Tuesday, 16 October 2012

Liar's Revitalizing Blog




Name: Liar’s Revitalizing Dice
Players: 2+
Duration of play: 10min-1h

This week we had a little different type of board game to make because we didn’t actually make a completely original game. Instead this week we had to make modifications to an already existing game known as Liar’s Dice. This game involves every player having 5 dice and a cup to cover they’re dice. The idea of the game is to be the most deceptive. This is because your goal of the game is to state how many of a certain dice are in play. You don’t have to be honest but if someone thinks you’re lying they can call you out on it.

These are many core mechanics that cause the game to be the game that it is. When we were told to modify the rules to eliminate the positive feedback loop we wanted to make sure that these were still in the game. There were some mods we did make and they successfully eliminated this loop that means there is a time when one player gets an excessive lead making it look impossible for another to catch up. These mods are highlighted in our set of rules below.

Setup:
-          Give each player 5 dice and one cup.
Gameplay
 These rules are taken from http://en.wikipedia.org/wiki/Liar%27s_dice#Common_hand, as Liar’s Dice is not a game we made. Not that we took the “spot-on” rule from the “variations” subheading.
1.       Choose a player to bid first.
2.       Each player rolls their dice in their cup, and then peeks to see what they have.
3.       The first player makes a bid on all the dice on the board. This bid is in the form of “X amount of dice showing Y”. Note that they can falsify this bid, thus “bluffing”.
4.       Rotating clockwise, each player must increase the bid so that the total value of the dice exceeds the last bid. That is to say, 4 instances of a dice showing 3 give a total of 12, so the next bid must exceed this.
Continuing Play
1.       At any time, any player can call the current bid to be false. At this point, each player reveals their dice and the bid is verified. If there is the bid’s number of dice on the board or more, the bid is true and the accusing player loses a die. However, if the number of relevant dice on the board is less, than the accuser is correct and the last bidder loses a die.
2.       A player may also call a bid “spot-on”; that is to say, if there is that exact amount of relevant dice on the board, then every player loses a die apart from the accuser.
3.       If all of a player’s dice form a sequence – 1,2,3,4 with 4 dice, for example—then they obtain an additional die at the end of the round. (Justin Challenger, 100454022)
4.       If all of the player’s dice match, then they obtain an additional die at the end of the round. Or, if you have one die left and you roll a 6, then you obtain and additional die at the end of the round. (Brandon Drenikow, 100456599)
5.       The player with the most dice must roll in view of all players the number of dice between them and the player with the next highest amount of dice. (Anastasios Stamadianos 100454700)
6.       If a player loses all their dice, they are out of the game.
7.       The last person with dice wins.

During the development of effective mods that would eliminate the positive feedback loop, we came up with some honorable mentions:
-Instead of having all of the same numbers it was originally all sixes but that was near impossible until you had only one dice left.
-Playing a round blind. This meant to roll your dice and not look at them for the whole round. This wasn’t implemented because we couldn’t think of a good reward for doing that in which it eliminated the positive feedback loop.
-if you are in danger of losing a die, you can choose any one of your dice to hopefully change the previous outcome so the other person loses a die, however, if it's still wrong then you lose two dice. This was an interesting mod but we see how it would affect the positive feedback loop.

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