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KaPlode Rules V2.0 Feedback Please

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3rd Edition Games
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Joined: 08/03/2013

Hey Thank you for the feedback!
When climbing back in to revise I realized a few words were missing here and there as well. Hopefully this version is more clear.

Sidekick: nice catch! I think I fixed it. Let me know if its more clear?

Object: Score the most points by knocking all of your opponents dice onto the highest ranked zones on their scoring field.

Setup:
Set the two scoring fields at least 12 inches apart. Each player creates a structure on a scoring field using between 15 and 19 dice, reserving the remainder for ammunition.

At least one die must be placed in the structure pad, and all dice touching the scoring field must also touch at least 1 other die in contact with the scoring field.

Gameplay:
Alternating turns, each player throws a single die at their rival’s structure, attempting to knock it down such that no die is stacked upon another. When the dice fall, they will land on specific sections of the scoring field.

Players must:
Keep their elbow on the playing surface while throwing dice.
Keep their throwing hand behind the front edge of their own scoring field.

Winning:
When each player has exhausted their ammunition dice, each player counts the number of dice touching the scoring field from their rivals’ structure, in each scoring zone, and multiplies by the value for each zone. Add the scores for each zone together to get a total score. Whoever has the highest score wins.

0nderkazooe
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Joined: 03/10/2014
I think that the idea is

I think that the idea is quite creative and could lead to some interesting games.

im asuming that the scoring field has different scored depending on the part of the total field to it would create a tactic of trying to angle you shots.

perhaps you could add some different objetives in the game like achievments that eran extra points. say an achievment was get exactly 3 dice in the 100 points section of the scoring field, if you succed you get + 500 points. this would create a conflict in the player to decide if they want to get only 3 or try and get as many as posible.

just an idea :)

- 0nder

Sidekick
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Joined: 04/13/2009
End game conditions

The end game conditions are not crystal clear.

In the "Gameplay" section, you state: When one players structure is leveled, the other player gets one final throw to see if they can level their rivals tower.

This makes it sound like the game ends after the other player gets a final throw.

However, in the "Winning" section, you state: When each player has exhausted their ammunition dice, Each player counts the number of dice touching the scoring field...

This means that the game ends when both players have used up all of their dice, which doesn't match up with the statement in the Gameplay section.

3rd Edition Games
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Joined: 08/03/2013
Forcing risk

Great Idea!

I'm testing some ideas, but so far they are not tested enough to present. There is a part of me that wants to build a crowd sourced appendix of custom rules on the website. I'm really interested in forcing players to take risks and make choices, and I think this is one of thos places where that can be leveraged.

One I am toying with is a bonus if you can get all of your opponenets dice completely off the scoring field. Obviously if you fail you will have a pretty low score, so the bonus has to be BIG.

3rd Edition Games
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Joined: 08/03/2013
version 2 rules

Found the edit button, so I updated my initial post. Sorry for the rookie move.

Sidekick
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Joined: 04/13/2009
Re: updated rules

Yeah, the End-Game rules are clearer now. But... what happens if one player has knocked all of the opponents tower dice down and still has leftover dice to throw? Are they still able to throw their dice to knock some other dice into a better scoring zone? Or maybe they get points for these leftover dice? (like a bonus for knocking the tower(s) down with a minimal amount of dice).

By the way, I really like the name you've chosen. Very catchy.

3rd Edition Games
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Joined: 08/03/2013
A good point

This is an issue. I'm leaning towards there being a static bonus based on the number of dice used to 'plode it. I don't want there to be an incentive to keep extra dice you won't need, because the more you keep, the fewer are on the field for your rival to score. Perhaps just a static bonus based on retaining fewer dice from ammunition?

Also I am thinking there could be single player play with diagrams of what to build and how many dice you should be able to 'plode it using.

fnord33
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Joined: 03/12/2014
Just an idea.

You could build a telescopic play-field to make this pretty and keep dice from flying all over the place. There would be the rectangular play area on the bottom and fold up walls like a DM screen than can be dropped when you are shooting and raised when you re being shot at. Or, simplify and save a ton of money by simply handing one screen back and forth.

3rd Edition Games
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Joined: 08/03/2013
Hey Thanx Fnord! This is an

Hey Thanx Fnord!

This is an interesting idea. I like the way you think as far as saving cash!

limalima
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Joined: 06/01/2013
Quick question

Do the pips on the dice add to the score or is it just the amount of dice in each respective scoring zone multiplied by value of each zone?

If you are not using the pips for anything could you just use regular old cubes instead of dice? Would it be cheaper to use dice instead of cubes? Just curious.

Luis

3rd Edition Games
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Joined: 08/03/2013
Good Question!

At the moment they the pips make no difference. The reason I made this choice is due to it being mostly luck based how they land, and I thought, given that there is a fair amount of luck in where they land, that too much of a luck element would turn players off. It seems a shame to waste such a useable mechanic eh? From what I have found so far, the dice are cheaper for the weight than cubes I can find. Thoughts or suggestions?

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