Post by billmcdee on Dec 14, 2023 14:27:01 GMT -5
Since I have retired the word puzzles and since I was very dissatisfied with how the 7-Split toss up game worked during episode 12, I'm going to use a better mechanism.
After a quicky test run in the Beta-Testing section of our boards, I've decided to implement the new dice game "Crap Shoot" to determine which player will gain control of the cards.
To review, a top row of 4 spaces, represented by the 4 suits (Spades, Hearts, Clubs & Diamonds) will be hiding the numbers 8, 9, 10 and 11.
The bottom row of 4 spaces, also with the 4 suits, will be hiding the numbers 3, 4, 5 and 6.
Before each playing of "Crap Shoot" these numbers will be placed up there randomly.
The center row will have a pair of blank dice.
The player in control of the Crap Shoot board, after selecting the high and low numbers on the board, will then have the option to roll the dice or pass them to the other player.
The idea is the same, trying to roll a number that is neither higher or lower than the two numbers turned up.
If the split isn't very wide (e.g. 8 high, 6 low), the player may elect to pass the dice.
If the player who rolls the dice rolls a number that falls between the two numbers showing, they'll score $25 and win control of the cards.
If the rolling player ties either number, they will win control of the cards and score $50.
If the rolling player ties with either a 3 or an 11, they will win $75 and control of the cards.
A bad roll will mean the other player wins control over the cards, but will not score any money at all.
The winner of the "Crap Shoot" will also be in control during the High Low toss-up, involving the 14 numbered board with the cards.
With this mechanism, it's a bit like the casino game craps, a roll of 7 will always be a winner while a roll of 2 (snake eyes) or 12 (box cars) will always be a loser.
I am eager to test out this mechanism for episode 13. And as before, turns will alternate between each player for this game.
After a quicky test run in the Beta-Testing section of our boards, I've decided to implement the new dice game "Crap Shoot" to determine which player will gain control of the cards.
To review, a top row of 4 spaces, represented by the 4 suits (Spades, Hearts, Clubs & Diamonds) will be hiding the numbers 8, 9, 10 and 11.
The bottom row of 4 spaces, also with the 4 suits, will be hiding the numbers 3, 4, 5 and 6.
Before each playing of "Crap Shoot" these numbers will be placed up there randomly.
The center row will have a pair of blank dice.
The player in control of the Crap Shoot board, after selecting the high and low numbers on the board, will then have the option to roll the dice or pass them to the other player.
The idea is the same, trying to roll a number that is neither higher or lower than the two numbers turned up.
If the split isn't very wide (e.g. 8 high, 6 low), the player may elect to pass the dice.
If the player who rolls the dice rolls a number that falls between the two numbers showing, they'll score $25 and win control of the cards.
If the rolling player ties either number, they will win control of the cards and score $50.
If the rolling player ties with either a 3 or an 11, they will win $75 and control of the cards.
A bad roll will mean the other player wins control over the cards, but will not score any money at all.
The winner of the "Crap Shoot" will also be in control during the High Low toss-up, involving the 14 numbered board with the cards.
With this mechanism, it's a bit like the casino game craps, a roll of 7 will always be a winner while a roll of 2 (snake eyes) or 12 (box cars) will always be a loser.
I am eager to test out this mechanism for episode 13. And as before, turns will alternate between each player for this game.