On 4/11/25 5:03 PM, Mischief wrote:
There's a game balance puzzle to sort out here. Suppose I've opened 10
random packs (30 cards, 20 spendies). Another player with a few extra
spendies is contemplating whether to jump in. Buying a pack or two is
unlikely to produce a deck that'll beat me, and I suspect my odds of winning
are probably lopsided beyond even the 20:x spendie expenditure. It's kind of
a superlinear raffle -- the more tickets you buy, the faster your win rate
goes up.
The card removal mechanism sort of gestures at this problem but doesn't
solve it
I had initially thought about suggesting you rate limit folks to, say, one
purchase a month, but that doesn't address the advantage long-time sub-game
players have over a new entrant
In short, I don't have a good solution to offer at the moment
A thought... what if the cards in a submitted deck get used up? That slows
the accumulation process and it mostly removes the need to retire the most
common cards in winning decks (you could still deprecate them so that
players can keep/use existing ones but not receive new ones).
Also, suppose I'm a new entrant with a few strong cards facing a long-time
player who has more of them. I still have a chance here, as there's a
bluffing element. Am I deploying my strong cards now or keeping them for
later? The incumbent doesn't know. It's similar to a Blotto game.
--
Mischief
Collector, Illuminator, Notary, Prime Minister
Hat: steampunk hat
Vitality: ghostly
Bang holdings: 0