Today we are talking about how we balanced Dice Summoners. We are going to discuss the paths we focused on for players, balancing dice and cards and breaking the rules of balance, just for fun.
Transcript
hello everyone and welcome to the
decking awesome podcast
my name is brian and i’m joined by the
always awesome kira and own
hello hey today we’re going to talk
about how we balance dice summoners the
different paths we
followed to uh focus on the players the
balancing of the dice and cards and
sometimes just throwing the rules of
balance out the window for fun
we have done a podcast previously on
balancing board games but that was more
a general
podcast on it definitely have a listen
to it if you get a chance you can find
all our podcasts online
today we’re going to focus specifically
on dice summoners i think dice summoners
came out really well the balance on it
is great there’s no
definitive path to victory it’s whatever
strategy you choose and playing it well
so tell me how did we balance this with
keeping the variety and keeping it fun
well you know the journey towards
balancing a board game is always pretty
difficult but we tried to start off with
the core concept of
what did people enjoy when they were
playing the game and so that was
trying to see when they played the game
one of the core concepts that they loved
was picking up a whole bunch of dice
rolling them there’s also the concepts
of like summoning cool creatures
like mythic creatures and things that
they might are kind of familiar with
lots of different kind of types of
creatures out there and all sorts of
different types of spells some people
like to
be a magician who you know cast fireball
also people want to have giant dinosaurs
in our army everyone’s different
and so also how that progresses from new
players to
advanced players as they learn more
about the game yes so
i think we picked out the really key
part that people enjoyed
and combined them with the different
stages of the game so
there is the start middle and end of
of the game and we kind of wanted to
keep those three pieces
intact and so that different things
happen at the different stages
and we wanted to make sure that that
progression
people could feel that they’re actually
doing more in the game as the game moves
on and that there’s
something worthwhile happens in each of
those stages so
while it’s always hard to tell exactly
when each of those stages starts and
ends
it’s important for players to feel like
they are progressing so you probably
need to have quite clear
sections in the game and once you’ve
figured out those sections
or at least a basic structure for those
sections it makes it easier to balance
the game
yeah yeah because when you’re playing
the game everyone kind of looks at the
community cards in front of them and
they might have this general idea
as to what they want their final army to
look like when they make their like
attack and
as they progress through the game so
everyone has these grand designs of what
they want
but some people also maybe want a
smaller army and they’ll probably get
there quicker than everybody else
and other people want to get like pretty
much some people want to summon all the
mythic creatures in the game
so it’s all about trying to do that yeah
some people do that but it tends to make
them lose because they spend so much
dice on yeah somebody made the creatures
all the effort going into trying to get
the really big hitters out in the game
yeah it’s really fun though when you
have them all in our army but you know
the opponent is also
has their own scheme and their own plan
and so
it’s all about kind of building that
army building that game
engine to try and capitalize on it and
win
at the end yeah and in each section you
kind of want to make sure that
there’s cards available to the players
that they can use like as we said
pulling out all your mythic creatures
early as early as possible
it sounds like a great idea but people
who can kind of see the structure of it
know that if you don’t have
enough dice for that if you use all your
dice straight away
without building up a good die space
you’re just gonna
leave yourself without any actions to do
and completely open to
a player’s attack so because of that we
kind of
realized that we need to make sure that
when you’re building up your army you’re
balancing that
you’re building up dice or you’re
getting better hitters
in the short term so that’s how we split
up i think
a lot of the pieces to create the
balance and then
i guess the dice were key to keep in
mind because
while you get a lot of variance on the
dice on what you roll
you actually should be able to do
something with them at all times so
that’s pretty key as well
yeah yeah because when you when you
think of the dice in the game you get
the red and the blue dice
you see some people wanting to go for
like quantity so they wanted
loads of blue dice and they have to kind
of build an army related to that
new players don’t really have to worry
too much about this the game is kind of
structured so that
if you’re just going to pick whatever
you want you’ll still get enough actions
you might
be missing out on some points but it
should be pretty good the only problem
you can get into is
say you summon the chimera trying to
early game you might not be able to
attack with that khmer because it
requires tree sulfur to do it
so those are kind of gutches that uh you
know new players would
feel kind of like annoyed because they
summon this awesome creature and they
can’t even attack with it but advanced
players and as they progress through the
game they’ll realize that they can
incorporate this
creature in a different way than other
cards and so they start to see these
small little differences in the cards
and how they can take an effect the
balance of your own army and what you’re
trying to go for
and so those although you know the
chimera and the baphomet they’re all end
game
big hitters what you decide to do mid
game or early game and the kind of
composition of dice you pick that really
affects
how well your army will function okay so
where we’re talking there about the the
early mid and late stage cards
this this kind of thing led us to more
of a balance of the game so where you
could you could balance it so that no
one is running away with it too early
when you get to kind of mid game and
people are settling into their
their plan their routine you can start
to start to focus
on what your plan is and you know
building up a stronger army
and then you have the late game where
you’re sort of you know you’re finishing
it you’re ending it you’ve got the big
hitters out on the game so
talk to us about balancing like the the
early game cards yeah so those three
stages are very
very kind of important to what we
noticed that players were doing
throughout the game the early game we
noticed that people were trying to build
up their army trying to build up their
choices
that they can make some people just
wanted to get as many dice as possible
that gives them more options for what to
do later on some people wanted to make
sure that the
creatures and spells that they picked
gave them an offensive
advantage when it comes into the mid
game so all those kind of early game
decisions it’s not just about picking a
lot of basic creatures that you’re just
going to eventually sacrifice
it’s about what those creatures and
choices give you
depending on what the opponent does and
then when you look at individual cards
you can then kind of focus on their
intention so the kind of biggest example
especially with early game is the basic
creatures and the spells
a lot of spells require one dice symbol
so things like the attack and the fan
set
and then all the basic creatures they
all give you one dice
and that kind of allows us to focus
those two
as one group and then compare them to
each other so like the spell cards don’t
give you dice
so we wanted to make them more powerful
so if the player does pick them
they’re not missing out so one player
picks a basic creature one player picks
a spell
card they might be losing on a dice but
they’ll have more options
of doing aggressive things or they might
give themselves more defense
so that they can kind of like skip a
little bit of the mid game because they
can defend against these massive attacks
the other advantage of spell cards is
what we found was
in the early game you might only have a
limited amount of dice
and you can have a lot of dice left over
if you’re not planning carefully
and the idea is that spell cards were a
way for us to fill that gap
so if you have an uneven number of dice
in your early game a lot of the stuff
you need to do
needs an even number of dice bringing
spell cards in
when we originally decided to have them
was like for a use at the start of the
game for a single dice
and maybe you’ve already used your
creature attacks or maybe you’re
building up your army
and you’re about to discard one of the
basic creatures to someone in advanced
creature
you want to be able to do something with
with the with the
leftover dice you have that’s still
useful
especially for people who are really
conservative some people will summon
loads of creatures you know that they
does have loaded ice
and by the statistical probability
they’re going to get the dice that they
need
always so they’re going to get ten dice
when they know there’s five symbols that
they want
and they’re just going to say that
because they have 10 dice it’s likely
that you’re going to get them
whereas some other people are really
conservative with their dice they’re
going to get enough that they can get
the things they want
maybe they’re going to get like five or
you know but half of them are red
and then what you end up with is those
conservative people
can end up with one dice left over
because they were looking for exactly
the right amount
so i think that and because we knew that
in early game people are summoning basic
creatures we knew that we had that gap
where you could end up with one loan
dice and that the idea was to bring
spell cards into it so people who
found themselves in that situation had
something to do where it wasn’t just
carry over the dice
so early on you had the you had the
balance of spells that will do more
damage but you have the creatures that
give you extra dice and that’s the
offset so do you want to build up your
army get a lot of dice maybe you can’t
do a lot of damage up front
but you know now you have more dice
which gives you more options
or do you want to be able to do a lot of
damage up front
so that’s that was a good early game way
off of spells
and creatures so what about mid game
then when you start moving beyond your
initial setup and
deciding what you’re going to do where
do you where do you start going from
there
yeah mid game is kind of where the game
opens up and a lot of the community
cards become available to players
and their different strategies that they
want to pick one of the things we notice
that
some people will tend to kind of
especially new players they’ll go for
big hitters
so they’ll go for like creatures that do
like four damage with one dice that kind
of stuff
it doesn’t create a super balanced army
because you’re expecting good roles
and if those good roles don’t come you
can’t do specific actions
so we find that there’s a couple
different types of player styles one of
them just
expects to get the best if they don’t
get that role then
their whole plan is shot whereas other
players more conservative
they want to get no matter what i roll
i’ll be able to do something with my
dice
i’ll be able to do kind of more attacks
actually a couple of the
mid-game cards that we kind of focus on
were curses those
big strong spell cards like combat sets
and the advanced creatures
yeah so i think the red dice come into
play here a good bit
so in early game you’re probably not
going to have that many red dice to deal
with but a red rice is almost an
evolution
to go along with the the advanced point
you’re at in your army
so whether you pick some big hitter or
creatures or maybe you just pick some
advanced creatures that have red dyes on
them
you start to need those dice so none of
the none of the small
lower level cards or the cards that came
out in the in the start of the game
need the triangle symbol that’s only
available on the red dice
so i think it becomes kind of key then
to the later gameplay if you’ve built up
your army so that it needs red dice
you need to make sure you also get red
dice because you won’t get enough wild
cards on your
on your blue dice to really fulfill all
the things you need
on those late game creatures summoning
advanced creatures
auras they’re all much harder to get if
you don’t have those red dice so
you want to think about your long-term
strategy if you’re going to just stay
with low-level cards and
maybe you want to stay with blue dice
because a lot of the spell cards only
need blue dice and
that could be a strategy that you want
to keep and i guess that’s you want to
focus on
keeping just lots of of low-level
creatures whereas if you want to get
those
and advanced skills or you want to use a
lot of the advanced creatures that
you’ll need the red dice to do that
so that’s that’s actually a good point
when you throw in spells and or when you
throw in curses and auras
into your mid game now they’re not cards
that are inaccessible for people
in the early game so someone could
sacrifice or could use all three of
their dice
to cast a curse on their opponent but
you know they’ve used all three of their
dice that’s
that’s their entire turn gone so now
maybe they’re leaving themselves very
exposed
so the opponent goes all right well you
know you’ve done a bit of damage to me
at the start of my turn but
you haven’t defended yourself at all so
now i’m going to make now i’m going to
punish you for it
so you know well the options for well
the mid game strategy options are there
for your early game
it might not be a great idea to do them
early game so that’s a progression in
the game that you see you know
using three of four dice is very
detrimental but
using three of eight dice not so much so
as you go on in the game you get more
creatures you get more dice
now all of a sudden casting curses
learning auras
maybe it’s a better strategy for you and
then i suppose when you move into the
likes of the mythic creatures the end
game creatures
now you’re going to start using a lot of
them so where did the
the mythic creatures come into endgame
yeah mythic creatures
they are what all players can notice
straight from the go
they look at the powerful creatures
coming out in the middle
and they think to themselves i want that
creature or they might build their whole
kind of army around that if it’s a big
hitter dude does like bafflement who
does like seven damage they want to
kind of create a good army composition
where they can use the two
red dice that batman gives to kind of
integrate into the rest
of their army in case they don’t get
their what they want uh but because
mythic creatures are such powerful
creatures
we noticed when we were balancing the
game that they were too strong
and once they were onto the field the
player
was almost guaranteed to win against
someone who didn’t have a mythic
creature even if they were trying to
learn one themselves
so we put in this kind of ritual aspect
which meant that the
person had to use five sulfur which we
found was a very kind of balancing
number
which gives the opponent the chance to
notice that the opponent is now
summoning amid the creature
and then they can deal with that fact
because usually in those summers
it’s almost instant to get an advanced
creature you get a curse
the opponent casts a spell it’s all very
instant and reactive
you’re gonna have to guess work on what
the person is doing but with the mythic
creature you know they’re summoning
about the creature next round
and it’s up to you to use that to your
advantage know that they’re about to
kind of use up a whole bunch of their
powerful dice on that
and it’s your time to take the advantage
so some people will someone admit the
creature themselves in that time
other peoples will take the advantage
and attack if the person’s not defending
so yeah i think that that’s really
powerful and i think the end game isn’t
all about the mythic creatures though
i guess mythic creatures are just
probably the only features that are
really gonna
make a substantial difference in end
game a lot of the end game is about
using what you’ve built to defeat your
opponent so it’s that sort of
jumping to claim victory and
finish the game we’re careful about how
long we wanted it to feel i guess there
was a lot more to that
but the key was that one with the
creatures don’t necessarily
have to come out in the end game or they
can help or hinder
the end game was all about making sure
that the game came to a conclusion
that it tied up and that the cards that
were available to players at that time
were towards that goal so if it was very
close up to that point
bringing in a mythic creature can push
you just a little bit over the line
so that you defeat your enemy oh yeah
i’d also consider uh auras
to be end game cards as well which kind
of really helped the
player determine or they’re a little bit
different because they don’t require as
many dices mythic creatures but if you
see them and you kind of know the game a
little bit you can create your army
composition based around yours hoping
that you’ll get them in the late game
although that could you know open you up
to weaknesses if you’re kind of focusing
on
one specific thing your opponent can see
that and then could take advantage of it
this is just one of the things we
noticed during the balancing steps
is that even if you know all of the ways
the dyson is balanced the more you play
the more experience you get
you can then still not fully utilize
that to your advantage so a good example
is someone who starts off and they’re
just so many basic creatures and
advanced creatures
just sort of thinking build up this kind
of army more and more and more and
opponents can see
what the player is doing and can take
that time to maybe learn a spell
early game and then do some quick damage
to a person’s hp
because there’s no defense because it
doesn’t cost that much dice you can take
off almost half the person’s defense
before they’ve built their engine and so
if you’re paying attention to your what
your opponent is doing and
your own plan and you kind of modify it
based on it you can see that these
early game mid game and end game can
kind of change rapidly and you can
change your plan
and build and instead of having to build
your full army with auras
and mythic creatures if you can
potentially win without doing any of
that
and you can take the kind of advantage
and you know win right in the mid game
you should definitely take it yeah
that’s a good point that they’re
so no matter what strategy you’re taking
you’re giving yourself an
option for victory as long as you’re
keeping an eye on your opponent to make
sure this
you can nip their plan on the bud as
well well that’s if you see them clearly
building up towards these mythic
creatures that are doing big damage
maybe an aura with all of your advanced
creatures
it’s going to do just as much harm as
their big guy when they finally get him
out on the board
yeah yeah because you can see if your
players just going for one specific type
of thing whether it’s healing or
defending or attacking
if they don’t have a nice balanced
composition
then they’re requiring like good roles
to be able to stop you from
doing your plans so you can kind of take
advantage of it and you know it’s all
about that looking it’s not just
two-player solitaire this is very much a
kind of
interactive what stage of the game
because different players might be in
different stages you know
one person might be in late game trying
to get that mythic creature trying to
get that aura
another player is just getting more and
more advanced creatures with blue dice
and it’s just saying i don’t need to go
there i can just i can stick in this
stage
i can do medium damage i have enough
spells to use up my dice i can
fight my battle from here yeah yeah i
know when you’re balancing a game
i i know you can balance the game to
within an inch of its life where it
stops being
fun you can have it so that every
strategy works and every strategy has a
good chance of winning but
it’s boring because you’ve over balanced
it
so what kind of issues or what kind of
difficulties do you face when you’re
trying to balance
enjoyment and a balanced game yeah this
is one of the things we noticed with the
mythic creatures especially which was
that people really enjoyed summoning
mythic creatures and they felt they were
really powerful and they were really
like the crooks of their army
and but when we when we’re doing play
testing we noticed these are
highly imbalanced these were very easy
to get onto the board
and i think it was only like two or
three sulfur that’s a third i can’t
remember
i think it was three yeah yeah and even
that it seems high but
it wasn’t that hard yeah because not
only are creatures really strong and
powerful
the high defense height attack but they
also give the best dice and so
we added in that ritual thing our
original decision
what we were thinking of doing was just
reducing the strength of the
creatures whether that means reducing
the strength of the dice
or the attack or the defense doing any
of those kind of ruins the fun
yeah people enjoy having the big hitters
people want the
real damage doers on the board and
having a little bit of a challenge
like they’re not easy to get out on the
board and you kind of feel good about
bringing them out
yeah so when we added that ritual first
of all it was tricky because this
is a special rule kind of and people
find it a little bit tricky
once they understood it they actually
got more enjoyment out of that kind of
challenge of actually getting it onto
the field i survived
baphomet’s out there he’s you’re like
you’re only on six health the other
guy’s on 20
but i still got him out stick up at the
fence and then just attack
another thing that we himmed in hot over
was the rolling the dice so i guess
everyone enjoys rolling dice it’s a lot
of fun guys
and we are definitely totally on board
with that like roll for the galaxy one
of the most enjoyable games
you can potentially roll a ton of dice
yeah
and i guess we when we brought that in
we we
allowed players to build up and massive
armies
and roll tons and tons of dice and
the problem was that started to first of
all it
would cost a lot to have an imp like 50
dice in the game
and it would be way too expensive for us
to produce
but also it doesn’t really make for a
balanced game
if one person can just go mild outside
of what we were aiming for
it could make the game last a really
long time so
what we did there was we started to put
kind of a limit on
how many creatures you could have so as
creatures give you dice
that means that there’s a limit on how
many dice you can have at any time so
that also helped with us pushing people
into the end game because there’s a
certain point where
either your the army you’ve built works
or doesn’t work you’ve either built it
well so it works as a dice you’ve got
or you build it terribly and you need to
be defeated so
what we did was limiting those metal
creatures restricted the size of the
army
it meant that we now had a hard limit on
how many dice somebody needed to use in
the game
so we knew exactly how many dice we
needed to put in the box
but that was a bit where we kind of had
to
force a limit on something so that it
could
balance the game and the game didn’t go
crazy so even though we all enjoyed the
rolling the dice
we did have to reign it back so that it
made sense
yeah because you know people really do
like like rolling those dice
totally agree putting that lemon and
also kind of
gave different strategic elements to the
game that we hadn’t kind of really
noticed before
it like it’s kind of annoying if you
have six basic creatures out
and you roll two more mercury that you
can’t get another basic creature
but i think that’s also like a good show
of
like what else like you know you’re
going to roll more mercury in your game
you need to figure something to do with
this instead of just you know if you
don’t have anywhere for these days to go
then you’re just going to have ways to
dice and so it’s very much up to the
players to
kind of strategically come up with ways
of using them in an effective way to win
so putting those hard limits on the
cards kind of makes
like the objective of the game more
clear and kind of focuses players so
yeah it’s pretty good yeah it’s it’s a
good way of the game the game is quite
balancing in that
is you get to a point where you’ve done
as much as you can with this strategy
so you start summoning all basic
creatures to get as many dice as you can
out
and yes great early game that works very
well you know you’re rolling six dice
while your opponent might be rolling
four
and you’re you’re at a great advantage
then numerically anyway
but as the game goes on you know now you
have to start replacing your creatures
so
you go okay well i’ve built my army what
do i do now so
the game encourages you to evolve your
strategy to changes to diversify so if
you focus on
just one element of the game if you go
i’m just going to go all out attack
you’re not going to win if you go all
out defense you’re not going to win all
out healing you’re not going to win
it forces you to to kind of diversify
between a good mix of healing stealing
attacking defending
you know if you can’t put up a couple of
different strategies
you’re not going to get very far in the
game so if you go you go all out attack
your opponent’s just going to go okay i
defend against half of that and i attack
you back but you have no defense
so it’ll ultimately be your your
downfall same with that person who just
puts up a giant wall of defense and does
no attacking
all the while they’re doing that the
other person is just building and
building and building their army so
by the time they come to face that wall
of defense
in earnest they can now do 30 damage
they wipe out your wall they take off 10
health you put all the effort into
putting the wall back up and the wall
gets knocked down again
yeah yeah it’s definitely a tricky one
because yeah we i think we find a
great balance of the amount of maximum
dice that a player
can have and have fun rolling before
they realize that you know
it’s not it’s not just too boring
because like you know if you keep
summoning mythic creatures and you keep
adding more and more advanced creatures
at some point you’re going to be holding
like that
much too big a pile of dice whereas you
know if you kind of cap it at a certain
point you’re kind of leaving the players
wanting more
if they’re just in there for rolling
dice because people really do love just
picking up a handful of dice and rolling
them you never see as much joy in
someone’s face when they’re playing the
game that’s when they pick up like
12 or 13 of the dice and just drop them
all all at once
uh one of the other issues that we found
out was everyone kind of has their own
strategy and when they see dice owners
the first time they kind of
gravitate to certain styles but we
wanted to kind of focus
on interaction and kind of aggression
and then competing for a win
so originally when we balanced the game
we had like the same amount of attacking
creatures as defending creatures
we had lots of healing and stuff and we
didn’t really have the concept of deck
sets
at that point and we found that the
games can kind of drag on a little bit
if one person is perfectly defending a
person’s perfectly attacking
but we found that we can kind of limit
that and kind of
change it by deciding what kind of cards
are in the community what kind of cards
are available to people
and then if they want to defend they
just know that it’s not going to be
their whole thing they won’t be able to
get just a full
wall of creatures and spells they can
put up with significant defense
but they’re going to have to think about
alternative options as well like how
what kind of aggressive things can they
do what kind of
heavy hitters they can put in so you
have a good balance of
the types of cars that are available to
you does this then mean
you know you can you can make other
changes you can go down different routes
what kind of options does that give you
so i guess
we’re able to figure out what sort of
cards played well together
in the game if you look in the rulebook
we have different deck sets that are
available
and what we did was when we found the
balance of what worked well together
we were able to put together cards that
play against us
so if you want to play kind of an attack
game we knew which cards drove that
attack
but we’re also happy that if you pick
any four cards in the game
across any of the advanced creatures
that they will work together
some of them won’t be you know if you
really want an attack game
obviously you don’t get bringing a lot
of angels because that’s just gonna
cause you to not have any cards you want
to draw but we did know that if you did
mix
a lot of angels with a lot of dinosaurs
they still balance it just brings
forward a different type of game
so having the balance across all the
different sections
and knowing where the basic cards fit
where the advanced cards fit
and where the admitted cards fit you
know how you can combine those things so
it made the game play pretty smooth
and we were happy that no matter what
people decide on for
if they want to make up their own deck
sets that they work pretty well
i like the idea that someone’s listening
to this who hasn’t played dice summoners
and is now just imagining a dinosaur
riding a t-rex into battle
that’s exactly how the game works
yeah yeah pretty much
yeah lots of different styles of cards i
think people can some people gravitate
towards the angels some people gravitate
towards like zombies and stuff we can’t
have everything for everybody yeah
i’m really happy with the type of
creatures that we came up with once you
learn
the balance of a game and you know the
rules so like
like even even talking about the balance
of the game even you know it’s
we we knew the mats involved behind each
advanced creature each
basic creature and kind of the spells
and we knew how they would affect the
kind of the main game but they were
still kind of loose
they had a kind of a vagueness to them
and but at least we knew where the
limits were and so that allows us to
create new cards
that were kind of unknown beforehand so
one of them is kind of like a werewolf
who is kind of a very cool character who
can attack
two different abilities so he has no
defense and that’s kind of very
interesting way of going
you know they can get defense from some
other card so we don’t actually need to
create defense here
and allows us to come up with these cool
new ideas the sacrifice set was one of
those cool new ideas that
we brought in we don’t have it in the
basic set because it’s kind of an extra
set of rules you have to know
but we could because we had an idea of
how much a basic creature was worth
i guess in in the overall balance of the
game having
a spell that you could sacrifice a basic
creature to get an attack or a defense
we were able to figure out what that
cost would be so bringing in new skills
and so
once we had some sort of base that we
could match it to meant that we didn’t
bring in a skill that
totally broke the rules of the game or
imbalanced the game
bringing it in kind of once we followed
the structure that we had in place
and all the different steps we wanted
were able to bring in a spell set
that had a really unique feature and
really unique
elements to it without breaking the
whole game
yeah that’s very cool i know like when
we’re playing
this as well uh and play testing it
those decks that you’re mentioning they
are
they someone came up kind of naturally
as well so we found that the
we have the balance deck set that’s what
it’s pretty much a starter one
it’s also one that we play all the time
just because it’s very kind of
straightforward
it doesn’t have all the complex
abilities but it’s
it it gives a good gameplay time
but as we’re playing the deck sets we
realize that the combinations of the
cards
can lead to longer games where most of
the game is done in
end game and then you have the attack
set where you know if you have a very
good mid game and you’ve got some good
dice rolls you can win mid before any of
the admitted creatures are
summoned so all these kind of things
they really help make you
understand get more knowledge of the
game the curses are a great example of a
good card that we learned from
balancing the game because they’re tough
to figure out like if you look at the
achilles mist it does like nine damage
over three rounds
for two salt which is way too powerful
usually that would be like six
damage but this does nine damage i think
true
play testing and true understanding the
balance of the game if people
expect 3 damage each ground they can
defend against it and it kind of works
its way out
so you can kind of see into making
things more powerful
but if you understand the rules of the
game you can see that they’re not going
to be that powerful
because you know in tree rounds time
both people’s enemies are going to be
stronger anyway
so that nine damage is kind of reduced
yeah anyway
so what about the dice you know there’s
we have
we have blue dice and we have red dice
different faces on both how do you
balance those yeah well when you have
balance
of the whole game and all the different
cards and you begin to see
that if you have a lot of blue dice or
if you have a lot of red dice
that are coming in from different cards
you can see how
balanced does dice are in comparison to
each other so if one person
chooses a style where they only pick
blue dice and they only pick blue
creatures and then one person
another person picks like some red
creatures you can see that the person
with the red dice beforehand we had it
so that the red dice had three
wild cards that person gave it gave them
more options
and it became that dice became too
powerful it wasn’t as balanced
between the players strategies and on
the opposite side of that
we had no wild cards on the blue dice
for a while
because we knew what sort of structure
they needed to be
and we were kind of turning back and
forth as to what
the six symbols should be on the blue
dice we knew we didn’t want any of the
sulfur symbols
because that gave too much of an element
of you could do anything with the blue
dice and the whole point of the red dice
was that it was an evolution of the blue
dice
so we played around with it and we tried
it out with having no wild cards
having no wild cards meant that there
was no like
drive to aim for a card so the player’s
like
enjoyment of getting a wild card when
they roll the blue dice was lost
so we really had to balance that
carefully like you wanted people to go
oh yes i got something i can do anything
with even though
at the start of the game all you can do
with a wild card is either
use the salt or the mercury symbol there
wasn’t anything very fancy you could do
with it
but having it on that gave people a
little more enjoyment and a little more
feel like
they rolled a really good roll so we
kind of had to balance the fact that
according to the mats we had applied a
wild card didn’t really fit on it
but on the red dice then having too many
wild cards even though
mathematically you want the red eyes to
be amazing you have to balance out the
fact that that’s maybe too much
you want people to have wild cards in
the game but not to just get them all
the time so that they
they kind of phase out of it and the
people with the red dice
are just going to win yeah that’s the
same with the
with this kind of balancing and looking
at the different dice as well
it helps us really consolidate and what
those faces should be
i think we’re i’m really happy with how
the dice showed up and then when you
have a red dice and a blue dice uh
depending on
what your army is and where you’re
trying to go for they can both be as
valuable as each other depending on
what you’re trying to go for you’ve got
a lot of spells you’ve got a lot of
creatures that require a lot of mercury
you know this you’re well worth just
getting more blue dice than
only a couple of red dice and it also
leads us to
doing interesting things like the
chimera card
so the chimera creature that one gives
you two blue dice
and a red dice which is different than
any other
creature and that because that’s because
we wanted the creature to be a little
bit weaker
to not give it as many dice because it
does a big 10 attack and we found that
having two blue dice and a red dice
although that’s more dice
it’s not as effective at the end game
people want those red dice if you get
admitted creature but you can use it to
your advantage as well
if you’re not even going to use the cr
the cameras attack you’re only going to
use those blue lights you can use
that kind of disadvantage to your
advantage so you’re summoning the
biggest hitter in the game the guy who
does the most damage and you’re
literally just using him for the dice he
gives you
yep
being happy with the balance of the game
on the whole
really brought in a lot of new game
options so one of the things
that we figured it was possible was
simultaneous gameplay
so i think oh and you’ve been looking
for this in the game for a while you had
been trying to figure out some way to
just make the game
progress faster in some instances
and because we knew the core mechanics
were stable i think that that really
brought a lot to that
to us allowing us to make a simultaneous
game mode
yeah and because we knew it was balanced
we pretty much just
uh chopped off the end game and we made
it
so that the limits are now four which
which meant that we still had enough
depending on the decks that you pick and
stuff you could still limit the amount
of dice that the person has so that it
makes sense and they can’t go overboard
so that was really interesting because
it’s only because we had
we understood the game and we had to
balance the game down
that you can do those kind of changes
and you don’t have to worry too much
about it because a couple of play tests
get into people’s hands see if they
enjoy it and you don’t have to worry
about like
what would the sacrifice set do in that
kind of situation or
there’s like a small sub rule here if
all the balance is done already and
the specific use case scenarios balance
themselves out
then everything’s going to work so those
curses they still work
in a very small amount of dice in that
simultaneous gameplay
simultaneous plays is the quick play
variant rules that we have on our
website
and you can definitely check them out if
you haven’t heard of them and you have
dice owners definitely check them out
yeah you can download a pdf with it with
their rule set on them and we found that
like
we did get a lot of kids under 14
playing the game
and sometimes they can get a little
frustrated because it goes take so long
and quick play definitely it doesn’t
have the strategic value of the lung
version
but it keeps them active and interactive
so if you’re playing with a kid or
if i think that’s where our core market
for for
that shorter game is and i know some we
now send out
the rules which annie purchases recently
but we didn’t actually have those rules
when we started out because
we didn’t see the market for it and we
didn’t really understand the full
balance of the game until we got to
until we got really comfortable with
watching other people playing and
now pretty happy that that that provides
an alternative
if you want something a little more fast
paced without the
the longer end game and the longer
strategic value
yeah which brings up a good point of
multiplayer and die summer as well
so like you know a lot of people have
asked for like three player or four
player dice summoners
and although the balancing of 1v1 allows
us to know what the kind of rules is in
specific
kind of scenarios having multiple
players fighting a competitive gain
adds a whole different set of challenges
to the balance
and the rules there’s some pretty good
cool ideas it’s usually going to be like
2v2 or 2v1 instead of free-for-all
we’ve we’ve talked about the
free-for-all rules and stuff and we can
never figure
out and fighting someone to your left
yeah
the problem is king making without
forcing people
not to choose who to attack it just
seems a little bit like bullying happens
and maybe that’s just because we don’t
pay that many competitive games
ourselves
so we would play a lot of two-player
competitive games
but when you get up to a tree or four
player you want to just be careful about
like
king making and everyone bullying
somebody it’s tricky because not just
bullying but if you’re playing
in a free-for-all game with three
players who do you attack
yeah because if you’re if you’re if it’s
your first goal when you’ve just
summoned
like this kind of werewolf you can only
attack
you have to pick someone you know and
you’re just gonna you’re just gonna
annoy them
and that’s that’s queer king making
becomes a hindrance
for those of you who don’t know king
making is basically where you’re not
going to win but you decide who does win
so say the three of us are playing and
i’ve been
knocked down i’ve only got two health i
know i’m not going to survive past this
round no matter how much defense i put
up i can just dedicate all of the dice
i’ve rolled to attacking one of the
other players
so i basically choose who’s going to win
the game
which isn’t always as fun you know you
can play a very good game and then if
both players turn on you all of a sudden
you know it doesn’t matter how good a
game you’ve played you’re two against
one and
you’re not going to win so balancing a
game like that becomes
quite tricky and quite difficult and
hard to do
in a fair way yeah yeah so that’s why
games like 2v1 or 2v2
they can make sense they can be kind of
with the simultaneous rules we’re still
kind of working at the
doing a lot of play testing on dice
owners on that kind of area but
yeah we have a quick play variant which
is very fun and so if you do have three
players
just play true games a quick play
variant
or you can make up your own rules as
well the game is balanced enough anyway
if you make up your own rules and they
work really well send us an email
so is there anything else you’d talk
about with regards
balance and dice summoners you know on
our journey through like balancing die
summoners
we do find that getting the knowledge of
the
cards individual cards and then the
overall scope of the game
it kind of always leads to like new
ideas and new choices and then
kind of a laser focus as to what the
problems are and
you know you might have a game where
you’re not really sure what the balance
is and you’re kind of working on cool
new cards
you might have to come up with like new
ideas if you know the balance of a game
and you can see the gaps in your game
like new cards and new abilities and new
mechanics and stuff that just fit in
because you’re like
okay well you know i’ve got this healer
and this defender what if i had a guy
who
you know stole health or if i had what
if i had a guy who just did
attacks and like two different attacks
like new mechanics
and new solutions they just kind of fit
into place
when you make this kind of graph of your
whole game it’s always going to be worth
it
balancing a game okay i suppose for
anyone listening who hasn’t managed to
get themselves a copy of dice summoners
yet it is available on our website
at www.dag.irish if you want to give it
a try before
you purchase this we have the game up on
boardgame arena at the moment
thanks to onakira who’ve put in stellar
work over the last uh
couple of months getting the game up and
running so board game arena is a
platform where you can play board games
for free there’s a premium tier but you
should be able to play dice summers
without premium tier
obviously it’s a really good platform we
really enjoy playing especially
true covert it has been a real lifesaver
on getting to still play
board games with our friends the
advantage of the platform is
things like the rules that we have
they’re all inbuilt into the program
so you don’t have to remember that you
get an opportunity
to use defense against the curse the
game will put in all those rules
automatically so it’s actually quite an
easy way to play a game
and it can be a little bit easier than
on tabletopian software
you have to remember the rules though
they are really good platforms as well
so i think owen has put in a
particularly large effort on this
he got it up online for alpha and beta
testing so
we’re really really pleased with how it
came out and it’s definitely true to the
game
so try it out on there i think it’s
boardgamearena.com
yeah yeah just just google board game
marina and then search for dyson version
you should find it
there’s a whole bunch of free games to
play on board game arena they can
definitely check out we got loads uh you
probably will find us on there as well
if you don’t have a game but yeah yeah
it’s really fun all right guys i think
that pretty much wraps it up on how we
balance dice summoners if you’ve enjoyed
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