LOT you can do with just cards and NOT NEED any dice.

I think I've mentioned this to you before. Maybe there were no dice in your dream because players were using CARDS instead! IDK just wondering...!?!?

Cheers @X3M.

X3M
X3M's picture
Online
Joined: 10/28/2013
I think only comparisson

Somehow the combat should deterministic like in chess and checkers.

Health tracking seems to be key!

I think things like walls and defences should be an option too.

All players do an action at the same time too.

I can apply the root rule easily.
I can also square root the values for weight calculations.
The players see rounded numbers only.

I will make squads only, so one squad fills in an entire, terrain, if you will.

The H/D ratio is not sure yet. Either 2 or 3. I don't have dice. It could even be 1.

X3M
X3M's picture
Online
Joined: 10/28/2013
Attempting a HD ratio of just

Attempting a HD ratio of just 1.

Do you think I should have different values to the cards?

It seems I cannot really reverse engineer all tue numbers correctly without dice. I have to fill in a calculator and see what happens. That is the downside of it all. And balance is very hard to grasp without discarding a lot of options.

X3M
X3M's picture
Online
Joined: 10/28/2013
1 on 1 and effects?

If I have only 1 on 1 exchanges. Then more expensive cards need to be extra expensive.

If a card costs 4 times more than the norm. The true cost is 8 times that.

Not sure if I do resources. I rather have players have a deck with well balanced cards.
Perhaps, if I allow these type of cards. I should have the other player do a bit of MtG style. And it may select more cards.

2x1 vs 1x2. Where the 2 card can hit only one other card?
Or should I allow it to hit multiple ones if multiple ones block?

X3M
X3M's picture
Online
Joined: 10/28/2013
Combat resolution

Health tracking, or rather damage tracking. Is required for this.
Once the damage reaches the threshold, the card expires.

This way, players don't have to calculate things. And have time to change strategies.
This way, mechanics and even medics, are also an option again.

As for the rules on combat. Once more, the lowest maximum damage is the true damage. Thus a card can receive a maximum damage per projectile. And a card can give out a maximum damage per projectile. The lowest maximum is the true damage it receives. Then it gets multiplied by the number of projectiles.
Tiers 1, 2, 3 and 6:
6x1 gives 06,06,06,06
3x4 gives 03,12,12,12
2x9 gives 02,08,18,18
1x36gives 01,04,09,36

My hobby game has a hd ratio of 3. But i think 2 is enough.
Meaning the correspondong healths are 12, 24, 36 and 72.
2 digits on average.

Durability:
12: _2, 4, 6, 12
24: _4, 2, 3, _6
36: _6, 3, 2, _4
72: 12, 6, 4, _2

I need to see what kind of terrain I will allow. Attack range weights often 150% that of movement speed.
That means 2 + 1 + 1 per movement.
But 2 + 1.5 + 1.5 per attack range.
2, 3, 4 sounds easy to work with.
2, 3.5, 5 has that silly 3.5 in it.
At hd of 3, we get 3, 4, 5 and 3, 4.5, 6. Which is easier to work with.
Hd of only 1 gives 1, 2, 3 and 1, 2.5, 4.
As you can see, I have a challenge ahead. I want to aim for hd of 2. That 3.5 is close to 3.6 we will see.
But no dice needed so far :)

X3M
X3M's picture
Online
Joined: 10/28/2013
Most important differences with my other games

1. No bonus attack range.
Or better said. Always +1.
Flamethrowers are at 1, while planned at 0.
Thus rifle is at 2, while planned at 1.
Meaning that attack range minus 1 is the weight factor.

2. Terrain influences.
Seems that obstruction will no longer reduce a force in size. Nor has any influence on the dice rolls. Which aren't present either.
What I would like to do is a copy of 1 square in the classic RTS.
A card can either move into, or not.
A card can either shoot into, or not. The shooting can be classified in a different way. Like a reduced number for the attacking card.

Terrains that protects certain units. These now get a movement attribute for certain.
And an attribute on projectiles as well.

Example, infantry can go into rocky terrain.
Tanks now can only fire upon them.
If they stand on open terrain however, perhaps moving into the squad will damage them.
The move into attack has an anti organic attribute only. The attack range here can be 0 though. But 2-1.5 is very cheap.... and moving into is also a movement.
Squishing infantry has no other option, than to be an assault.

And thinking about it. Allowing an action to be an assault. Perhaps I should think of a recalculation in this regard.

Fact remains. The squishing is only possible if the threshold is met. If not, the target needs to be damaged first. I come back to this later.

X3M
X3M's picture
Online
Joined: 10/28/2013
Ok, was on a roll. but now...

A challenge?

Lets say...I have a card.
This card is going to have some stats to work with.
A H S - D M R
A TLDR topid is out of the question here.

I will summarize:
- Cards can move or attack or assault.
- There will be a subtraction for assault on M.
- There will be another subtraction on M for when a target moves. This subtraction will be multiplied by the targets movement speed.
- If nessesary, there will be a "secondairy" list of stats for assault. IF the damage, attack range or subtraction on M is different.
- The new stats are: Ma and M-.
- I also could do Da Ma Ra. (sing along song)

As for balance, I am thinking about having the assault section to be 100%. It simply starts lower.
Then every next assumption of the target moving around. Would be M- and that is multiplied by 50%. Why?
If we have M- = 0 Then the powers of 50% would mean an end result of 200%.

Ok, let's see what we can get here?

Laser,
M- = 0
Ma = 0
We get 400%.

Rifle,
M- = 1
Ma = 3 (instead of 5)
We look at 5, 4, 3, 2, 1. And its value is 161.25%.
We look at 3, 2, 1. And its value is 85%
We get 246.25%.

Artillery,
M- = 3
Ma = 0 (instead of 5)
We look at 5, 2. And its value is 120%.

Yeah, the absolute minial is 100%. I think I try to get my default unit around 200%. Not sure. I shall see after compiling my calculator.

X3M
X3M's picture
Online
Joined: 10/28/2013
I should not

I should not forget.

...

Assault as "attribute" needs the movement speed included in the weapon.
The faster an unit. The higher the assault weight should be.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Determinism vs. Luck-Based Gaming

X3M wrote:
Somehow the combat should deterministic like in chess and checkers.

I think you don't have a good idea about "determinism". Chess and Checkers are "absolute" in terms of combat. What do I mean? Any piece in BOTH Chess and Checkers can capture another piece.

"Determinism" in the true form means that there is no "Randomness" everything is based on STATS like Attack vs. Defense. But even in games like "Magic: the Gathering" (MtG) you can argue BOTH ways too.

Well MtG can be deterministic because you rely on STATS to resolve "battles". But you can also rely on other cards which are contained within your deck to add a "Random" Element to the battles via sorcery and enchantments. The RANDOM availability of those "extra" cards takes away from the Determinism and adds a layer of chance in regards to what cards are AVAILABLE given the fluidity of a given MtG Deck.

So even games like MtG who qualify themselves as Deterministic games... They are also subject to HEAVY amounts of RANDOMNESS and not as "deterministic" as WOTC would lead you to believe.

The reality is that it doesn't really matter IF your game is more Deterministic or a has a higher amount of Chance in it. What matters is finding the right balance for your game and not qualifying it as being MORE or LESS determinism but know that IF you deal with ABILITIES and cards ... There will be a higher factor of randomness and just to confirm, that's OK too.

My recommendation is NOT to qualify YOUR games as being (your own writing):

X3M wrote:
Somehow the combat should deterministic like in chess and checkers.

Because those are games which are "Absolute" and have no chance at all. If you are using Cards or a Deck... That already means it has a RANDOMNESS which is the luck of the Deck Shuffle or the Randomness of drawing cards from the Deck. Sorta like an INHERENT amount of randomness. If you use DICE this makes the game even LESS "deterministic" due to the nature of chance of the dice.

From my understanding of your games there are dice (or Cards) and therefore not a purely deterministic style of play.

But one argument which counters this method of thinking is that BUILDING one's Deck in MtG is more important than playing. Why because if you've even played a game like MtG Arena ... One of the first things you learn is that your DECK is what determines who wins. This can be even seen in the TUTORIAL of the game. So one could argue that MtG is MORE "Deterministic" even if there are cards and drawing of cards (which is random).

That may be a reason for WHY(?) people tend to THINK MtG as being "deterministic" rather than be more "chance-based". Pokémon is even less "deterministic" due to the fact that Coin-tosses are used by some Monsters and can affect the Damage produced to an opponent. Like keep tossing the coin until you get a Tail and for each Head deal +20 Damage... Deck strategy is also very important in Pokémon too.

Anyhow... I just wanted to clarify "determinism" and more RANDOM type of play.

You using 6+ dice means that your game is NOT "deterministic" at all. It is more RANDOM and subject to the rules of chance that come from rolling dice.

This is the TRUTH and not perception or "your way of thinking". Using DICE means that your game is NOT "deterministic". Using ONLY STATS is less RANDOM and therefore more "deterministic" if you don't rely on a Deck which again is subject to card draws and randomness of the drawing of cards.

Just pointing out the difference in games and not to mislead YOURSELF into thinking the wrong thing.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Non-deterministic games

Quote:
Random critical hits or miss chances in combat.

Is considered a Non-deterministic type of game. Sorry to burst your bubble but you are designing "Non-deterministic" games with your Wargames.

Google: "what is the opposite of determinism in gaming"

And you will find more information about what makes a game NON-Deterministic. Critical hits or random results in combat is considered non-deterministic.

You may disagree (in your own mind) ... But what I've read over the years does not lead me to DETERMINISM. It's all about chances, rolling, probabilities, odds and such. That is NOT determinism.

Hope that doesn't stop you from BALANCING your games. All of that exercise has got to do with probabilities but never-the-less does NOT change the type of game that you are designing.

Cordially.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Absolute vs. Deterministic

Chess, Go, Checkers are examples of "Absolute" games where all the pieces have the same "Strength". Doesn't mean the pieces are all the SAME... Quite the contrary Chess piece have different movement types. But any PIECE can take another piece (in Chess).

Deterministic are usually games with STATS (and modifiers too). In principle, I guess you could qualify Magic: The Gathering (MtG) as being a "mostly" deterministic game. I say mostly because as I explained before OTHER cards can influence the outcome of battles. Seeing as card drawing is RANDOM, it's a question of luck of the draw but is minimized with Deck Construction... It's not totally "deterministic".

In Board Games, Puerto Rico is considered "deterministic".

If you want better proof as to what is or is not... I would look at Puerto Rico because it's one example.

It's hard to find other popular examples ... Without card manipulation which leads to chance and randomness. Many games use cards as a sub-system and in those cases, the game is NOT "fully deterministic".

But... I'm sure your DREAM was trying to give you (maybe?) a sample of a Deterministic Wargame. But remember no dice, no deck ... And you can have RESOURCES in the game which allow you to RECRUIT Units. That could be Deterministic given that if you do the same thing the outcome is the same (in terms of the winner and how the game plays out).

Your favorite RTS Video games (Real-Time Strategy) result in the same outcome if you do the exact same thing. No dice. Just Units and stats and the battles play out as being IDENTICAL with the same variables given the Units in a skirmish. Results are always the same.

So there is no RNG in RTS games.

I know you enjoy the genre and you've been trying to mimic the genre with your wargames... But you use DICE while the RTS you play don't.

So it may well be possible. But it probably would yield a much simpler game than you are trying to design IF you wanted it to be fully deterministic.

Sincerely.

X3M
X3M's picture
Online
Joined: 10/28/2013
Just cards, no dice (no math)

While I often forget which words are right due to some language barriers.

I didn't say, I am using dice in this one :)

It is really only cards. A deck.
And counters are there for tracking damage.
But there are no dice roll.
I could make the game such, that dice rolls can be added for extra randomness. But so far. The rules are simple???

This game is FAR from RTS. It is simply that each round, someone goes first. Then all other players may perform an action as well.
Actions can only be: move, attack or assault/retreat.
The last one, I need a proper name. It is moving and firing at the same time. But depending on the stats of that card, it might always be doing both.

First, I need to figure out the following:
- Do I allow "stronger" "more expensive" cards? If so, I need to add extra rules for this. For example, I should have cards cost cards. And how to show the cost if the rest remains to be hidden?
- Do I allow a H/D ratio of 2 or 3? If so, I can add dice rolls for "more random" games.
- How to play and complile a deck? If each player can have personal decks instead of big ones for all?
- Should I have a terrain centre card? Should I allow the distance from this centre, to be depending on the players?

***

Tools?
- Terrain cards
- Terrain connection cards
- Depending on the rules, 1 terrain centre card?
- Combat cards
- Counters (for damage tracking)
- Indicator (to who belongs the card?)

Goal of the game?
Try to stand on top of an opponents base location with a combat card.

Number of players?
2 to 6.
It can be a 1v1, 2v2, 3v3 or FFA.

Rules? Not in detail, but more or less a glossary for now:
- 2 decks; terrain deck and combat deck.
- Turn order; who goes first in the first round.
- First hand; 3 terrain cards, 4 combat cards.
- Placing the first terrain card, where and how.
- Placing terrain cards, where and how.
- Placing combat cards, 'if', where and how.
- Placing the terrain connection card, 'íf', where and how.
- Placing reïnforcements, 'if', where and how.
- Combat resolution; move, attack, assault?
- Revealing cards; combat when on the move and terrain when moving over. Both are revealed for all.
- Drawing more cards; 1 terrain, 2 combat.

***

How will the table look like?
The terrain cards are placed in a landscape style. In a hexagram formation. With the players bases being the points of this star.
When players are missing, a point of the star is missing.
Not sure yet if I have a fixed distance. Or I allow players to determine their own distance to the rest of the map. Eventually, the connection card remains. And It could be possible that a player places all its terrain cards in 1 thin line. I rather prevent this. Not sure yet, how.

Distance to the center will be twice that of the distance from base to edge of a point. This I think, I should allow overlap in terrain cards between players. As soon as one has connected to another player. Then they start sharing their spots. In a sense. It is possible that the players connect very early on. That means that remaining terrain cards might be obsolete. I don't mind a weird starshape. But it sure will become a mess.

Have I mentioned that I never thought of tracking who's combat card belongs to who? If I want to have up to 6 players. I need 6 colours. Obviously, I want to include the colourblind. So, a symbol is needed as well. I think, having a counter on top per card with a symbol (and colour) is best.

Another way would be to have the terrain deck being divided in a number of players. 120 would be 2x60, 3x40, 4x30, 5x24 and 6x20. And then having up to 6 factions. With a 2 player game, each player could pick 3 factions. 3 players can have 2 factions each. In a 2v2 match, each team could have a faction to share.

I think, this approach with factions will take away a lot of material from the game. And yet add flavour to it as well.

As for getting reïnforcements. They are placed in the base card. But, there has to be room. After placement, they can move if the player wants to. But then the combat card is immediately revealed.

X3M
X3M's picture
Online
Joined: 10/28/2013
Both sides to be in a faction colour/style

No sure yet, but if I allow an X number of cards per player.
Then with 6 players, we have 20 terrain cards each. And 2? connection cards. The connection card will be placed with the terrain card when connecting to the territory of another player.

I need to draw this out.
And I think that 120 terrain in total is a bit too much. I mean, place MtG cards in a brick wall formation. And see how many you can even fit on the table?
60 terrain allows for: 2x30, 3x20, 4x15, 5x12 and 6x10.
30 terrain allows for: 2x15, 3x10, 4x7, 5x6 amd 6x5.

The brick formation is also keeping its distance to other cards. Because the combat cards need to be placed on top in a standing shape. Unless....the combat cards are smaller. And/or the terrain cards are in a hexagon shape.

A terrain card might give a bonus to certain combat cards.
This involves extra or reduced attack range.
Blocking movement by its edge.
Blocking movement by its type. (forest allows infantry, but not tanks, water allows amphibious, but no ground).

As for the edges. If one edge is a ridge and the rest is not. The one "discovering" this, determines if the ridge is in front or back. Then again, if the terrain cards are hexagons instead. The ridge can be in any direction.
In a sense. If a player has a lot of ridges/water on their side. You can lock this player up. I think, air units need to be included. But adding more types of units will also require more designs. There are more than 1 way to lock a player up.

What can I do in order to prevent this?

I have some possible solutions:
- One is having only the ridges being another terrain type. It can be either rocks, forest or water. And then, these are never connected on the hexagon. Meaning a terrain card has either 1, 2 or 3 sides (not connected) that is different in type. And thus the total terrain is always open. Even the base card and the first 2 cards adjacent to the base will allow normal movement.
- Two is adding some more terrain cards. But then these are placed AFTER the board is kinda explored. If the board is mostly ridges. And a player is locked. It can now place one of the remaining cards, which can open up a spot. Seeing as how 3 cards have 2 connections each. Or in other words, 3 more cards fit on top. It could be a double edged sword.
And it makes things even more messy.
And it cannot be done with hexagon cards.
- Exchange 2 terrains?
- Adding combat cards that turn out to be a bridge of some sorts? And thus nullifying a certain type of terrain? A ramp for rocks, a bridge for water, a road for a forest?

Again, what can I do in order to prevent this?

I got my table filled with lego atm. Need to clean that up. It will take another week or 2 I assume. So, till that time. I will not test with cards. And while I rather have hexagons. I don't think it will be easy with those. I need to determine the physical size of the game by feeling it for myself, before I continue.

Cheers, X3M

X3M
X3M's picture
Online
Joined: 10/28/2013
oops

I just realized how insanely imbalanced the more expensive cards are when grouped together.

I must also find a way to have resources separately.
Or, I don't look at the cards discarded. And a combat card that costs 5, simply needs 4 other cards discarded, despite their costs.

questccg
questccg's picture
Offline
Joined: 04/16/2011
It is possible to have a Deterministic game ... But

You will need to make some compromises. Like for example having STATS like Attack and Defense. And a COST for all Unit in terms of Resources. Then you need a way to extract RESOURCES from the "area of play" and log the resources on a player's mat. This so far ensures "determinism" not randomness at all.

Then using the resources you collect you can buy Buildings on the Area of Play, buy boosts for certain types of Units and of course buy units themselves. Again all of this is 100% purely deterministic.

Health of Unit is NOT necessary... Although you could STACK Unit of the same type to build a squadron like 5 riflemen are a squadron vs. 2 tanks which are also a squadron. That's any area you can BALANCE to determine the strength and weaknesses. You can also have BONUSES and WEAKNESSES which deal more or take less damage. Damage can be ALL or NOTHING too... Or partial with the riflemen squadron (5 of them for example). You can have overkill and have one tank kill one rifleman... Versus the 5 riflemen destroying 1 tank... As an example.

You could also have SPLASH Damage which is the opposite of OVERKILL: it your riflemen target 1 tanks, whatever damage left-over can spill into the 2nd tank.

But there are NO DICE. ONLY STATS and +/- modifiers and the different types of damage, etc. etc.

This is just to show you that it is POSSIBLE to have a DETERMINISTIC game. It's just you need to THINK in a different way. It's no longer about probabilities, dice rolls and odds instead it's about STATS and comparison which lead to either a KILL or NOT. I think this would be the easiest approach.

Again this is ONLY if you ABSOLUTELY WANT to have a "deterministic" game. You have to think in terms of that style of gameplay. NO DECKS, you buy and build whatever the resource you collect allow you to keep and use to purchase things that you can use in your arsenal.

If you have questions, please let me know and I'll do the best to address them. Again this is not a critique on your designing... I'm just sharing with you HOW you CAN get a deterministic game, it just requires you to think in the CORRECT way of thinking for such a game type.

Cheers @X3M.

questccg
questccg's picture
Offline
Joined: 04/16/2011
And if you want ...

The MINDSET you should have with BALANCING your game is something like this:

questccg wrote:
If you have 5 Riflemen vs. 2 Tanks... THE OUTCOME of that BATTLE should ALWAYS be the SAME...

With THIS mindset... You will ensure that your game IS DETERMINISTIC.

If you replay the SAME battle (or skirmish) it will ALWAYS be the SAME outcome. Unless you have some kind of OUTSIDE changes like some kind of "Special Armor" for your Tanks which gives them a BONUS Defensive Boost, etc. etc.

It's not 100% static ... But there are DEFINITE RULES to follow when trying to make a "Deterministic" Wargame. Same goes for a Board Game too... The KEY is NO DECKS, NO SHUFFLING, no randomness...

Best!

X3M
X3M's picture
Online
Joined: 10/28/2013
I read your posts...

Deck building
I kinda like this idea. And would love to have 6 factions too. But I cannot see how to combine the 2. Sleeves would be a solution. But I rather not.
Maybe I think of something, later.

Resources
I am going for a "forcing a player to choose from their hand".
It worked very well with my Event Cards. So, with the combat cards. It will work as well.
It will force players to have cards being worth 1, in their deck.
No need for tracking resources separately.

A base
I don't want to spend any more time on getting "production" right. Every other boardgame that I worked on had their own production rules. And I often have to rewrite them.
The "base" will be simply the very first terrain card for a player.
If I discard the whole terrain. I would go back to the other card game. Then, I might look at barracks, factories and construction yards again.

The buildup
When building up the terrain with cards...
I figured, a hexagon patern is better than a hexagram patern. But that is only for having more space utalized on a table. The base card certainly is going to end up in a middle. And the pyramids will connect in the middle. I also think that connection cards will not have a place anymore in the game.
The pyramid a player can have will start with a base of:
-3 (6 cards, shared deck 36)
-5 (15 cards, shared deck 90)
-7 (28 cards, shared deck 168)

90 is a big deck. Even if it is shared. But doable.
This is for 6 players.

2 players can indeed have 2 upside down pyramids, connecting with their bases instead. Then the base cards would be in the tops of the diamond shape.
3 players, idk, allowing 2 pryamids each? And then having one of the corners play for a base card?
4 players would be funny. I could allow a rectangle shape.

The buildup with less hassle?
The whole deck is shuffled. Then placed face down in the recuired shape. Then, the players or teams could take a look. Or simply let it go hidden entirely until explored.
This way, I could allow a game starting with a field. Unexplored. And without combat cards on top.

When adding combat cards. They can explore for the player.
I don't see a way to have the cards only be explored for one player. Because movement needs to remain fair.

Deterministic
While I didn't post stats yet because I am including assault.
This is the general idea I am going for:
A 6 riflemen squad with 6 health and 6 damage per battle.
Would be equal to a tank squad with 12 health and 3 damage (on the riflemen)
It simply would take 2 rounds for them to destroy each other.

A bazooka squad would have 4 health and deals 16 damage per battle (on the tanks).
Clearly this takes 1 round and the bazooka squad survives.
There is also overkill of 4 here.

This is, if health tracking is included. And I think it should. It is the only way to keep the RPS.

With an entire squad within one card. We don't get a triangular effect. Where 6 soldiers deal 6 damage and 3 soldiers only 3 damage. 1 health is simply that the entire squad is still active.
Perhaps counter intuitive. But so is the RPS effect that I always like to add to a game.

Overkill
With a H/D ratio of 1. It will happen a lot. Especially if I apply my own root factor for the balance.

If a card has overkill. I could say that certain damage is negated. Thus in case of a bazooka squad against the tank squad. The overkill is 4, or 1 projectile. That same 1 projectile can negate 1 projectile of the tanks. Thus the bazooka squad only takes 2 damage instead of 3.

The same goes for bazooka against riflemen. We have 6 damage on 4 health. And 4 damage on 6 health. The 2 overkill will prevent 2 damage of the 4. Thus while the bazooka squad dies. The riflemen squad only takes 2 damage and ends up with 4 health remaining.

I need to playtest this. Is it possible for certain cards to 100% negate the damage? If so, this mechanic would fail. And what about a double overkill event?

...Or I increase the H/D ratio for the game.

Splash damage
In my hobby game, certain mechanics are much simpler to test and balance. With the numbers going for single or double digits. It is better to avoid splash damage.

With the mechanics in mind. I also think that splash damage will not work "nicely" in the game. The splash damage would actually have to go to another card. And this could include a new exploration. It is an option though. I will keep this possible mechanic as a replacement if the negating fails.

Dice?
Their usage would be very simple.
The stats remain the same. The balance might shift regarding movement and attack range.

For each projectile:
A roll would either be 4, 5 or 6 for a hit; ratio of 2.
A roll wouldeither be 5 or 6 for a hit; ratio of 3.

But once more, I try to avoid dice. The negating of damage sounds much better to me atm. Despite still having to playtest it.

Random factors
I want to have the players shuffle the decks before the game starts.

Outside influences
I want to have the terrain have influence on movement. By scouting, a combat unit will be stopped when encountering a ridge. It either goes another way from that point onwards, or not.

That said, I think I need to have a rule that doesn't show terrain, but only the combat card on top. If it gets attacked or attacks.

As for terrain effects. They will only be viable if the combat card on top wants to make use of them. Thus, the player that owns the defending combat card, has to show the terrain as well if it has an effect that works in its favour.

Attack, move, assault
Attack or move is a choice.
Assault is both an attack and move. But I feel like that I should also include movement reduction for this.

As for formula's. If I allow a design to have much more damage and movement during an assault. Then why even include an attack or move? I must compare the assault to the attack. And see how much more benefit it would have. It is better to make the assault the basic weapon. And then see how much the weapon improves on not moving. And thus add this improvement for 50%.

If an assault deals 5 damage and a normal attack 3. You don't do a normal attack.
If an assault deals 3 damage and a normal attack 5. You improve by 2 and this counts for 1 more in value.
In the second case, you don't move for 5 damage. No movement means it is a bit cheaper.

Stats? (so far)
So far:
- Costs; 1, 2, 3, 4?
- Max intake damage per projectile; 1, 2, 3, 4?
- Health
- Movement Speed
- Attack-Max damage per projectile; 1, 2, 3, 4?
- Attack-Projectile Multiplier
- Attack-Projectile Reduction
- Attack-Attack range
- Assault-Movement Speed
- Assault-Max damage per projectile; 1, 2, 3, 4?
- Assault-Projectile Multiplier
- Assault-Projectile Reduction
- Assault-Attack range

Perhaps I need to cut in the number of stats too. I have 13, I should see if I can cut it down back to 7.

Rules regarding assault
In a sense, my other games have modifiers to the unit stats. Explained separately. With assault, the damage reduces by a dice roll. And you pay more action points.
this shows how much easier a game is to design when you add some dice...
If we have a game where an assault equals that of an attack or movement in terms of action points. We need to have a very solid rule. But what? What would be best?

- Assault is depending on the stats of movement and attack. But the 2 parts of a design will reduce each other.
Example: Attack range will be lowered by movement speed. If the attack range is 2, then an assault allows for 1 movement and 1 attack range. However "melee units" cannot perform an assault this way.
- Assault is moving and attacking anyways. But the opponent can choose to attack twice, or even move twice.
In other words. Each card is going to be allowed to perform 2 actions. And the whole assault is gone now.

As for the actions, what would be best?:
- Resolution is done in order. Meaning that a double attack will have 1 attack against a moving target. And if defeated already, the rest of the resolution is discarded.
- Resolution is done simoultainiously. Meaning that a double attack will have both attacks against a moving target. And the upcomming attack of the assaulter is also performed regardless of being defeated in the 1st attack.

But if I allow a double action. The H/D ratio better be at least 2 now.

X3M
X3M's picture
Online
Joined: 10/28/2013
A bit of progress

X3M wrote:
Deck building
I kinda like this idea. And would love to have 6 factions too. But I cannot see how to combine the 2. Sleeves would be a solution. But I rather not.
Maybe I think of something, later.

For keeping track of who owns which card on the table. There must be a faction colour/symbol on them. Even the blindside.
A card belongs to a certain faction. Just like how in MtG you got the 5 colours. I will be having 6. But sleeves will indeed allow another colour to join a different faction.

X3M wrote:
Resources
I am going for a "forcing a player to choose from their hand".
It worked very well with my Event Cards. So, with the combat cards. It will work as well.
It will force players to have cards being worth 1, in their deck.
No need for tracking resources separately.

A card costing 2 would require 2 other cards from a hand to be sacrificed. But in order to prevent a sudden burst. The hand is first placed face down on the table, in a resource pile. Players can do this each round. And save up resources, while maintaining a healthy hand. Then, when a very expensive card shows up. It can be bought with the cards in the resource pile. Each card, even the expensive ones, count as 1 resource. So a player needs to discard carefully.

The buildup
If I go for hexagon tiles. I might as well stop designing.
And go back to my other design.
Then again... with the next mechanic in mind, hexagon tiles are an option.

I rather see a deckbuilding for this.
I kept cutting in this as well.

This for keeping the game as simple as possible.
The terrain cards are only placed when a player is moving over them. This way, the player scouting them, decides what kind of terrain will be there.
This also means that if a player wants to "dodge". The player needs to have some terrain cards in hand.

Perhaps a mat would come in handy.

Overkill
The H/D ratio should be at least 2.

But I keep the negating effect.
The negating effect can fully negate incomming damage. But you pay for it as well.

And some units have the attribute for splash damage. They don't negate incomming damage anymore. But what you do is you use the splash damage to damage those cards that are kinda too powerfull with their negating effect. This is indirect.

As direct effect. Splash damage cannot be negated anyways. So, harming a card that is one tile next to the main target is only a little bonus now.

Dice?
The H/D ratio should be at least 2.
That means, a die roll would be a 50% chance per projectile for hitting or not. Or... Simply multiply all health stats by 2.
I go for the latter? Perhaps not. What if I include a rule that says, that the damage counters need to be twice that of the health? Because if I do that. I can later on even include dice for that 50% chance roll per projectile. But that would simply be 1 adjustment for those players who would like to roll some dice. And in that case, the damage counters will need to reach the health value only once.

What do you think?

Outside influences
Some terrain cards influence movement; yes/no or you pay 2 movements for getting in/out.
Some terrain cards influence attack range; + or -.
Some terrain cards influence projectiles; for now yes/no or you pay 2 attacks for a one time strike.

As for walls. Yes, they are a thing. They should be a thing. With the rules changed for only scouting after placing. I should allow walls to be placed anywhere on the players side. And they provide cover to any adjacent combat card. This cover will simply redirect projectiles to the wall instead.

This means that if you are standing in front of a wall. You still can take cover behind it. The cover mechanic can have any attack range too.

Defences too can be placed anywhere on the players side.

Attack, move, assault
2 actions per player per round. Both actions on the same combat card.
Only choices are attack or move.
There is no order. Thus moving out of range with 2 moves will be considered an extra fast run.

If a target moves; the attack gets a penalty.
If a target moves twice; the attack gets 2 penalties.
If an assault takes place; there is only 1 attack.
If 2 attacks take place and a penalty; the 2 attacks get 1 penalty each.
It is possible to receive 4 penalties in total, by having a double attack on a double movement.

Stats? (so far)
C - Cost
A - Max intake damage per projectile
H - Health
S - Movement Speed
D - Max damage per projectile
M - Projectile Multiplier
P - Projectile Penalty
R - Attack range

If M=6 and this card attacks twice. You use 12.
If the target has S=3 and the attack has P=2 AND the target moves once. The penalty is 3x2=6. This will be subtracted from 12. 6 remains. If the target moves twice, the penalty will be subtracted twice. Thus 0 remain.
If the target has S=6 and the target moves once. The penalty is 6x2=12. EbfD players know where I am going with this :)

Weapon attributes
Some attacks do not deal damage. They either see if a target is destroyed completely or not, in 1 round. If not, the attack(s) fail(s). These weapons cost only 50%.
How to name that type of weapon?

Some weapons can only fire when 2 attacks are performed. So the choice would be either 2 attacks or 2 movements. The stats can be even lower for the movement, thus 1 in 2 moves. The penalty from this is also less. And as for the double attack, it has either a "cooldown" or "charge".

With cooldown, the big attack might destroy the target before it returns fire a second time. Resulting in removing 1 of the 2 returning fires.

With charge, the first return fire might destroy the big attacker before it can fire. Resulting in removing the big attack entirely.

The costs of cooldown and charge, following the fact that the H/D ratio is 2:
6/5 - Cooldown
4/5 - Charge

Choosing Weapons
Some cards can have multiple weapons. They all fire at the same time when combat ensues.
However, some cards have multiple weapons. And the player needs to choose one of these.

X3M
X3M's picture
Online
Joined: 10/28/2013
Another bit of progress

Since the H/D ratio of the game is best with a ratio of 2. I now have 2 options:

Version A:
The player needs to place damage counters until it is twice the health value on the card.
Version B:
Each projectile gets a die roll of 50% chance.
The player needs to place damage counters until it is the health value on the card.

***

It has come to my understanding that H/D ratio. Which is something that some theoratical RTS balancer use.
Is it long forgotten what it means?
The H/D ratio is exactly what it means. H is the average health.
And D is the average damage per, round?, Turn?, Frame?, Second?
doesn't matter. If I say it is 2. Then that means that a well balanced card deals 1 damage per turn. But needs 2 turns for destroying all health.

H/D or 2/1. Or a ratio of 2.
Some say 2:1-ratio.
If it is in seconds: A ratio of 10 seconds.

This ratio is the heart of determining the weight of some other stats.

***

Version A is simple. The card has health. You need to add damage until it is twice the health value. So, for a health of 4, you need 8 damage. For a health of 5, you need 10 damage.

Version B makes use of dice. If you roll 4, 5 or 6. You can apply the damage. Now you only need to add damage until it is the health value. So, for a health of 4, you need 4 damage. For a health of 5, you need 5 damage.

***

But why, why do people have so much trouble understanding this?

X3M
X3M's picture
Online
Joined: 10/28/2013
I am going to make some cards now

.

X3M
X3M's picture
Online
Joined: 10/28/2013
A test with 4 cards?

I did some play tests already. Seems I have a problem with the penalty system.

If a target moves once. The penalty is applied to both attacks. And the penalty is a given number times the targets movement speed.

I should not apply this.

Instead, I am going to see 1 or a combination of the following options:
- 1 movement means the penalty is applied to 1 attack. The 2nd attack will deal full damage.
- Movement is NOT multiplied by the penalty. But a separate subtraction.

X3M
X3M's picture
Online
Joined: 10/28/2013
Test results

Showed me that the whole combat resolution regarding penalty and movement is not working well. I will do one last attempt, by having the penalty removal per movement of the opponent.

This will shifts the value of the designs. And certain designs will be able to deal more damage.

If this fails. I have no other option than to discard the whole penalty. Or remove the double action mechanic. The latter will remove a couple of attributes as well. Thus making the game simpler once more. But it gets dangerous close to becomming a card game without a customizable board. Aka, just a cardgame.

Syndicate content


forum | by Dr. Radut