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Dice Momentum

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Oceans4Ransom
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I wanted to discuss the idea of “Dice Momentum” that exists as the means for teams to make progress and eventually (or hopefully) win the game. I am working on a game that contains this idea in some fashion with 30 dice (and other components of course). So far, the design works well in the game. It fits thematically and mechanically, it runs smoothly and it consistently creates an experience for players to feel the momentum during the game (SO FAR). I really like it and am excited that it has worked well up until now.

First off, I do not wish to drown the post with the entire game or rules here (yet) because I truly want to introduce and dissect this idea a bit with you all first.

The concept of momentum is an extremely specific experience to attempt to create in a game and even more complex to discuss. Think of an organization’s progress on a “Goal Thermometer” and the momentum gained or lost based on certain events… That is what I am going for, but not exactly with that theme.

I have played many games where the sheer amount of units, cards or dice are played, rolled or received during a turn that provided a sense of “momentum” or progress or even the win condition. I have also played “Roll & Move” games, dice games like “Yahtzee” and “Quarriors!”, and others that simulate good or bad results that chain with cards drawn, points scored and the like.

In my game, each team’s dice pool increases throughout the game as they progress up (or down) something like a “Goal Thermometer” per each dice roll until a team satisfies the win condition. There are 6 milestones a team must reach and surpass before the win condition is satisfied. As each team reaches certain milestones, certain dice are unlocked and added for free and certain other dice are unlocked and added for a cost. Cards, effects and other dice may be involved at certain times. In essence, each team’s momentum grows exponentially as their dice pool is increased at each milestone.

This idea could be applied to many different scenarios and themes. I am wondering if anything like this exists yet (other than the game I am currently working on right now). It would help immensely to learn from someone who has gone before with this type of idea!

Which games or designs have you played, heard about or even designed yourselves that incorporate dice as an engine to resemble the phenomenon/concept of “momentum”?

Sorry for being vague, but I tried to keep things basic for the sake of discussion… Please let me know if you need a better explanation here.

Fri
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Roll for the galaxy/Dice forge/Scythe

You may want to look at roll for the galaxy. In this game you use dice to settle planets and develop technologies. Planets provide more dice, while technologies generally allow for roll mitigation. Both planets and technologies provide victory points. The ambition expansion also introduces "goals" and rewards first player to accomplish this with a number of use this once to represent any die face tokens (*they may not be called goals in the game.)

Dice forge may also be worth a look. You only have two dice but throughout the game players upgrade their die faces.

For a great example “Goal Thermometer” concept you may want to look at Scythe. Players can place a star once they have made some Number of something and for other reasons. Once a player places six stars the game is over. In this game, players have 10 different ways to place six stars. In the picture below xN (where N is a Number) means if you have N of these in play a star here. (There are no dice in this game)

Good luck with your game

Oceans4Ransom
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Thank you! I love Scythe and

Thank you! I love Scythe and I thought they did a great job at the "multiple win conditions" method. I have been itching to find Dice Forge (and for that matter, Dice Throne). Also, I have yet to find time to actually go find a copy of Roll for the Galaxy. I will take a look at those soon!

wob
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there are lots of games with

there are lots of games with this "momentum" though not always with dice pools. infact this is the essence of engine building games ( the more you have the more you get) and without some sort of momentum a game can seem too "static" and kind of pointless ("why am i doing all of this? im not getting anywhere")- but im sure people will give counter examples.
a word of caution with your game though. you dont want the momentum of the player in the lead to be to great or the other players won't be able to catch up (although in some games this is the point) and people will try to quit when they clearly cant win (or worse they are forced to go through the motions until the winning player finally puts them out of their misery). i would consider a catch up or mechanic.

let-off studios
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Winner Keeps on Winning

wob wrote:
a word of caution with your game though. you dont want the momentum of the player in the lead to be to great or the other players won't be able to catch up (although in some games this is the point) and people will try to quit when they clearly cant win (or worse they are forced to go through the motions until the winning player finally puts them out of their misery). i would consider a catch up or mechanic.
Without knowing details of your game, I'll echo wob's sentiments here. Here are a few concepts that come to mind that may be helpful for you to consider while tweaking your design:

  • Winner Keeps Winning: a situation where the person in the lead gains so many advantages (at least, in comparison to their opponent/s) that once someone breaks ahead of the pack, they're likely the winner. This can also happen when a leader jumps ahead, and opponents focus their energies against one another, fighting for the scraps. It's almost like the leader wins once then, the game is over since everyone else isn't in their league. If this phenomenon does occur, it's recommended that you have the game end as quickly as possible afterward. Otherwise you risk the lack of engagement that wob alluded to in their earlier post.
  • Sandbagging: making it more difficult for the current leader to stay in the lead. Common examples are found in Settlers of Catan and in the card game Phase 10. Both of these games have built-in "higher hurdles" that can slow down a leader just enough to keep the other players engaged.
  • Rubber-Banding: as wob mentioned earlier, this is a catch-up mechanic that allows someone who has fallen behind to stay competitive. Think of the spiky shell in Super Mario Kart that doesn't stop until it hits the first-place racer. Ever notice how the first- or second-place racer never seems to collect that powerup...? :)

These should start you on the right path with some additional guidance. Best of success to you! :)

let-off studios
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A Theory of Fun

You may also want to check out Raph Koster's book A Theory of Fun For Game Design, which discusses a number of these concepts and design traps that lead to player disengagement and negative critique of game designs.

https://www.theoryoffun.com/

Oceans4Ransom
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Thank you! Yes, this is

Thank you! Yes, this is something I prepared for early on in the brainstorm stage. It was one of my favorite moments so far with this game's design process because it virtually solved itself. I still found that I need to create more "friction", if you will, to keep the leader from soaring too high though. Love it so far. and thank you for the literature suggestion, I cannot wait to read that!!

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