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Crystal Heroes — Worthy of attention!

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questccg
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Well I've been digging through my "games" and I took a look at "Crystal Heroes" (CH) and I really get the feeling that I MAY(!) do some additional playtesting with more focus on STATs and Bonuses (etc. etc.) and see how the game evolves with all of the last CHANGES when I wrote to Joe (@The Professor) about the changes that I had following his review.

Now I'm not saying that I will be MASS PRODUCING the game... But maybe something like 10 copies of the game in INVENTORY may be something feasible. It's around $420 USD for that including the shipping to my home. So $42 USD per game. That's MY COST... I can't sell to stores but I can sell ONLINE with my webstore that will launch in 2026 (Probably Summer 2026). I would charge like $55 USD and $20 USD shipping for a price point of $75 USD for this 2 or 4-Player game.

I know it sounds expensive... But with the Tariffs everything is costing more and more. For example, I had to price Transparent D10s from Chessex and the price for ONE (1) D10 = $1.75 USD!!! OMG... WTF is going on...! That is completely NUTS!!! Plus shipping on top of that. Nope not feasible.

I like Chessex dice, they are funky and kewl ... But their pricing no longer is reasonable. $1.75 USD for ONE (1) D10!!! Holy smokes... I have four (4) dice in CH. That would mean $7.00 USD on dice alone. WTF!!! Nope.

Since I cannot buy the dice from Chessex, I chose to shop on AliExpress and found something more affordable: 50x D10s for $49 USD (in four colors). But basically enough dice for 50 games... Could sell over time. We shall see.

So 200 dice for $49 USD or $0.25 USD per dice. That's more reasonable TBH.

I'm looking into more avenues with regards to HOW(?) I would like the packaging be for this product (CH). We shall see...

More soon enough...!

questccg
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Warping around the area of play

I've been re-examining the game based on a review that I had done AFTER Joe (@The Professor) had taken a look at the game. And I removed the giant "reference" cards (Jumbo cards) they were mean to be player aids to remind players about what they CAN DO on a turn and how many Action Points (APs) would be required.

So you are going to ask: "Why did you remove the Reference Cards if they made the game easier to play???"

Simply put: I streamlined the Actions to 1 AP = 1 Action. No matter which action you take. So there is no NEED to "document" the cost to perform an action since they are all the same.

There were and still are some restrictions in terms of the Actions themselves... But that remains to be seen. They don't need to be in place because the method of play takes care of too many of the same action on a turn is less favorable to the player making the action.

That sounds complicated. Well it's not...

questccg wrote:
It was to be determined that you could ONLY have ONE (1) Successful attack per turn. This may be unecessary and I'll show why...

So once you WIN a battle, there is a dropping of LOOT (Treasure). Now while this is GREAT, if you choose to MOVE and BATTLE AGAIN... You leave loot for the opponent... And that is BAD for the player. Sure they can't collect ALL the loot... Meaning the opponent will have time to move and collect some of what is remaining... That's great too. And it's a form of NATURAL BALANCE in terms of the Actions.

***

Getting back to the topic at hand: WARPING!

I saw it fit to allow a player for 1 AP to warp to wherever they placed their Warp Token on the board. But I get the impression ... It's better to SWITCH position between your Pawn and Token.

So instead of just GOING to the location of a player's Warp Token, the two (2) SWAP positions and this allows more flexible way of getting around the area of play.

***

3D10s... As I mentioned BUYING dice from Chessex is NOW "cost prohibitive". At $1.75 USD per dice that is way too much. Sure the dice look nice... But the question is ... Since the game will be made in the USA... Some parts can come from elsewhere. Like the baggies are from ULine Canada and the dice are from China and the Box, Cards and Tokens are from the USA. So the majority of the product is sourced in the USA.

That's great for Tariffs since I don't want to have to PAY 30%+ in terms of Tariffs for games going to the USA.

The games will be assembled in Canada and I'm exploring options ATM to see HOW(?) I can get everything done and ready and the method I use for shipping.

We shall see... TBD.

questccg
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Renewed interest = Renewed optimism

Although I have not RECENTLY put much effort or time into "Crystal Heroes" (CH), I did re-read my message about "refining" the game and then I looked at the uploaded DETAILS on "The Game Crafter" (TGC) and realized: "Hmm... Maybe there is a way to bring back this game without the need for publication!?"

In between the translation and what I need to do for the end of the Month... As completing the translation of my website to French by the 31 January 2026 and deploying those files for online viewing and indexing (by Google). Well that would be GREAT and finally got it done.

I'm trying to be ABC: "Always Be Closing" from the "Coffee is for Closers" speech by Alec Baldwin in Glengarry Glen Ross movie in the 1990s (1992 if I am correct).

Which means that I accomplish tangible goals and they are oriented towards HELPING me get ahead and further my endeavors rather than to DESIGN "aimlessly" and never progress with anything. For me designing games is not a hobby it's my daily grind and I am appreciative that I get the opportunity to do this.

So there is a prototype of CH and was made via TGC ... But it's old and need more re-vamping and PLAYTESTING! Yes, I will test the game out now that I have the revised rules and what needs to be tested and firmed up.

Things like "Defense Scores" and Balancing stronger units versus weaker ones or making sure some of the OBVIOUS tiles are not SUPER-POWERFUL for example. The game needs a REFRESH and I can do with with the CURRENT prototype. Just use some Dry-Erase Marker and go at it and FINE-TUNE the "core" engine.

The Combat mechanic is rather simple: roll 3D10s (0 to 9) and add that up. IF that beats the opponent's Defense value... That tile is conquered.

The STATs are simple: Attack Count, Defense and Loot Drop.

- Attack Count means how many times are player may ROLL his "primary" dice (Red, Yellow or Blue).

- Defense this is the maximum amount of damage; an opponent must reach this value to defeat that Tile.

- Loot Drop means how many crystals will be put into play once this Tile is conquered.

There is a FOURTH (4th) dice that can come into play IF the Player has managed to secure one of the other TWO (2) Chaos Crystals. The 4th Dice goes something like when "Attacking" you may roll the "Purple Dice" (Chaos Dice) and whatever NUMBER (0 to 9) is revealed that's the value that requires to be on ANY of the other three (3) Dice.

So If I roll a "5" on the Chaos Dice (Purple) that means that I must roll a "5" on either the Red, Yellow or Blue dice. Let's say my "primary" dice was Red and I have 3 RE-TRIES... And I roll a "1-8-2" and the "5" doesn't match. I can re-roll the "1" up to "3x" times. And let's say I roll a "5"... That means that I match the value of the Chaos Dice and earn a Chaos Crystal...

It's really not that complicated TBH.

Anyhow that's it for now. Let you know how playtesting goes.

Best!

Noah McQ
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Unfortunate Tariffs

Good on you for not buying the $1.75 d10. I understand the point of tariffs, but they just aren't conducive to art.

I also wanted to say that despite what you call

questccg wrote:
really not that complicated TBH

I'm seeing lots of Design Space. Who's this Professor that did a review?

questccg
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To answer your questions...

Noah McQ wrote:
Good on you for not buying the $1.75 d10.

Yeah, there is no way this is feasible. It makes the game go up by $7.00 USD!!! Are they NUTS?!?! What I feel is that many businesses will not be able to keep up and will be forced into bankruptcy because nobody wants to PAY the exorbitant tariffs on products IMPORTED from China.

Noah McQ wrote:
I'm seeing lots of Design Space.

Actually this design is BEFORE I learnt the "Design Space" methodology or principles. But you are right... An Audit may yield more "Abilities" that could be beneficial to the game. We'll see. It's on the "bench" so-to-speak but that doesn't mean that I am NOT thinking about that design.

Noah McQ wrote:
Who's this Professor that did a review?

His name is Joe and his nick is "@The Professor". He's a professional Game Developer. He takes the rules you provide him and he playtests the prototype that you supply him with... And he produces a report based on the "rules" and the prototype, what works good, so-so and poor and gives you more avenues to search and try with regards to your game.

Granted YOU are the designer so it's your call to decide what to IMPLEMENT and TRY. One of Joe's suggestions for "Crystal Heroes" (CH) was to use a D20 and some modifiers. I personally felt that it was too SIMPLE. It just didn't FEEL right ... So I introduced a "PYL" (Push-Your-Luck) mechanic with 3D10s and it works pretty decently.

Anyhow... Just wanted to say. Joe's website is:

http://www.professorslab.com

He has different rates for different tasks. He is very reasonable and does a meticulous job. He's worked for several publishers and also "sometimes" does work for independents such as myself.

Note #1: The prior methodology before "Design Space", I was using a system of combining mechanics in ways other games did not. So those games were more novel because they fit in a niche where there were "Tile Games" but given the "Area Control" of Chess and a collection mechanic with Action Points which was a bit like Minis and moving around the conquered areas of the play area...

That method worked but it was much harder to fill-in the "details". I'm sure IF I audit the design with the "Design Space", I would find a bunch of hidden abilities and methods by which the Tiles interact with each Lord or Lady.

questccg
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Awesome Dice in the USA is even MORE...

Noah McQ wrote:
Good on you for not buying the $1.75 d10.

I wanted to see if this was an anomaly... But Awesome Dice is selling 10 D10 (0 to 9) for around $20 USD... That's $2.00 USD a dice PLUS shipping. The world has gone F-cking mad...

My Dual Dice (DD) cost me $2.00 USD to make at low MOQ. And those are custom Acrylic Dice not Resin.

So ONE (1) D10 from Awesome Dice would cost the SAME price (for me) than a pair of Dual Dice! OMG... That's insane. My custom dice cost less to make than a measly D10.

It's has to be because of Tariffs on Chinese goods. There is no other explanation for this. I don't know... anymore. It's hard to SOURCE good products and places like Chessex were my GO-TO supplier for like $0.25 a loose dice. No more... Woah what a dramatic change in pricing!

4D10s (0 to 9) would cost me $7.00 USD from the USA. Insane and not viable for the cost of the game...

Note #1: Why this is shocking is the DD cost me $2.00 USD to make for a PAIR of dice. But I need to price in the retailer which takes 40% so $6 USD and the distributor takes 20% so $3 USD less my $2 USD means I make $4 USD for the dice. Reasonable when you price in all the players involved in the sale of those dice.

But ONE (1) D10 for $2 USD ... I can't sell that for any profit. It's a simple polyhedral dice. There is no customization, no uniqueness and is probably a resin dice too (which are cheaper than Acrylic dice).

However the retail of Dual Dice in the USA is difficult due to tariffs. $6 USD - 20% = $4.80 USD less $2 USD (Cost) means that I make $2.80 USD for the 2DDs. IDK I will have to think about it. We'll see down the road. Right now my focus will be to have them available to buy ONLINE. That's in the works...

Note #2: I need to ensure that I DON'T underprice myself so that it would be impossible to sell to stores ... Obviously the good part is that from a store you save $15 USD in shipping fees. That's great for the consumer ... But does nothing to improve my outcome (except maybe sell some more dice). As you can see the prospects of selling dice in the USA are not very "favorable". ONLINE is good because I take 100% and pay 10% fees for each transaction. Even though I need to pay 20% Tariffs, it's still better than the selling to US stores because I take 90% of the earnings.

So ONLINE is attractive and we'll see how that goes. Again I don't want to price myself out of the market (so-to-speak) and have to be aware of the pricing to ensure that I can support the distribution market.

questccg
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Help with Probability Calculation

I wanted to work out some "Probability Calculation".

Here is the nature of the problem:

questccg wrote:
I roll 3D10 "0" to "9" and then I roll 1D10 "0" to "9" and it MUST be equal to ONE (1) of the previous 3D10 in rolled value.

How the heck do I compute this probability???

Anyone strong in Math could help in computing the ODDS of this??

An explanation would also be helpful as I like to understand the Math behind the scenes.

Thank you!

questccg
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My ex-boss told me to ask Gemini 3 and...

So the AI said it's easier in this context to compute the amount of Failures and then subtract "1" (or 100%) to get the correct answer.

It goes like this:

There is a 9/10 chance that the 4th dice does not equal the 1st dice.

There is a 9/10 chance that the 4th dice does not equal the 2nd dice.

There is a 9/10 chance that the 4th dice does not equal the 3rd dice.

And therefore the odds that the 4th dice DOES NOT MATCH =

= (9/10) x (9/10) x (9/10) = (9/10)^3

= 0.9 x 0.9 x 0.9 = 0.729 = 72.9% that it DOES NOT MATCH.

Next we do the complement and say SUCCESS = 1 - FAILURES

= 1 - 0.729 = 0.271 = 27.1%

***

And voila. Not too bad, at 27% it is slightly HIGHER than 25% (or 1 in 4). But for my purposes that amount is GREAT! I can state that the odds are ~1 in 4.

Thanks if I bothered anyone. I'm not a Math genius. These kind of problems are usually hard for me as I don't know HOW(?) to approach them.

But the AI (Gemini 3) did a perfect example with explanations making it EASY to understand the result.

Cheers all and thanks a bunch.

Noah McQ
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Wanted to Double-Check This

I was afraid that the calculation didn't account for the possibility of some of the initial three dice coming up with the same number, so I took a different approach.

There are 1,000 possible initial 3-die rolls (10^3 for 3 d10s). In 270 possible rolls, exactly two of the dice match (die 1 can match die 2 in 10 ways with 9 ways for die 3 to land without matching dice 1 and 2, etc.), giving the subsequent die a .2 chance of matching either of the present numbers (2 of its 10 faces will result in a match). In 10 possible rolls, all three dice match, giving the die a .1 chance of matching. Which means in 720 possible rolls (what's left of the thousand), all three dice are different, and the subsequent die therefore has a .3 chance of matching any.

The probability of the subsequent die matching any initial die before knowing the initial dice result is the weighted average of the probability of matching with each distinct outcome. In numbers, it's (720 x .3 + 270 x .2 + 10 x .1)/1,000

(.3 x 720 + .2 x 270 + .1 x 10) / 1,000
(216 + 54 + 1) / 1,000
.271, 27.1%

...

All right! Waste of time! I'll show myself out

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