Tuesday 16 October 2012

Liar's Dice: Alternative Roll!

The Positive Feedback Loop

After a few playthroughs it became evident that the positive feedback loop was that every time you bet correctly or call out another player correctly, making them lose a dice, it becomes easier to continue betting/calling out correctly as the number of possible outcomes for the collective dice rolls decreases and therefore making it easier to predict. It doesn't even matter if you are the one who loses a dice because as long as SOMEONE is losing dice the possible outcomes becomes easier and easier to predict as the number of the possible roll combinations decreases with every dice lost.

Below, you will find the original rules as well as a modification to said rules. This modification, call hubris, is geared towards counteracting the innate positive feedback loop of the original game. Hubris, essentially, forces a player to reveal a dice on all subsequent dice rolls every time they win their bet. The number of dice they are forced to reveal increases every time they win their bet. This makes it harder for winning players to lie and easier for losing players to call their bluff. 

Original Rules


1) all players roll dice in their cups

2) players look at their dice roll, taking care to keep it concealed from the other players

3) the first player then bets on how many of a certain dice outcome has occurred in all the dice rolled between all the players.

   Example: Jim rolls his dice, and he rolls one 2, one 3, and three 5s. Jim is also the first player and bets that there are
 at least three 5s in the group, meaning that out of ALL the dice outcomes of all the players there are at least three
 5s.


4) The next player can then increasing the bet placed by the
previous player (See Increasing Bet). 


   Example: Gander takes his turn after Jim, so he has the choice of either increasing the bet of Jim OR calling Jim out on his bet.

5) Players can Call Out another player on their bid (See Callin'em Out) after the bid has been made. Players can only call out another player on their bid from the time the bid has been made to the time the next player takes their turn.

6) When a player loses all their dice they are out of the game.

         
Increasing Bet:

 A player who chooses to increase the bet of the previous player may do so by increasing the amount of the   certain outcome
they named, OR increasing the outcome named, OR both.


Example: Jim bet that there was at least three 5s. So Gander can bet that there are FOUR 5s, or three 6s, or four 6s.

Calling'em Out:

1) A player who chooses to call out the previous player on their bet forces all players to reveal their dice rolls and the collective outcome of the dice rolls is counted to see if the bet is true or false.

Example: Gander calls out Jim on his bet that there were at least three 5s. So both Jim and Gander reveal their dice rolls to each other and see if Jim's bet is accurate or not.

2) If the bet turns out to be FALSE, the player who betted loses 1 dice but if the bet is TRUE the caller loses 1 dice.

Example: If Jim's bet was true Gander would lose 1 dice but of it was false Jim would lose one dice.

Modified Rules

Hubris

- If a better is called out, all players reveal their dice roll, as usual.

- The players then look at the collective dice rolls to determine if the bet is true or false.

- If the bet is TRUE the caller loses 1 dice, as usual. BUT the player who betted must now reveal 1 of their dice to the other players right after they roll their dice before they bet, every time.

Example : Jim bets that there are at least three 4s and is called out by Gander. They both reveal their dice and it shows that the bet is true. So Gander loses one dice BUT Jim must reveal one of his dice after every time he rolls. So right after Jim's next dice roll, he must reveal one of his dice to Gander before he can bet.

- The number of dice the player who betted must reveal after every time they roll INCREASES by 1 for every bet they win.

Example: Jim has won 2 of his bets so he reveals 2 dice right after every roll before he bets.

- If the bet is FALSE the player who bet loses 1 dice AND DECREASES the number of dice they must reveal by 1.

Additional Modified Rules

- If a player has only 2 or 3 dice left, that player then has the choice of forcing another player to lose a dice.
- Loser's Pity: The player with the lowest has "leeway" of +/- 1 dice when calling out other people's bets.
- Should a player's dice be the only reason their bet is true then they gain an additional but wehn they next cought lieing they lose 2 dice.


The Results of The Playtest 

The playtest proved to be quite enlightening as it showed that in a two player game when a player is forced to reveal all his dice because he has won his bets 5 times in a row, the other player has lost. Hubris didn't really extent the duration of the game but definitely made things harder for the winning players but did not necessarily make things easy enough for the losing players. The other modified rules definitely added additional depth to game making things more challenging for players, especially if they begin to win.  


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