Talk:Homejinks: Difference between revisions

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imported>Cuc
imported>Cuc
 
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| III || R/B || Y/G || This game is most balanced. The Y/G prevents passes / Overpopulations: if you'd create a Catastrophe with Green, you can use Yellow to spread out. We had great fun. It has reversal of fortune (you can win, even when you seem lost).
|}
'''Table 1.''' "Two-Two" Combos.
 
* On my way home I considered that, indeed, one could even assign 2 allowed actions to any throw of a D6 as follows:
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| 6 || Y/G
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'''Table 2.''' "Half-Half". All C(4,2) = 6 color combo's appear with equal probability.
 
I playtested this game, and it was delightful. Complete with what we have started to call "reversal of fortune" (see above). This game has the most intriguing scenarios of all the above variants; it is perfectly balanced. For each turn, a particular action has a probability of 1/2, but it's paired with one of the others at random. It works particularly well. Please, give it a try.
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[[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 03:25, 3 November 2020 (PST). Revised [[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 23:55, 3 November 2020 (PST). Revised (added point 4.) [[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 22:03, 3 December 2020 (PST)
 
== Improved GameDice? ==
Previously, I made an error in counting and thought that some combos have a different probability to appear. But it's clear that any combo (say Red or Green) has a probability of 5/6 to appear, because only ONE combo doesn't have either color (in this case, Yellow and Blue). We do not need a different dice. But some probabilities may be lower by removing some colors (but which one?). I had a design of a dice that featured the probability of 4/6 for the combos (R or G) and (G or B). We can remove G from the Y/G combo to achieve this.
In the probability table above, we get the following probabilities for Combos:
 
A dice that provides these probabilities is:
{| class="wikitable"
|-
! ComboN !! ProbabilityColor !! DesiredCombo
|-
| R or Y1 || 5/6 || 5R/6B
|-
| R or G || 6/62 || 4/6Y
|-
| R or B3 || 4/6 || 5R/6G
|-
| Y or G || 4/6 || 5Y/6B
|-
| Y or B5 || 6R/6 || 5/6Y
|-
| G or B || 5/6 || 4G/6B
|}
'''Table.''' Improved Dice?
'''Table.''' Probabilities and Desired Probabilities with earlier distribution.
 
Note that one throw has ONLY Yellow.
I will playtest this and report back.
Perhaps, additionally, you should be allowed to throw again until you get another number, if you throw G/B and the Bank is empty.
 
--
 
I considered that two combos that do not share a color, should be on opposite sides of the dice, and perhaps that there isn't a color that adds to 6 (1+2+3) or 15 (4+5+6), but this is impossible. However, we'd like the combos Y+R and G+B to be as close to the expected 5 x 3.5 = 17.5 as possible. The following dice delivers:
 
A dice that provides these probabilities is:
{| class="wikitable"
|-
Line 123 ⟶ 131:
| 1 || R/B
|-
| 2 || Y/B
|-
| 3 || R/G/B
|-
| 4 || YR/BY
|-
| 5 || R/YG
|-
| 6 || GY/BG
|}
'''Table.''' Improved Dice.?
 
I'm sure that in practice, this dice performs equal to any other dice that has the combos distributed in a different way, but this design appeals to my sense of aesthetics. R+Y has expected sum 18, while G+B has expected sum 17.
Note that one throw has ONLY Yellow.
[[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 15:58, 16 May 2021 (PDT)
I will playtest this and report back.
Perhaps, additionally, you should be allowed to throw again until you get another number, if you throw G/B and the Bank is empty.
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