SFR, Inc. Forum Index SFR, Inc.
Forums that relate to SFR products
 
 Watched TopicsWatched Topics   FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Quick Games
Goto page Previous  1, 2, 3, 4  Next
 
Post new topic   Reply to topic    SFR, Inc. Forum Index -> Game Variations
View previous topic :: View next topic  
Author Message
Deeghter
rare



Joined: 03 Mar 2005
Posts: 2553
Location: Lost

germany.gif
PostPosted: Wed Oct 03, 2007 3:09 am GMT    Post subject: Reply with quote

Jim Rayborn wrote:
I'm not sure ....are you using Zone Alarm perhaps?


Nope!

Jim Rayborn wrote:
Or maybe you need to check always alow BBCode in your profile..
perhaps that became unchecked.


Checked! No changes in settings!
I can also see the pictures of other posters, including myself. Neutral

Just tried to accessyour site (jrrproductions) by extracting the graphics address from your post (quote!!), no success! Keeps loading and loading and loading....
_________________
Mr. Green Mr. Green Fan Club President Mr. Green

Forum Games Record: W 5 / L 10

www.dragondicer.com
SFR's German electro-punk-bluegrass artist Deeghter @@ My S&JW Memorial Space! Tanx, Steve!
Back to top
 View user's profile Send private message Visit poster's website
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Tue Apr 29, 2008 6:07 am GMT    Post subject: Reply with quote

Here is my latest addition to Quick Games.....

Disasters

how to play:

1 minor of each color and type




The object...to roll all of the disaster faces.

To Play:
Roll all 4 minor terrains.
If a Disaster Face is rolled...
it counts....set it aside.

ID and magic allows "all the other dice" to be rerolled.

So if your roll was....



Set aside the Disaster....
and reroll the other dice becase you produce Either an ID or a Magic.

Your turn ends when the remaining dice do not produce an ID or Magic.

So if you only rolled one disaster...
the mark is at one and your opponent must beat that.

You may also both agree the 4 disasters win.

Back to top
 View user's profile Send private message Send e-mail
cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10794
Location: Cumming, GA - USA

usa.gif
PostPosted: Tue Apr 29, 2008 9:42 pm GMT    Post subject: Reply with quote

Jim Rayborn wrote:
Here is my latest addition to Quick Games.....

Disasters



I can't sleep tonight, so I have to post this.

Unless you are going to 'bet' between rollings then the rerolls are technically immediate.

Since no minor's have double magic, you have two faces of reroll.

Thus this variant boils down to the same as rolling 4 6sided dice and wanting to get a 'one' on all of them.

Since the 6 dice are independant of each other it is random luck on win or lose but most of the time you will tie.
_________________
Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99
Back to top
 View user's profile Send private message
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Wed Apr 30, 2008 6:58 am GMT    Post subject: Reply with quote

Well this was the basic version...
I was going to make an advanced version...
example...
If Lost is rolled....
Your turn ends after the next roll.

For rerolls....
if any die produces an ID or Magic...
reroll the remaining dice even if they did not produce a magic or ID.
Back to top
 View user's profile Send private message Send e-mail
cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10794
Location: Cumming, GA - USA

usa.gif
PostPosted: Thu May 01, 2008 9:39 am GMT    Post subject: Reply with quote

Jim Rayborn wrote:
Well this was the basic version...
I was going to make an advanced version...
example...
If Lost is rolled....
Your turn ends after the next roll.

For rerolls....
if any die produces an ID or Magic...
reroll the remaining dice even if they did not produce a magic or ID.


that would make it more interesting.
_________________
Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99
Back to top
 View user's profile Send private message
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Thu May 01, 2008 9:43 am GMT    Post subject: Reply with quote

I tested it last night...
it works fine,
so done. Cool

Disasters:

If Lost is rolled....
Your turn ends after the next roll.
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Thu Jan 15, 2009 1:51 pm GMT    Post subject: Reply with quote



Here the latest addition to Quick Games:

Foot Race:


You can use any dice, and any amount.
Just not Magestorm maneuvers...maybe only the Flying Carpet.


I like the Treefolk Calvary.
I came up with this while studying Treefolk counter maneuver rolls.
Seems that they can consitently roll at least 1 Maneuver result when you use 3 Calvary.

This will work with other races as well...
ok enough fanfare.

Here's how it works...

Roll your dice...
if you produce a Maneuver result,
roll again.

Count how many consecutive rolls you can do while producing a maneuver result.

It's surprising how long of a streak can be made.

if you don't roll a maneuver...pass the dice...your turn is over.

It's a 50% chance to roll a maneuver on each die...
so you could add a Willow and Pine...
Willowling or Unicorn....
or substitute them...
Back to top
 View user's profile Send private message Send e-mail
cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10794
Location: Cumming, GA - USA

usa.gif
PostPosted: Fri Jan 16, 2009 7:52 am GMT    Post subject: Reply with quote

Jim Rayborn wrote:

It's a 50% chance to roll a maneuver on each die...


So the odds of NOT rolling atleast one maneuver are ... 12.5%

so you would 'on average' be able to roll 8 times before you failed.
_________________
Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99
Back to top
 View user's profile Send private message
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Sat Jan 17, 2009 1:25 pm GMT    Post subject: Reply with quote

I rolled 76 times so far... Razz
Back to top
 View user's profile Send private message Send e-mail
cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10794
Location: Cumming, GA - USA

usa.gif
PostPosted: Sat Jan 17, 2009 8:59 pm GMT    Post subject: Reply with quote

Jim Rayborn wrote:
I rolled 76 times so far... Razz
someone has to exist at the edge of the probability curve.
_________________
Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99
Back to top
 View user's profile Send private message
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Fri Apr 03, 2009 1:51 pm GMT    Post subject: Reply with quote



Whimsy is what the game's nickname is. Laughing


I was mistaken...the 76 came from this game.

The rules:

Roll all the dice:
Owl-Folk, Vulture-Folk, Hawk-Folk, Falcon-Folk
IF you roll an ID, Dispel, or Magic
count all these...
and roll again.

So if you roll a Vulture-Folk ID, and a Dispel
that counts as 2

then roll again.

You score and turn ends when you fail to roll an ID, Magic, or Dispel.

IF you roll all 4 Ids in a single roll the game ends and you automatically win. Cool

Queens Rules:
If you roll Vulture-Folk, Hawk-Folk, Falcon-Folk Ids..
with either a Dispel or Magic,
you may choose to reroll the Owl-Folk to attempt the 4 Ids roll.
If you fail to roll the ID, then your turn ends.
(Dispel and magic will give you another roll with only the Owl-folk when going for the 4 Id win.)
Back to top
 View user's profile Send private message Send e-mail
dburkley
rare
Director



Joined: 29 Jun 2008
Posts: 1200
Location: Hillsborough, NJ

usa.gif
PostPosted: Sat May 09, 2009 11:37 pm GMT    Post subject: Quick Games Reply with quote

I call this "Magic, Missile, Melee" or the "3 M's" and it uses the principle of "Rock, Paper, Scissors". Although I thought of this for 2 or 3 players, it should work with more.

1) Each player chooses 4-health worth of dice (it could also be more or less and/or restricted further by races/types, if all agree). Terrains should be available.
2) All players roll their dice for maneuvers. The player sequence will be determined by maneuver results rolled. The high total becomes the first player, who will go first and also rolls the terrain die of their choice for the first round. The second highest player will sit clockwise from the first player, the third highest player will sit clockwise from the second player (and so on).
3) There will be a total of 10 rounds (or less if all players agree). All players roll their dice for the first round.
4) The terrain die will determine if Magic, Missile, or Melee is the dominant symbol. An 8th Face can be any symbol the player rolling it decides. The type of terrain will also be used to determine if any terrain-based Racial Abilities apply or doubling of magic, so being the player that rolls the terrain has some advantages. The order of dominance will be one of three sequences: Magic > Missile > Melee, Missile > Melee > Magic, or Melee > Magic > Missile. (Note: All Racial Abilities are in effect, although some will have no impact on this type of game - such as Feralization and Stepped Damage.)
5) Players count their totals of Magic, Missile, Melee, Saves and Maneuvers and arrange their totals in the order dictated by the terrain die. ID icons rolled are counted as the player rolling them wishes. SAIs will apply as if the roll were a combination roll. (NOTE: Spells are not used, and the armies do not attack each other, so dice are not eliminated or added to the starting armies.)
6) Starting with the player that rolled the terrain die, take the total of the dominant symbol and subtract from that value the number of saves that the next player in clockwise position has scored. (If the saves outnumber the total of the dominant symbol, subtract as many saves as necessary to reach a zero total, the look at the number of next dominant symbols and subtract the rest of the saves from that.) Then that player takes his total of dominant symbols and subtracts the saves from the next player in clockwise position. Continue this determination for each player in the game.
7) The player that rolled the highest net total of the dominant symbol will win the round. If there is a tie (or all are at zero), add the totals of the 2nd dominant symbol to determine a winner. If it's still a tie, add the totals of the last symbol. If there is still a tie, the first of the high total players in clockwise sequence, starting with the player that rolled the terrain die, is declared the winner of that round.
8 ) The winner of each round is awarded 2 points. The player with the second highest total is awarded 1 point.
9) The player with the highest amount of maneuvers will choose a new terrain die of their choice to roll in the next round with their dice. It can be the same one as rolled in the prior round.
10) All players roll their dice for the second round, and follow steps 3-10 to determine the winner, points awarded, and who rolls the terrain die for the following round - until all 10 rounds (or the number agreed to at the start of the game) have been finished.
11) The player with the highest point total at the end of all the rounds wins the game.

Note: Player position will dictate the sequence of adding totals. When ID icons are rolled, the players will need to decide if they want to compete for the 1st and 2nd spots for points, or count them as saves or maneuvers to try and control the terrain die for the next round.

If desired, I can also post a larger "version" of this that uses 64-health/player, divided into sixteen 4-health "armies" that are assigned to each of 16 different major terrains and resolved as 16 separate rounds.
_________________
Daniel Burkley
US National Champion (DEXCON 2007, 2009, 2010)
World Champion (GENCON 2008, 2009, 2010, 2013, 2014)
Battlefest Champion: DEXCON 2008, 2011, GENCON 2009, 2010 (co-champion), 2011, 2017)
"No Magicians": GENCON 2008
"Single Race": DEXCON 2008, GENCON 2010, 2011, 2014 (co-champion), 2017


Last edited by dburkley on Tue May 12, 2009 7:14 pm GMT; edited 1 time in total
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Tue May 12, 2009 5:17 am GMT    Post subject: Reply with quote

Magic, Missile, Melee


Round 1:
Maneuvers








******

******
******

******
******

******














Player 1

Score























Terrains

Chosen Terrain

















Player 2

Score




Player 3

Score




























rolling.....








******

******
******

******
******

******














Player 1

Score























Terrains

Chosen Terrain

















Player 2

Score




Player 3

Score




























there is a tie for second place...
so we go in clockwise order

player 2 is first

Highland is chosen and rolled...

All the dice are rolled (not terrain)

arrange results
dominant symbol melee

Melee > Magic > Missile







******

******
******

******
******

******














Player 1

Score























Terrains

Chosen Terrain


















Player 2

Score




Player 3

Score




























Quote:
Starting with the player that rolled the terrain die, take the total of the dominant symbol and subtract from that value the number of saves that the next player in clockwise position has scored. Then that player takes his total of dominant symbols and subtracts the saves from the next player in clockwise position. Continue this determination for each player in the game.
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Tue May 12, 2009 6:13 am GMT    Post subject: Reply with quote

At this point...does the cantrip count?
water doubles could negate the melee ...
or does the second symbol (Magic) come into play?

So the first player (the one who controlled the terrain..
has 1 melee follwed by no save results from the opposing player
the next player has 1 melee...again no opposing save
the third player has 3 melee...however the Wyvren wings negate all of them...but choses to use only 3 fly...and saving 2 fly for maneuvers.

so them we move to magic

terrain comtroller has none
the next player has a cantrip
and the last player has none

so the tie is broken and the Coral elves score 2 points
the lava elves score 1 point
and control of the terrain goes to the Lava Elves...as they have 2 maneuvers left over.


Last edited by DEEPBLUEB2 on Wed May 13, 2009 7:48 am GMT; edited 3 times in total
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Tue May 12, 2009 6:22 am GMT    Post subject: Reply with quote

Magic, Missile, Melee


Lava Elves Choose Highlands...
roll the terrain

8th face


Round 2:
Maneuvers (need to roll still)








******

******
******

******
******

******














Player 1

Score 2























Terrains

Chosen Terrain


















Player 2

Score 1




Player 3

Score 0




























Last edited by DEEPBLUEB2 on Wed May 13, 2009 7:42 am GMT; edited 1 time in total
Back to top
 View user's profile Send private message Send e-mail
dburkley
rare
Director



Joined: 29 Jun 2008
Posts: 1200
Location: Hillsborough, NJ

usa.gif
PostPosted: Tue May 12, 2009 7:26 pm GMT    Post subject: Reply with quote

Jim Rayborn wrote:
At this point...does the cantrip count?
water doubles could negate the melee ...
or does the second symbol (Magic) come into play?


The Cantrip counts as 4 magic. No spells are used with this "quick game" variant (or else it will not be so quick).

I haven't looked over all the SAIs, yet, to see how each will fare in this "quick game" variant - but the intent is to keep it simple and have most of them count as "normal" results. Some will generate more than one type of result, such as Counter or Volley. It might be warranted to have the player choose the result for SAIs that can generate more than one type - but for now, it's an option.
_________________
Daniel Burkley
US National Champion (DEXCON 2007, 2009, 2010)
World Champion (GENCON 2008, 2009, 2010, 2013, 2014)
Battlefest Champion: DEXCON 2008, 2011, GENCON 2009, 2010 (co-champion), 2011, 2017)
"No Magicians": GENCON 2008
"Single Race": DEXCON 2008, GENCON 2010, 2011, 2014 (co-champion), 2017
Back to top
 View user's profile Send private message Send e-mail
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Wed May 13, 2009 7:43 am GMT    Post subject: Reply with quote

Magic, Missile, Melee

What I like about this game is you roll your army only one time a round.
Back to top
 View user's profile Send private message Send e-mail
dburkley
rare
Director



Joined: 29 Jun 2008
Posts: 1200
Location: Hillsborough, NJ

usa.gif
PostPosted: Wed May 13, 2009 9:45 pm GMT    Post subject: Quick Games: "War" Reply with quote

Another "quick game" I thought of was inspired by "Button Dice", which I believe made its 'heyday' in the late 1990's. Each player had 5 dice, which could be any size. The dice were worth points equal to their size. All players rolled, and the player with the lowest points-worth of dice started play. Each player had to use the scores on one or more dice to "capture" an opponent's die. The dice used to capture the die were re-rolled. Play continued until no player could capture any more dice. The player with the highest total of captured dice won the game.

For Dragon Diceâ„¢, I'll call it "War". Each player starts with an "army" of 5 dice of 1, 2, or 3-health. The value of each die is equal to its health. All players roll their dice. The player with the smallest "army" goes first. If there is a tie, roll a terrain die and the player with the lowest number of the type shown goes first, proceeding clockwise.

On each player's turn, the player must capture an opponent's die, if possible. To capture another player's die, you may use one or more of your dice that have a total of matching icon types that exceeds the number of same icon types on the target die. Icon types are magic, maneuver, melee, missile, and saves.

NOTE #1: An ID icon is treated as any icon type that the acting player chooses (so this can be good and bad), and it always counts as ONE (regardless of the size of the die - so those big dice could get captured fairly easily if the ID icon is rolled). Example: A Goblin Leopard Rider showing 3 saves could be used to capture a Feral Wolverine-folk that was showing 2 saves or its ID icon, but could not be used to capture a dice showing magic, maneuver, melee, or missile icons.

NOTE #2: An SAI is treated as the equivalent "normal" result, so Smites are melees, Bullseyes are missiles, Cantrips are magic, Flys are maneuvers or saves, Rends/Tramples are maneuvers or melees, and Counters are melees or saves.

The dice used to capture an opponent's die are re-rolled, and then play passes to the next player.

When no one can capture anyone elses dice, the round ends, and the totals of captured dice are added. The player with the highest total of captured dice wins the game. If that was too quick, players could play several rounds.

VARIANT: Use of terrain dice.
A couple of options to throw a twist into the game is to use the four different types of terrains (8th face type does not matter).

Variant #1) Players agree to play four game-rounds, with each round played with a different terrain "in play" (Coastland, Flatland, Highland, Swampland), so each "army" has to deal with the advantages or disadvantages each terrain has to offer. While that terrain is "in play" for that round, all players can apply terrain-related Racial Abilities (but note that some races will not derive any benefit at all - or some could be made up so that each race derives some benefit from one of the terrains).

Variant #2) Four different terrains are rolled at the start of the game. The terrain with the highest value is "in use". While that terrain is "in use", all players can apply terrain-related Racial Abilities (but note that some races will not derive any benefit at all - or some could be made up so that each race derives some benefit from one of the terrains). If a terrain-based racial ability is used (such as doubling a Dwarf's maneuvers when the Highlands is "in play") then the terrain die is re-rolled, along with the dice that captured an opponent's die, and all other terrains are increased by one step. Terrain dice cannot be captured.
_________________
Daniel Burkley
US National Champion (DEXCON 2007, 2009, 2010)
World Champion (GENCON 2008, 2009, 2010, 2013, 2014)
Battlefest Champion: DEXCON 2008, 2011, GENCON 2009, 2010 (co-champion), 2011, 2017)
"No Magicians": GENCON 2008
"Single Race": DEXCON 2008, GENCON 2010, 2011, 2014 (co-champion), 2017
Back to top
 View user's profile Send private message Send e-mail
cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10794
Location: Cumming, GA - USA

usa.gif
PostPosted: Thu May 14, 2009 6:52 am GMT    Post subject: Re: Quick Games: "War" Reply with quote

dburkley wrote:
Another "quick game" I thought of was inspired by "Button Dice", which I believe made its 'heyday' in the late 1990's.


It was ButtonMen and I still have one or two of the DragonDice ones we made. Interesting concept
_________________
Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99
Back to top
 View user's profile Send private message
DEEPBLUEB2
monster
Stockholder



Joined: 20 Nov 2005
Posts: 7885
Location: Des Plaines, IL

usa.gif
PostPosted: Tue Aug 04, 2009 7:01 am GMT    Post subject: Reply with quote

Build the Dragon:

A cross between Yatzie and an old game called "Cootie"

You start with 12 of the same dragon.

roll all the dragons.

Then start to build the dragon...
so you'll need a breath, jaws, tails, claws...bellies.

So after your first roll..
roll the remaining dice until your dragon is complete.

The first one to build their dragon wins.
Back to top
 View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    SFR, Inc. Forum Index -> Game Variations All times are GMT - 6 Hours
Goto page Previous  1, 2, 3, 4  Next
Page 2 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group