Roshambo Battle Royale - Lounge Thread

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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...
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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."
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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.

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"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!"
 
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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."
 
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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 new game format 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! A version with 5 cards may even make the game faster.

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.
 
Thoughts thoughts. I'll echo having a faster turnaround. This game runs long, as players can only really lose one card per turn unless they choose to make an incredibly risky double or triple card move, and a lot of the time they won't lose a card at all. There's no way to know approximately how long the game will run, which can make it more difficult to budget time to think about it and play. Given that, favoring short turns rather than long turns makes sense. The game could also have smaller hands, like GBA said, but I actually disagree. Roshambo is volatile in a way that makes me think staying around the current number of cards is better because it leaves more room before players start feeling the Bite of having few cards and the Crunch of running out of a normal card type. If those things happen too soon, I think the game would feel unfair. It is a positive feedback loop where losing a card makes it harder to defend and attack and thus more likely to lose more cards, and it wouldn't be nice if the inescapable death spiral started too early. I'd try to figure out a way to remove the crushing feeling of knowing you've lost several turns before actually losing in a game where you can't concede, but I think that's kind of an inescapable part of this game's format. (Somehow, I don't think adding concessions would help.)

I did like how the option to play double cards made players with only two card types left more able to put up a defense, though once you lose the second card type the game is essentially over for you. Oddly, double card plays feel kind of excessively risky in the early game with little benefit, and once the death spiral starts creeping up the risk of falling in gets too high to consider double card plays. There's really only a tight middle band where the mechanic can actually be used without feeling like you're throwing the game. There's a part of me that thinks the mechanic could be cut to leave more space for other mechanics, but there's another part of me that wants it to stay. After all, landing a hit with a double card play does feel pretty good.

When Sunny Flare said she misunderstood the rules, I wasn't doing a bit. (Though it at least wound up being an event.) I genuinely thought each player started with identical hands, save for their special card, and planned around that. When I made my spreadsheet tracking the game state, that's what I incorporated. When I learned that wasn't true, I had to recreate the entire thing, and it was overall much less informative than it was originally. (Then again, since the original was based on false pretenses, maybe the original actually had negative information and the newer one had a positive information value.) I would do some more rules proofreading, as getting blindsided by that wasn't pleasant for me the user and I believe there were a few more rules things that got ironed out midgame. I feel like the game would reward longer term planning more if it worked the way I thought, as in each player had an identical hand save for their special card. I also think, if this change happened, each player should have more special cards to retain and add to the X-factor that having full knowledge of each player's normal cards would diminish. I don't think I would give players one of each special card type, as Fun with Despair suggested, because having hidden information is important and Binoculars is stronger if there is some amount of hidden information only it can find. (If hands were fully known from the jump, tracking the game in a spreadsheet using the round reports like I did would grant players complete knowledge of the game state on every turn, both simplifying the game and effectively making Binoculars a blank card.)

The special cards, as others said earlier, are kind of imbalanced. Wild at least turns into a standard card after being used, so its middle of the road. Net can potentially be a free action if it grabs one card or refund more cards than the single card spent if it grabs more cards, so its the most powerful card if you can put yourself in the right situation. (I assume that situation is "existing in the late game" and I was gunning for doing that, but as you saw it didn't work) Binoculars is kind of weak, as its always a card loss no matter how its used. Its probably at least mildly playable in the late game as a way to find or confirm a vulnerable opponent, but getting there is a taller order than with either Net or Wild. Getting more special cards at the start of the game would make the luck of the draw have more gradients of viability compared to only getting one, thus making getting one of the weaker special cards not feel as bad.

I think this game was fun as a quick (on a per turn basis) experience where politicking is completely optional. I'd join a sequel.