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Dice system for Master of Orion

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larienna
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I just had an idea of dice system like roll through the age that could be used for a master of orion like board game. It could probably be transfered to my master of magic game idea or even a civilization game. The system works as follow:

Players rolls X special D6 dice, they must set aside at least a die and roll again until all dice are rolled. The results indicates what are the resources available to the player. Each face should increase a corresponding track by Y points. The number of points might start at 3 but it will change when new technologies are acquired. Here are the die face:

Food: Maybe like in Roll through the age, a minimum of food is required to maintain your empire and extra food makes your population grow.

Production: Give points to invest in colony buildings or to increase your fleet size and quality.

Science: Accumulate points to buy new technologies

Morale: Increase evenly Food+Production+Science

Credits: Use money to buy some stuff like spies, or increase one of the track above (food, production, science)

Pollution: This die must be kept when rolled. It might lower the production track or all 3 tracks when rolled.

All the results above will affect civilization development independently of the empire size. So a larger empire will not make you roll more dice for example. So all the above is related to each individual colony, the resources are never split through the empire.

Everything which is relative to geographical positioning and empire size will be managed through command points. Each colony gives you 1 command point which can be spent for various action independently of the results rolled above. Here is a few ideas:

Colonise: Setup new colonies

Mobilise: Move into enemy territory to attack.

Explore: Explore new areas.

So the larger your empire, the more points you get but the more points you need to manage it.

Do you like the idea?

I tried using a deterministic system for my master of magic board game, but I always get the situation where the player always use a dominant strategy (he always increase the same development field (Civil, military, empire)). With the dice, the player is forced to deal with what he has and cannot always use the same strategic path.

Cogentesque
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Heya Larienna! Sounds like

Heya Larienna!

Sounds like fun :)

I like how each dice roll effects each player ragardless of city side - that's a nice way of giving the random element of not quite knowing which track will be improved.

Will this bew different for each players or the same roll for all? How will one player rolling "credits" and one player rolling "science" actually effect the win condition? I don't think players would like to lose for the fact that one other player is just rolling luckier than he - would there be anyone of mitigating rolls or defining your game strategy elsewhere in the game in order to adapt for each roll.
"Because I did X, Y, Z, any of these rolls except pollution will be god for me!"
"Wheras I chose P Q and R meaning that if the dice rolls expansion - I will be in a really strong position!"

I think if this is the case, you need another gameplay element somewhere else in the game eg: something like a repleneshing set of three "building cards" or "empire cards" or "governement cards" where each one would help a player go down a certain route (eg: wanting to favor his win condition around the pollution roll) but only a choice of three at a time,
"Shoot, I started going really heavily into Morale to help out with my morale victory, but all of the the [morale synergy cards] have been taken or havent come up, perhaps I should try and invest some strategy into production..."

Also right at the start I don't quite follow the "each player rolls x specil dice and they reroll it" or something?

let me know your thoughts :)

larienna
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Typo: Each player roll X

Typo: Each player roll X special dice. It's just to say they are not regular dice.

The dice are rolled every turn for each players. What will determine the "Path" of a player should be influenced by:

- Racial special abilities
- Technologies chosen (cannot develop them all like in the video game)
- Planets conquered and controlled
- Personal Preference (aim for a certain victory condition)

All rolls are useful for everybody except pollution (unless you have the "tolerant" ability). Of course, you could have a race, like the Alkari, which get a lot of bonus in science, this means that science rolls will worth more than other rolls, but you still need production and food to survive. It's just that you will research more rapidly.

Cogentesque
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Yes in which case it is

Yes in which case it is essentially giving people a certain "occurance" in a standard game turn with a random element. Yes that sounds perfectly cool :)

Nice and simple, also nice dice rolling addition to add to the game concept.

Is there anything really nifty and clever you could do with the dice roll on OTHER players turns? If I am active player, I roll it into science (or whatever) and do my science thing, but that roll that I made actually allows other people to do / see / act a certain way? For a very active example it could be something like "when an opponent rolls a Pollution turn, you may look at the top card" or something?

Alternatively you could go all the way and have it where a scince roll means one thing for active player and another thing for non-active players. "On a science roll, the player increases 4 points on their sceicen track, and all other players advance 1 piont" - just an idea to try and limit downtime with your dice roll system?

:)

larienna
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Joined: 07/28/2008
In fact, all players roll at

In fact, all players roll at the same time and spend their points at the same time. Players do not have to wait for other players.

If there is not enough dice, you can roll your dice, pass the dice and then spend the points while others are rolling.

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