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Game #47: Ludus by emxibus

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emxibus
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Joined: 10/24/2008

First off, thanks sedjtroll and darkdream for your input. Your input was most valueable. Thanks to doho123 for posting the thread on non-transitive dice, I was able to use the info to speed up the game.

Now to the game. In Ludus (a gladiator school) you are one of seven lanista (owner/trainer of gladiators) out to gain fame for your school. You have been invited to four festivals this year. Each festival has four phases: recruit, training, arena challenges, and fame. Do well and your school will gain the respect it deserves throughout the Empire.

Here are the rules: xibus.com/ludus2_nt.pdf (about 600K, lots of images)

Thanks in advance for your comments.

-JR

s2alexan
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Ludus

A few notes about the rules themselves:

Graphics were great, lots of examples and pictures - looks like a lot of work went into the rules!
I would suggest using "players" instead of "ludus" - it takes a way from the "immersion" of the game, I admit, but I think it makes it clearer. People know they're playing a game anyway, so you might as well call them "cards" and "players", etc.

About the game:

Everything seemed quite interesting - I'd have to play it to give a judgement on how things actually play out, but I do have a couple of suggestions:

I got the impression that players simply bet on the winner, and win their bet, or lose it. Wouldn't everyone simply bet on the favorite in this case? I wouldn't suggest setting up odds (that would be too complicated), but perhaps a "pot" of a certain amount (or even the amount that everyone bet)... the winner(s) split the pot. This way, if everyone bets on the clear favorite and he wins, everyone get a "bit" of money. If only one person bets on the underdog, but he wins, he would get a lot more money. It involves playing the odds, taking chances, and second-guessing your opponents. This is just one suggestion though, you could probably come up with something better.

One final thing - there are a lot of possible scoring opportunities. Many of them involve having the "most" of something. Personally, I think there's too many of these to keep track of and plan a decent strategy. Maybe if theres one or two, you can weigh your options and see if you want to try for the "most whatever". But I think there's so many it's hard to strategize, and it will just end up being a random bonus.

I like the combat, and the training, and the fame points - try to focus on what you think are the game's best parts, and strip away the rest.

sedjtroll
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Game #47: Ludus by emxibus

Hi emxibus, I like what you've done with the rules. Great graphics!

A couple comments. First off, you occasionally refer to players as Ludos (you did this before as well), when I think you mean to call them Lanstas.

As for training tokens, it says you get to draw 1 per gladiator you 'own', plus buy more for $1 apiece. A couple things about that... at first glance it seems like that might be too cheap/too many tokens flying around. Are gladiators allowed to get 2 training tokens in 1 turn? Also, are the training tokens face up? Is there an order inherant in the drawing of tokens? What happens if the 'agility' tokens (for example) run out?

I think if it's to be that tokens drawn simultaneously from a pool, the pool of tokens would have to be face down. Also, while I like the idea of being able to buy more tokens, I think $1 might be too cheap, and I think you get too many to start with. If they're only $1 each, why not get none automatically? Another way which might be good is to get 1 token per gladiator in your line, and pay $1 per extra token you want to draw from... in other words if you have 3 gladiators in your line you get 3 tokens to distribute, max 1 to each. If you put in 2$, you get 5 tokens to distribute, max 1 to each gladiator.

Arena Challenge round:
I like that each gladiator will fight exactly once. I think it will make the game fair and balanced.
I don't know about turning gladiators face down... they have all these counters on them!
Fighting beasts: They don't sound very fierce to me... I had imagined it would be like fighting another gladiator, with a chance to die (though low probably- maybe one type of gladiator (heavy) would be better vs beasts than another- i.e. the beast rolls yellow dice- or maybe better you draw randomly which beast to fight- Tiger (yellow), Lion (blue), or Bear (red). I also thought ther might be betting on the beast combat. Althought it would be nice to keep it short and sweet, huh?

Bonus scoring:
I don't think I like the +1 for most gladiators... you already get rewarded for most money, and more importantly you get rewarded for not having your gladiators die because they get to fight more (they already have training tokens and should therefore be better then a newbie). So why should you be penalized further if your gladiator dies?
I also don't know about thet +5 for gladiators of the same type. I'm not sure what that means exactly.

- Seth

emxibus
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Re: Ludus

s2alexan wrote:
I would suggest using "players" instead of "ludus" - it takes a way from the "immersion" of the game, I admit, but I think it makes it clearer. People know they're playing a game anyway, so you might as well call them "cards" and "players", etc.

This is something I struggled with, "atmosphere" vs "clarity".

Quote:

I got the impression that players simply bet on the winner, and win their bet, or lose it. Wouldn't everyone simply bet on the favorite in this case? I wouldn't suggest setting up odds (that would be too complicated), but perhaps a "pot" of a certain amount (or even the amount that everyone bet)... the winner(s) split the pot. This way, if everyone bets on the clear favorite and he wins, everyone get a "bit" of money. If only one person bets on the underdog, but he wins, he would get a lot more money. It involves playing the odds, taking chances, and second-guessing your opponents. This is just one suggestion though, you could probably come up with something better.

By adding the training tokens and using two dice there isn't a 2/3 favorite, but there is still an advantage.

I tried to put the "pot" idea in, but haven't come up with a clean way to do it yet. I think your right it would be cooler.

Quote:

One final thing - there are a lot of possible scoring opportunities. Many of them involve having the "most" of something. Personally, I think there's too many of these to keep track of and plan a decent strategy. Maybe if theres one or two, you can weigh your options and see if you want to try for the "most whatever". But I think there's so many it's hard to strategize, and it will just end up being a random bonus.

You are right, there is a lot of scoring. There are three times you can score during a round: When retiring a gladiator, for winning in the arena, and during the fame phase. Scoring fame when retiring gladiators is to encourage you to do it. Otherwise, there is no real incentive to recruit more gladiators (unless one dies).

The other two scoring opportunities are at the heart of the game. Do you build a balanced gladiator line or do you specialize. If you build for balance then you will do better in the arena. If you specialize, your name becomes associated with that gladiator type and you score better in the fame phase. The final scoring could easily be taken out, and maybe that's what I'll do. I'll see about streamlining the other scoring as well.

Quote:

I like the combat, and the training, and the fame points - try to focus on what you think are the game's best parts, and strip away the rest.

Thanks for the info. It's nice to know which parts people think sound fun. By knowing what people like will help me in the "striping away" process.

Zzzzz
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Game #47: Ludus by emxibus

emxibus nice start,

The following are my comments, section by section :

Contents
The game components list seems large. Not sure how the actual game play flows, but would it be possible to combined some of the token components into a single component?
Keep in mind your components dont seem bad, there just seem to be alot. If game test sessions dont seem to result in issues with this number of components, ignore me please!

Fame Chart
This section looks really good, one question, has the layout worked well during testing? Seems like a lot of things are track on this one area. But I guess if anything the actual board size (which I dont know) might resolve this potential issue.

Gladiator Cards
Might be nice to have examples of what you mean by "I" and "you"/"your" in this section. It will help clarify any confusion for first time readers of the rules.

Training Token
Not sure why, but the training options and the images dont seem to associate well for me.
Agility and Dexterty seems to require a foot for me. But you have it as stamina, which also makes sense, because the gladiator is still standing. I think using an arm for dexterity might need to be a hand (you know the hand-eye thing). Maybe you could use the arm for strength (sort of a muscle arm type association).

Ah well just me being toooooo picky....

Recruit Phase
I assume when you state "youngest lanista" you mean the youngest player?
I assume that in step 3, where is states "conintues, in order of fame" also assume the previous clause of "youngest lanista" goes first in the case of a tie? I asked since the first round will have this occur, every time. Since all players are started at 1 fame. No one has had a chance to gain fame yet, so this "youngest" order will occur.

Training Phase
It does not specifically state it, but do you only replenish the open gladiator spots? Can I pick up all gladiators and replenish the entire line? Though I would assume that previous training would be lost in this case, and would not be worth it.

The training portion of the phase does not mention that you may only have up to one training token of each type on a gladiator. Do you need it here?

Arena Challenge Phase
Not sure I understand the point of the animal fighting. I understand from a theme angle, but can you explain this are more?

Alone the same lines, would it be better to only award the 3 denarii upon a successful roll? Not sure, but getting up to 9 denarii just becaue you did not attack or get attacked during this phase, might be a bad thing.

Seems like you are handing out free money, is this needed to keep players will enough money to play all 4 festivals?

Along the same lines, if a player does not have any gladiators (for some reason, as mentioned in this section), I dont see how they will gain any money. So, is it possible to reach a point in the game where a player is broke and can no longer gain fame or recruit new gladiators?

Ok this is as far I have made it.... I hope to have more time later to post on the rest of the doc.

Very interesting game... and overall your doc seems very nicely done.

emxibus
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Game #47: Ludus by emxibus

sedjtroll wrote:
Hi emxibus, I like what you've done with the rules. Great graphics!

Thanks again for your help!

Quote:

A couple comments. First off, you occasionally refer to players as Ludos (you did this before as well), when I think you mean to call them Lanstas.

Yes, they should be lanista. Let me know where they are at and I'll change them.

Quote:

As for training tokens, it says you get to draw 1 per gladiator you 'own', plus buy more for $1 apiece. A couple things about that... at first glance it seems like that might be too cheap/too many tokens flying around. Are gladiators allowed to get 2 training tokens in 1 turn? Also, are the training tokens face up? Is there an order inherant in the drawing of tokens? What happens if the 'agility' tokens (for example) run out?

There are four training tokens. Each gladiator can only have one of each kind of training token. There are only seven gladiators in the deck that can have all four at one time (because of intelligence). So, most of the time you have to decide which one you want for your gladiators to have. The tokens will not run out, the max number of gladiators that can be on the board is 21 (7 x 3). There are 21 of each token and each gladiator can only have one of each token.

Yes, the training tokens are face up. You are the trainer and get to decide what training will be taught to your pupils.

You can give a gladiator as many unique tokens as you like as long as you don't go over his intelligence number. There are only 4 rounds and this speed up the retirement process. I thought about only one, but then retirement would rarely happen. Maybe I need to axe retirement and find another way to get new gladiators onto the line.

Cost: with the tribute in place and the idea of quickly training your gladiators (more than one token) the cost one denarii work. If I take out the tribute then the cost of training will probably go up.

Quote:

Arena Challenge round:
I like that each gladiator will fight exactly once. I think it will make the game fair and balanced.
I don't know about turning gladiators face down... they have all these counters on them!

Your training tokens are placed below your card (I should have put a picture of this in the rules). The only thing you put on your actual card is the stamina tokens, and once the fight is over they are removed. Turning them face down lets others know they are not available to fight anymore this round.

Quote:

Fighting beasts: They don't sound very fierce to me... I had imagined it would be like fighting another gladiator, with a chance to die (though low probably- maybe one type of gladiator (heavy) would be better vs beasts than another- i.e. the beast rolls yellow dice- or maybe better you draw randomly which beast to fight- Tiger (yellow), Lion (blue), or Bear (red). I also thought ther might be betting on the beast combat. Althought it would be nice to keep it short and sweet, huh?

Great idea, the only reason I didn't put it in is to save time. Maybe make it an optional rule?

Quote:

Bonus scoring:
I don't think I like the +1 for most gladiators... you already get rewarded for most money, and more importantly you get rewarded for not having your gladiators die because they get to fight more (they already have training tokens and should therefore be better then a newbie). So why should you be penalized further if your gladiator dies?
I also don't know about thet +5 for gladiators of the same type. I'm not sure what that means exactly.

Gladiators rarely die in this game (maybe that should change?). The +1 for gladiators is to combat those who do not recruit (save their money) and put it in to tribute or those who retire like mad men.

Right now a seasoned vet doesn't have an advantage over a newbie (because of no training limits). hmmm, maybe that should change too.

There are 7 types of gladiators

Velite
Retarius
Dimachaerius
Thracian
Myrmillo
Secutor
Hoplomachus

sedjtroll
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Game #47: Ludus by emxibus

emxibus wrote:
Yes, they should be lanista. Let me know where they are at and I'll change them.

They are all over the place. Read through it and you'll see. I know it's hard to spot stuff like that when reading your own rules, as you in fact wrote them and are very familiar with them. Maybe try changing the font or something and pretend you're reading what somone else wrote- you should be able to see mistakes like grammer and wrong words used. Get in the mindset that you're correcting someone else...

Quote:
There are four training tokens. Each gladiator can only have one of each kind of training token. There are only seven gladiators in the deck that can have all four at one time (because of intelligence). So, most of the time you have to decide which one you want for your gladiators to have.

It seems like each time you'd just load up your gladiators with training tokens... is that how it's supposed to be? Maybe it is.

Also, with the retiring/recruitment rules, is it easy to switch up your team at the last minute and get a scoring bonus? If so it might be the case that everyone does that as a matter of course, which means you're not rewarding what you want to reward.

Here's a thought, and it might simplify the turn structure a little. Instead of training the way you have it, call the training tokens "Experience" tokens or something. Ten award them to fighters for winning fights. If you win a fight you get an XP token. I think it would be neat to have them face down as well, because then you gladiators get better as they do well, but you might want to retire them and cash in if they don't get optimal XP tokens- whereas if they get good ones then you might want to keep them around.

And/or, once a gladiator gets an XP token but is already full they could be FORCED to retire, so you have less control over your team and the bonus scoring at the end makes more sense...

Quote:
Yes, the training tokens are face up. You are the trainer and get to decide what training will be taught to your pupils.

This is a good point though, my suggestions above sort of undermine the whole idea of training the gladiators.
Keeping with the training then, your rules are starting to make more sense to me. I think you should have to pay for all your tokens though, no freebies for having bought guys. I wonder if they shouldn't be more expensive though, so it's a trickier decision to retire a guy or not. When you retire you score some points, but you give up a 'good' fighter for a newbie. But then you get to outfit the newbie right away so it's as good as the old fighter. There should either be some benefit to having won fights, or ther should be a steeper cost to training the guys.

Maybe the training token slots could be based on XP vs Intelligence with Intelligence as a maximum. So you can earn up to INT trainng token slots, but you have to EARN them before filling them with training tokens. Then you retire guys only if they have maxed out their training.

More later...
Seth

emxibus
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Game #47: Ludus by emxibus

Zzzzz wrote:
emxibus nice start,

The following are my comments, section by section :

Contents
The game components list seems large. Not sure how the actual game play flows, but would it be possible to combined some of the token components into a single component?
Keep in mind your components dont seem bad, there just seem to be alot. If game test sessions dont seem to result in issues with this number of components, ignore me please!

The game flow is good (IMHO), but sometimes the recruit phase needs more table room than is available (laying out the 7 recruit-able gladiators). I've thought about just passing the available gladiators around and each player picks one that way.

I want to cut down on the components, just to make this game more cost effective. I'm hoping that from the feedback I get here I'll be able to cut the fat and reduce the number of components.

Quote:

Fame Chart
This section looks really good, one question, has the layout worked well during testing? Seems like a lot of things are track on this one area. But I guess if anything the actual board size (which I dont know) might resolve this potential issue.

So far it's been OK, but I’ll take another look to make sure it’s big enough.

Quote:

Gladiator Cards
Might be nice to have examples of what you mean by "I" and "you"/"your" in this section. It will help clarify any confusion for first time readers of the rules.

I'll add it.

Quote:

Training Token
Not sure why, but the training options and the images dont seem to associate well for me.
Agility and Dexterty seems to require a foot for me. But you have it as stamina, which also makes sense, because the gladiator is still standing. I think using an arm for dexterity might need to be a hand (you know the hand-eye thing). Maybe you could use the arm for strength (sort of a muscle arm type association).

Ah well just me being toooooo picky....

Thanks for your thoughts on this. I'm open for all suggestions. I'll take another look.

Quote:

Recruit Phase
I assume when you state "youngest lanista" you mean the youngest player?
I assume that in step 3, where is states "conintues, in order of fame" also assume the previous clause of "youngest lanista" goes first in the case of a tie? I asked since the first round will have this occur, every time. Since all players are started at 1 fame. No one has had a chance to gain fame yet, so this "youngest" order will occur.

Yes, the order of the first round is youngest to oldest.

Quote:

Training Phase
It does not specifically state it, but do you only replenish the open gladiator spots? Can I pick up all gladiators and replenish the entire line? Though I would assume that previous training would be lost in this case, and would not be worth it.

Yes, you can only replenish open spots. The only way to remove a gladiator from your line is to retire him or if he dies. When you retire a gladiator, all the training tokens are put back in the draw pile.

Quote:

The training portion of the phase does not mention that you may only have up to one training token of each type on a gladiator. Do you need it here?

Yes. good catch. I mention it in the components, but forgot to add it here. I'll add it today. Opps. sorry for the confusion.

Quote:

Arena Challenge Phase
Not sure I understand the point of the animal fighting. I understand from a theme angle, but can you explain this are more?

The animal fighting is to help those players who are not challenged (no fame points and no extra money) to not be left behind.

Quote:

Alone the same lines, would it be better to only award the 3 denarii upon a successful roll? Not sure, but getting up to 9 denarii just becaue you did not attack or get attacked during this phase, might be a bad thing.

3 denarri is the amount given to the loser of a fight. So, every gladiator will get at least 3 denarii during the arena phase.

Quote:

Seems like you are handing out free money, is this needed to keep players will enough money to play all 4 festivals?

Yes, money freely flows in this game, but with tribute and taxes most of excess is placed back in the money pile by the end of the round.

Quote:

Along the same lines, if a player does not have any gladiators (for some reason, as mentioned in this section), I dont see how they will gain any money. So, is it possible to reach a point in the game where a player is broke and can no longer gain fame or recruit new gladiators?

Opps. I did some major rewriting this weekend (new combat system) and left that out. This will rarely happen unless you make it happen. As long as you have money you can bet, and gladiators rarely die. If a player has no gladiators or money at the beginning of the recruit phase he will collect 10 denarii.

Quote:

Ok this is as far I have made it.... I hope to have more time later to post on the rest of the doc.

Very interesting game... and overall your doc seems very nicely done.

Thanks so much for your comments.

-JR

emxibus
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Game #47: Ludus by emxibus

sedjtroll wrote:
I wonder if they shouldn't be more expensive though, so it's a trickier decision to retire a guy or not.

Ahhh, (the lightbulb turns on) I'm with you now. Yes, I would agree the decision to retire a gladiator or not needs to be tougher. I think "No freebies" is a great idea.

Trickydicky
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Game #47: Ludus by emxibus

First of all I thought these rules were very solid. There were very few mistakes and they were pretty small. So, the points I have here will seem pretty nitpicky, but that is a good thing.

Secondly, I was very impressed with your graphics. They looked great. Did you do them yourself?

Questions about the rules:

I was confused by the use of the word Ludus. I thought it was used for the entire school where all of the lanistas train their gladiators. Later I thought it referred to individual schools for each of the lanistas. Not really a big problem, but possibly you could clear it up.

The Ludus with the lowest fame gets to recruit first. In the real world this seems backward, since the higher the fame the more students would want to come there. I know that it is the way it is so that the person in the lead doesn't continue to dominate. Perhaps, you can explain a reason (in the game world) why the lowest fame gets the best recruits. Perhaps the Emperor insists on it to promote competition.

How long do challenges last? Is there anything for non active players to do during challenges? I imagine this is what the betting is for. It keeps all players interested. How does this work in playtesting?

Skills do a gladiator no good without the dexterity training token. Does this make the dexterity training suprerior to other trainings? This is something that would only be seen by playtesting. If it hasn't been a problem then disregard this.

Does a player have to challenge another gladiator when it is their turn to challenge? If not, could a player simply rely on the fame points earned from fighting the beast. This way there isn't a chance of not getting a fame point and there is a chance of getting 2, without the chance of killing your gladiator as well as possibly giving an opponent 3 points.

In the Tax and Tribute section you mentioned fate points. I think you meant fame points.

In the tax and tribute section you say players place a denarri token on their tribute box. In the winning section you say players count their tribute tokens. I think these two are referring to the same thing. Please clarify.

Do charisma tokens stay with a gladiator? If so how do you keep track after a festival when you put all gladiators back into your hand before putting out your line up for the next festival.

In the reference section their are a few places where "you" should be "I". According to the Gladiator Cards section I refers to the players gladiator and you refers to the opponents gladiator. On the reference table Velite says that "your", meaning the opponent, gets a plus 1 bonus to combat damage. The dimachaerius says that "your", meaning the opponent, gets to double their combat damage.

All in all this was a very good rule set. I would like to play this game some time. I like the addition of the transitive dice. Good work.

emxibus
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Game #47: Ludus by emxibus

Trickydicky wrote:
First of all I thought these rules were very solid. There were very few mistakes and they were pretty small. So, the points I have here will seem pretty nitpicky, but that is a good thing.

Secondly, I was very impressed with your graphics. They looked great. Did you do them yourself?

Thanks, I did everything but the actual gladiator pics. I had them done for me.

Quote:

Questions about the rules:

I was confused by the use of the word Ludus. I thought it was used for the entire school where all of the lanistas train their gladiators. Later I thought it referred to individual schools for each of the lanistas. Not really a big problem, but possibly you could clear it up.

Each lanista runs his own ludus. Sorry, I wasn't real clear on this. I'll fix it.

Quote:

The Ludus with the lowest fame gets to recruit first. In the real world this seems backward, since the higher the fame the more students would want to come there. I know that it is the way it is so that the person in the lead doesn't continue to dominate. Perhaps, you can explain a reason (in the game world) why the lowest fame gets the best recruits. Perhaps the Emperor insists on it to promote competition.

Will do

Quote:

How long do challenges last? Is there anything for non active players to do during challenges? I imagine this is what the betting is for. It keeps all players interested. How does this work in playtesting?

The challenges are pretty quick. Betting keep the players interested.
I haven't played with more than three players (I need more friends)

Quote:

Skills do a gladiator no good without the dexterity training token. Does this make the dexterity training suprerior to other trainings? This is something that would only be seen by playtesting. If it hasn't been a problem then disregard this.

I find myself debating which one is the best token (I guess this is good). The training token draw pile is face up so you can pick the training you want to give to each of your gladiators.

Quote:

Does a player have to challenge another gladiator when it is their turn to challenge? If not, could a player simply rely on the fame points earned from fighting the beast. This way there isn't a chance of not getting a fame point and there is a chance of getting 2, without the chance of killing your gladiator as well as possibly giving an opponent 3 points.

Yes, you must challenge if you can. I have added the word "must" into the rules. Thanks for catching this.

Quote:

In the Tax and Tribute section you mentioned fate points. I think you meant fame points.

Good catch, I have fixed this.

Quote:

In the tax and tribute section you say players place a denarri token on their tribute box. In the winning section you say players count their tribute tokens. I think these two are referring to the same thing. Please clarify.

Correct. I'll fix this.

Quote:

Do charisma tokens stay with a gladiator? If so how do you keep track after a festival when you put all gladiators back into your hand before putting out your line up for the next festival.

Yes, charisma tokens stay with a gladiator. A gladiator on your line cannot be put back into your hand. The only way he leaves your line is if he retires or is killed.

Quote:

In the reference section their are a few places where "you" should be "I". According to the Gladiator Cards section I refers to the players gladiator and you refers to the opponents gladiator. On the reference table Velite says that "your", meaning the opponent, gets a plus 1 bonus to combat damage. The dimachaerius says that "your", meaning the opponent, gets to double their combat damage.

Combat damage is the amount of stamina lost by the defender, but I can see what you’re saying too if combat damage is the amount of damage inflicted by the attacker. Let me think about stating this better.

Quote:

All in all this was a very good rule set. I would like to play this game some time. I like the addition of the transitive dice. Good work.

Thanks
-JR

emxibus
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Game #47: Ludus by emxibus

I have updated the rules with the small clarifications gathered from today comments. Thanks everyone for your input, they have been most helpful.

-JR

fanaka66
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Game #47: Ludus by emxibus

Do your rules ever explain the relationships between the dice, and therefore the weight classes? I think this would be important.

It might have been there and I missed it.

Either way, the game looks very interesting. How has playtesting gone? Is it as fun as it sounds?

emxibus
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Game #47: Ludus by emxibus

fanaka66 wrote:
Do your rules ever explain the relationships between the dice, and therefore the weight classes? I think this would be important.

It might have been there and I missed it.

It's not in the rules, but I'll add the info.

Quote:

Either way, the game looks very interesting. How has playtesting gone? Is it as fun as it sounds?

The game is fun but needs some more work in the balance department. The combat and recruiting phases are pretty solid, and the other two phase are coming along.

Thanks,
-JR

emxibus
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Game #47: Ludus by emxibus

So far it looks like the major thing I need to work on is money and scoring. How does this sound?

Money:

I'm thinking money might work better if it acted like action points. You would distribute your money between gladiators, training, and betting.

Each player is given seven denarii every round. Each player must buy one gladiator (1 - 4 denarii) and at least one training token (1 denarii each). Bets would be changed to one denarii. The player with the most denarii at the end of the round would get one tribute token. If there were a tie all players involved would get a tribute token. At the end of each round all money would be given to the emperor as tribute.

Fame:

Round scoring:

1) Retired gladiators: one fame point for each charisma token.
2) Challenge: one fame point to the victor.
3) Fame phase: one to three points for line make up.

Final scoring:

1) Each player increases their fame by the number of tribute tokens they have.

The storyline would have to be changed to fit. I'm thinking maybe the Emperor is looking for a new Procurator for his imperial Ludus. He has setup four festivals and has invited the elite lanista from across the empire to compete for the job. One thing the Emperor wants is a level playing field so he regulates the money each lanista can use for each festival.

jwarrend
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Joined: 08/03/2008
Game #47: Ludus by emxibus

Here are my comments on the game; I haven’t been following the discussion, so some of these may be redundant.

Overall, great job. The visual presentation is obviously great, and the rules feel pretty well fleshed out. The game structure feels pretty simple and understandable, and the mechanics do a nice job of evoking the theme.

My “negative” observations. First, I am pretty sure that the combat system doesn’t work. The whole point of non-transitive dice is that A beats B beats C beats A. When you start adding them together, I suspect that this relationship may get screwed up. This is particularly problematic because of the skill that allows rerolling. Since you don’t have much variety in the possible outcomes on each die, the whole “interest” of non-transitive dice is that sometimes, they’re going to give in the “low-probability” outcome. Rerolling will gloss that effect over too much. Furthermore, the “+1” bonuses and such probably aren’t as meaningful in a non-transitive system, because again, this system isn’t set up to give fine-grained numerical values, but rather, just an up-down outcome; either A wins, or B, but the actual values don’t have any meaning, and you’re trying to give them meaning. Basically, it feels like you have force-fit non-transitive dice into your old, “conventional dice” combat system without fully thinking it through. If you want to use non-transitive dice, that’s fine, but I think you have a lot more changing to do.

Furthermore, I must confess that the back-and-forth nature of the combat could make this aspect of the game somewhat flat. Maybe not; in Axis and Allies, combat resolution takes a long time, yet it’s kind of fun. But with this round-based combat resolution, you’re looking at a pretty long game, and I don’t know if there’s really enough “meat” to the combat system to sustain interest; I’m afraid it will just feel like a whole bunch of dice-offs without much decision making involved. And also, when you have so much die-rolling to begin with, rerolls are a no-no; I would strongly recommend thinking of something else for the skill that confers that ability.

I did read a comment that there are too many VP systems, and I agree with this. In particular, I think the set collection aspect is a bit out of place. I suspect it could make the drafting phase interesting, but doesn’t appear to contribute much more than that.

The “Emperor” bit seems like a missed opportunity to interlock a couple of systems (and what’s the “Editor” supposed to mean, anyway?). It seems like, rather than have the “thumbs-down” vote rest simplistically on whether the “winner” took any hits, you could have the player “cash in” tribute tokens to prevent this eventuality (or, choose to keep them till the end, when they’d be worth VPs). Additionally, you could have the “voice of the people” sway the Emperor’s decision somewhat, basing the outcome in some way on the Favor tokens that the gladiator has accumulated. (For example, a super-popular gladiator should be hard to "kill" if he loses because the people will discourage the Emperor from doing so)

Overall, it seems like it’s in good shape, but I feel like the main changes needed at this point are to decide what kind of combat system you want (standard die-rolling, or “advanced rock-paper-scissors” via non-transitive dice) and focus the combat on that model. And, to try to pull together a few systems both with an eye towards reducing the number of VP systems and to make the systems interdepend a bit more.

Good luck!

-Jeff

Anonymous
Game #47: Ludus by emxibus

Hello and congratulations on a great game so far! The rules are very well thought out and the graphics are incredible. With the attention to history and the research that must have gone into this, I can't help but wonder if your screen name is somehow tied to Roman history or to a Latin phrase.

I don't know if it has been said already, but I'm impressed that you have allowed for up to 7 players. A 2-7 spread would be very attractive to many gamers. In your playtesting, do you see the 2 player games playing with the same "feel" as a 6 or 7 player game? It can be very difficult to design a game to work equally well at the extremes without needing some rules tweaks to balance them.

On the other hand (regarding a 7 player game), I agree with others that the game would run a bit long (especially with the combat rules) and downtime might become extreme. Of course, that may not be the case in reality, but it's something to watch for. Just imagine you have 7 players and you're the last one to be challenged. Waiting for all the other combats to be resolved could take quite a while.

Also regarding combat, initiating the challenges seems fairly straightforward, but it's a little fuzzy once all players have had the chance to issue one challenge. Once that has happened, it seems from the rules that ALL remaining gladiators then fight animals. Is that correct? Granted, the animal fighting system is fairly light and quick, but even still, you have the possibility of up to 7 gladiators to go through the animal fighting (and that's after there have been up to 7 challenges with up to 7 stamina each). Granted, this may be the msot extreme example, but how long does this typically take? How long does your game usually run?

Regarding the ludos/lanistas terms, I love their use in the rules. It lends the game an authentic feel—that extra bit of flavor that evokes the feeling of sand in one's sandals as they play the game. However, could you briefly define what each of the latin terms means so that there is no misunderstanding?

The design looks great! I understand from earlier posts that you did everything yourself except for the actual illustrations of the gladiators! Hats off to you!

Having said that, you may want to consider the affects of color blindness on your designs. Specifically, the intelligence and cost sections of the cards are both circles of varying color (I think, I can't really tell with my B&W print). Could you use unique symbols for each separate item to help a color blind person differentiate? In addition, you may want a symbol in the banner at the top to indicate the weight class (instead of relying on just the color of the banner).

Regarding the Skill section of the gladiator cards, the use of "I" and "you" seems likely to cause some confusion. I'm not used to being referred to in the first person by a game component. I would suggest you change the text to refer to the player in the second person and refer to the player's opponent in the third person. For example: "Entangle: Your opponent re-rolls his high attack roll."

For the training tokens, could you put the affect of each token on the token itself? I know that it's always better to keep components text-free, but in a game with as many components as this (and with such a variety of game mechanics triggered by each component), it may be too much to remember. You players will be grateful to not have to constantly refer back to the rules or a chart every time they want to refresh their memory as to the effect of a training token.

I like that the lanista can choose what training to assign to each gladiator, nice touch!

The retire mechanic seems to offer some good player choices. Have you considered the effect of a player retiring a gladiator (or more than one?) without ever having fought? Is there a potential to abuse the retirement system? The restriction seems to hint that you want some control, but that doesn't require any combat (though the combat would payout more fame). What if you had a restriction that only allowed a gladiator to retire once they have at least one charisma (two?)?

I like the economic factors that you have, but you need to be careful to balance the game so that there isn't a runaway leader problem. Typically, when more money allows a player more options to do better and in turn make even more money, then that becomes a problem. That doesn't seem to be too bad in your game, but you will need to thoroughly playtest to be sure.

Regarding the issuance of a challenge, I would drop the penalty for choosing a non-existant gladiator. It seems a little fiddly to me. You could phrase it such that a participant may not select a slot in which they have no gladiator.

I like that you have used non-transitive dice in your combat situation, but the rolling of two non-transitive dice tends to reverse the effects of them (at least that was the understanding that I got from the article that was recently posted regarding the subject). You will want to playtest the combat to be sure it works the way you intend.

In the attack rules, you will want to indicate what happens in the event of a tie (not a possibility with just the single set of dice, but with two dice and with modifiers, it is certain to happen at some point).

Combat resolution: I agree that the restriction on the emperor's decision seems fiddly.

jwarrend wrote:
It seems like, rather than have the “thumbs-down” vote rest simplistically on whether the “winner” took any hits, you could have the player “cash in” tribute tokens to prevent this eventuality (or, choose to keep them till the end, when they’d be worth VPs). Additionally, you could have the “voice of the people” sway the Emperor’s decision somewhat...

This seems like a good fit for both the theme and the mechanics. As I remember, the emperor could be swayed by the crowd reaction to a gladiator. I think that it would be in keeping with the theme to have fame and charisma be a consideration in the outcome. The vanquished are killed unless they have fame/charisma (with some cost so there is a decision to be made?).

Also, I would refer to the Emperor alone and drop the "/Editor." It seems like you are trying to include too much theme in this instance.

I love the feeling of being in the arena that comes from the great blend of theme and mechanics (and the artwork!). I think you've got something really good on your hands!

sedjtroll
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Game #47: Ludus by emxibus

Regarding the killing of the vanquished:
How about this- Roll a die, and if you roll more than the number of charisma counters then you get the 'thumbs down'? this could be even more interesting if you have to roll your attack die- so you might have strange percentage chances of death that would depend on your class.

Speaking of class (and the non-transitive dice again), what did you think of the idea of having 4 classes and the 4 non-transitive dice as posted in that recently referenced article? I agree with the people who say that by rolling two dice you are killing the 'non-transitive' part of the non-transitive dice, which is what you seemed to really like about the idea in the first place.

And just to reiterate something I said before,, regarding training and retiring, maybe the number of training counters you're allowed should be equal to the number of Charisma counters you have (so the more you win, then better you can train- not that that makes sense or anything)

Finally, regarding retiring- we talked about the possibility of costing the training counters higher so that it 'costs' you more (game-wise) to retire and cash in the points. Another idea like Steve said is to restrict it so that you cannot retire unless you meet some criteria- like having earned X charisma counters.

I lied when I said 'finally' before, I also have something to say about the Arena challenges. When exactly will anyone ever have to fight an animal? Only if some people have leses than 3 gladiators, right? I don't see where that will happen often since it seems they're easy to get. Maybe the combat round could be sped up by only choosing 1 gladiator per festival (but then they don't advance fast). Maybe there should simply be 3 rounds of challenges, one at a time, and if a player doesn't have 3 gladiators the empty slot gets filled with an NPC beast.

Just more thoughts at random,

- Seth

Trickydicky
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Game #47: Ludus by emxibus

In your last post you said that the "new" VP rules would give 1 VP to the victor of a challenge?

YOu didn't mention animal attacks. If the challenge victor only gets 1 VP what could you give the animal victor that would be worth less, but still worth the attack. Or were you going to get rid of the animals all together?

emxibus
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Joined: 10/24/2008
Game #47: Ludus by emxibus

SiskNY wrote:
Hello and congratulations on a great game so far! The rules are very well thought out and the graphics are incredible. With the attention to history and the research that must have gone into this, I can't help but wonder if your screen name is somehow tied to Roman history or to a Latin phrase.

I don't know if it has been said already, but I'm impressed that you have allowed for up to 7 players. A 2-7 spread would be very attractive to many gamers. In your playtesting, do you see the 2 player games playing with the same "feel" as a 6 or 7 player game? It can be very difficult to design a game to work equally well at the extremes without needing some rules tweaks to balance them.

Your gladiator choices become more important as the number of players increase. If you specailize (one type or weight class) it is harder to win in the arena when there are more people to exploit your choices.

Quote:

On the other hand (regarding a 7 player game), I agree with others that the game would run a bit long (especially with the combat rules) and downtime might become extreme. Of course, that may not be the case in reality, but it's something to watch for. Just imagine you have 7 players and you're the last one to be challenged. Waiting for all the other combats to be resolved could take quite a while.

Yes, this is a concern. I'm hoping betting will help and maybe somehow involve them in the killing decision (as mentioned by Jeff)

Quote:

Also regarding combat, initiating the challenges seems fairly straightforward, but it's a little fuzzy once all players have had the chance to issue one challenge. Once that has happened, it seems from the rules that ALL remaining gladiators then fight animals. Is that correct?

Yes, players start to get left behind when their gladiators are not challeged (no fame).

Quote:

Granted, the animal fighting system is fairly light and quick, but even still, you have the possibility of up to 7 gladiators to go through the animal fighting (and that's after there have been up to 7 challenges with up to 7 stamina each). Granted, this may be the msot extreme example, but how long does this typically take? How long does your game usually run?

Yes, you are right about the 7 animal fights, but they are very quick. Roll, collect, and add fame.

Each challenge takes about 2 minutes. You can get all the animal fights done in a minute. I haven't played this version (new combat) of the game with live people yet, but playing against myself in a four player game took alittle over an hour.

Quote:

Regarding the ludos/lanistas terms, I love their use in the rules. It lends the game an authentic feel—that extra bit of flavor that evokes the feeling of sand in one's sandals as they play the game. However, could you briefly define what each of the latin terms means so that there is no misunderstanding?

Yes, I ran out of time but I will get it in there.

Quote:

The design looks great! I understand from earlier posts that you did everything yourself except for the actual illustrations of the gladiators! Hats off to you!

Having said that, you may want to consider the affects of color blindness on your designs. Specifically, the intelligence and cost sections of the cards are both circles of varying color (I think, I can't really tell with my B&W print). Could you use unique symbols for each separate item to help a color blind person differentiate? In addition, you may want a symbol in the banner at the top to indicate the weight class (instead of relying on just the color of the banner).

will do.

Quote:

Regarding the Skill section of the gladiator cards, the use of "I" and "you" seems likely to cause some confusion. I'm not used to being referred to in the first person by a game component. I would suggest you change the text to refer to the player in the second person and refer to the player's opponent in the third person. For example: "Entangle: Your opponent re-rolls his high attack roll."

I will change this.

Quote:

For the training tokens, could you put the affect of each token on the token itself? I know that it's always better to keep components text-free, but in a game with as many components as this (and with such a variety of game mechanics triggered by each component), it may be too much to remember. You players will be grateful to not have to constantly refer back to the rules or a chart every time they want to refresh their memory as to the effect of a training token.

The text would have to be real small. I'll try it out.

Quote:

I like that the lanista can choose what training to assign to each gladiator, nice touch!

The retire mechanic seems to offer some good player choices. Have you considered the effect of a player retiring a gladiator (or more than one?) without ever having fought? Is there a potential to abuse the retirement system? The restriction seems to hint that you want some control, but that doesn't require any combat (though the combat would payout more fame). What if you had a restriction that only allowed a gladiator to retire once they have at least one charisma (two?)?

I have thought about this, and posted something about it earlier. I'm thinking that mabye you can retire/boot a gladiator once they have all their training, but you only get fame based on charisma. Also, at first glance, maybe having them actually win a fight first would be better. I'll test it out.

Quote:

I like the economic factors that you have, but you need to be careful to balance the game so that there isn't a runaway leader problem. Typically, when more money allows a player more options to do better and in turn make even more money, then that becomes a problem. That doesn't seem to be too bad in your game, but you will need to thoroughly playtest to be sure.

I agree, this is something I'm working on. I posted some ideas about money and fame earlier today trying to address this issue.

Quote:

Regarding the issuance of a challenge, I would drop the penalty for choosing a non-existant gladiator. It seems a little fiddly to me. You could phrase it such that a participant may not select a slot in which they have no gladiator.

I agree.

Quote:

I like that you have used non-transitive dice in your combat situation, but the rolling of two non-transitive dice tends to reverse the effects of them (at least that was the understanding that I got from the article that was recently posted regarding the subject). You will want to playtest the combat to be sure it works the way you intend.

Yep, when you add a second die you reverse the dice order. This brings down the odds a bit, but there is still an advantage. I've played over 50 challenges with the new system and it has played well.

Quote:

In the attack rules, you will want to indicate what happens in the event of a tie (not a possibility with just the single set of dice, but with two dice and with modifiers, it is certain to happen at some point).

There cannot be a tie unless two gladiators of the same weight class fight (I do need to add info for this case).

The modifiers do not mess with the numbers on the attack roll. The only number modified is the combat damage, which is the amount of stamina tokens removed from a gladiator card.

Quote:

Combat resolution: I agree that the restriction on the emperor's decision seems fiddly.

jwarrend wrote:
It seems like, rather than have the “thumbs-down” vote rest simplistically on whether the “winner” took any hits, you could have the player “cash in” tribute tokens to prevent this eventuality (or, choose to keep them till the end, when they’d be worth VPs). Additionally, you could have the “voice of the people” sway the Emperor’s decision somewhat...

This seems like a good fit for both the theme and the mechanics. As I remember, the emperor could be swayed by the crowd reaction to a gladiator. I think that it would be in keeping with the theme to have fame and charisma be a consideration in the outcome. The vanquished are killed unless they have fame/charisma (with some cost so there is a decision to be made?).

I think this is a great idea. I'll see about getting it in.

Quote:

Also, I would refer to the Emperor alone and drop the "/Editor." It seems like you are trying to include too much theme in this instance.

I agree.

Quote:

I love the feeling of being in the arena that comes from the great blend of theme and mechanics (and the artwork!). I think you've got something really good on your hands!

Thanks,
-JR

emxibus
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Game #47: Ludus by emxibus

sedjtroll wrote:
Regarding the killing of the vanquished:
How about this- Roll a die, and if you roll more than the number of charisma counters then you get the 'thumbs down'? this could be even more interesting if you have to roll your attack die- so you might have strange percentage chances of death that would depend on your class.

Currently only way to get charisma is to win. So, if you haven't won a fight yet, your dead. It might be too easy to die, I'll test it out.

Quote:

Speaking of class (and the non-transitive dice again), what did you think of the idea of having 4 classes and the 4 non-transitive dice as posted in that recently referenced article? I agree with the people who say that by rolling two dice you are killing the 'non-transitive' part of the non-transitive dice, which is what you seemed to really like about the idea in the first place.

I tried it with one die combat, and it just didn't have the feel I was looking for. Adding a second die to the non-transitive sets lowers the 2/3 odds a bit, but there is still a definate advantage. You have to reverse the order of what beats what, but it still works. When I used two dice combat I felt there was more action and oppertunity to alter the outcome. During my initial testing the favored gladiator won a majority of the time.

Quote:

Finally, regarding retiring- we talked about the possibility of costing the training counters higher so that it 'costs' you more (game-wise) to retire and cash in the points. Another idea like Steve said is to restrict it so that you cannot retire unless you meet some criteria- like having earned X charisma counters.

I like this idea. Maybe have it so they can retire once they have all their training tokens, but award fame equal to the number of charisma counters.
I'll try it both ways and see how they work.

Quote:

I lied when I said 'finally' before, I also have something to say about the Arena challenges. When exactly will anyone ever have to fight an animal? Only if some people have leses than 3 gladiators, right?

Say you had a two player game. Each player has 3 gladiators. After the two challenges four gladiators will have fought. There will be two gladiators left over, they will fight animals.

Quote:

I don't see where that will happen often since it seems they're easy to get. Maybe the combat round could be sped up by only choosing 1 gladiator per festival (but then they don't advance fast). Maybe there should simply be 3 rounds of challenges, one at a time, and if a player doesn't have 3 gladiators the empty slot gets filled with an NPC beast.

You have control over one fight per round, but other players can challenge your other gladiators.

emxibus
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Game #47: Ludus by emxibus

Trickydicky wrote:
In your last post you said that the "new" VP rules would give 1 VP to the victor of a challenge?

YOu didn't mention animal attacks. If the challenge victor only gets 1 VP what could you give the animal victor that would be worth less, but still worth the attack. Or were you going to get rid of the animals all together?

I'm thinking that you would do the same animal roll, If you roll two different numbers it would represent you putting on a great show for the crowd and earning one VP. If you roll two of the same number then the crowd was not impressed and you get no VP.

Zzzzz
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Game #47: Ludus by emxibus

emxibus wrote:
I have thought about this, and posted something about it earlier. I'm thinking that mabye you can retire/boot a gladiator once they have all their training, but you only get fame based on charisma. Also, at first glance, maybe having them actually win a fight first would be better. I'll test it out.

First I think the previous idea of using charimsa to determine "thumbs up"/"thumbs down", is a nice option. I dont think I would use it to determine the chances of retirement. Maybe you can factor in some part of charisma...

But this brings me to my main point, maybe you could use some win/loss tracking mechanic for determining retirement conditions. For example, say a gladiator has to have at least X combat wins before they will be considered for retirement by the ludos/lanistas. Maybe the number of fame gained at retirement is based on wins - losses. If you think about it, a gladiator is more likely to win his way to freedom. And a gladiator whom wins more combat matches then they lose, should gain the school more fame.

Well that is my idea/input for this hour. A win/loss method could be a great addition/alteration, at least for the retirement area. Might also be a useful way to influence the crowd favor...

Please also know that logically I can also envision how charisma might also play a part in retirement. Hmmm maybe there is a way to combined the win/loss and charisma ideas so they each effect retirement, but having all of these involved starts to make things get more complex and it does not need to be a complex area... ah well...

emxibus
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Game #47: Ludus by emxibus

jwarrend wrote:
Here are my comments on the game; I haven’t been following the discussion, so some of these may be redundant.

Overall, great job. The visual presentation is obviously great, and the rules feel pretty well fleshed out. The game structure feels pretty simple and understandable, and the mechanics do a nice job of evoking the theme.

Thanks

Quote:

My “negative” observations. First, I am pretty sure that the combat system doesn’t work. The whole point of non-transitive dice is that A beats B beats C beats A. When you start adding them together, I suspect that this relationship may get screwed up.

When you add a dice you have to reverse the "what beat what" and it works. The odds are not 2/3, but there is still a definate advantage.

Quote:

This is particularly problematic because of the skill that allows rerolling.
Since you don’t have much variety in the possible outcomes on each die, the whole “interest” of non-transitive dice is that sometimes, they’re going to give in the “low-probability” outcome. Rerolling will gloss that effect over too much. Furthermore, the “+1” bonuses and such probably aren’t as meaningful in a non-transitive system, because again, this system isn’t set up to give fine-grained numerical values, but rather, just an up-down outcome; either A wins, or B, but the actual values don’t have any meaning, and you’re trying to give them meaning. Basically, it feels like you have force-fit non-transitive dice into your old, “conventional dice” combat system without fully thinking it through. If you want to use non-transitive dice, that’s fine, but I think you have a lot more changing to do.

Each gladiator will have five or seven stamina points, and you only get to use your reroll ability once per challenge. The one reroll usually doesn't decide the outcome of the fight, but it might be the difference between living and dying (under the current rules). The training actions and skills don't give +1 bonuses to the attack roll, only to the combat damage(stamina tokens lost).

I'm going to post an example of combat to hopefully clear things up.

Quote:

Furthermore, I must confess that the back-and-forth nature of the combat could make this aspect of the game somewhat flat. Maybe not; in Axis and Allies, combat resolution takes a long time, yet it’s kind of fun. But with this round-based combat resolution, you’re looking at a pretty long game, and I don’t know if there’s really enough “meat” to the combat system to sustain interest; I’m afraid it will just feel like a whole bunch of dice-offs without much decision making involved. And also, when you have so much die-rolling to begin with, rerolls are a no-no; I would strongly recommend thinking of something else for the skill that confers that ability.

I'll see what I can do to spice it up.

Quote:

The “Emperor” bit seems like a missed opportunity to interlock a couple of systems (and what’s the “Editor” supposed to mean, anyway?).

The editor runs the festival if the emperor is not there. I never got around to explaining it, and then forgot about it. I'll be removing it.

Quote:

It seems like, rather than have the “thumbs-down” vote rest simplistically on whether the “winner” took any hits, you could have the player “cash in” tribute tokens to prevent this eventuality (or, choose to keep them till the end, when they’d be worth VPs). Additionally, you could have the “voice of the people” sway the Emperor’s decision somewhat, basing the outcome in some way on the Favor tokens that the gladiator has accumulated. (For example, a super-popular gladiator should be hard to "kill" if he loses because the people will discourage the Emperor from doing so)

very nice, I really like this.

emxibus
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Game #47: Ludus by emxibus

Zzzzz wrote:
emxibus wrote:
I have thought about this, and posted something about it earlier. I'm thinking that mabye you can retire/boot a gladiator once they have all their training, but you only get fame based on charisma. Also, at first glance, maybe having them actually win a fight first would be better. I'll test it out.

First I think the previous idea of using charimsa to determine "thumbs up"/"thumbs down", is a nice option. I dont think I would use it to determine the chances of retirement. Maybe you can factor in some part of charisma...

But this brings me to my main point, maybe you could use some win/loss tracking mechanic for determining retirement conditions. For example, say a gladiator has to have at least X combat wins before they will be considered for retirement by the ludos/lanistas. Maybe the number of fame gained at retirement is based on wins - losses. If you think about it, a gladiator is more likely to win his way to freedom. And a gladiator whom wins more combat matches then they lose, should gain the school more fame.

I agree, the way wins are recored is through charisma. For each win, you get one charisma token. So, when a gladiator retires the fame scoring would be based on the number of charisma token he has. Having a gladiator win at least once before retirement might be really cool. I'll test it out.

Quote:

Well that is my idea/input for this hour. A win/loss method could be a great addition/alteration, at least for the retirement area. Might also be a useful way to influence the crowd favor...

I agree

Quote:

Please also know that logically I can also envision how charisma might also play a part in retirement. Hmmm maybe there is a way to combined the win/loss and charisma ideas so they each effect retirement, but having all of these involved starts to make things get more complex and it does not need to be a complex area... ah well...

thanks for the input.

emxibus
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Game #47: Ludus by emxibus

Combat example:

Here is an example of combat.

xibus.com/combat_example.pdf

In this example I used two gladiators with max intellegence. There are only seven of these in the deck. Most of the time you have to decide which trainging will be best for your gladitor.

emxibus
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Game #47: Ludus by emxibus

Continuing with discussion on the “Emperor kill decision”.

How about this:

We have talked about the Emperor's decision being based on crowd reaction and imperial favors. Charisma will effect the crowd's reaction, and tribute can be "cashed in" for favors.

The vanquished player decides how may favors (tribute tokens) he wants to "cash in". Each favor has a value of two. He then rolls the blue die (3,3,3,3,3,6) and subtracts charisma (number of tokens) and favor. If the result is greater than two then the gladiator dies.

During the first round, the vanquished gladiators will die because there is no tribute or charisma yet, but during the later rounds there will be.
In the later rounds favors may save newbies from dying. Once a gladiator has one or more charisma tokens your biggest worry will be rolling a six. You have to decide if you are willing to risk rolling a six vs. "cashing in" the required favors to guarantee the favorable result. To guarantee that your gladiator is not killed, you will have to cash in one or two tribute tokens (depending on the number of charisma tokens your gladiator currently has).

I'll test this out. My initial concern is what happens if all the gladiators in your line are killed in the first round.

Anonymous
Game #47: Ludus by emxibus

Again, I'm blown away by the design work!

I think the combat example sums things up nicely. With the changes you have in mind I think you will have a great game!

One other thing that I thought about would be tying together the combat/vanquished/animals mechnics to provide a nice level of tenseness in the decision making. If the mechanism for determining thumbs-up/thumbs-down were tied to the same device used to reward a player for success against an animal, then the palyers would be forced to make a choice regarding their gladiators.

For example, if all were tied to charisma, then a player would have to decide to either retire a gladiator that has enough charisma, or save that gladiator since he will have a better chance of not being killed if vanquished. Then each player will have to choose his gladiators wisely, balancing the risk of being killed when vanquished versus the added payout for a gladiator with high charisma going against the animals, playing to the crowd and getting more VP or fame payout as a result. To summarize:

RETIRE: A gladiator cannot be retired until he has XX Charisma points
VANQUISHED: A player with more Charisma is less liekly to be killed when vanquished (though the possibility is always there)
ANIMALS: A gladiator that is successful against an animal gains for his trainer 1 Fame Point (VP?) for each Charisma.

Trickydicky
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Joined: 12/31/1969
Game #47: Ludus by emxibus

Quote:
Trickydicky wrote:
In your last post you said that the "new" VP rules would give 1 VP to the victor of a challenge?

YOu didn't mention animal attacks. If the challenge victor only gets 1 VP what could you give the animal victor that would be worth less, but still worth the attack. Or were you going to get rid of the animals all together?

I'm thinking that you would do the same animal roll, If you roll two different numbers it would represent you putting on a great show for the crowd and earning one VP. If you roll two of the same number then the crowd was not impressed and you get no VP.

I worry that only giving a gladiator 1 VP for defeating another gladiator, a much more high risk venture, may encourage players to try to fight animals instead of gladiators. I know gladiators only get charisma for gladiator fights, but that seems to be the only benefit to fighting another gladiator. The chance of losing your gladiator exist when fighting another gladiator. Does the charisma bonus offset this? If it does you definitely shouldn't give charisma bonuses to gladiators who fight animals.

emxibus
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Joined: 10/24/2008
Game #47: Ludus by emxibus

SiskNY wrote:

RETIRE: A gladiator cannot be retired until he has XX Charisma points
VANQUISHED: A player with more Charisma is less liekly to be killed when vanquished (though the possibility is always there)
ANIMALS: A gladiator that is successful against an animal gains for his trainer 1 Fame Point (VP?) for each Charisma.

Very nicely put, I think this is direction to pursue.

sedjtroll wrote:

How about this- Roll a die, and if you roll more than the number of charisma counters then you get the 'thumbs down'? this could be even more interesting if you have to roll your attack die- so you might have strange percentage chances of death that would depend on your class.

With SiskNY post I think I see where you were going with this.

TrickyDicky wrote:

I worry that only giving a gladiator 1 VP for defeating another gladiator, a much more high risk venture, may encourage players to try to fight animals instead of gladiators. I know gladiators only get charisma for gladiator fights, but that seems to be the only benefit to fighting another gladiator. The chance of losing your gladiator exist when fighting another gladiator. Does the charisma bonus offset this? If it does you definitely shouldn't give charisma bonuses to gladiators who fight animals.

I agree, that post doesn't fit anymore. I've posted new thoughts on fame below.

From SiskNY and sedjtroll's posts I'm thinking one standard six sided die could be used to determine death in the arena (vanquished and animals).

Emperor call on vanquished: decide how many favors to cash in. Each favor is worth two points. Crowd reaction number would be charisma + 1. If your roll is greater than (crowd reaction + favor) then you die. You can guarantee you don't die, but at the cost of potential fame points, and in the first round a vanquished gladiator will have a change to live if a one is rolled.

Fighting Animals: Add two to your charisma total and roll 1D6. If your roll is greater than (charisma + 2) then you die. If you have an aglity token then you may re-roll the die once. If you survive the animal fight you get a charisma token and money.

To get the tension that SiskNY is talking about, maybe fame could go like this.

Retire: need two charisma to retire, once retired you get X fame points.
Victor: you get fame equal to your charisma + 1
Winning an Animal fight: you get fame equal to your charisma

Anonymous
Game #47: Ludus by emxibus

I love the way everything is coming together! It sounds like a very elegant system of interplay between the various mechanics.

One last question, didn't thumbs-down mean life and thumbs-up mean death in Roman times?

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