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nope. you trade rainbow, you attack with 8 dice vs 8 dice and when the player is next, unless he trades something, will be attacking with 4 dice vs 4 dice. But if he trades a rainbow just after the other player's rainbow, he attacks with 8 vs 8 and will defend with 4vs4 (the bonus/malus the opponent has put on dice disapears and is replaced by the bonus/malus put in place back to back in case of new trade)chapcrap wrote:Rainbow trade would destroy the defender... 50% chance the defender loses no matter what.

You say nothing of 10 sided dice at all in the first post.betiko wrote:rainbow trade: 8 sided dice for offense, 4 sided dice for defense this round!
yeah sorry I said 10 sided dice but you are right, it's 8 sided for offense!chapcrap wrote:You say nothing of 10 sided dice at all in the first post.betiko wrote:rainbow trade: 8 sided dice for offense, 4 sided dice for defense this round!

That's what I was saying. With 8v4, 50% of attacking dice will win every time, no matter what the defender rolls. Then 4v4 odds added onto that. 8v6 or 6v4 would be better I think. Not that I think this will get put through.betiko wrote:yeah sorry I said 10 sided dice but you are right, it's 8 sided for offense!chapcrap wrote:You say nothing of 10 sided dice at all in the first post.betiko wrote:rainbow trade: 8 sided dice for offense, 4 sided dice for defense this round!
But if someone is good at odds, i'd like to know if 8 and 4 dice are ballanced or not. I want to give an advantage/disadvantage with the spoils, but not something too unfair.
when you have an offensive bonus for example you have an 8 sided dice and the defender has an 8 sided dice. Your odds are better than attacking 6 sided dice vs 6 sided dice, let's say you roll an 8 you have 7/8 (87,5%) chances to win, while when you roll a 6 with a 6 sided dice you have 5/6 (83, 3%) chances to win the fight. You roll a 4 with a 4 sides it's 3/4 (75%). Actually those 4 sided dice might be a bit too unballanced, maybe upgrade them to 5 sided dice? with 4 sided dice it would be close to suicide to attack anything...chapcrap wrote:That's what I was saying. With 8v4, 50% of attacking dice will win every time, no matter what the defender rolls. Then 4v4 odds added onto that. 8v6 or 6v4 would be better I think. Not that I think this will get put through.betiko wrote:yeah sorry I said 10 sided dice but you are right, it's 8 sided for offense!chapcrap wrote:You say nothing of 10 sided dice at all in the first post.betiko wrote:rainbow trade: 8 sided dice for offense, 4 sided dice for defense this round!
But if someone is good at odds, i'd like to know if 8 and 4 dice are ballanced or not. I want to give an advantage/disadvantage with the spoils, but not something too unfair.
I don't have time to looks at all the odds now, but if someone does, that would be good.

yes the idea has never been 8vs6 dice or 8vs4 dice. And yes, the 4 dice seem way too unballanced for defensive boosts, unless they are really meant to avoid the opponent to attack that round (when he is about to attack a bonus for example) In those cases you might want to sit there and wait for the next turn unless you can afford it.Kaskavel wrote:By feeling, the 8 vs 8 dice seems reasonable as a small boost to the attacker, but the 4 vs 4 seems like an incredible boost for the defender. The 8 vs 6 or 4 and the like are ridiculus to work properly for the defender and I do not need to do the math to confirm it. By feeling again, I think that for your idea to work, the changes should be towards 8 dice for both if the set is good and 5 dice for both if set is bad, perhaps with some strange 7 vs 6 or something like that for intermediate cases. I have to add that although the idea is interesting, it seems very demanding in programming and I expect it to be rejected for this reason.

to tell the truth, I kind of forgot my probability classes from high school, a bit far now. the 4v4 dice are out.BigBallinStalin wrote:What's the margin here?
(How much greater is the attacker's advantage for the various dice types, e.g. 8v8, 6v6, 5v5, 4v4?)
If the margin is not significantly different from the 6v6 dice, then it seems difficult to justify the expenditure of resources in implementing this suggestion. Instead, resources could be spent implementing more valuable suggestions.

Yeah, I got the idea when they made the "7 dice" for cc's 7th anniversary that were not actually 7 dice (6s were just replaced by 7s) and it made me think that this could bring a whole new strategy.BigBallinStalin wrote:Thanks for throwing down some numbers, but since I'm not sure what margin is best for Dicey Spoils games, I'm not sure if I should be bothered on way or the other.
However, it's an interesting idea because it adds an unexpected yet subtle aspect to a game. So, this could breathe new life into CC.

