That sounds like a good solution eric So if there are 3 private dice that means 3 rounds of play, so you have to have 3x of ante? (or is it 4 rounds?) in any case you would have to have either 3x or 4x the ante (depending on how many rounds of betting there are cause i am dumb right now lol) and if you don't you can't play? If so, sounds great to me, good way to plug the hole. On Mon, Mar 15, 2010 at 10:14 AM, eric drewes <figarus@xxxxxxxxx> wrote: > kent you have it exactly right i think. > > alan - that is a good question... we could do it like regular poker where > it creates a side pot for people to continue betting and the person that is > out of money would just win the main pot if he wins, and the second place > person would get the side pot... but that seems clumsy to me. I would > actually say we should just make it that if someone doesn't have enough > money to buy in for an entire game, they are disqualified and kicked from > the table until they have enough. > > > Ok so here's my view of how it should work - when you enter the pirate dice > area, you start off with an amount of gold and there's 3 games of pirate > dice going, 1 with a low ante, 1 with a medium and then a high stakes game. > We could also have a "loan shark" NPC who offers to loan small amounts of > money at high interest, and what i was thinking was if you run out of $$$ > completely, we have a 2nd mini game in the area that can earn you cash that > is free. I was thinking it could be like, you could work as a bartender and > the drink buyer gives you a tip and we could make a mini bar tending game, > or you have to go in the backroom and catch all the rats and they give you a > fixed amount per rat... that way, no one is ever stuck and completely unable > to play... > > > On Mon, Mar 15, 2010 at 12:44 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> what happens if the ante comes up and you are out of money? IE when you >> are "all in"? >> >> >> On Mon, Mar 15, 2010 at 9:28 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> Interesting. I think this new method sounds pretty solid as well. >>> >>> I am all for simplifying the game. I think the best games are the most >>> simple. Easy to play, hard to master. >>> >>> So to change the game from how it is to the new model we would. >>> 1) make 3 dice visible and 3 hiddden dice per player, first round starts >>> with 3 visible dice rolled and 1 hidden dice >>> 2) remove raising >>> 3) set an ante amount that is paid every round >>> >>> If players still state what they have in their hand to stay in the game >>> and call you would need to state that you have a greater than or equal hand >>> than the person who called before you right? >>> >>> I see your point on bluffing mechanics it is probably best to go without >>> for now. I could see it potentially working in a 2v2 version of pirate dice. >>> >>> >>> >>> On Sun, Mar 14, 2010 at 7:38 PM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> hey now that we have it worked out i'll finish making the rest of the >>>> areas you need, i wasn't sure how to proceed so i figured i'd better talk >>>> it >>>> out first. I think you have the right idea but here's a way i was thinking >>>> it could work: >>>> >>>> 1) each player ante's up. >>>> 2) the 3 shared dice are rolled and each player rolls 1 hidden dice. (I >>>> think these amounts may change when we play test for balance, but this is >>>> an >>>> ok starting point) >>>> 3) the person to the left of the dealer puts in 1 coin and and claims a >>>> combination to open the match >>>> 4) it goes clockwise around the table, players can either put 1 coin in >>>> and claim to top the previous person's combination, or fold out >>>> 5) once it gets back to the starting person, a 2nd hidden dice is >>>> rolled, also the amount to stay in the game up a pre-decided increment. >>>> For >>>> example it could go up 1 each round, or double each round, etc. >>>> 6) it goes around until only one person is left or 3 hidden dice have >>>> been rolled, if 3 have been rolled and its gone around to everyone else, >>>> everyone reveals their dice and the highest combination wins. >>>> >>>> hey alan, I am thinking that even though we had a rule to call bluff, we >>>> kinda stopped callign it or it was infrequent while we were playing the >>>> actual game. I think pirate dice might not need calling a bluff at all, >>>> really when playing through just be ante'ing up and continuing on you're >>>> essentially "calling their bluff" - just like regular poker a bluffer can >>>> keep bluffing all the way till the reveal, after that the proof is in the >>>> pudding. >>>> >>>> I am not sure how the mechanics for calling bluff would work anyhow. >>>> One way I was thinking was at any time, a person can call "bluff" on the >>>> previous person's claim instead of claiming for their round, they still >>>> have >>>> to pay the ante-in fee to call a bluff. Once bluff is called, the accused >>>> reveals his dice, if he was lying, he forfeits and pays a liars >>>> fee equivalent to the round's ante. Likewise, if the accused was telling >>>> the truth, he forfeits and the accuser has to pay a tattler's fee >>>> equivalent >>>> to the round's ante. my problem with any of these is it enables a really >>>> easy kingmaker for people working together, but i am definitely all ears if >>>> anyone has an idea how to make it work. >>>> >>>> >>>> >>>> On Sun, Mar 14, 2010 at 9:56 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> How would the new way of raising, ante increases each round. be >>>>> affected by the blinds? Do you still want a large and small blinds? >>>>> >>>>> >>>>> On Sun, Mar 14, 2010 at 6:53 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>> >>>>>> Where would you want the shared dice to be displayed? >>>>>> >>>>>> >>>>>> On Sun, Mar 14, 2010 at 6:01 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>>> >>>>>>> UI screen looks nice. >>>>>>> >>>>>>> I think I am following you. I will make some mods and see what you >>>>>>> think. >>>>>>> >>>>>>> So, by not folding you are saying you are raising? >>>>>>> >>>>>>> Would you like the first 3 dice to roll as public and then the next 3 >>>>>>> dice to come out one turn at a time? >>>>>>> >>>>>>> >>>>>>> >>>>>>> On Sun, Mar 14, 2010 at 5:04 PM, eric drewes <figarus@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> the betting thing, i can't remember what we did when we played it, i >>>>>>>>> wish i could. If you can't bet, you can't raise someones and bluff >>>>>>>>> them >>>>>>>>> out. Is it that if you want to stay in you have to say something as >>>>>>>>> high or >>>>>>>>> higher than one the last person said so that to bluff someone out you >>>>>>>>> have >>>>>>>>> to basically say you have something higher than them to push them >>>>>>>>> out? Just >>>>>>>>> tryin to wrap my head around it hehe >>>>>>>>> >>>>>>>> >>>>>>>> you raise and bluff people by claiming you have progressively higher >>>>>>>> combinations of dice, basically what you said is exactly right - if >>>>>>>> you want >>>>>>>> to stay in you have to have or claim to have a better combination of >>>>>>>> dice >>>>>>>> than the person before you, so essentially you're betting more and >>>>>>>> trying >>>>>>>> to bluff them out with every turn. Raising and making bets is >>>>>>>> redundant to >>>>>>>> the premise. >>>>>>>> >>>>>>>> alan i was thinking about it and i talked to misty and i'm pretty >>>>>>>> sure we didn't bet anything when we played, we had a point system >>>>>>>> where if >>>>>>>> you won you got 2 points, folded you got 0, if you got called for >>>>>>>> bluffing >>>>>>>> you lost 3 points, etc. i don't really remember though... but i dont >>>>>>>> think >>>>>>>> we bet... >>>>>>>> >>>>>>>> I really like the idea of escalating antes per round, its simple and >>>>>>>> easy while still keeping a high risk/reward for players who continue >>>>>>>> playing >>>>>>>> - I am, of course, open to other ideas though! I was just working >>>>>>>> through >>>>>>>> playing pirate dice in my head to make the UI and i realized that >>>>>>>> betting, >>>>>>>> etc. overly complicates when you're essentially betting/bluffing >>>>>>>> anyways >>>>>>>> whenever you claim you have a better hand on your turn >>>>>>>> >>>>>>>> On Sun, Mar 14, 2010 at 6:38 PM, Alan Wolfe >>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> oh and the UI looks nice btw! >>>>>>>>> >>>>>>>>> >>>>>>>>> On Sun, Mar 14, 2010 at 3:37 PM, Alan Wolfe >>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>>> >>>>>>>>>> I think that makes a lot of sense, and i had forgotten that aspect >>>>>>>>>> of the game (the public dice). >>>>>>>>>> >>>>>>>>>> the betting thing, i can't remember what we did when we played it, >>>>>>>>>> i wish i could. If you can't bet, you can't raise someones and >>>>>>>>>> bluff them >>>>>>>>>> out. Is it that if you want to stay in you have to say something as >>>>>>>>>> high or >>>>>>>>>> higher than one the last person said so that to bluff someone out >>>>>>>>>> you have >>>>>>>>>> to basically say you have something higher than them to push them >>>>>>>>>> out? Just >>>>>>>>>> tryin to wrap my head around it hehe >>>>>>>>>> >>>>>>>>>> For the chat window, we also need a place to list the players in >>>>>>>>>> the room (since there may be more players than are sitting down). >>>>>>>>>> On Sun, Mar 14, 2010 at 1:51 PM, eric drewes <figarus@xxxxxxxxx >>>>>>>>>> > wrote: >>>>>>>>>> >>>>>>>>>>> labeled version >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Sun, Mar 14, 2010 at 4:44 PM, eric drewes >>>>>>>>>>> <figarus@xxxxxxxxx>wrote: >>>>>>>>>>> >>>>>>>>>>>> I have started on the UI but I think we need to work out some >>>>>>>>>>>> kinks in the game flow before i finalize things... >>>>>>>>>>>> >>>>>>>>>>>> basically i was trying to think of this game from a multiplayer >>>>>>>>>>>> perspective and I have a problem w/ the standard raise/call format >>>>>>>>>>>> of poker >>>>>>>>>>>> in relevance to this game. Basically the gameplay comes from >>>>>>>>>>>> divulging the >>>>>>>>>>>> type and combination of dice you have, and since you tell everyone >>>>>>>>>>>> what you >>>>>>>>>>>> have (or what you're pretending to have) every turn, betting >>>>>>>>>>>> doesn't work in >>>>>>>>>>>> the conventional way. Basically I was thinking that rather than >>>>>>>>>>>> escalating >>>>>>>>>>>> the bets manually as players, I think there should be an "ante" to >>>>>>>>>>>> stay in >>>>>>>>>>>> whenever it is your turn, so you have the choice of either folding >>>>>>>>>>>> out of >>>>>>>>>>>> the game or putting in a pre-defined ante, telling everyone what >>>>>>>>>>>> you have >>>>>>>>>>>> (or are pretending to have) that either beats, or matches the >>>>>>>>>>>> previous >>>>>>>>>>>> player, or calling the bluff of the previous player. I realize >>>>>>>>>>>> this is a >>>>>>>>>>>> slight deviation from the current design but I think it will >>>>>>>>>>>> function much >>>>>>>>>>>> more cleanly and it makes more sense when put into a game >>>>>>>>>>>> perspective. >>>>>>>>>>>> Basically we can have multiple stakes, so there can be a high >>>>>>>>>>>> stakes game >>>>>>>>>>>> where its 10 gold a round, or a low stakes game where it's 1 gold >>>>>>>>>>>> per round, >>>>>>>>>>>> etc. or perhaps the amount of ante to stay in per round escalated >>>>>>>>>>>> (i.e. it's >>>>>>>>>>>> low in the first couple of rounds but when you get into the 5th or >>>>>>>>>>>> 6th round >>>>>>>>>>>> the stakes get higher making it a riskier thing (and thus more >>>>>>>>>>>> fun!) to >>>>>>>>>>>> continue or bluff or call a bluff. >>>>>>>>>>>> >>>>>>>>>>>> Another thing I was thinking about and this was a bit of >>>>>>>>>>>> omission when Alan and I were trying to remember how we played the >>>>>>>>>>>> game, >>>>>>>>>>>> there was some publicly displayed amount of dice, either dice that >>>>>>>>>>>> are >>>>>>>>>>>> shared by all players or maybe each players first 3 dice are >>>>>>>>>>>> displayed, this >>>>>>>>>>>> will give something for other players to try to judge whether the >>>>>>>>>>>> person is >>>>>>>>>>>> bluffing or not and to try to calculate the odds. The game was >>>>>>>>>>>> originally >>>>>>>>>>>> conceived of as a combination of the liar's dice game on pirates >>>>>>>>>>>> of the >>>>>>>>>>>> carribean and texas hold'em, so I am pretty sure having that >>>>>>>>>>>> visible dice >>>>>>>>>>>> was part of what made the game fun and playable. Sorry it is hard >>>>>>>>>>>> to >>>>>>>>>>>> explain via e-mail without having dice in front of me but what i >>>>>>>>>>>> mean is >>>>>>>>>>>> this: we could either have 3 dice that are shared amongst all >>>>>>>>>>>> players >>>>>>>>>>>> (like the flop in texas hold'em) >>>>>>>>>>>> >>>>>>>>>>>> example: >>>>>>>>>>>> >>>>>>>>>>>> There's 3 public dice, they are rolled once everyone ante's up - >>>>>>>>>>>> let's say a 3, a 6 and a 2 are rolled. Now the players roll their >>>>>>>>>>>> first 2 >>>>>>>>>>>> hidden dice. Player one sees he rolled a 3 and a 4 in his >>>>>>>>>>>> personal hidden >>>>>>>>>>>> dice, and claims he has a pair of 3's. The rest of the players >>>>>>>>>>>> can see all >>>>>>>>>>>> he needed to do was roll one 3 himself in order to get that pair >>>>>>>>>>>> of 3's so >>>>>>>>>>>> he is probably not bluffing. The game escalates from there. >>>>>>>>>>>> >>>>>>>>>>>> likewise the second version could work where every players first >>>>>>>>>>>> 3 dice are visible to all players, and all subsequence dice rolls >>>>>>>>>>>> are >>>>>>>>>>>> hidden. >>>>>>>>>>>> >>>>>>>>>>>> The fun part of gambling and playing these games is figuring out >>>>>>>>>>>> the odds, trying to get lucky on dice rolls and trying to guess if >>>>>>>>>>>> other >>>>>>>>>>>> people are bluffing. Part of all three of those things is giving >>>>>>>>>>>> people >>>>>>>>>>>> hints to try to guess at what the other person REALLY has. Having >>>>>>>>>>>> the >>>>>>>>>>>> visible dice is that tantalizing hint. :) >>>>>>>>>>>> >>>>>>>>>>>> What do you guy's think? >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >