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Mathematics vs. Luck

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questccg
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This is a general question:

-Would you prefer a game rely solely on Mathematics or would you prefer having some random luck associated with some polyhedral dice rolling?

Something similar to "Saving Throws"... For example, a very powerful card such as a Drow "Assasin" (Dark Elves) has the "Active" Ability of "Assassination" (so far no surprise). That ability allows him to instantly "kill" any unit (0 points).

Currently what I have in order for this to work is the following:

-Roll 1d10 if you score 7 or higher, kill one (1) opposing unit with a Crystal Power of 5 or less.

What do you think about rolling a poly dice?

To me it feels something like a "Saving Throw" or a "Skill Check". To roll is a random luck with computed probabilities (7+).

I like to shy away from strictly mathematical outcomes - because it seems (to me anyways) wrong to always be "successful" with this sort of "attack". It requires a lot of stealth to do it, and to me it should require a "Skill Check".

What does everyone think? Mathematical only or some luck as described?!?!

Soulfinger
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I like randomness to scale

I like randomness to scale with effect. Less random = more reliable, less spectacular, and vice-versa, like picking between a card that always does 1 damage and another that has a X% chance of doing 3. There is always a point where I will choose poorer odds if the result is more interesting than the certain outcome, or if I am desperate and near to losing anyway.

alandor
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I prefer it when luck

I prefer it when luck involves mathematics in terms of probability prediction. I don't like it when you are only given options where luck is the main factor. But if you have several options, some safer and some more risky (like Soulfinger suggested), you can make an estimation of the risk you want to take based on the potential reward and take your action based on that.

A way to make die rolls more of a skill based element is to add more dice. 1d20 and 3d6 are pretty close in the values they can give you. But 1d20 relies a lot more on luck than the 3d6 does. This, of course, assumes that players may chose whether they want to pass the skill check or take some other action. Otherwise it's still just luck - for example if you draw a card that says you must pass a skill check of 10, it makes no difference that you can figure out your probability of success if you are not allowed the option of not attempting to pass the skill check.

Masacroso
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Mathematics and luck are not

Mathematics and luck are not totally opposite, it depends about how much luck is involved. I dont like the pure mechanical not human-friendly games as some abstract strategy games as chess or baduk.

I dislike too the games based purely on luck, i.e. the victory or lose is completely uncontrollable.

To me a perfect game must be based on some random variables (but not luck), by example as in many PYL, bid or role playing games.

The difference, in therms of game theory, is if the game have perfect information or not. I will avoid, except some rare cases, the perfect information games because they generally implies a lot of learning and experience to play them in a good competitive level.

If, in general, the objective definition of a game revolves on competence (the subjective definition may implies "have fun", by example) then I want a game where I can be competitive easily. Cause this the experience required to play it cannot be so much.

And, moreover, the subjective definition of "have fun" implies the concept of "surprise": to me any kind of good game must have surprises involved.

These two aspects of the game, objective and subjective, are the negation of "mathematical" games, aka perfect information games when it level of "mathematicality" is the maximum.

A good balance between randomness and determination is achieved in games as Stratego or GOPS, games that are not based directly in random variables if not in absence of information: you know that your opponent can play something, but you dont know WHEN he will play it.

Anyway these examples (Stratego and GOPS) are limited in the amount of "surprises" that you can see it.

By the other hand a game with surprises need to be constructive in some way: you can put somewhere random events or some probable changes of the rules of the game, etc. In this sense a game is completely dynamic and organic. By example economy or politic themes are good examples to develop these kinds of organic games.

In short: is hard to design a good game, where the balance between determination/luck and all the others aspects lead to a game easy to pick, fun and enough complex to not be boring.


But commenting your example questccg, I think that throwing dice in a card game can make the game unnecessarily long to play if you dont craft the mechanic very carefully.

Dice seems fine but the nature of a card is the lack of knowledge (information) of the opponent about what you will play, this is a kind of implicit randomness. Then you are adding extra randomness, explicitly, with the dice.

Anyway only the experience playing the game can show us how appropriate is this mechanic of cards+dice. So you will test to know.

So, in resumen, I dont see this decision in the axis of mathematics/luck. I see it more in the axis of playability/simmulation.

GeordieY
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If your aim is to have a

If your aim is to have a strictly competitive game, then, in my opinion, the randomness should be very limited (more math-based). By doing this, you reward the player that makes the better decisions instead of the player with the better luck.

If your aim is strictly for fun, then more randomness in the game is acceptable (again, subjective to me). I personally don't enjoy dice as a method of determining if I made the correct decision or not unless I can make other decisions to substantially mitigate my chances of losing out. Like Soulfinger, I'm more inclined to take a gamble it's a last-ditch effort to stay in the game, or if it can lead to interesting interactions. That being said, being on the losing-side of a small % chance to pull out a win... sucks.

questccg
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In other words...

What you are saying with "competitive" games - the rules of the Ability should be based on purely stats. Right?

So for my Drow "Assassin" (Dark Elves), the "Assassination" Ability should be something more like this:

-Spend one (1) Mana point for each Crystal point (5 or less), to harm the opposing player's unit.

Which means that to actually kill a 5 point unit - you would need to use 5 Mana points. That is perhaps a more mathematical way of sort of doing the same thing. The difference is that there is no die to roll, and therefore no more a question of luck of the dice...

Am I understanding correctly?

X3M
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I feel that this is a choice

I feel that this is a choice between a puzzle and a gamble.
If you introduce choices from players. Than I prefer to have a bit of both.
A player puzzles what the best outcomes might be. Than you allow the player to choose how much gamble he/she is going to take.
Just like how Soulfinger pointed out. 100% certainty for 1 damage or 25% certainty for 4 damage. The gamble might give better outcomes in certain games. But sometimes the certainty is what a player prefers.

let-off studios
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Puzzle vs. Game

I feel as long as there's no One Solution to become the winner of the game, then pure Mathematics is fine - because you prevent it from becoming a puzzle. When done effectively, the game becomes less about playing the odds and more about choosing the proper tools at your disposal to put yourself in a winning position.

GOPS (Game Of Perfect Strategy) and Stratego were both already mentioned, and I think those are great examples. They avoid turning the game into a puzzle, by allowing players to either configure their pieces on the board as they wish, or choosing a specific card from their limited (and ever-shrinking) set of choices to make a move.

Carcassonne (though there is random tile-drawing) and a lesser-known game called Hijara are also good examples of this.

A great thing about pure mathematics games is that very frequently they delve into the head-space of an opponent. Typical thoughts in the heads of mathematics games players when squaring off against their opponents:
What are they thinking?
When will they play their big-win card?
How can I encourage them to waste their high-value cards on something I don't want to win anyway?
How can I conserve my big-win cards for when I really, really want to use them?
Can I take this territory and hold it until I can score it/until the end of the game?
Should I do it NOW?

These kinds of questions make for intensely captivating games and excellent memories.

When you allow chance in to the equation, you find entertainment in different ways and don't always have an opportunity to ask any of the above questions. Fortunately, there seem to be audiences for all sorts of games.

It's a fascinating topic for me personally, and I think about this a lot.

GeordieY
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questccg wrote:What you are

questccg wrote:
What you are saying with "competitive" games - the rules of the Ability should be based on purely stats. Right?

So for my Drow "Assassin" (Dark Elves), the "Assassination" Ability should be something more like this:

-Spend one (1) Mana point for each Crystal point (5 or less), to harm the opposing player's unit.

Which means that to actually kill a 5 point unit - you would need to use 5 Mana points. That is perhaps a more mathematical way of sort of doing the same thing. The difference is that there is no die to roll, and therefore no more a question of luck of the dice...

Am I understanding correctly?

Correct.

When I say strictly competitive, I mean a game intended to be used in tournaments etc.. Assuming each player is on an even playing field, random effects tend to detract from that. Winning or losing because of a random dice roll isn't healthy for a strictly competitive game. Magic: The Gathering, for example, has constant numbers for Attack and Defense of a creature. Provided no other effects are added to the equation, two 3 Attack, 3 Defense creatures are going to kill each other if one is attacking and the other is blocking.

Even in standard Player vs. Player games that are not intended specifically for tournament play, in a dice-combat-model, a 3/3 vs. a 3/3 is decided by how well the players roll. To me, that makes a game's outcome more about luck and less about skill. So, in Player vs. Player, I personally do not like it.

However, if you're talking a co-op game, it's 100% acceptable. If you and I are both fighting against the Dragon in his lair, for example, it's OK if my 3/3 does 1 Damage to him and yours does 3 because we are not competing against each other. The variance even makes the game more exciting in most cases.

Am I successfully conveying what I'm attempting to? I hope so, and I hope I've brought something of value to the discussion!

GeordieY
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let-off studios wrote: A

let-off studios wrote:

A great thing about pure mathematics games is that very frequently they delve into the head-space of an opponent. Typical thoughts in the heads of mathematics games players when squaring off against their opponents:
What are they thinking?
When will they play their big-win card?
How can I encourage them to waste their high-value cards on something I don't want to win anyway?
How can I conserve my big-win cards for when I really, really want to use them?
Can I take this territory and hold it until I can score it/until the end of the game?
Should I do it NOW?

These kinds of questions make for intensely captivating games and excellent memories.

When you allow chance in to the equation, you find entertainment in different ways and don't always have an opportunity to ask any of the above questions. Fortunately, there seem to be audiences for all sorts of games.

Agreed, and well-written. I personally want to out-think my opponent during serious gaming. In more light-hearted gaming, though, I'm 100% fine with rolling the dice to see how many buildings in Tokyo I get to destroy, for example.

questccg
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What about Pokemon???

GeordieY wrote:
When I say strictly competitive, I mean a game intended to be used in tournaments etc.. Assuming each player is on an even playing field, random effects tend to detract from that. Winning or losing because of a random dice roll isn't healthy for a strictly competitive game.

What about Pokemon where you see a lot of "flip a coin..." that's 50% odds of success/failure. How does that have an impact on Tournament play???

Just asking because you say LUCK is usually less prominent in Tournament-oriented games.

GeordieY
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I don't know that it's less

I don't know that it's less prominent, and variance is ever-present in tournament games (luck of the draw, luck of matchup, etc.). I just know that I do not enjoy games where luck is as or more important as skill in determining the victor.

I've never played Pokemon, so I can't speak to it. Hearthstone is an example that perhaps we both can relate to? In Hearthstone, the "RNG" effects are less desirable to me than not having them, but I must admit they made for some truly epic interactions. They're also fairly limited as to power level, but they can still be infuriating when you're on the wrong side of them. That could be appealing to some as others have mentioned.

The challenge for tabletop games is successfully implementing random effects of that scale that make you say, "holy crap!" without feeling too clunky. You can't just, "play a random creature that costs 5," because the typical method of randomization is card-draw or rolling dice; there's no computer doing the work for you.

So, in your examples, successful attacks rely on die rolling (is this a RPG style game? Seems like it). Obviously this isn't a new concept, but what, in your game, can I as the player do to mitigate the chances of failure, thereby increasing my chances of success? If nothing, and I'm at the mercy of the die roll, that is unappealing to me in a competitive environment.

Football players compete in most part with their athletic ability and skill. The bigger, stronger, more-skilled, and/or faster player will almost always beat the lesser opponent.

Chess players have perfect information in front of them, so the competition lies in anticipating their opponent's moves and luring their opponent into sub-optimal lines of play.

In your game, if I am a better player than my opponent, we are on an equal playing field, and I make no mistakes throughout the game, am I still just as likely to lose due to rolling poorly with dice? If so, that (in my opinion, purely subjective) is not an appropriate game for competitive play.

Masacroso
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GeordieY wrote:Football

GeordieY wrote:
Football players compete in most part with their athletic ability and skill. The bigger, stronger, more-skilled, and/or faster player will almost always beat the lesser opponent.

Chess players have perfect information in front of them, so the competition lies in anticipating their opponent's moves and luring their opponent into sub-optimal lines of play.

In your game, if I am a better player than my opponent, we are on an equal playing field, and I make no mistakes throughout the game, am I still just as likely to lose due to rolling poorly with dice? If so, that (in my opinion, purely subjective) is not an appropriate game for competitive play.

The problem with this approach is that you need learn or train many years before to play competitively.

I dislike strongly this kind of competition for a game because I understand that this is a job, not a game (and ofc no one pay to me for play).

These kind of games creates a very strong stratification of players between skill or experience. In any case the decision depends of what kind of game want the OP: a game that is a job where you train many years to play competitively OR a game that destroy these kind of no-paid-work in favor of a more direct approach without the need of training.

A direct approach must destroy the determination level of the game in many ways, by example eliminating the possibility to "see ahead" as in chess or many classical games in favor of intuition, as in poker.

GeordieY
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Masacroso wrote:I dislike

Masacroso wrote:
I dislike strongly this kind of competition for a game because I understand that this is a job, not a game (and ofc no one pay to me for play).

Well presumably, if you're playing in a tournament, there is some reward structure similar to being paid to play if you place highly. I think this comes down to whether or not the OP is trying to make a tournament-level competitive game, or simply a fun-natured, social tabletop competitive game.

My point is, in a TOURNAMENT game, I believe skill should be the major determining factor of who wins. Variance and random chance should be only minor influences.

In any other type of game, random effects are just fine.

questccg
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I can clarify

Since Magic is already an "existing" game - I don't want to create anything like it. My game is a "Micro Game" that can be played within 5-10 minutes... It is primarily based on "solving" a mathematical equation defined by the operators you choose to use.

And so trying to optimize an equation with a limited hand and deck (of 10 cards) is a challenge. But could this be a more competitive game - maybe!

I've never thought about designing a "competitive" game - but one with an equation might be a good start...

Update: Drawing the "multiplier" card in your hand is a 65% chance of occurring! Those are pretty decent odds. I'm really interested to see if this concept will be playable or not. Might work on a spreadsheet tonight!

let-off studios
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Love Letter Tournament?

questccg wrote:
And so trying to optimize an equation with a limited hand and deck (of 10 cards) is a challenge. But could this be a more competitive game - maybe!
Has anyone here ever seen Love Letter being played in a tournament context? Even one featuring all those licensed variant-theme decks?

GeordieY
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questccg wrote:Update:

questccg wrote:
Update: Drawing the "multiplier" card in your hand is a 65% chance of occurring! Those are pretty decent odds. I'm really interested to see if this concept will be playable or not. Might work on a spreadsheet tonight!

I dig it! Will you have enough mocked up for us to look at in the near future? If it takes time, that's fine. Anything worth doing tends to take time.

Masacroso
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questccg wrote:Update:

questccg wrote:
Update: Drawing the "multiplier" card in your hand is a 65% chance of occurring! Those are pretty decent odds. I'm really interested to see if this concept will be playable or not. Might work on a spreadsheet tonight!

I dont know exactly what does the multiplier but a percentage of 65% is more close to chaos (pure luck) than rare event.

Notice that 50% means absolute randomness and 25 or 75% is the intermediate point between pure randomness and determination (0 or 100%).

When you move from 25% (or 75%) to 50% you are moving to the chaos. And when you move from 25% (or 75%) to 0% (or 100%) you are moving towards determination.

It depends on the mechanic that "chaos" mean "based on luck" or not.

questccg
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Mathematical Formula

Basically you are building an equation with 3 Operators and 4 Operands. In your deck of 10 cards, you get only one (1) "multiplier" (? x ?). This card is known as the Warlord and you only get to have one of these in your deck.

During the First Round (#1), you draw 5 cards from your deck (10 cards). Next you need to choose three (3) Operators...

So 65% odds of having the Warlord ("multiplier") in your hand is pretty good odds. It's not chaos, it's just more "favorable".

The computation goes as follows:

1/10 + 1/9 + 1/8 + 1/7 + 1/6 = 0.645 = 64.5%

questccg
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@Soulfinger: interesting ... but how?

Soulfinger wrote:
I like randomness to scale with effect. Less random = more reliable, less spectacular, and vice-versa, like picking between a card that always does 1 damage and another that has a X% chance of doing 3.

I understand what you are saying - but I fail to understand how to perform an X% of doing Y damage? Could you explain a stat that would have such an ability???

Like if you use dice or one die, then there can be a X% of doing Y damage. But you seem to be hinting towards stat-based abilities, no?

GeordieY
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questccg wrote:Soulfinger

questccg wrote:
Soulfinger wrote:
I like randomness to scale with effect. Less random = more reliable, less spectacular, and vice-versa, like picking between a card that always does 1 damage and another that has a X% chance of doing 3.

I understand what you are saying - but I fail to understand how to perform an X% of doing Y damage? Could you explain a stat that would have such an ability???

Like if you use dice or one die, then there can be a X% of doing Y damage. But you seem to be hinting towards stat-based abilities, no?

I believe he's saying something like this(translated into card games terms):

3 "mana": Deal 1 damage to target creature. Roll a die. If I roll a 5 or a 6, deal 4 damage instead.

He's guaranteed to do 1 damage, but there's a 33% chance he could deal 4, and that makes this normally overpriced spell worth casting, and makes the decision more interesting.

X3M
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questccg wrote:Basically you

questccg wrote:
Basically you are building an equation with 3 Operators and 4 Operands. In your deck of 10 cards, you get only one (1) "multiplier" (? x ?). This card is known as the Warlord and you only get to have one of these in your deck.

During the First Round (#1), you draw 5 cards from your deck (10 cards). Next you need to choose three (3) Operators...

So 65% odds of having the Warlord ("multiplier") in your hand is pretty good odds. It's not chaos, it's just more "favorable".

The computation goes as follows:

1/10 + 1/9 + 1/8 + 1/7 + 1/6 = 0.645 = 64.5%


Whooaaaah! NO!, that is calculated incorrrrectly.
How many cards do you pick from how many cards? That is your chance of getting the warlord.
You pick 5 cards out of 10 cards.
So 50%, not 64.5%

stevebarkeruk
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Probabilities

Yeah, you don't add probabilities together like that.

The answer is 50% as stated, but if you actually wanted to calculate it, consider that the card has a 1/10 chance of appearing in any of 10 possible places in the deck. 5 of these are drawn into your hand, so 5 * 1/10 = 5/10 or 50%

questccg
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Are you sure?!?!

X3M wrote:
questccg wrote:
The computation goes as follows:

1/10 + 1/9 + 1/8 + 1/7 + 1/6 = 0.645 = 64.5%


Whooaaaah! NO!, that is calculated incorrrrectly.
How many cards do you pick from how many cards? That is your chance of getting the warlord.
You pick 5 cards out of 10 cards.
So 50%, not 64.5%

Well at first the deck has 10 cards. So your odds are 1 out of 10 (1/10 = 0.1).
Next since the deck now has 9 cards... Your odds are 1 out of 9 (1/9 = 0.11).
Next since the deck now has 8 cards... Your odds are 1 out of 8 (1/8 = 0.125).
Next since the deck now how 7 cards... Your odds are 1 out of 7 (1/7 = 0.143).
And once you pick the last card for your hand (5th card)
Since the deck now how 6 cards... Your odds are 1 out of 6 (1/6 = 0.167).

It's not like a regular deck where the odds are always 1 out of 10. The deck becomes SMALLER each time you draw one card from the deck into your hand (of 5 cards).

Correct me if I am wrong - but I don't think the odds are 1/10 for each card drawn into your hand of 5 cards.

Remember: Your deck ONLY has ten (10) cards. As you draw a card from your deck to your hand, the odds of getting the Warlord card IMPROVE by one card each time you draw another card from the deck...

let-off studios
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When Do You Stop Drawing?

I think the point of a 50% chance of drawing indicates that you keep drawing until you have a hand of five cards, regardless of whether or not you'd drawn the Warlord.

If you stopped drawing cards as soon as you'd drawn the Warlord card, then yes your chances of drawing are calculated one card at a time. If you're drawing 5 cards of the 10 available in every case, then it seems the probability of drawing a given card would be 50%.

That's what it sounds like to me, but I'm no mathematics professor.

questccg
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Hmm ... sorry for the confusion

I actually think you (X3M & Steve) are correct.

When I think of the problem differently and say what are the odds that the Warlord appears in the FIRST five (5) cards (in your hand) as compared to him appearing in the SECOND five (5) cards (in your second hand), it 1/2 or 50%.

So I think the correct answer is 50% chance of drawing the Warlord in your first hand of five (5) cards.

Masacroso
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Describe your pick step by

Describe your pick step by step and I can calculate it:

-how big is the deck where you pick your hand?

-how many warlords are in the deck?

I suppose that the deck is composed by 10 cards, with only one warlord. Then picking the warlord in a hand of 5 cards, drawing from the deck of 10 cards, have a probability of 50%.

The reason is: probability of picking warlord in the first card is 1/10, multiplied by the probability of picking a non-warlord card in the second card when already you have a warlord (cause the first card) is 1, and this multiplied by picking a non-warlord as third card, that is 1 again. In short: 1/10*1*1*1*1=1/10.

Now we consider picking the warlord as second card, not first: probability of non-warlord in the first card is 9/10, multiplied by picking a warlord in the second card is 1/9, multiplied by taking a non-warlord in third place (when already the warlord was picked) is 1, etc... In short: (9/10)*(1/9)*1*1*1=1/10

Every case is the same, and we have 5 different cases so the total probability of taking a warlord (being unique in a deck of 10 card) in a hand of 5 cards is (1/10)*5=1/2=50%.

Anyway, because is a game and surely there is two players tacking cards alternatively the probability of picking a warlord in the hand seems to be smaller than 50% (not completely sure, at most 50%).

questccg
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More math! :P

Masacroso wrote:
-how big is the deck where you pick your hand?

Deck is 10 cards and you pick 5 cards for your hand.

Masacroso wrote:
-how many warlords are in the deck?

There is one (1) Warlord per deck.

Masacroso wrote:
I suppose that the deck is composed by 10 cards, with only one warlord. Then picking the warlord in a hand of 5 cards, drawing from the deck of 10 cards, have a probability of 50%.

I figured it out the other way around. If you pick half the deck in Round #1 and half the deck in Round #2, the odds are 1/2 (or 50%) of picking the Warlord in either time.

Masacroso wrote:
The reason is: probability of picking warlord in the first card is 1/10, multiplied by the probability of picking a non-warlord card in the second card when already you have a warlord (cause the first card) is 1, and this multiplied by picking a non-warlord as third card, that is 1 again. In short: 1/10*1*1*1*1=1/10.

Now we consider picking the warlord as second card, not first: probability of non-warlord in the first card is 9/10, multiplied by picking a warlord in the second card is 1/9, multiplied by taking a non-warlord in third place (when already the warlord was picked) is 1, etc... In short: (9/10)*(1/9)*1*1*1=1/10

Every case is the same, and we have 5 different cases so the total probability of taking a warlord (being unique in a deck of 10 card) in a hand of 5 cards is (1/10)*5=1/2=50%.

I will review this logic again - to fully comprehend the calculation.

Masacroso wrote:
Anyway, because is a game and surely there is two players taking cards alternatively the probability of picking a warlord in the hand seems to be smaller than 50% (not completely sure, at most 50%).

It is not a shared deck, each player has their own 10 cards... They can build their deck off-line like in Magic - but then use that deck to combat their opponents.

I wanted to design a website where you could buy the cards online. So based on your own budget you buy the cards you would want. Each card can only appear twice (2) in a deck. And there are deck-building rules:

  • 1x Warlord
  • 2x Thief, Ranger or Bard
  • 3x Mage or Priest
  • 4x Fighter

On top of that some cards are "unique" and may only appear ONCE in your deck.

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Or, more simply, we have

Or, more simply, we have split ten cards into two groups of five, and the Warlord has equal chance of being in either... But your procedure is more generalisable.

stevebarkeruk
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Masacroso has it right,

Masacroso has it right, that's how you calculate the probabilities. In this case, because it's such a simple problem (10 cards, 1 of which is the target are you don't care what order the cards are drawn in) it's much easier to calculate. If you were looking for multiple cards or you cared what order they were drawn in, the calculation becomes more complex.

Kris, I strongly recommend taking a statistics course of some kind. It will help enormously in figuring this stuff out (I did one pre-university and didn't think it would be much use until I later got into game design and then I was very glad to have it!)

questccg
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I took a stats class way back 20 years ago

I got an "A" in College (or University if you prefer). But it's been so long... I don't practice this kind of mathematics in daily life nor professionally. It's more this hobby that's got me thinking about things like odds and probabilities.

Especially when dealing with cards...

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