The game I'm going to show here is based on a simple and old as world mechanic; I split and you pick.
In order to get some fun out of it one player must know something the other don't, so splitting and picking become the mean to discover the secret information the other player is hiding.
With that in mind enjoy the Dice Pie rules and prepare to ignite your desining skill because I think this game can improve a lot if it's crowdly designed:
Dice Pie
Content:
a bag full of dice, 6 red, 6 green, 6 black, 6 blue, 6 white, 6 yellow
a deck of 6 cards displaying numbers from 1 to 6
a deck of 6 colors displaying 6 colors matching the dice colors
4 SetUp cards displaying 4 different combos of color/number, cursed/lucky (color/cursed, color/lucky, number/cursed, number/lucky)
Set up
Pick randomly one of the 4 SetUp cards, the card will tell the players if they have to pick from the number deck or from the colors deck, and it will say if the color or number picked is cursed or lucky. So both player will know wich number or color is lucky or cursed only for them.
Game play
Players try to win by collecting the most valuable dice, to do so they alternate on splitting in two groups a set of 6 randomly drawn dice. Once 2 group are formed by one player the other player get to choose one, leaving the remaining group of dice to the player that made the split.
At the end of 6 splits player sum up the values of the dice they posses, counting double their lucky dice or subracting their cursed dice.
Consideration
this game is really an odd one from a design perspective, the more I test it the more I cut rules and simplify, 3 test ago the number or colors hidden by the players counted cursed or lucky for both players, but it is really not needed. All is needed to let this game work is the most simple kind of unbalance of information distribution, nothing more. That is why player has their card applied only to their dice.
BUT and it's a big BUT...
I'm open to any advice or suggestion as long as they respect the rules of:
elegance, no special rules or gimmicky of any kind
fastness, the game must remain a 3 to 7 min game
components savvy, so no strange price-riser components
thanks in advance for your distributed mind-computing efforts
Federico
the 1.0 rules where part of a showdown competition.
You will be surprised by knowing that I've already tried your rules, not because I 've ESP but just for a mere coincidence, after some the game goes like this:
both player pick randomly one color card, this card tell them wich colored dice will give them 6 bonus point at the end of the game
the first player draws and roll 6 dice, than he must split them in two groups, but he has to put every color in only one group, he cannot put one color in both groups. Then the opponet picks one group leaving the other to the first player. At the end of the turn the plaer that took the most valuable group of dice score a number of point equal to the difference between his group of dice and the opponent's one. Now the player with the most score value is the new first player.
the game goes like this until all 36 dice are rolled.
at the end of the game who has the most point wins