Opinions about other mode

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Romain672
Posts: 1127
Joined: 05 April 2016, 13:53

Opinions about other mode

Post by Romain672 »

Hi,
I tried the C and D mode once:
- the C one look like to have a huge unbalance on the third card. The average gain is 19 points, but it always work which is an enormous upside. You got another card to flip back up any card, but since that card seem so good, it look like using it and let your opponent flip it back up is extremely bad. That seem to create too much unbalance
- the D one ask you a lot of high dices, which look more random. This doesn't look bad, but compared to the usual version you don't have some interesting choices between high and low dices


Am I wrong, or are they worst?
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NohatCoder2
Posts: 3
Joined: 03 October 2024, 13:08

Re: Opinions about other mode

Post by NohatCoder2 »

I think it is okay that there is some power difference between the cards as you still generally want to use somewhat weaker cards. But the card that requires only sixes is a real outlier, it is rare to get a good score on it, and then it helps your opponents on top. Once in a blue moon you roll 3 or more sixes on the first turn, and it is worth taking, but most of the time you will just sack it.
J-Con
Posts: 2
Joined: 10 November 2022, 23:18

Re: Opinions about other mode

Post by J-Con »

I haven't been able to get too many games in with the other modes, but the imbalance in mode A has made the arena unfun and I'm personally disappointed it was voted to continue into next season.
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NohatCoder2
Posts: 3
Joined: 03 October 2024, 13:08

Re: Opinions about other mode

Post by NohatCoder2 »

After playing some more I'm now more convinced that imbalance is a problem. And it is funny you say that J-con, because as best I can tell mode A is pretty much as balanced as it gets.

It goes beyond just balance, some of the high power cards like 1 pair x2 and 40- aren't just avenues for a lot of points, they are also really easy to hit, and thus remove a lot of what I would consider the meat of the game, namely getting a bad roll and figuring what to do with it. In some layouts I have experienced that a player won without skipping a turn, because the cards were so high scoring and reliable.

The only bad thing in mode A is that 1/3/5 and 1-5 largely compete for the same rolls, but 1-5 is generally better, making 1/3/5 the most obvious sack card. That and playing the same 5 cards over again gets repetitive, we don't have the part of figuring how a random set of cards interact.
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