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Working on a Cards-and-Money-Pools mechanic, but am stymied by the math

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connorsb
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Joined: 06/28/2010

Hello! This is my first post here.

I'm working on a game that is, not to be blunt, Dominion, but with resource pools. It is future themed.

The basic mechanics are this:

Each player has three "pools"- Energy, Metal, and Life. The goal of the game is to either get to 100 life, or drain someone else down to 0 life.

Each player also has a deck of cards.

Each turn, they draw three cards, play as many of them as they want to / are able to (some of the cards cost resources to play), discards the ones the don't play, and draws three more cards. (just like Dominion)

These cards, in general, add resources to pools, or move them between pools (coverting metal into life at some ratio, etc)

When a player's deck runs out, they shuffle their discard pile. (just like dominion)

At any time during someone's turn, they may spend resources to buy cards from a pool of cards at the center. (sorta like Dominion)

The central cards come in limited stacks, of which there are a set number of stacks. Each game, different cards can be used in the central pool. (just like Dominion)

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Here's the issue.

I know that there will be 8 basic cards, as follows

A chain of three Energy Generating cards.
A chain of three Metal Gathering cards
An energy+metal -> life card
A energy -> damage to other player's life card.

I cannot, though, pin down what the pricing/generator structure should be for the two chains, save that it should be equal.

I want, for flavor purposes, the initial amount to be +3E or +3M, but beyond that, I have no clue how I should try to price the other two, or how the resources generated should be scaled.

Its hard to get all the other cards right in terms of price/usefulness, etc, when this basic ratio-set is up in the air.

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Actually, I guess what I am asking is this: are there any known structures and ratios for this kind of game already?

Sapphire
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Joined: 06/18/2010
Test Play

My suggestion is that this is were playtesting comes into play. Helps find that magic number. I know that really doesn't answer your question, but its the best answer I have for you.

Relexx
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Joined: 05/31/2010
Quote:A chain of three Energy

Quote:
A chain of three Energy Generating cards.
A chain of three Metal Gathering cards
An energy+metal -> life card
A energy -> damage to other player's life card.

Well you have already made Energy a more valuable commodity that metal. Have you considered calculating the price based upon its value in the game?

Pastor_Mora
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Joined: 01/05/2010
Fibonacci numbers

Instead of assigning different values to cards, you can use availability of cards to make some more worthy (scarce) than others. Just a thought.

I usually use the fibonacci sequence as my alfa-level distribution. i.e.

Say you need A to get B and you need B to get C. Then, apply the sequence and get 2A, 3B, 5C or 8A, 13B and 21C, depending on the size of your deck. This way you make sure there are enough A's when the B's start to appear, and there are enough B's in play to use a C. Well, not sure-sure, but close to. When you get to beta-level there'll be not much of the sequence left anyway.

Keep thinking!

Relexx
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Joined: 05/31/2010
and spreadsheets are your

and spreadsheets are your friends.

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