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Subject: WIP-Quick 2 Player Boxing Game-Playtesters Wanted rss

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Andrew H
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I just made this game, and was hoping to get some feedback. My main concern is a first player advantage, and I wondered if others have it, and if so if they have suggestions to even it out. Thanks for looking.

Components
6 tokens for health
7 six sided dice

Object
To knock out your opponent by removing all three of their health tokens first.

Set up
Give each player three tokens and one die, and place the other five in the middle. Each player chooses what face to set their die in secret, and both reveal at the same time. The player with the lowest die goes first, after he one with the highest die rolls the five dice in the middle. If the two dice show the same, both randomly roll their die until one has the lowest.

Play alternates between both players, with each player choosing to do one of two things.

1) Take a die from the middle.
2) Play 1-3 dice to the middle, then roll all dice in the middle.

In more detail
A player can take any one die from the middle and end their turn. They may never have more than three dice. After taking a die, their turn is done.

A player can choose to play dice from in front of them to the middle. They can play up to three. If they have three dice, they must play at least one die. After playing a die, perform an action associated with the dice played, then roll all the dice in the middle. The player's turn is over.

Actions
Any one die is a miss, nothing happens. Roll all dice in the middle and end the turn.

A pair of 2s, 3s, 4s, or 5s could score a hit and remove one token. The other player can block a pair of 2s or 4s by giving a 6 to the middle. The other player can block a pair of 3s or 5s by giving a 1 to the middle. Blocking does not count as taking a turn. If not blocked, remove a token from the other player. After seeing if the blow is blocked, roll all dice in the middle and end the turn.

Three of a kind (2s, 3s, 4s, or 5s), or a combo of 2, 3, 4 or 3, 4, 5 cannot be blocked.The other player loses a token, and all dice in the middle are rolled. The turn is over.

The next player then takes their turn and may take a die (up to three) or play 1-3 dice under the same rules as above. Play continues until one player wins after removing all three tokens from their opponent.
 
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Beau Bocephus Blasterfire
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Berrien Springs
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You directions are hard to follow.
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Aaron Dona
United States
Kirkland
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fur94 wrote:

Set up
The player with the lowest die goes first, after he one with the highest die rolls the five dice in the middle. If the two dice show the same, both randomly roll their die until one has the lowest.
What?

fur94 wrote:

Play alternates between both players, with each player choosing to do one of two things.

1) Take a die from the middle.
2) Play 1-3 dice to the middle, then roll all dice in the middle.

In more detail
A player can take any one die from the middle and end their turn. They may never have more than three dice. After taking a die, their turn is done.

A player can choose to play dice from in front of them to the middle. They can play up to three. If they have three dice, they must play at least one die. After playing a die, perform an action associated with the dice played, then roll all the dice in the middle. The player's turn is over.
So it's really unclear to me just when rolling occurs. Here's what I'm seeing as a gist.

On your turn, you can attack with anywhere from 1-3 dice, plus all dice currently in the middle, by "spending" those dice and combining them in the middle. Then you roll and want doubles besides doubles of 1's, triples, or straights. Your opponent then defends somehow that is not made clear in your rules. If he is unable to defend he loses a health token.

Alternatively, you can take a die from the center pool as long as you have 1 or 2. You must take a die from the middle if you have 0 and cannot take dice from the middle if you have 3, and must attack.

What's confusing me, is how does the defender "give a 1 or a 6" in order to stop doubles that are rolled from hurting them?
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Andrew H
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The game starts with each player picking a face on one die. These are then revealed. If they both pick the same number, they both roll their dice, until one person is lowest. This player will go first. After a starting player is determined, the five dice in the middle are rolled. The players had to make their choice without knowledge of what will be in the middle, only anticipation of their opponent's style.

Dice are constantly moving from in front of the players to the middle. In the middle they may be chosen by either player. The middle is constantly changing, so people have to think quickly about how they are going to make an attack. It doesn't matter what gets rolled, only what was given up.

The attack is made by a player giving up 1-3 dice. After they give them up, those dice plus any in the middle are rolled. A player may want to give up a die in order to reroll and keep something from their opponent. They may also be forced to give up a die, because they have three already.

If they give up a pair, the opponent has a chance to block by giving up a 1 or 6. The opponent hands over the appropiate die, and they can say "I'll block it" if they want to. If blocked, those three dice plus any in the middle get rolled and placed in the middle. Blocking doesn't count as a turn, so the opponent might come right back with a punch on their turn.

If the opponent doesn't block the pair, those two dice plus all in the middle get rerolled.

If they give up three dice, the attack cannot be blocked. However, there is some strategy to consider, as the more dice rolled in the middle, means the opponent has a greater chance of a quick counter punch.
 
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Aaron Dona
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Kirkland
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Why would they ever not pick 1 to start? Why not just have them roll-off by default?

If it doesn't matter what's getting rolled, why roll things?

How would they keep things from their opponent by giving up die?

How do you give up a 1 or a 6? The time people roll and the significance of their rolled numbers is not clear.
 
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Andrew H
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Kayosiv wrote:
Why would they ever not pick 1 to start? Why not just have them roll-off by default?

If it doesn't matter what's getting rolled, why roll things?

How would they keep things from their opponent by giving up die?

How do you give up a 1 or a 6? The time people roll and the significance of their rolled numbers is not clear.
There are a couple of different strategies which would make it worth starting with another number. For example, if you feel lucky that you can pair a 2 or 4, you would land a punch the 1 couldn't block, and this would happen a turn earlier then drawing two from the middle. If your opponent tends to do this strategy, you might want to pick a 6 and block it. A 3 or a 4 is a stronger pick if you think the opponent will pick a block, as both show up in the unblockable straights, or could land a quick pair punch with some luck.

The point of rolling the dice is to mimic the constantly changing opportunities in boxing to land a punch. This isn't a rpg type fight, where a higher skill or lucky roll is needed, it's a simple psychology of fighting and quick reaction type game, where the players have to test each other or drop their guard a little so the opponent goes the wrong way and gets caught. If you watch boxing you see a lot of lighter "test" punches, and the number that hit out of the number thrown is pretty small, even though they a professionals.

If a player has a pair and the opponent can block it, the first player coulddo a couple of things. The could give up two, and the opponent blocks and gives up one. The first could give up one, reroll it with the middle dice and hope to build a straight or different pair. They could keep the pair and try to turn it into a triple that can't be blocked.

Giving up just means they are not in front of the players to use. They will go back to the middle. I use in instead of the turm "return" because its face will change when rerolled. To me, return implies keeping the same face.
 
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