I’m designing a two-player TCG, and at present have the gamers public sale playing cards from their respective decks to find out who goes first (so if Participant A bids 20 and Participant B isn’t prepared to bid 21, then Participant A removes 20 playing cards from her shuffled deck earlier than drawing and goes [or chooses who goes] first). The objectives for this mechanic are…
- Provide gamers an avenue to beat the drawback of the much less
preferable flip order as they get higher on the recreation - Go away gamers much less dissatisfied when they do not get the flip order
they like - Stop future first-turn-kill combo decks, which frequently require
entry to very particular playing cards within the deck, from gaining sufficient
consistency to dominate metagames - Add another attention-grabbing ability dynamic to the sport
Nevertheless, I lately considered a regarding implication. One thing I discover lower than excellent is when participant roles like aggressor and management are identified on the outset of a recreation, i.e., a TCG has a mana system and main common value variations between the decks make one quick however myopic and the opposite gradual however with inevitability. I desire participant roles, at the least to the extent potential, to be established throughout the recreation primarily based on the useful resource tradeoffs the gamers make. My worry is that when aggressive gamers bid optimally, the public sale mechanic might set in stone an identical dynamic whereby the stress on one participant to win shortly earlier than decking out, very like many mana techniques, tends to overshadow the capability for gamers to determine their very own roles on a game-by-game foundation primarily based on how they play the early recreation. Listed here are/have been a few of my concepts…
- Change from the above open-price ascending-bid public sale to one thing
like a greenback public sale, through which each gamers take away the quantity
of playing cards they bid from their respective decks. Nevertheless, the explanation
the open-price ascending-bid public sale is all-but-guaranteed to satisfy
its goal and subjective flip order balancing objectives is that it
imposes a value asymmetrically on the suitable participant. It might effectively
be the case that one or each gamers are pleased to run by way of the
total decks if the associated fee is sort of symmetric, after which figuring out
who goes first remains to be arbitrary (except the decks have totally different
numbers of playing cards). - Fiddle with the deck out mechanic. Gamers do not lose after they deck
out; it is perhaps one thing extra like Hearthstone’s Fatigue mechanic.
Nevertheless, if my fiddling simply quantities to including or eradicating turns from
the pressured participant’s clock, then aggressive gamers would simply
adapt their bids up or down accordingly in order that variety of playing cards was
totally different however the flip clock was the identical as if I hadn’t fiddled. - Strive my greatest to steadiness going first and going second manually, in order that
gamers bid fewer playing cards (and permit longer flip clocks) as a result of the
worth of gaining preferable flip order is decrease. It looks as if the
longer the pressured participant’s flip clock is in absolute phrases, the
extra alternative there’s for the stress dynamics to vary
all through the sport and the gamers’ recreation choices to have larger
affect over the participant position narrative. I nonetheless consider this
reasoning is appropriate, however in fact it provides up on the objective of the
public sale balancing going first and going second for me, and because the
metagame fluctuates, manually retaining this balanced could also be
prohibitively troublesome. One straightforward resolution could be to make the
participant going first not draw. - Add a random quantity to the profitable bid, decided after bidding
ends. That is at greatest harmful, and I am unsure if it is
doubtlessly efficacious or not. The objective is unquestionably not to have
optimum play continuously prescribe die-rolling previous the public sale
winner’s flip clock in order that video games successfully finish earlier than they start,
however to discourage bidding as aggressively as optimum play would in any other case
prescribe, hopefully leading to a number of further activates the
winner’s clock more often than not, and a adequate variety of turns for
a ceteris paribus evenly-matched (albeit doubtless player-role-locked)
recreation on a foul roll. The hope I’ve for this presumably describing
the equilibrium bidding habits is that the likelihood of profitable a
recreation as a perform of playing cards left in deck normally decreases slowly,
however shortly falls over a cliff proper because the participant’s flip clock
approaches the part transition from “sufficient time to win” to “not
sufficient time to win,” and the expectation of bid + die roll would
easy among the disutility of that cliff again to earlier within the
bidding sequence. I have not been in a position to extra rigorously persuade
myself that aggressive gamers would not simply push previous the
chance of dangerous rolls to get the preferable flip order although. - Permit bids to be paid through any of a number of sources. For instance,
the public sale winner who bids 40 might pay any mixture of playing cards
from deck, playing cards from wishboard, and life factors totaling 40. My
hunch is that this is able to be higher at first however worse as soon as gamers
acquired good at bidding, i.e., it could put stress on one participant with
respect to a number of sources, which can make it even more durable for
participant roles established organically throughout the recreation to overhaul or
be built-in into the preliminary roles, however I am not fairly certain as this
method would have a number of totally different avenues of causal impression.
So I’ve just about any public sale from public sale principle at my disposal. As in this submit, embedding an public sale in a zero-sum recreation is prone to change its qualitative habits. I do not care concerning the public sale being dominant-strategy incentive-compatible as public sale principle usually goals for; it is likely to be a bonus if it wasn’t and gamers have been incentivized to bid in a different way from their valuations in some strategically-interesting manner. At first I used to be pondering that the public sale being embedded right into a zero-sum recreation would make it some taste of frequent worth public sale, however the concern with analyzing it as such is that the gamers should not bidding utilizing the identical forex (gamers’ decks should not fungible). I can even make any deck out mechanic I would like, place restriction on the primary flip, and select between “public sale winner goes first” and “public sale winner chooses who goes first.”
I am simply not fairly clear on what qualitative habits to anticipate optimum play to provide.
Is there a sort of public sale or adjoining design which is a very good match for these objectives, leaving participant roles as open-ended as potential and with out creating extra issues?