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Zombie Dice: now requiring even more brains!

Dave Ross
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Ames
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Note: this content was also posted on my wordpress blog.


So I bought Zombie Dice at Con of the North, S and I have been playing it regularly, and it was a relative hit when we brought it out at game night, too. It’s a well-thought-out game: it’s quick, it’s fun, it scales reasonably well, there’s a nice tension while playing, it’s easy to teach, and it’s certainly not brainless.

Being a designer, however, I’m always thinking of ways to tweak things a bit, always trying to find ways to improve games (or at least make them more to my liking). And if I had one complaint with Zombie Dice, it was that, once one player gets to 13, there aren’t any meaningful choices to make: players roll until they either win or get killed. There’s no advantage to coming in second.

This is, of course, easy to fix: just play more than one game, and keep a running tally. Or award points for coming in first, second, and third, and then play to a fixed number of points.

But I was thinking of something a little more ambitious than that.

One of my favorite games is Gin Rummy, mainly because it’s so quick and portable. There’s a surprising amount to the game, however, as anyone who plays it for money will likely tell you.

What makes Gin Rummy really tick is that you don’t just play one hand, you play to 100 points. And then, if you’re serious about it, you keep track of your game scores, too — with bonuses for winning, for the number of hands won, and for shutouts, too. Even within a given hand there are bonuses for undercutting your opponent and for going gin.

These bonuses add texture and interest to the game, and playing more than one game means that every hand counts. Heck, if playing for money, every point counts.

So this is what I was thinking of doing with Zombie Dice: play not just one hand to 13, but rather play a series of hands to, say, 50. The first to 50 wins the game, but then bonuses are awarded both for the game (say 50) and for the number of hands won (say 10 points per hand). I toyed with the idea of also awarding bonuses for “undercutting” another player (by winning a hand when they were the first to get to 13), but that seemed to encourage players to get to 12 and try to poach.

So how will this work? Say there are four players: Bob, Jenny, Mike, and Laura. The scores in the first hand are 8, 10, 14, and 15. The scores in the second hand are 12, 13, 4, and 18. Then 6, 12, 16, and 7. And finally 9, 11, 14, and 10. The final scores are 35 for Bob, 46 for Jenny, 48 for Mike, and 50 for Laura. So Laura wins the game.

How would this all count toward some larger “match”? Bob and Jenny wouldn’t get any bonuses, Mike would get 20 for winning two hands, and Laura would get 70 (20 for winning two hands and 50 for winning the game). Match score would then be 35 for Bob, 46 for Jenny, 68 for Mike, and 120 for Laura.

Players could play to a fixed number of points, for a fixed amount of time, or maybe a fixed number of games. However they wanted to do it.

And all of this of course works well, but there’s still one big issue remaining: any time there are too many people playing Zombie Dice, the downtime is considerable.

And so the wheels again begin turning, and I think of Incan Gold, and how all players play simultaneously, and how there’s never any downtime, and how clever all those little gems are….

Which I guess is all a way of leading up to … the announcement of … drum roll please … the upcoming release of … Danger Dice (working title).

In “Danger Dice,” players simultaneously decide whether or not they want to risk one more roll of the die. It plays with standard dice and also incorporates elements of Poker. I’m building it as a gambling game from the ground up, where chips change hands both at the end of every hand and at the end of the game. I’m also building in a lot of tough choices and tension, too. :-)

The basic idea is that you want to stay in as long as you can, since that’s how you make the big points. Every time a die is rolled, it is set aside and grouped with other dice of the same number. The more dice there are, the more points there are to be earned — but as soon as there are three dice of any given number, then any players who haven’t yet opted out lose all their points.

There’s a bit more to it than that (an ante, bonus points in various situations, etc.), but that’s the gist of it.

So far I’ve tried it with four players and it has worked quite well, but I want to trot it out at our next game night to see how it works with six or seven.

I’ll be releasing it as a print-and-play on my blog sometime in the not-too-distant future. As always, I’ll keep you posted. =^..^=
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Subscribe sub options Thu Apr 7, 2011 11:21 pm
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Judy Krauss
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Hmm, it sounds a lot like Cosmic Wimpout.
 
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  • Posted Fri Apr 8, 2011 10:21 am
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Dave Ross
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I've never played Cosmic Wimpout, but in reading about it just now, the two don't appear to be very similar. In Danger Dice (soon to be renamed something else, probably Dingo Dice), there are 12 dice. You roll one each turn (more in the beginning to speed things up), and as soon as there are three of one number, everyone remaining is out. But the players who got out before the three-of-a-kind comes up all get points, and in general, they get more points the longer they've stayed in.

Anyway, I'm glad you brought up Cosmic Wimpout, as this reminded me that I've been wanting to try it. Also, I'm not very familiar with the push-your-luck genre, so it's entirely possible that Dingo Dice(?) is indeed too similar to some other game.
 
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  • Posted Fri Apr 8, 2011 10:35 pm
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Judy Krauss
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ddgdrs wrote:
I've never played Cosmic Wimpout, but in reading about it just now, the two don't appear to be very similar. In Danger Dice (soon to be renamed something else, probably Dingo Dice), there are 12 dice. You roll one each turn (more in the beginning to speed things up), and as soon as there are three of one number, everyone remaining is out. But the players who got out before the three-of-a-kind comes up all get points, and in general, they get more points the longer they've stayed in.

Anyway, I'm glad you brought up Cosmic Wimpout, as this reminded me that I've been wanting to try it. Also, I'm not very familiar with the push-your-luck genre, so it's entirely possible that Dingo Dice(?) is indeed too similar to some other game.


Okay, that does sound significantly different, now. In Cosmic Wimpout, you can choose to keep rolling as long as you score, but you have to keep rolling as long as you make 3 or 5 of a kind matches, although you can also score points for the 5 and 10 numerals on the dice. If you don't score during a throw (and each scored die is removed until all 5 are used, so it gets harder to score) or is you roll 5 sixes you lose all your points for the turn.
 
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  • Posted Sat Apr 9, 2011 12:47 am
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Brett Myers
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What happens if you don't get thee of one number?
 
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  • Posted Sun Jul 31, 2011 9:13 pm
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Dave Ross
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You will eventually -- the idea is that you roll one die each turn, and there's only six possible things the die can be. It might not happen right away, but eventually the third 6 will be rolled, or the third 4.

The game has morphed several times since this posting, however. Check out the published print-and-play version, Horsefeathers. The core dynamic is the same, but the thrust of the game has changed from push-your-luck to bluff-your-way-through-it.

I'll be releasing a somewhat simplified version of Horsefeathers in the not-too-distant future called "Horsefeathers Express." In order to play, you'll need just 1 die, a scoresheet, a pen, and 3-8 players. It went over fairly well when I brought it out at Protospiel -- nothing fancy, but folks had a good time. And that's really all I ask from any of my games.
 
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  • Posted Mon Aug 1, 2011 1:07 am
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