# Game #17: Nova by SVan

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SVan
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Joined: 10/02/2008
Game #17: Nova by SVan

Quote:
What if each turn, the wave moved forward one or more spaces if and only if the sum of 2 dice is greater than x, with x equal to the next space the wave will enter? So the probability that the wave will move forward becomes progressively less, until it reaches 0 by the 12th system. Probability dictates that the wave will slow down as it moves (unless you roll nothing but 12s all the time, but how likely is that?)

I don't quite understand this...could you give me more details on what you're trying to describe?

Deviant
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Joined: 12/31/1969
Game #17: Nova by SVan

I meant to include a table with the probabilities at each level, but I'm not sure my math is right. Probabilities when rolling two dice is much more complicated than when rolling one. I'm sure I could do it, it's just not worth the headache right now.

I'll explain it a different way. Imagine the game has started, and players are about to take the first turn. Before anything else (unless the wave moves AFTER everyone else has, but bear with me here) two dice are rolled. The wave is currently parked on system 1, ready to move to system 2. In order to move, the roll of two dice must be GREATER THAN the next space the wave will reach, which is 3 or higher. Unless you roll two ones, the wave WILL move forward. In fact, it is not improbable that it will continue to move on unimpeded up until it reaches the 5th system. At this point you will need to roll at least a 6 for the wave to continue, otherwise it stays put this turn. So you continue to roll and the wave continues to move forward less and less frequently until it finally dies on system 12. There is no way to roll a 13 with two dice, so presumably the game ends here with the player who scored the most VP winning the game.

SVan
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Joined: 10/02/2008
Game #17: Nova by SVan

Ah, I understand now...

Well that does do the unpredicatable, but predictable thing. I think I certainly will test it to see if it's better than the one I came up. Thanks for the idea.

-Steve

SVan
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Joined: 10/02/2008
Game #17: Nova by SVan

I want to thank everyone for their comments this last week and for Jeff, for moderating this part of our forum. I will keep everyone posted on playtests.

I look forward to seeing the games that will be put in here, and the learning and knowledge I will gain from them.

Thanks again,

-Steve

Anonymous
Game #17: Nova by SVan

If I could just offer up some advice, albeit a little late perhaps at this juncture, it's best to learn how to crawl first, walk next, and then run. What I mean by this cliche' is, start your game design with the most basic mechanic and get that working, then layer on the detail a bit at a time. To use a simple game such as chess as an example, first start with the pawns and get their movement and capturing rules working smoothly, then add in the neat stuff like rooks, knights, and bishops, then add in other items like castling, etc. I've got a few games (which I hope to have reviewed here!) where I've used that method to great effect, not worrying about some of the finer details until the more basic stuff is running smoothly.

My pair of Lincoln's...

Oracle
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Joined: 06/22/2010
Game #17: Nova by SVan

MikeDew wrote:
What I mean by this cliche' is, start your game design with the most basic mechanic and get that working, then layer on the detail a bit at a time.

If you layer you game one mechanic at a time, you'll either have to go back and redesign your more basic mechanics (in which case why bother doing them first) or you'll lose the interaction between mechanics which is what really makes a game great.

I agree about not worrying about the finer detail too much early on, but you can't consider the core mechanics in isolation.

Anyway, it will be good to see your games when you submit them for reviewing.

Jason