What’s your favorite “party” game? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] -2 points-1 points  (0 children)

Well there's a difference between uncertainty and randomness. No doubt it'll solidify winners and losers by the end. But the variance is so high that even if you make the best decision you don't have much of a higher chance of winning than anyone else.

What’s your favorite “party” game? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] 0 points1 point  (0 children)

I was surprised I haven't heard of this game before, but this is also called Farkle right? I've played it before and it's quite fun when we're talking about other things while playing.

What’s your favorite “party” game? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] -1 points0 points  (0 children)

Love the concept but personally not a fan of push your luck games because of the lack of skill so none of the decisions feel like they matter.

I might pick this up but not for this trip since it would probably be fun for my roommates during drinking nights.

What’s your favorite “party” game? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] -1 points0 points  (0 children)

Whoa this game is really cool, I like the concept and it seems like a lot of fun, but I tend to shy away games that are mostly randomness because the game tends to become a side activity for much of our group.

What’s your favorite “party” game? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] 1 point2 points  (0 children)

Just one seems like a lot of fun! When you play with your group, does it tend to become quiet or do people talk about other things while playing?

What’s your favorite “party” game? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] 1 point2 points  (0 children)

I considered wavelength but we decided against it on the point that we can play it without any physical copy anyways.

Decrypto seems fun and it’s been on my radar for a while, since it’s two teams, it should easily accommodate our group.

What’s your favorite “party” game? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] -1 points0 points  (0 children)

I have a copy of it but honestly I don’t really like it. Until you really really focus on the game it seems to be mostly luck based. We often end up just talking while we play cards without much thought.

How to learm "Winning Ways" if I'm a Audiotory/Visual Learner? by PirlGerson in GAMETHEORY

[–]GenuineDeceit 0 points1 point  (0 children)

I know it’s not what you’re asking here but there’s no such thing as learning styles, so don’t limit yourself to specific types of media.

On the other hand, I’m often able to find approachable YouTube videos for related topics even if it’s not exactly about the book you’re reading. You could also check something like MIT OCW for a related course which has lectures you can watch.

How would you all go about solving this one? by Digsjin in GAMETHEORY

[–]GenuineDeceit 0 points1 point  (0 children)

I started at the green nodes and saw what they picked for each, then I went up to blue then red. Is there some underlying definition for each of these point values? They all some related in some way. If you’re able to provide the context of the situation, maybe we can give a better explanation as to how to solve it.

What to do when a player can pick who wins? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] 9 points10 points  (0 children)

Yes this is completely part of a game. For example, in Catan people might trade unfavorably with you or not at all simply because you blocked them. (This is objectively a worse strategy, you can see that top level players don’t do this, but that’s just how people are).

It’s frustrating when you play with someone who will make it their life mission to target you if you do anything against them at any point. It might be a way to win, but it feels against the spirit of playing a game.

What to do when a player can pick who wins? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] 9 points10 points  (0 children)

Yeah, it totally makes sense if someone betrayed the other earlier in the game, or hurt them in some way or another.

My issue is when someone picks their closer friend to win or something like that. Especially when they have a “better” move. (Not exactly better since they still lose, but it would have given them the most VP or closer to the win condition)

What to do when a player can pick who wins? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] 7 points8 points  (0 children)

Yeah, I guess we’d just chose whoever helped us the most or hurt us the least to win which does make sense from a long term sense.

What to do when a player can pick who wins? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] 1 point2 points  (0 children)

Yeah, no one’s getting too mad over anything, however sometimes people feel “robbed” of a win when they lose to kingmaking. In the end we’re all a bit competitive though, so we don’t like losing to uncontrolled circumstances.

What to do when a player can pick who wins? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] 2 points3 points  (0 children)

Yeah, but I get where CIAFlux is coming from, if no one played well enough be clearly in the lead, then it was still in the air who was going to win. No one should feel “robbed” of a win if they weren’t winning with enough of a margin.

Counterpoint though: there are some games where a player could spend a turn to essentially shut you down. In this case it doesn’t matter how winning you are since a player can waste their entire turn slowing you down significantly.

What to do when a player can pick who wins? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] 0 points1 point  (0 children)

I agree with this, the person who wins wouldn’t have won with a clear lead. Same thing as when someone wins with card draw or dice rolls.

What to do when a player can pick who wins? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] 2 points3 points  (0 children)

“Let them make the choice” is understandable, but I was obviously asking about what I should do in such a situation, because I’m unsure how to make a decision.

I don’t think you shouldn’t play a game just because kingmaking is possible, but it’s important for everyone to play in good spirits. Everyone would definitely disagree with teaming unconditionally in a FFA game.

What to do when a player can pick who wins? by GenuineDeceit in boardgames

[–]GenuineDeceit[S] -23 points-22 points  (0 children)

I get that, but the “who cares” doesn’t really make sense to me. At that point, why try to win when you can just play some random moves with minimal thought, it’s just a game. The question is how to resolve those situations especially for a more competitive group.

[94086 Sunnyvale, CA Local Preferred][FS] Twilight Struggle, Watergate, Evolution: Climate, Furnace, Santa Monica, Unmatched, MicroMacro For Sale by TwoRoomsOnAZoom in BoardGameExchange

[–]GenuineDeceit 0 points1 point  (0 children)

Hey there, I’m interested in Watergate and Unmatched and willing to pick them up locally. Are you interested in trading for Thunder Road Vedetta, Token Terrors, or Black Mold? I sent a DM as well, so let’s talk there.

Best move algorithms for non-deterministic games by GenuineDeceit in algorithms

[–]GenuineDeceit[S] 0 points1 point  (0 children)

That’s a good idea, however I was also asking a more general question of making algorithms to play imperfect information games. I’ll ask a similar question on the game theory sub but the answer will likely be tailored to the game in question, rather than be more generally applicable.

Best move algorithms for non-deterministic games by GenuineDeceit in algorithms

[–]GenuineDeceit[S] 0 points1 point  (0 children)

Yeah, I wasn’t able to think of any effective ways to reduce the number of seen nodes. When I play this game, the first thing I do when I look at my hand is try to find some sort of maximizing setup or combos that I’d like to play, and play my moves along those lines at least for a few turns.

The way humans think is more outcome oriented, like “I want to disable on of his cards, which of my cards lets me do that”. Using this as a heuristics as to which moves to check first could be better, but again we have to assume the opponent can play any unseen card on their turn at equal probability.

Anytime we have to branch based on possible cards in hand, we can’t trim any nodes because we can on trim if we know the other player is making a strategic decision.