tag:blogger.com,1999:blog-1818073417709561773.post7147431797406330636..comments2024-03-28T08:40:42.144-04:00Comments on Daniel Solis: Low-High Dice GameDaniel Solishttp://www.blogger.com/profile/07683491911441126187noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-1818073417709561773.post-37948776798420809112013-02-02T05:42:44.563-05:002013-02-02T05:42:44.563-05:00I would love to be able to play this game, but the...I would love to be able to play this game, but the illustrations don't seem to follow the examples given in the instructions.<br /><br />For instance: in the first example, you gave only twelve dice results not to mention wrong dice distribution for each pip.<br /><br />The first illustration shows: 4 '1's, 1 '2's, 4 '4's (Not 3 '4's as it says in the example), and 4 '5's. <br /><br />There is probably more errors in the instructions, and being a visual person, this kinda keeps me from being able to play what may be a beautifully elegant game. Please address these errors so I can try to make heads or tails about this game. I would greatly appreciate it as an avid-game player.<br /><br />P.S. I could somewhat see a decent solitaire dice game somewhere in this. I would love to see what your thoughts are in taking this game in that direction. Maybe a variant can come out of this :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1818073417709561773.post-75402405371268680332012-02-24T12:18:02.421-05:002012-02-24T12:18:02.421-05:00Well if you trust the player to do _arithmetic_, y...Well if you trust the player to do _arithmetic_, you could skip the canceling and just do this:<br />"At the end of your turn, score one point per good die, then lose one point per bad die."<br />It's result-isomorphic, but it replaces a simple cancel operation with a potentially more complicated subtract.<br /><br />"At the end of your turn, score one point for every die by which the good track is longer than the bad track. If the bad track is longer, instead lose one point for every die by which the bad track is longer."<br />I wasn't able to get this one as concise as I wanted, but this one emphasizes the length comparison shortcut -- just line the two tracks up next to each other.Ezra Bradfordnoreply@blogger.comtag:blogger.com,1999:blog-1818073417709561773.post-3739409959331387452012-02-24T11:30:28.056-05:002012-02-24T11:30:28.056-05:00Solutions?Solutions?DanielSolisnoreply@blogger.comtag:blogger.com,1999:blog-1818073417709561773.post-622357824651318722012-02-24T06:06:43.808-05:002012-02-24T06:06:43.808-05:00"At the end of your turn, discard one good di..."At the end of your turn, discard one good die for each bad die. If good dice remain, score one point per die. If bad dice remain, lose one point per die."<br /><br />Following this algorithm strictly, you never discard any bad dice, so all your bad dice always remain.Ezra Bradfordhttp://profiles.google.com/ezra.bradfordnoreply@blogger.comtag:blogger.com,1999:blog-1818073417709561773.post-29555790502406080672011-12-21T08:37:09.166-05:002011-12-21T08:37:09.166-05:00D'oh! An earlier draft had you score points ba...D'oh! An earlier draft had you score points based on the pips, so canceling in specific order mattered more. :P<br /><br />Just updated the post for clarity: See "End of the Turn" and "Variant."Daniel Solishttp://twitter.com/DanielSolisnoreply@blogger.comtag:blogger.com,1999:blog-1818073417709561773.post-40266382319372798202011-12-21T08:27:23.482-05:002011-12-21T08:27:23.482-05:00Why does it matter which dice you cancel? Does the...Why does it matter which dice you cancel? Does the track somehow carry over from turn to turn?Ezra Bradfordhttp://profiles.google.com/ezra.bradfordnoreply@blogger.com