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  • Old West themed solo dice game needs a title... Any ideas?

Old West themed solo dice game needs a title... Any ideas?

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There Will Be Games
I had recently posted a request in a thread here asking about more solo dice games with good theme and character like this Expedition game: http://www.history.com/expedition/game/   And then I thought maybe I should just give it a shot myself to create something in a similar style to that game.  I came up with an idea for an Old West journey kind of thing, and would really appreciate any feedback and input for it.  One particular thing I'm looking for is a good title for the game, and also more specific ideas that could work for Events.  But any input about any part of the game is certainly welcome.  

Here is a direct link for a PDF of the playsheet as it is currently: http://www.erichermanmusic.com/dicegame.pdf   You can also get the JPG version at this link: http://www.erichermanmusic.com/dicegame.jpg   To play, you'll need at least 8 6-sided dice, three of one color and five of another.  And ideally, you'd have a couple of d10s and another d6 or two to use for keeping track of resources, but you can also keep track of those on paper or with cubes or coins or whatever. 

You should be able to play just from the instructions on the PDF sheet, but below is the current draft of the full rules, which might clarify some things.  Please ask if you have any questions.  It's still very much a work-in-progress...  I've playtested through it a couple times, though, and I like it quite a lot so far.  It probably needs some streamlining (the last change I made reduced the total distance from 100 to 80 and the Day target from 50 to 40, and it may need to come down from there, even), but I do like the different choices and elements that are there.  In the two games I played, I lost once after rebounding from some close calls and then barely won, scoring 22 points but down to my last person.  I especially enjoyed the long stretch between Towns, where I was just barely hanging on at some points but building up some Gold, hoping I could make it to the next Town where I was able to restock somewhat.  I do want this to be challenging and something that you're more likely to have trouble finishing, at least at first, so anything that keeps the balance in favor of the game, but still winnable, is what I'm looking for.  Most of the decisions are pretty obvious, I'll admit, so any more strategic/tactical elements that can be added would be good.  

I'll probably make some custom dice sides for this at some point to give a better graphical representation to the dice choices (although I suppose that might mess up the poker element).  I'm also planning on making a deck of cards split between Events, Poker Hands and Items instead of the dice rolls for those things, to give it more variety... any ideas or suggestions for Events would be great.  Depicted below is one example I made for an Event/Item/Poker card...



Anyway, here's what I've got for now...  


Or copy/print this JPG...


------------------------------------------

TITLE NEEDED!


STORY

You are the leader of a posse who has been hired to escort the infamous outlaw, Billy Griggs, from his current location in the town of Pyrite, California, to the courthouse in Reno where he is set to face charges for several crimes committed there in recent years.  The preliminary hearing is in 50 days and if Billy is not there in time for that, there is a good chance that his lawyer will see to it that the charges against him are dropped.  Certainly, a train would be the fastest method for transporting the criminal, but there have been numerous train robberies as of late, and with Griggs' gang still at large, the threat of a train incident to free Griggs is just too great.  So you must lead Griggs yourself through the outlying California terrain, taking a route off the beaten path whenever possible.  However, as you set out and survey the paltry provisions and weapons you have, and the ragtag posse that was assembled to join you, you wonder if perhaps the person who hired you might be working for Griggs and might lead his Gang right to you.  Word of a record heat that is hitting California doesn't make you feel any better about the journey ahead...  But rumors have it that the path you're taking is ripe with untapped gold deposits, so perhaps, if you have any time to do some digging around in the hills and caves, and if you survive the journey, it will have been worth the trouble after all.


TURN SUMMARY

Roll all 8 dice (3 Red and 5 White).
  Lock any 5's and 6's on the Red dice.
  Lock any other dice you choose.
  Roll up to two more times. After third roll, all dice are locked.

Resolve all dice in numerical order, 1's to 6's.  
  If movement passes Event, resolve that before resolving other dice.
  If movement reaches Town, stop at Town.  Resolve other dice after visiting Town.

When all dice are resolved, mark off a Day.

Rinse and repeat until you either lose your entire Posse, run out of Food when everyone needs some, or make it all the way to Reno.


GAMEPLAY

Each turn, you roll three Red dice and five White dice (substitute colors as needed).  You get three rolls and can lock as many dice as you want each time.  However, any 5's or 6's rolled on the Red dice are immediately locked.  You may "unlock" dice and reroll them on a later roll as you wish (other than 5's and 6's rolled on the Red dice).  Dice that cannot be used (i.e. 3's less than a full set of three) are wasted.


RESOLVING THE DICE

What you can do each turn depends on what dice are locked after three rolls.  Always include the Red dice when determining the total number of dice for 1's, 2's, 3's and 4's.  Dice are resolved in numerical order (1's first, etc.).

1 = Move: move one space for each 1 

2 = Find Food/Water: receive one Food for every two 2's

3 = Prospect: receive one Gold for every three 3's

4 = Hide/Fight/Shelter/Move: Decide whether to Hide, Fight, Seek Shelter or Move (you may split up any 4's rolled among these choices).
    Hide = no posse lost if number of 4's used for Hiding are equal to or greater than the number of attacking Gang members, but add an extra Day 
    Fight = reroll each 4 dice used to Fight; for every 4-6 rolled disregard one 5 die that was rolled
    Seek Shelter = reroll each 4 dice used to Seek Shelter; for every 4-6 rolled, disregard one 6 die that was rolled
    Move = reroll each 4 dice used to Move; for every 4-6 rolled, move one space 

5 = The Griggs Gang attacks! (immediately locks when rolled on a Red die): one Gang member attacks for each 5; you may automatically kill one Gang member for each Bullet you discard; each remaining Gang member kills one of your Posse

6 = Extreme Heat (immediately locks when rolled on a Red die): lose one Posse member for each Red 6; reroll any White 6's and lose one Posse member for each 4-6; you may save Posse members who would be lost by discarding 1 Food per person


STARTING RESOURCES

You start with 5 Food (d10), 3 Gold (pennies), 6 Bullets (d6) and a Posse of 10, including you (d10).  


YOUR POSSE

You begin with 9 other people in your Posse, plus yourself. Use a 10 sided die to represent your total Posse.  You can regain people for your Posse at Towns and through certain Events, but you can never have more than 10 in your Posse.  If you and your Posse are ever killed off entirely, you lose the game.  (Note that Billy Griggs is never considered a member of the Posse when counting for Food, etc.)


DAYS

Each turn is considered to be one Day.  Some turns may end up costing more Days due to Events or other situations. Count the number of turns/Days as you go.  Your goal is to reach your destination within 40 Days.


FOOD

You begin the game with 5 Food.  At the end of every 5th Day you must spend one Food per person in your Posse, including you.  If you don't have enough Food to feed everyone, you lose as many people as were not fed.  If you have no Food left at a food checkpoint, you lose the game.  You cannot carry more than 10 Food at a time.  If you reach thd final destination and a 5th Day has passed, no Food is required.


EVENTS

One Event card is drawn and resolved at every 10 distance mark (and one at 77).  Some Events are "nothing happens" and others have a choice to make or a situation that occurs that causes some kind of difficulty.  (Disregard the Items/Poker sections of the cards when drawing for Events.)  

For playtesting, until the Event/Item/Poker deck is finished, each time there is an Event, roll a die:
1 = nothing happens
2 = lose EITHER 2 Food, 3 Bullets, 1 Gold, 1 Posse Member or add 1 Day
3 = lose 1 Posse Member
4 = lose 1 Gold (if you have it)
5 = add 1 Day
6 = gain EITHER 2 Food, 3 Bullets, 1 Gold, 3 Movement or 1 Posse Member


TOWNS

You reach Towns at distances of 15, 35 and 55.  At each Town, you can buy Items or play Poker in the local saloon.  Movement always stops at a Town, even if you have more movement dice available, and whether or not you want to make use of the Items or Poker available at the Town.


ITEMS

Items include horses (travel faster), more bullets, posse members, food, better weapons (kill attacking Gang members easier), maps for better prospecting, etc.  To see the available Items at a Town, draw the top card from the deck (disregard the Event/Poker sections of the card).  You may buy as many Items as you wish and can afford, or none if you choose.  You may buy Items at any time while in a Town (e.g. after playing Poker).

For playtesting, until the Event/Item/Poker deck is finished, the following Items are available at every Town:
2 Food for 1 Gold, 5 Food for 2 Gold
Up to 3 Posse Members for 1 Gold each
2 Bullets for 1 Gold, 5 Bullets for 2 Gold

Roll a die to see what Special Item is available (only one per Town, reroll if you already have an Item):
1 = Prospecting Map for 2 Gold = Gain one Gold for every two 3's rolled
2 = Pick Axe for 2 Gold = Gain one extra Gold when successfully Prospecting on a turn and one of the 3's is a Red dice
3 = Faster Horses for 2 Gold = Red 1's rolled count as 2 moves
4 = Hunter for 2 Gold = Counts as a Posse member; when Finding Food/Water, any Red 2's count as 2 dice (Hunter is lost if Posse is ever reduced to 1)
5 = Better Rifles for 2 Gold = fighting is successful on rolls of 3-6
6 = Medicine/Bandages for 2 Gold = prevent all Posse loss from a single source, then discard (i.e. Gang attacks and kills 3 Posse members in one turn, discard Medicine/Bandages to prevent that)

 
POKER

At each Town, you can opt to play Poker.  Wager an amount of Gold and roll the best hand you can in three rolls with the White dice, then draw the top card from the Event/item/Poker deck (disregard the Event/Item section of the card) and compare your hand to the hand on the card.  Before drawing the card to see what hand you have to beat, you may raise your bet by up to 2 Gold.  You win or lose the amount of Gold that you wagered.  If there is a tie, start over.  

Poker hand rankings:
Five of a Kind > Four of a Kind > Straight > Full House > Three of a Kind > Two Pair > One Pair > High card

For playtesting, until the deck is finished, roll a die to determine the hand you have to beat (after rolling your hand):
1 = High card (1 3 4 5 6)
2 = Two pair (5 5 3 3 2)
3 = Full House (4 4 4 2 2)
4 = Straight (1 2 3 4 5)
5 = Four of a Kind (3 3 3 3 6)
6 = Five of a Kind (4 4 4 4 4)


TRAVELING

You may pass more than one checkpoint on a given day (event and town).  If so, resolve them in the order in which they occur.  Dice are resolved in numerical order, so 1's happen first (moving) and anything passed while moving is resolved before the other dice are accounted for on that turn.   


END OF THE GAME

You must reach the destination (80 distance) in no less than 40 Days or you lose.  Or, you can finish past the deadline but you get -10 points for each extra day.  Once the distance of 80 is passed, any other dice are disregarded for that turn, but if the Event at 77 is passed with the same turn's movement dice, that must be resolved first before the end is reached.

If you reach your goal within 40 days, you receive 5 Gold in payment.  You may sell any special items you have for 1 Gold each.


SCORING

Each Day you arrived ahead of 40 = 5 points
Each remaining Posse member = 3 points
Each Gold you have = 2 points
Each Food you have = 1 point
Every 2 Bullets you have = 1 point
Each Day you arrived after 40 = -10 points

There Will Be Games
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