Combat testing program: testing battle odds

Game combat system testing

This post has evolved because I was tired of speculating about what may or may not happen in a battle, and I wanted to check out the odds you would get for each system we had discussed while game testing.  While I still think test-play is the best way to test out battles (especially because battles are always in the context of the game), this little program I wrote can help rule out quite a lot of bad combat systems for a game.  It will save you the trouble of testing them in the very valuable game testing time.

Combat system program: checking out the odds

This tester is built using flash, and you can do a number of configurations. It is, of course, not exhaustive as this would take far too much time to program. However, the main features are:

  1. set the number of die and sides per die – you can’t mix dice
  2. set the bonus per unit and number of units – the bonus will be added to each unit individually and totaled not to all units collectively
  3. set any other bonuses (blanket bonus) – this is applied only once to each roll – not per unit

The results are out of one hundred and will show you the number of successful attacks (offence); defends (defence); draws and the voids (rolls that can’t work or are faulty).  The last two numbers are the army bonuses for offence:defence. There is also data on the highest, lowest, and average roll attained.

The tick box will allow you to choose between a single roll scenario, where whoever wins kills all the opposing units, or the default (unticked) which will play battles out on a unit by unit basis.  So the trailing player loses one unit, and then they both roll again and again, until all units on one side are gone.  It will update the values each time a unit is lost.

You may also choose to have no units and just test the dice rolls.  Just put zeros in the other boxes.

Extensive testing of combat systems

I have been testing with this program now for a while and have found two combinations that will probably work well with the game.  Originally we used 1d6 plus the unit bonus, and this resulted in many battles that did not require any rolls.  The difference between armies was large enough to have a clear winner in many battles.

… we decided that the use of the 1d6 + the bonus value worked fine, as stated in the previous post about combat systems. However in the initial rules only one unit could attack one unit at a time. We decided to change it so the bonus could be compounded, so two units would add both bonuses together to increase the possible roll. (quoted from the previous post)

I examined the problems:

  1. players were not needing to roll because the bonuses on the armies were too big, and differences between them were greater than six – players took advantage of this game-play weakness and built big armies to guarantee a win
  2. armies in cities were limited in numbers, while armies outside of cities weren’t
  3. whole armies would be destroyed in a single battle/roll

To combat this I have made the following changes:

  1. rolls will include either an 1d12 or 2d6 (I have yet to test this in game-play, but I am leaning towards 1d12)
  2. the size of an army will be limited by the largest city controlled by that player (this will balance out the city based versus non-city based armies)
  3. battles will destroy one unit at a time, as opposed to an entire army being destroyed in one go (I am not sure if this will work as it may slow down the game.  I guess we’ll just have to test it!)

The combat system for Sovereign has been quite difficult to get right, and there are many potential solutions.  I found some great answers on this forum at boardgame geek (Two armies face off – combat systems) – incidentally, I found this through Google analytics where they linked back to me!

Combat dice systems for board games

Comparing combat dice systems

Using six-sided dice for a combat system

Using six-sided dice for a combat system

I have recently been investigating the use of different combat dice systems for ‘Sovereign’.  This is mostly because I currently have the number on the dice going up to thirteen. Rolling and adding six-sided dice is not going to be fun for the player and will slow down play dramatically.  I am also trying to avoid introducing ‘hit’ points, as this will add further complexity to the game.  After some investigation, I discovered some alternatives. Here is a list of the systems I am now aware of, and have considered.

  1. The system we currently use is 1d6 for each point of offence or defence a unit has. So a unit of 8 offence will roll 8 dice against a defending unit’s defence number. Whoever has the highest number wins the battle. In the case of a draw the defender wins. The losing unit is destroyed. I have tried to keep this simple by not including¬† things like hit points and making it only possible for one unit to attack another at any one time. This is a limitation of the simplification and I think I would like to find a way around this (more test playing needed).
  2. Risk uses a simple but effective system of three dice against two.  Each dice is matched up against the other, highest to highest, next highest to the next highest etc. The higher dice wins and destroys the opposing unit. While offence is favoured through the extra die, defence is balanced against this by giving advantage to defending units in the case of a draw. For example
    • Offence rolls a 5, 3 and 1: defence rolls a 4 and 3 – the offence wins first roll (5 to 4), defence wins the second (3 to 3), and third attack roll is disregarded.
  3. Axis and Allies use multiple units attacking, multiple units. Units have an attack/defend value which represents the value a six sided dice must roll under or equal to. Each unit that rolls successfully destroys one of the opposing units. Attacks can continue until all units on one side are destroyed. There are exceptions for bombardment and artillery, but this is how the majority of battles play out. For example:
    • 3 tanks with attack value 3 roll a 5, 4, 3 attack two infantry with a defence value 2, who roll a 3, 2. Each team has one successful attack/defend. Killing one unit from each team.
  4. Dungeons and Dragons, use a range of dice with bonuses adding to the resulting roll. So you can have a 4 sided dice 1d4 with a bonus of +2 having the potential to roll between 3 and 6. There are variations on this situation with range of dice types and in a range of games.
  5. There are many more examples, but most of them start to become more complicated and involve things like hit points or tables that explain how each combat scenario should pan out. This will most likely slow down the game.

Testing different six-sided dice combat systems

I have run some test combat scenarios with some programing trying to give some indication of the number of wins to loses on all of these situations. In doing so I was trying to ascertain how quickly the advantage changes in favour of the upgraded units. I am trying to avoid units becoming obsolete too quickly and hence players avoiding even building certain units in the first place.

Of the combat systems I found the most appropriate for Sovereign was option 4. Reflecting on 2 and 3, they did not leave enough room for expansion of units. With 6 levels of research available we needed a certain amount of possible unit advancements and I could not get this to work well with 2 & 3. I was also trying to avoid using another system by directly taking it from an existing game. I found with option 1 that the odds changed too quickly. A player fighting with a 3 dice unit against a 1 dice unit had on average, a 95% chance of winning. This made units obsolete far too quickly.

My goal was to achieve around 20-30% increase in the chance of winning as you upgraded allowing at least 3-4 upgrades before a unit was completely obsolete. System 4 also provided the opportunity to render units completely redundant at some point as well. I think this reflects reality, helping player immersion in the game world, for example a warrior unit would not be able to beat a marine because the difference was greater than the maximum warrior roll.

As a result I have worked out that all units will roll one six-sided dice and then add their attack or defence bonus to the number. Five then becomes the obsolete point for lower units as the maximum difference is 5, a player rolling a minimum of 1 and a maximum of 6 on a dice.

Balance for novice and experienced players

There is also an extra dice for defending cities and forts, which increases with future research. This adds an element of randomness/luck and improves the chances of players who are behind defending themselves while they catch up, and reduces the chances of an experienced players always winning against a novice. A good game goal is to have experienced players win slightly more often against novice players.

Building a better and simpler game board

Testing a board game with more players

This a new design for the board using the  numbers 1-7, they can be supplemented for the terrain types as used in the original rules.

This a new design for the board using the numbers 1-7, they can also be supplemented for the terrain types as used in the original rules.

We recently had a board game day, where we played a number of board games. One of the games we played was ‘Sovereign’, and having only played it previously with two players, we managed to discover quite a few new issues with the game. This was great, and the discussion afterward left us with some interesting solutions to these problems.

The main issue, however, still remains; the overly complex economic challenges and calculating all the resources. While the balancing of many resources is challenging, it tends to create unwanted amounts of player stress, and moves game-play away from the social interaction, (especially when playing in a large group). This is one of the more appealing features of board games, and I feel it is an issue that must be addressed.

Simplifying the board game rules

When we looked at this problem, the solution was really staring us in the face. We had to find a way to reduce two things; the number of resources; and all the mathematics – the adding up for each turn was taking up too much time. I have listed a solution to this in the spin-off game ideas under combat version.  This discussed reducing the number of resources to one, resulting in less adding up, less spending and shortening turn length. In doing this we had to sacrifice some of the more interesting aspects of the current rules where players strive for a variety of resources, rather than focusing on just one. The multiple resources created a situation for the player where they must think a lot more about the rest of their game-play. When placing cities, they must consider the strategic locations, while also considering the resources in the tiles they have yet to access.  This was part of the reasoning behind the variety of resources in the first place.

Hexagon map with simplified resources

Hexagon map with simplified resources system.

Upon review, some investigation, and a little number crunching, we found a way to maintain those aspects, albeit a little less complex. By having a single value between one and seven, players can choose between more strategic tiles and the high scoring tiles. As a general rule seven point tiles, which are located on rivers, are accessible by ships and seldom have natural mountain barriers for protection. Low scoring tiles tend to be located in or around natural defenses, or have a more strategic location.

The rules we came up with to govern city capture also help balance choices, by requiring the player to protect the first city tile or risk losing the entire city.  Rivers will generally make a long string-like city, and therefore make it harder to defend. There are also advantages in blocking another players’ access to an area by building your city in a choke point on a map. This forces a player to take a city or travel the long way around, effectively buying you time to set up defenses.

Reducing the complexity in each players’ turn

A hexagon map with the city tiles in orange. The dark orange is the central tile of the city, this needs to be defended to hold the city.

A hexagon map with the city tiles in orange. The dark orange is the central tile of the city, this needs to be defended in order to hold the entire city.

To reduce a typical turn, we decided adding points should be much simpler. Players would simply add all the points of the tiles that their cities occupy. This will give them an amount that they have to spend in a given turn. We can also remove the accumulation of points, and now players have  fewer numbers to remember.  The spin-off for this was the added challenge of trying to spend all their points in each turn. These rule changes have allowed a turn to be a lot faster, by adding up your points, spending them, and then moving your playing pieces.

I will post the new ‘light’ rules soon, once we have had a chance to test them out.

No dice, no pen – ‘Alhambra’ a great game

Game-play – Alhambra

In Alhambra, players are acquiring buildings to be placed within their Alhambra complex. [box art]

In Alhambra, players are acquiring buildings to be placed within their Alhambra complex. (box-art)

I recently played Alhambra with a friend of mine, and this game allows you to work with four resource types through buying and building without dice, and not having to writing anything down. I will try to find a way to integrate their game-play into the current rules we have. This is a great game and I recommend it. We played it with two players (they suggest four) and it has some clever shadow costs.

Shadow costs

The idea behind the game is to build a palace ‘Alhambra’, and you receive points for the most of any one building type, with different values placed on the different types. With each turn – you can collect resources, buy and place a piece, place a reserved piece or re-arrange your palace. This last point is necessary as the tiles can only be arranged in a certain way, much like domino tiles, and you can get stuck if you’re not careful.

The shadow costs are everywhere, and you are constantly weighing up your options. One of the clever ways they make the game interesting to play is in the turns where you pick up resource cards. They have different values, (e.g. 1, 3, 6, 8 etc.), and you inherently want to pick up the highest value every time to have as much as possible. They turned this way of thinking on its head. If you can pay the exact amount when you buy a building piece, you get another turn, so collecting a variety of values of all resource types is the best approach. There are many other examples of this in the game, but this one stood out for me.