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Diceless combat resolution systems (and do they work?)
Bruce Baskir
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Missouri
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Early wargames always relied on a combat results table (CRT) to resolve combat - battle odds were calculated, cross-referenced with a die roll, and the results were applied. Many gamers objected to the random way of determining combat results, complaining that all their carefully laid plans were brought to nought by the ill-timed roll of a "1". (Strangely, no one seemed to object to the way their ill-conceived plans met with success due to a fortuitous roll of a "6".) The dice-less combat system became the grail with several game companies attempted to invent less random ways of determining the winner of a conflict. Some of these methods were ingenious, some were ingenuous, and some were just plain clue-less. Several games were touted as "Diceless", with "diceless" a code word for novel, innovative, and less-random-than-thou.
The basic problem a diceless system has to work with is to allow stronger pieces a greater chance of victory than weaker pieces, without making them completely invulnerable. I have listed a few of these systems, with an opinion of whether I think they work or not. A disclaimer: some of these games I have played long ago, or never played at all, so if I get the details wrong I don't want to hear about it. The concept's the thing.
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26. Board Game: Car Wars: The Card Game [Average Rating:5.35 Overall Rank:10391] [Average Rating:5.35 Unranked]
Bruce Baskir
United States
Missouri
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Attack does damage unless specific counter-measure taken
Specific attacks automatically do damage unless specific cards are played to block the attack. Works for light filler, but I've only seen this mechanic used in card games.
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27. Board Game: Unpublished Prototype [Average Rating:7.02 Overall Rank:1547]
Bruce Baskir
United States
Missouri
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There are other mechanics I've come across, but can't remember the games they're from. One involves attacker and defender secretly selecting the order in which their units will take damage. I also should have listed the conflict resolution mechanics for the tile games, such as Carcassonne and Tigris and Euphrates, but I will destroy my BGG cred by admitting that I've never played either one. If any of you have seen diceless mechanics that I have not (and no, drawing chits out of a cup is still dice as far as I'm concerned) then please append them to this list. The diceless wargame is still a grail.
 
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28. Board Game: Antike [Average Rating:7.16 Overall Rank:360]
Jim Cote
United States
Maine
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Units cancel
All units that wish to fight cancel each other out one-for-one. If neither the player moving the units nor the player(s) who are present in the destination space want to fight, then all units can co-exist in peace.
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29. Board Game: Shogun [Average Rating:7.62 Overall Rank:79]
mark sellmeyer
United States
st louis
Missouri
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All the cubes that happen to fall out of the cube tower cancel each other out. (the most stressful combat of all). The surviving cubes go back to the territory. I hear that this is the combat resolution system that is used in the "300" movie that comes out this weekend.
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30. Board Game: WarpWar [Average Rating:6.18 Overall Rank:4271]
Thomas Fuhs
United States
Goldsboro
North Carolina
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My speed at my maneuver cross referenced to your speed at your maneuver. Apply results. It's actually easier than I'm making it sound...
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31. Board Game: Wood Wars: Fantasy Miniatures Game [Average Rating:7.01 Unranked]
John Di Ponio
United States
Warren
Michigan
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No dice! Casualties taken by combat ratios! Plus....mowing down troops with the marble is COOL!
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32. Board Game: Bonaparte at Marengo [Average Rating:7.41 Overall Rank:681]
John Di Ponio
United States
Warren
Michigan
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No dice here!!!!!! Great system!!! Can't wait for the follow up!
Great review and explination of mechanics here: http://www.boardgamegeek.com/thread/81394
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33. Board Game: Crossbows and Catapults [Average Rating:6.54 Overall Rank:2075]
jonathanWC
Japan
Sendai
Miyagi
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Combat resolved by launching discs at your opponent!!
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34. Board Game: Revolution: The Dutch Revolt 1568-1648 [Average Rating:7.35 Overall Rank:748]
Kellen Kooistra
United States
Bellingham
Washington
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Diceless combat by removal of specified pieces until some condition is reached. This game uses both simultaneous elimination and elimination in turn.
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35. Board Game: Iron and Fire [Average Rating:6.00 Unranked]
Robert Wesley
Nepal
Aberdeen
Washington
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cool For an "American WAR of Northern Aggression" sort of 'game', then this one has you total UP the "Combat" value of 'Units' engaged versus one another, and then obtain a 'result' from what you compare these to each of those with. It also 'utilizes' a "miniatures" look and feel for this, without actually having any. The depictions of the "Combat Arms" for it all, also have a 'period appearance' for this as well.


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36. Board Game: Insurgency [Average Rating:5.50 Unranked]
Robert Wesley
Nepal
Aberdeen
Washington
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Progressing into the "Modern" arena, then there is THIS! You 'plot' out your "Turn" and once finished, then reveal those to one another. Having any 'Unit' plotted as performing an "Ambush" nets you '3'-times the amount of 'casualties' against the 'target' who "wanders" into this.
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37. Board Game: Rock 'Em Sock 'Em Robots [Average Rating:4.72 Overall Rank:10915]
Bruce Baskir
United States
Missouri
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How could I have forgotten this one?
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38. Board Game: Vinci [Average Rating:7.16 Overall Rank:381]
Huzonfirst
United States
Manassas
Virginia
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The women's national team pulls off a stunning victory at the World Cup! U-S-A!!!
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Units cancel, plus minimum occupancy requirements for terrain

The first game I thought of when I saw the title of this list. The deterministic combat works very well and the minimum number of units that have to be devoted to each space during expansion (which is the central idea of the game) is unique and very effective.
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39. Board Game: Borderlands [Average Rating:6.80 Overall Rank:2599]
Huzonfirst
United States
Manassas
Virginia
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The women's national team pulls off a stunning victory at the World Cup! U-S-A!!!
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Higher strength, including allied units, plus an additional remote unit, wins--winner takes all

See, you left out the best example. Borderlands uses the strength comparison and alliances of Cosmic (although in Borderlands, the other players' strengths are fixed for each combat, meaning they can't decide how many armies to put in the cone). But the attacker then has the option of moving in one of his remote units, using the normal rules of transport. This makes attacks very fluid and constantly surprising, which is remarkable for a deterministic system. It's far and away the best combat system I've ever encountered.
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40. Board Game: Civilization [Average Rating:7.53 Overall Rank:134]
J.L. Robert
United States
Sherman Oaks
California
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Equal attrition of overstacked units until the area's stacking limit is reached. Players alternate removing pieces from the overstacked area until the total number of pieces remaining is equal to the stacking limit of the area. Advantage to the player with more pieces at the start of resolution; the player with the least number of pieces removes a unit first (simultaneous removal if equal numbers exist).

Did everyone miss this one?
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41. Board Game: Capes & Cowls: The Superhero Board Game [Average Rating:7.88 Overall Rank:3667]
Flying Arrow
United States
Pennsylvania
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Compare Unit-Strength Plus Location-Strength

It is an automatic hit if the attacker's strength (unit plus location) is greater than the defender's (unit plus location), but on a tie or if the defender's strength is greater there actually is a die roll. The mechanism could be used in another game where no die roll is used. I did not see any other games listed with this mechanism - where each unit (character) has its own strength rating and that is combined with the strength associated with the space it occupies on the board.
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42. Board Game: Buccaneer [Average Rating:6.03 Overall Rank:4369]
Roger Fawcett
United Kingdom
Northwich
Cheshire
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There's just one kind of favor I'll ask for you - you can see that my grave is kept clean
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Comparison of strength determined by cards.

In this game it is actually quite difficult to manoeuvre into a position to initiate combat in the first place. It is really a race to get treasure. There are many better pirate games and the re-launch of this one under the 'Caribbean' merchandising might also be better.

For the combat system your strength depends on the difference between the red and black sailors on the cards held in your hand. That means a large number of cards may not beat a smaller, hand-picked crew. The interesting descision players face is whether to sacrifice speed for strength.
 
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43. Board Game: The End of the Triumvirate [Average Rating:6.85 Overall Rank:855]
Neil Cook
United Kingdom
Burton on Trent
Staffs
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1. Take two cubes from the 'combat bag', with the colours drawn being eliminated from their respective forces (neutral third colour returns to the bag with no effect).
2. If a leader is present in the battle, the opponent loses two of their armies
3. Like for like elimination (same as Antike)

Last man standing wins.

I quite like both this, and Antikes combat resolution systems, for their simplicity and speed, while at the same time remaining balanced.
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44. Board Game: Dune [Average Rating:7.62 Overall Rank:131]
Blind preparation, each side produces a force equal to the number of units they will lose, the number of the leader, and (optionally) the number of spice (money) spent to support the attack. Higher number wins.

The leaders, whose strengths vary by faction, are vulnerable to attack--if killed, their points are not counted. The winner loses the troops committed, the loser everything. Also, in certain instances a leader may be a traitor for the opposition, in which case the opponent loses nothing. In one instance, everyone and everything in the battle is destroyed. Certain factions also have the ability to tell you what to play (or not to play), or to see one element of your plan before preparing their number. An early example of assymetrical game design that uses no dice at all. It works well with a high number of variables.
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45. Board Game: Wings of War: Famous Aces [Average Rating:6.89 Overall Rank:552] [Average Rating:6.89 Unranked]
Ed James
England
Portsmouth
Hampshire
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Once all plane manoeuvres are complete, any planes positioned within firing range and scope of any enemy plane take a Damage card from a shuffled deck.


Each plane has a limit to how much damage it can take and will crash and burn once that limit is reached, or before if the pilot gets unlucky and draws an explosion card.

Each plane also uses slightly different manoeuvre decks, giving some planes more manoeuvrability than others.

These mechanics work well to simulate aerial combat.
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46. Board Game: Lord of the Rings: The Confrontation [Average Rating:7.24 Overall Rank:270]
Robert Gormley
Scotland
Edinburgh
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Capture by strongest piece modified by card play
Probably a combination of 6 & 9

Both Lord of the Rings: The Confrontation and Lord of the Rings: The Confrontation (Deluxe Edition) employ hidden character combat initially somewhat like Stratego. The combat is resolved based on the characters, resulting in a defeat or a retreat. If neither happens, the combat is resolved by both players simultaneously playing a card from their hand - these cards then determine the result of the combat.
 
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47. Board Game: Walhalla [Average Rating:6.42 Overall Rank:2742]
Mark Crocker
United States
Westland
Michigan
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The viking being attacked gets to decide on who wins the battle.

Because of the scoring, and future considerations, it is often desirable to lose a battle rather than to win. In fact it's almost a 50/50 choice.
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48. Board Game: A Game of Thrones (first edition) [Average Rating:7.35 Overall Rank:189]
Ron Blessing
United States
Tucson
Arizona
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Combat strength is determined by unit value of attacker plus supporters vs. defender plus supporters and modified by a card play from a set hand.

One of my top ten favorites. This game is a blast because I love the theme and it feels a lot like Diplomacy without the time commitment.
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49. Board Game: Fury of Dracula [Average Rating:7.25 Overall Rank:250]
Mike Ellis
Canada
Vernon
British Columbia
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Cards are played in secret and affect each other differently.

No card in this game is the UberCard and although it is based on guessing I think it is THE non-dice playing combat system that works best.


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50. Board Game: ZombieTown [Average Rating:5.45 Overall Rank:10246]
Mike Miller
United States
Roseville
Minnesota
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I haven't played Zombietown yet, but I've been reading the rules pdf at the Twilight Creations site. From the rules: "Draw a card from the combat card deck. If it equals or is greater than the distance to the target, you have successfully killed the zombie. If the card is less than the distance to the zombie or you draw a jammed card, you may spend another bullet from the same gun to try again."
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