Roshambo Battle Royale - Lounge Thread

View attachment 66953
Uh, sis? I don't think this is the right place, the little fungus guy says there's no prize. Are you sure I was supposed to-

I'm pretty sure he's not lying, sis. He's got an honest face.

I mean... Yeah, I'm still up for some roshambo. It sounds fun, beats getting roped into bomb defusal again.

No, really, I'm pretty sure there's not a- alright, I'll just report back later...
Toad4.png

Guard Toad:
"What? I don't recall saying there wasn't a prize. There is most definitely a prize. Don't worry. It is to be reviled at the end of the game."

View attachment 66914Bindle: "Thank you. Anyways. Do you have a place where you can sleep? I am a reviewer of such places."
Toad1.png

Guard Toad:
"Yes, my good sir! Our Inn is located behind the Temple! Please have a look!"

Bindle finds the Inn at the back of the temple. However, there appears to be only one room. You enter it anyway.

InnSnifitSamurai.png

"Oi! Do ye take me for a frog! I said I don't care for me room service! And why're ye comin' in without knockin'..."

"Blimy... Now that I take a closer look at ya, me thinks it not be room service."

"Me don't take kindly to bed nappers. And me takes ye for one. Have at thee then! If ye wantin' me bed, yer going to have to fight me fer it, thief!"

"It be King of the Bed it be!"

...

"I won't be moving'! No matter what ye do!!"

...

"Why ye be just standin' there. It be giving' me the shivers."

...

The masked samurai jumps behind the bed.

Inn.png


"Oi! I said come at me! I'm not afraid of ya! I haven't lost me see legs yet!"
 
Last edited:
Is it too late to enter? I wanna try joining one of these community games for once
 
View attachment 66960
Guard Toad:
"Yes, my good sir! Our Inn is located behind the Temple! Please have a look!"

Bindle finds the Inn at the back of the temple. However, there appears to be only one room. You enter it anyway.

View attachment 66957
"Oi! Do ye take me for a frog! I said I don't care for me room service! And why're ye comin' in without knockin'..."

"Blimy... Now that I take a closer look at ya, me thinks it not be room service."

"Me don't take kindly to bed nappers. And me takes ye for one. Have at thee then! If ye wantin' me bed, yer going to have to fight me fer it, thief!"

"It be King of the Bed it be!"

...

"I won't be moving'! No matter what ye do!!"

...

"Why ye be just standin' there. It be giving' me the shivers."

...

The masked samurai jumps behind the bed.

View attachment 66958

"Oi! I said come at me! I'm not afraid of ya! I haven't lost me see legs yet!"
Bindle From Minish Cap.png
Bindle: "You don't have to worry about me. I am just looking to see what you guys have. Quite a nice place you got here. One room. I wonder how many people come here. I live in a town of 68 including myself and our inn has only three rooms in it. And you have to consider that we have a big festival every once in 100 years."
 
HeadrestAndInquis.png

Inquis:
"Roshambo, huh? Yeah I'll give it a shot, I heard there was a Koopa that wasn't half bad at this game."

Headrest:
"I hope you don't mind if we enter as two! I'm only really here for emotional support anyways"
 
Okay so, seeing as the game is in its Showdown phase and as such, essentially over from a mechanically influence-able standpoint, I feel like now, while I have a moment, is an appropriate time to post my overall thoughts on this game and its mechanics. To be honest, I didn't know what I was expecting going in. Not much. For the first day or two of this game, I almost forgot that I was even playing. I saw people roleplaying and getting really into that aspect, but I didn't really have energy for it so I just resolved to put in the bare minimum effort and randomly pick an opponent. This worked for a few phases, but then... something started to happen.

See, the thing about this format - a secret point of brilliance honestly - is that a few phases in, I started to approach the game differently. Hm, what cards did I have? I used binocs on YTSSM night 1, what cards did he have? What rounds has he lost? What cards do I know he still has? Let's look at like, Waluigi Time. What cards did HE have? Well, I don't know, so what cards has he played? What cards do I know he's lost? He only has three cards left, so if he's survived with two tuns of rock, chances are good he either has multiple rocks or only rocks - but what if he doesn't? What if, this whole time, he's been baiting people into using paper on him, because he actually just has one rock and two scissors?

This passive strategy was, in my opinion, something this board really needed. It felt really engaging to analyze and predict without needing to commit myself wholly to the idea of needing to roleplay and socially engineer. Certainly its possible to make an alliance, but that only protects you from one player in a game with many, all gunning for your head on a platter. In that sense, I LOVED this game. I had a ton of fun just lurking in the background, thinking about what card to play. There isn't much out there like it, and there isn't much I would complain about - but as the game went on, a few issues kind of did start to rear their head. I'd like to talk about some of those here and offer recommendations.

  • It sucks to only have one type of card left.
    • This one is something I really started to feel towards the end of the game, which quickly sapped a lot of my motivation. My early hand draw was very unbalanced, so I was stuck with a lot of Paper cards and very few Rock or Scissors. In this sense, almost from the get-go, I felt as though the random selection of cards was pretty rough to deal with, especially as my special card was Binocs, which while useful, didn't offer me any defense or offensive capabilities like Wild or Net. I was okay with this for a while, until I was down to just three or four Papers, at which point the game started to feel really bad because everyone else had Scissors and was spamming that. It didn't leave me with many options at all, and the depth of the strategy was just to throw whatever at someone who plays Rock often still.
    • In my opinion, I think there's a few options. First of all, I would consider expanding the base hand and giving everyone an equal amount of Rock, Paper, and Scissors - as well as one of each special card. This would make the game actually fair and balanced around strategy rather than the luck of the initial draw - and it also ascribes more value to Binocs in the later game.
    • Secondly, I would consider adding an option to Swap. This hypothetical mechanic, in my opinion, should allow you to select a card and spend one turn completely vulnerable to attack in order to exchange it to a random type of card that is not the version you played. Likewise, getting attacked in this state should remove one other card that you did not offer up to Swap, chosen at random. This option puts your "lives" at great risk, but also allows a player with, say, all Papers to actually remain competitive and give them an option besides rolling over and dying if someone with a rock looks at them funny. I think this would make the endgame significantly more fun for later game players who got screwed on their card counts and basically have no options.

  • Net is vastly more powerful than other options
    • I'll be honest, some of this might just be salt because I lost my last actually usable card to Net, but I don't see a world where this card is remotely balanced at all. Not only is it an unconditional defense, not only does it effectively "damage" anyone who attacks you, but it also recovers potentially all your health and then some. You could argue it's a gamble to use, but its not really. In the later game with limited targets, if you're low health its practically risk-free to use Net because in the game's current state, nobody knows you have it, it guarantees you survive the round no matter what, and it potentially can take you from last to first place instantly.
    • Honestly, I think this one needs a full rework. Turn it into a Shield that just protects you and destroys the card, or a Scanner that copies the card and protects you without stealing it from others. Right now, this card does literally everything and is so vastly superior to Binocs or Wild that after seeing it in use, I felt significantly underpowered compared to players that have Net.
    • Alternatively, giving everyone all three of these cards from the start and therefore making Net both a universal option and known quantity fixes all of this imbalance instantly.

Honestly uh... like I said, besides these two issues, I didn't have much to complain about at all. I thought this game was honestly pretty sick and I would be happy to join another. Really inventive, really fun.
 
For posterity, I'll also contribute some feedback, summarising thoughts I've made elsewhere:

While this was possibly to iron out any first time logistical issues that came from hosting a game for about 20 people, I feel future iterations of this experience should focus on faster results to let the game naturally procede from the earlygame information gathering to actual strategy much quicker. The lengthy early phases into disappointing results combo effectively killed my interest (notwithstanding I had other focuses, but this is my onion).

Binoc being an automatic loss, coupled with imbalanced hands, meant my attempt at recon was stunted out the gate. That can be chalked up to bad luck, but shorter phases can ease that prolonged disappointment by allowing players to move on to other attempts faster. From then on, it felt like taking bored jabs in the dark every few days until I decided to do something personally interesting that would quicken the experience, or take me out of the game much faster, by gambitting 3 Rs.

When it comes to a game like this, be it Mafia or whatnot where actions are a few words or a command that can be tallied in a spreadsheet and resolved within maybe an hour, I think the priority should be on result turnaround to allow people to gather information quicker, and additionally offset the disappointment from an unlucky result. With a bit more confidence in hosting now, I sincerely hope you consider having shorter and snappier phases at the start upfront. It'll let people get to the meat of the game, which is actually quite fun from the looks of it!

Anyway, above all, FWDs proposed changes make sense, and I'll throw in a few more ideas for special cards:

- Invert (next round, your cards are effective against their weakness and weak against their effectiveness, e.g. Rock beats Paper)
- Not (next round, your cards become "Not" cards, which let them beat anything that isn't their suit, but lose to whatever is, e.g. "Not Rock" beats Paper and Scissors, but loses to Rock)

Otherwise this was a fun and refreshing experience overall with plenty of potential for fast iteration. I look forward to seeing where it goes from here.