Liar's Dice

From Vulpine Hollow
(Difference between revisions)
Jump to: navigation, search
 
(11 intermediate revisions by one user not shown)
Line 1: Line 1:
The board consists of spaces consistant with  TS = px5 Where 6 players =  6x5 = 30 To calculate star spaces TS – 2/3 = SS So 30 – 2/3 = 10 So the 30 total spaces, 10 become star spaces and are placed two normal bid spaces apart. They occur after every even number and are the even number divided by 2.  
+
The basic premise of the game is that players bet on the number of times a single face value came up in the round's roll. If a bet seems unrealistic other players may call the bluff and cause the bettor or themselves to lose dice depending on the accuracy of the bet. When a player loses all of their dice, they are eaten! Last person remaining wins the game!
  
So, for example. 1 2 (1*) 3 4 (2*) 5 6 (3*)
+
When the game begins all players must be set to a respective tag. DND being Do Not Digest, Away being digest, OOC for watchers and PRED for sideline predators. All players when asked will then pm the GM with !5d6 to obtain their dice numbers. These numbers are the face values of the dice the player rolled. Bets will always begin at one 1. When the first player's turn is up, they adjust the bet. Bets can only go up in quantity, or the face value may be changed if it isn't moved up in quantity.
  
Game bid rules are as follows
+
For example the bet is five 1's. The next bet cannot be lower than five of any face value. But you can change the number being bet upon without moving up in quantity. So you can change the bet to be five 2's/3's/4's/5's/6's. Or in the case of moving the bet up, you can move to six or more of any face value.
  
When the game begins all players must be set to a respective tag. DND being Do Not Digest, Away being digest, OOC for watchers and PRED for sideline predators. All players when asked will then pm the GM with !5d6 to obtain their dice numbers. These numbers are the face values of the die rolled. Bids will always begin at 1, 1. Whn the first player's turn is up, they adjust the bid. Bids can only go up in spaces, or up in face value if it isn't moved spaces.  
+
Bets are made on all die in play, not just one person's roll. When you call, you are saying that there are not enough die in the pot with the bet's face value.  
  
For example. The bid is 4, 5's. The bid can be changed to 4, 5/6's or it can be move forward to another square. Star spaces are a risky move. As stars are a rolled 1, you are bidding that there are at least that bid number's worth of ones. One normal bid spaces however, 1's may be counted as any other number. You cannot move backwards from star spaces however so provided your bid is correct and not called, the next player has a shorter bid room to play with. For example, bidding 4 stars means the lowest number biddable next is 9 of any type. This can be a useful gambit for forcing calls and pressuring players.
+
A few points of terminology
  
If a bid is called into question all players must cease chatter and the GM will then count up the number in question. A bid may be called at any point in the game after any bid. Please allow a few seconds between bids for a call to be announced. To call a bid please post in bold, "Bid call." The person who posted a bid call first will be the one accepting punishments or rewards.
+
Bettor: The person placing the bet
  
On call, if the number is over the actual amount, the bidder loses one die. If the number is under, the caller loses one. If the bid is exactly on, everyone but the bidder loses one die.
+
Caller: The person disagreeing with the bet
  
When a player loses all of their die they are removed from the game. This can happen in multiple ways. If a call is in the favor of the bidder and the caller loses their last die, the bidder wins the gambit and devours the caller. In favor of the caller and the bidder loses their last die the caller wins the gambit and devours the bidder. In a call where the bidder is exactly on, if more than one player loses their last die, the bidder devours them.  
+
If a bet is called into question all players must cease chatter and the GM will then count up the number in question. For example a bet is two 3's. The GM will count all 3's rolled  and if there are three or more 3's, the bid is correct. If there is only two 3's, the bet is considered spot on. If there is one 3, the bet is incorrect.  
  
Last but not least here are some examples of game boards.  
+
A bid may be called at any point in the game after any bid by any player but the bettor. Please allow a few seconds between bets for a call to be announced. To call a bet please post in bold, "Bet call." The person who posted a bet call first will be the pred in the event that the bettor loses their last die.
  
6 player board.  
+
On call, if the bet is incorrect, the bettor loses one die. If the bet is correct, the caller loses one. If the bet is spot on, everyone but the bettor loses one die. If the bettor has lost their last die, the caller becomes the pred to remove them from the game. If the caller loses their last die, the bettor becomes the pred to remove them from the game. In the event that a call is made and spot on is declared where one or more person loses their last die, the bettor becomes the pred to remove all of the losing persons. All die lost are removed from play for that game. They are not given to the winner of a bet call.  
  
1 2 [1*] 3 4 [2*] 5 6 [3*] 7 8 [4*] 9 10 [5*] 11 12 [6*] 13 14 [7*] 15 16 [8*] 17 18 [9*] 19 20 [10*]
+
Once a call has been issued and dealt with, all users will re-roll their dice numbers to the GM. If you lose a die, you roll one less die number in the next round, so four die remaining rolls !4d6 three die remaining rolls !3d6 etc. After all die have been rolled, the next round begins with the person next in line to place a bet.
  
7 players
+
For a GM's! Each round thus far has averaged about 7 to 15 minutes for 6-8 players. Rounds are faster with less than 20 die,
  
1 2 [1*] 3 4 [2*] 5 6 [3*] 7 8 [4*] 9 10 [5*] 11 12 [6*] 13 14 [7*] 15 16 [8*] 17 18 [9*] 19 20 [10*] 21 22 [11*] 23 24 [12*]
+
With 6 players and five die per player games have taken an average of 3 hours to complete with 30 dice in play.
  
8 players
+
With 8 players and four die apiece it takes roughly the same amount of time.
  
1 2 [1*] 3 4 [2*] 5 6 [3*] 7 8 [4*] 9 10 [5*] 11 12 [6*] 13 14 [7*] 15 16 [8*] 17 18 [9*] 19 20 [10*] 21 22 [11*] 23 24 [12*] 25 26 [13*]
+
Recommended dice numbers per players are 6 and less players, five die a piece.
  
9 players
+
For 7 to 9 players four die per player is recommended.
  
1 2 [1*] 3 4 [2*] 5 6 [3*] 7 8 [4*] 9 10 [5*] 11 12 [6*] 13 14 [7*] 15 16 [8*] 17 18 [9*] 19 20 [10*] 21 22 [11*] 23 24 [12*] 25 26 [13*] 27 28 [14*]
+
For ten players and up GM's will need to use their better judgement but the recommendation is to only use 30 die. So 3 die per player would be a good idea in Dewby's opinion.
  
10 players
+
_____________________________
  
1 2 [1*] 3 4 [2*] 5 6 [3*] 7 8 [4*] 9 10 [5*] 11 12 [6*] 13 14 [7*] 15 16 [8*] 17 18 [9*] 19 20 [10*] 21 22 [11*] 23 24 [12*] 25 26 [13*] 27 28 [14*] 29 30 [15*]
+
Also up for debate, calls against a spot on bet would no longer remove from all but the bettor, but only from the caller and the penalty would be two dice. Thoughts that this would be better in smaller groups (less than 7) and not applied to groups of 7 or more. This mechanic which dwindles the total die dramatically has kept the games running smoothly and faster. For bigger groups, this would be preferred, for smaller groups this may be different.
 +
 
 +
Thoughts?

Latest revision as of 01:12, 24 April 2013

The basic premise of the game is that players bet on the number of times a single face value came up in the round's roll. If a bet seems unrealistic other players may call the bluff and cause the bettor or themselves to lose dice depending on the accuracy of the bet. When a player loses all of their dice, they are eaten! Last person remaining wins the game!

When the game begins all players must be set to a respective tag. DND being Do Not Digest, Away being digest, OOC for watchers and PRED for sideline predators. All players when asked will then pm the GM with !5d6 to obtain their dice numbers. These numbers are the face values of the dice the player rolled. Bets will always begin at one 1. When the first player's turn is up, they adjust the bet. Bets can only go up in quantity, or the face value may be changed if it isn't moved up in quantity.

For example the bet is five 1's. The next bet cannot be lower than five of any face value. But you can change the number being bet upon without moving up in quantity. So you can change the bet to be five 2's/3's/4's/5's/6's. Or in the case of moving the bet up, you can move to six or more of any face value.

Bets are made on all die in play, not just one person's roll. When you call, you are saying that there are not enough die in the pot with the bet's face value.

A few points of terminology

Bettor: The person placing the bet

Caller: The person disagreeing with the bet

If a bet is called into question all players must cease chatter and the GM will then count up the number in question. For example a bet is two 3's. The GM will count all 3's rolled and if there are three or more 3's, the bid is correct. If there is only two 3's, the bet is considered spot on. If there is one 3, the bet is incorrect.

A bid may be called at any point in the game after any bid by any player but the bettor. Please allow a few seconds between bets for a call to be announced. To call a bet please post in bold, "Bet call." The person who posted a bet call first will be the pred in the event that the bettor loses their last die.

On call, if the bet is incorrect, the bettor loses one die. If the bet is correct, the caller loses one. If the bet is spot on, everyone but the bettor loses one die. If the bettor has lost their last die, the caller becomes the pred to remove them from the game. If the caller loses their last die, the bettor becomes the pred to remove them from the game. In the event that a call is made and spot on is declared where one or more person loses their last die, the bettor becomes the pred to remove all of the losing persons. All die lost are removed from play for that game. They are not given to the winner of a bet call.

Once a call has been issued and dealt with, all users will re-roll their dice numbers to the GM. If you lose a die, you roll one less die number in the next round, so four die remaining rolls !4d6 three die remaining rolls !3d6 etc. After all die have been rolled, the next round begins with the person next in line to place a bet.

For a GM's! Each round thus far has averaged about 7 to 15 minutes for 6-8 players. Rounds are faster with less than 20 die,

With 6 players and five die per player games have taken an average of 3 hours to complete with 30 dice in play.

With 8 players and four die apiece it takes roughly the same amount of time.

Recommended dice numbers per players are 6 and less players, five die a piece.

For 7 to 9 players four die per player is recommended.

For ten players and up GM's will need to use their better judgement but the recommendation is to only use 30 die. So 3 die per player would be a good idea in Dewby's opinion.

_____________________________

Also up for debate, calls against a spot on bet would no longer remove from all but the bettor, but only from the caller and the penalty would be two dice. Thoughts that this would be better in smaller groups (less than 7) and not applied to groups of 7 or more. This mechanic which dwindles the total die dramatically has kept the games running smoothly and faster. For bigger groups, this would be preferred, for smaller groups this may be different.

Thoughts?

Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox