Artisan Archive
Thread: Configurable dice??? Configurable CARD decks!!!
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progman63
Mon Feb 02, 2004 10:09 pm
#1
I posted this in another thread, but wanted to start a separate one on the subject to get some more 'air time' for this idea......
We've (friends) talked about this several time before, and it could be quite easy just to design a game system, the hard(er) part would be handling joining the game, directing play to individual players (as in dealing out cards), anteing, betting and payouts.
Any board type game would definately require a dedicated console interface, but would simple(er) games of chance?
We already have programmable dice as craftable items, and many games have been devised by simply using sets of dice to represent card values.
Players have to go to the added trouble of recording or keeping track of the outcome of each roll, but it's usable after a limited fashion.
The really difficult games of chance are ones that several players are betting on specific color/number combinations like roulette, which you COULD simulate with dice if you really tried.
The bank has to track everyone's bets and selections, and any odds affecting payout.
Could a simple in-game game system be developed without resorting to a dedicated console interface???
Here's a simple
example ofcard deck configuration items:
1) Give us several different shapes for the cards
2) Give us several different shapes and symbols, solid and outline for suites
3) Give us one or more alphanumeric fonts for card values
a) could include serveral different species and national languages
b) could allow more than just one character on card
b) could also inlcude the shapes and symbols above
4) Give us several different colors (or allow us to enter color codes) for
a) the card background
b) the shape/symbol suites c) the font card values
d) if the color of a configuration item is white/blank, it is not used or communicated
i) Using adesign dialog, we choose the card shape, several shapes and symbols for suites, several alphanumeric characters for card values, and set the colors for background, suites, and card value text.
ii) The number of suites and card values chosen would calculate how many cards are in the deck.
iii)There would need to be some way for the card deck configuration to be saved out, with a unique serial number, and loaded into other card decks, so players could design configurations and share/exchange them.
Now, the hard(er) part is actually making the card decks usable/playable in an in-gameenvironment. For the most part, people would just have to 'play along' with the card game and do what they are supposed to do when they are supposed to do it, but that's what we're doing with dice right now.
Here is the simplest method this particular system could be implemented:
1) Each game player would need to have a programmable card deck configured in EXACTLY the same way - hence saving, exchanging, and loading card deck configurations.
1) The existing 'group' command could be used to designate who was 'in' the game. Anyone who leaves the group has left the game.
2) Player communication and game msgs would be sent over a group chat channel. The group chat channel is needed so that several groups of people could playgames in the same room. When playing games using dice, all dice system msgs from anyone else using dice within range are all mixed together in the spatial chat channel.
3) Each player, in turn, would 'deal' a card from their deck and the card information would be sent over the group chat channel as a game msg. If the people playing are not in a group the card information could be sent over the spatial chat channel - card/poker tournaments would be a good example where spectators would want to see the cards being delt.
4) If someone folds, they do not deal themselves any more cards for that hand.
5) One person couldbe the bank and recorder. Everyone tips the bank their antes and bets and then the bank tips the payoutto the winner.
Very simple to implement - just an expanded version of the dice currently in the game, but one or two changes (the group chat channel) might need to be made so that it's more usable.
Did I forget anything?
Here's an example of a nonsensical hand to give an example of how the system would work over a group chat channel (or spatial if not in a group) using all the possible configuration items (color suite solid/outline, color card value, background color) of a deck:
(Bob and Bill both ante the bank 500cr)
Bob deals a[Blue quad in][Yellow 5]on Red (BYR, 5, quad - square, in - solid)
(Bob bets the bank 10cr)
Bill deals a[Red fizz out][Red @]on Red (RRR, 10, fizz - fictional alien symbol, out - outline)
(Bill bets the bank 50cr)
Bob deals a[Red delta out] [Cyan *]on Green (RCG, 50, delta - triangle, outline)
(Bob bets the bank 30cr)
Bill deals a [Green fizz out] [Magenta 00] on Blue (GMB,naught, fizz, outline)
(Bill bets the bank 50cr)
Bob deals a [Blue radial in] [Blue #] on Green (BBG, 100, radial - circle, solid)
(Bob bets the bank 20cr)
Bill deals a [Yellow octon in] [Red 9] on Magenta (YRM, 9, octon - octogon, solid)
(Bill bets the bank 50cr)
Bob deals a [Yellow hex out] [Green =] on Blue (YGB, double, hex - hexagon, outline)
(Bob bets the bank 100cr)
Bill deals a [Blue fizz out] [Cyan 3] on Blue (BCB, 3, fizz, outline)
*Bill throws his cards on the table*
"Fizz Fizz Fizz out!!!" yells Bill.
(Bank pays Bill 1200cr and keeps 110)
I need to clean up this proposal.
I know I mixed a fewthings up because we were actually discussingideas for a dedicated console interface card system.
TheMalle
Tue Feb 03, 2004 10:08 am
#2
I lost track somewhere during the post, I'm afraid, but I wouldn't mind having card decks. Anyone know of Pazzak from KOTOR?
progman63
Thu Feb 19, 2004 11:57 am
#3
Any other ideas for simple in-game games?
Anyone have rules for games we can all use?
Hakai
Thu Feb 19, 2004 4:46 pm
#4
Pazzak was fun...though i didn't really buy any other cards past a few other ones.
progman63
Thu Feb 19, 2004 9:18 pm
#5
Got some rules we could use with configurable dice?
I'll post some other game rules someone had on their website.
Pretty simple, but doable right now.
progman63
Thu Feb 19, 2004 9:19 pm
#6
Avian Sanctioned Games of Chance
Described below are seven games of chance, all played between two players. The games use between one and five dice, which will be provided by an impartial dealer by the house.
1. Corellia Avian Poker (five 6-sided dice per player, highest value hand wins, values don't matter)
2. Tat Avian Poker (five 6-sided dice per player, best hand in one round wins, values matter
3. Naboo Avian Poker (five 6-sided dice per player, first to reach a certain number of point wins)
4. Galactic Civil War (one 7-sided die, guess high or low, double bets and repeat on a 4)
5. Jedi (one configurable die per player set at agreed-upon number, highest roll wins)
6. Sith (one 100-sided die per player, lowest roll pays 100 * difference in rolls)
7. Gnort (one 4-sided die per player, alternate roles, whoever rolls three 1s first lose)
Games 1-3 all use the Avian Poker point system:
There are several variations of this game. The object is always to roll more combinations than your opponent. These games are played with 6-sided dice. Two separate rolls occur for each player. Each player first rolls four 6-sided dice together. After both players have each rolled four dice, they alternate rolling their fifth and last die.
The Roll values (called "hands") used in Avian Poker:
8 points: Five-of-a-kind <All five numbers are the same> Example: 55555
7 points: High Straight <All values show up except 1. Can be in any order> Example: 23456
6 points: Four-of-a-kind <Four out of five numbers are the same> Example: 23333
5 points: Low Straight <All values show up except 6. Can be in any order> Example: 12345
4 points: Full House <Two numbers match, while the remaining three match each other> Example: 44555
3 points: Three-of-a-kind <Three of the numbers match> Example: 23334
2 points: Two Pairs <Two sets of two matching numbers> Example: 44556
1 point: One Pair <Two of the numbers match> Example: 34566
1. Corellian Avian Poker:
The person with the highest-value hand wins after one round.
Example Game:
-Each player bets 100 credits
-Han rolls 23333. Four of a kind is worth 6 points
-Boba rolls 11234. One pair is worth 1 point
Result: Han has rolled a higher value hand, so he wins the bet of 100 credits
Note: In case both players have hands of the same value, the game starts over
Example Game:
-Each player bets 100 credits
-Han rolls 23333. Four-of-a-kind is worth 6 points
-Boba rolls 35555. Four-of-a-kind is worth 6 points
Tie! Roll another round
-Han rolls 34555. Three-of-a-kind is worth 3 points
-Boba rolls 52341. A High Straight is worth 7 points
Result: Boba has rolled a higher value hand, so he wins the bet of 100 credits
2. Tat Avian Poker:
Tat Avian Poker is similar to Corellian Avain poker. The difference is that the game is always decided in only one round of play. If both players have the same hand value, the higher numbers decide a winner. If the hands are exactly the same, then there is no winner.
Example Game:
-Each player bets 1000 credits
-Han rolls 63333. Four-of-a-kind is worth 6 points
-Boba rolls 15555. Four-of-a-kind is worth 6 points. 5s beat 3s.
Result: Both have rolled hands of the same value. Boba's 5s beat Han's 3s, so Boba wins the bet of 1000 credits
3. Nabooian Avian Poker:
The first person with combined hand values to reach a certain number wins. The players must agree on a hand value target before play. Suggested values are 13, 21, or 29. The game gets quite long with higher numbers, so stakes are usually very high.
Example Game:
-Each player bets 2000 credits and agree to play to 21
Round 1)
-Han rolls 23333. Four-of-a-kind is worth 6 points
-Boba rolls 52341. A High Straight is worth 7 points
Round 2)
-Han rolls 34555. Three-of-a-kind is worth 3 points (9 total)
-Boba rolls 12341. A Pair is worth 1 point (8 total)
Round 3)
-Han rolls 41111. Four-of-a-kind is worth 6 points (15 total)
-Boba rolls 55555. Five-of-a-kind is worth 8 points (16 total)
Round 4)
-Han rolls 41111. Four-of-a-kind is worth 6 points (21 total)
-Boba rolls 12331. Two Pairs are worth 2 point (18 total)
Result: Han wins in 4 rounds, so Han wins the bet of 2000 credits
4. Galactic Civil War:
This is a guessing game where you try to "predict" who will win the Galactic Civil War. This game uses one configurable die set to 7 sides. The players agree before the game which player will guess. Only one person guesses each round. Players take turns at guessing every round.
Each roll of a 5, 6 or 7 is a victory for the Empire.
1, 2 or 3 represent Rebel victories.
A 4 is a win for the Hutt criminal faction, and a standoff between the Empire and Rebellion.
Each turn, the player who is guessing calls out "Empire" ("E" for short) or Rebellion ("R" for short). The other player rolls the die. If the guesser chooses the correct side, they win the bet. If they choose the wrong side, their opponent wins. If a 4 is rolled, the bet immediately doubles.
Example Game:
-Each player bets 100 credits, and agrees that Han will go first
-Han calls "R"
-Boba rolls a 7
Result: Boba wins 100 credits
Example Game 2:
-Each player bets 100 credits. Han went last time, so now it is Boba's turn
-Boba calls "E"
-Han rolls a 4
The bet is doubled to 200 credits and Han gets to call
-Han calls "R"
-Boba rolls a 5
Result: Han loses this round, so Boba wins 200 credits
Example Game 3:
-Each player bets 500 credits this game. Han went last time, so now it is Boba's turn again
-Boba calls "E"
-Han rolls a 4
The bet is doubled to 1000 credits and Han gets to call
-Han calls "R"
-Boba rolls a 4
The bet is doubled again to 2000 credits and Han gets to call
-Boba calls "E"
-Han rolls a 2
Result: Boba loses this round, so Han wins 2000 credits
5. Jedi:
Each player tries to roll a higher number than their opponent. Each player uses a configurable die, and the players agree on the number of faces before the game begins. If both players agree on doubling the bet, they can play another round. If both do not agree, then no one loses money.
Example Game:
-Each player bets 100 credits, and agrees that they will set the dice at 42 sides
-Han rolls a 31
-Boba rolls a 7
Result: Han wins 100 credits
Example Game 2:
-Each player bets 400 credits, and agrees that they will keep the dice at 42 sides
-Han rolls a 17
-Boba rolls a 17
Tie! Han asks Boba if he wants to go another round. Boba agrees and the pot is doubled to 800
-Han rolls a 4
-Boba rolls a 2
Result: Han wins 800 credits
Example Game 3:
-Each player bets 400 credits, and agrees that they will change the dice to 21 sides
-Han rolls a 11
-Boba rolls a 11
Tie! Han asks Boba if he wants to go another round. Boba declines
Result: Neither side wins any money
6. Sith:
Each player tries to roll a higher number than their opponent. Each player uses a 100-sided die. The winner wins 100 credits for every number rolled higher that their opponent. A tie results in neither player winning any money.
Example Game:
-Han rolls a 41
-Boba rolls a 57
(57 - 41 = 16)
Result: Boba wins 1600 credits
Example Game 2:
-Han rolls a 97
-Boba rolls a 17
(97-17 = 80)
Result: Han wins 8000 credits
7. Gnort:
Each player alternates rolling a 4-sided die. Whichever player rolls three 1s first loses. Starting player alternates every round.
Example Game:
-Each player bets 1000 credits, and agrees that Han will go first
-Han rolls a 1
-Boba rolls a 3
-Han rolls a 1
-Boba rolls a 5
-Han rolls a 2
-Boba rolls a 1
-Han rolls a 1
Result: Boba wins 1000 credits
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