Dice Summoners now in Beta

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eoincos
Posts: 9
Joined: 06 May 2015, 12:14

Dice Summoners now in Beta

Post by eoincos »

DiceSummonersBanner.jpg
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The greatest summoner must master their art in all it's forms.
I'm excited to say that Dice Summoners is now in Beta. Thank you to all the Alpha playtesters and the whole community for their help in making this possible.

Game Page on Board Game Arena
Game on Board Game Geek
Game on Official Site

Dice Summoners is a two player duel using cards and dice. It's aimed at players who want a light competitive card game with high replayability. The game has an engaging strategy using dice based action selection and an extensive variety of cards. Great fun for families and couples.

Summoners build their army using the occult symbols on the dice. These symbols gain and activate spells, creatures, auras and curses from a common pool of cards. Immerse yourself in it's mythological theme as players deplete their enemy’s health to win the battle.
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eoincos
Posts: 9
Joined: 06 May 2015, 12:14

Re: Dice Summoners now in Beta

Post by eoincos »

Hi Everyone

I haven't been updating this post for a while but there's been lots of updates on the project.

We have also done two podcast episodse on working with board gae arena and how we balanced Dice Summoners. You can check them out below or anywhere you listen to podcasts by searching for "Decking Awesome Podcast".
https://dag.irish/working-with-board-game-arena/
https://dag.irish/how-we-balanced-dice-summoners/

Here's the changes since we released from Beta:
- Ensured curse cards get removed from the player area once it is complete
- Updated small game icon image to represent dice summoners better.
- 26396 - Curse cards can now defeat an opponent
- 26067 - Owning Sacrifice Set now means the turn doesn't skip until all free actions are used
- 25974 - Translations should be working once the cache is cleared
- 34495 - Card names and types are now translated

Have fun playing and if there is anything I can help with, feel free to reach out.
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SimplicatusGames
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Joined: 10 May 2021, 10:30
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Why choose between taking damage and using the shields?

Post by SimplicatusGames »

The game is great, in my opinion, thanks for designing, publishing and implementing it!

NOTE: I know we're not supposed to post bugs here, but this is not really a bug, it's rather a question of how to implement the game, and I think it's better to discuss here than via the bug report system. I'd like to get input from other players as well as the creator/implementer, and the visibility here is very different. So I hope you will bear with me :-)

Currently, the biggest issue for a smooth turn-based game play is that for every attack, the opponent has to revisit the game to activate the removal of shields, even if we have checked the option for doing this automatically. I already submitted a change request ("bug report") for this and got a response that it's not possible to implement the automatic option inside the BGA framework, so some additional custom code would be required, which is not ideal. And I agree to that.

However, with 1 exception (see below) I see no reason to have this option of choosing to take damage instead of reducing the shields (armor value), so I think it would be simpler to remove the option, which would presumably make it possible to deduct the armor value automatically. When the shields are gone, the damage is automatically applied for each attack, so I assume that would work.

I also assume, however, that there IS indeed a reason why you've implemented it this way. Could you please enlighten me on why I might choose to take damage instead of keeping a shield? All damage works the same way, including the curse damage, so even keeping 2 (for a steal) or 3 (for a regular damage curse) shields to ward off those doesn't make sense.

I guess in the very special case if the opponent has no steal attack spells or creatures, but did cast a steal curse, then you could argue that keeping 2 shields would deny the opponent 2 HP. But that's the only possibility I can think of. And I'm not sure that is worth the inconvenience caused by having to ping-pong a handful of times for each player turn. The length of a turn-based game is effectively multiplied several times over (depending on how many attacks on the armor you make per round)...

Thanks for looking at this!
Our games make you think! https://Simplicatus.Games is an independent publisher and distributor of indie tabletop games.
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