Tao Dice by Kevin Fox
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Round One Playtest Notes

When: Friday, Feb 7, 2003, 9pm

Who: Me

Notes:

Playing both sides of a two-player game, I started to get a feel for the flow of the game. Even beyond the level of predictability when playing a bluffing game with yourself, I felt that the game was a little too rote; a little too causal. The only thing you can really do is try to bluff out your opponent, but with a limit of one stone per betting round, optimism will tend to keep a person in the game.

falling into a pattern where folds are rare, it becomes a simple game of luck. the window to the other player's psyche is too small, and there's little flexability of options for each player.

Players will bet more by a straight strategy than by the reactions of the other players. I'd like to create more of a social interplay between players.

Round One Revisions

Add White 'Reroll' stones

Along with their black marker stones, players each get one white 'reroll' stone. They can use this stone in place of a black stone whenever they place a stone. If they use it at the 2D6 bidding stage, they must reroll their 2D6 roll. If they add it to the pot after the 1D20 roll, they have to reroll their 1D20. (let them choose which set to reroll? Test both).

If the players uses a white stone as ante, the stone is treated as a black stone. The idea here is that the stones are temporary currency, and the white stone is a more powerful currency, with a power. Using it will tend to increase the chances that you keep it, though you can lose your white stone if you're unlucky. A wise player chooses the right moment to use the white stone.