[HN Gopher] How to cheat at settlers by loading the dice (2017)
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       How to cheat at settlers by loading the dice (2017)
        
       Author : jxmorris12
       Score  : 143 points
       Date   : 2025-05-22 18:25 UTC (1 days ago)
        
 (HTM) web link (izbicki.me)
 (TXT) w3m dump (izbicki.me)
        
       | n2d4 wrote:
       | An interesting way to spice up any board game is to openly use
       | loaded dice, but without any player knowing which numbers it
       | favors. This adds a layer of strategy to whatever game you're
       | playing, although it loses its appeal when people start taking
       | out their calculators.
        
         | brookst wrote:
         | Probably equally fun to _tell_ people you're doing that, and
         | use completely fair dice.
        
       | vunderba wrote:
       | Tangentially related but one of the reasons casinos use
       | translucent dice is to make it easier to perform visual
       | inspections to check for injected weights under the pips, etc.
        
         | ultimafan wrote:
         | Interesting to think about- would it really matter if the
         | casino was loading their dice? Craps allows you to bet
         | for/against almost every possible bet and you usually have
         | people playing pass/don't pass and come/don't come on the same
         | table. Offering weighted dice to screw some players out of
         | their money is probably going to result in the other players
         | making just as much if not more back. Superstitious players
         | absolutely would notice a "streak" and switch their bets to
         | match it, and the casino isn't going to be able to swap/take
         | away the dice without killing the vibe and making those same
         | players cash out.
         | 
         | Feels like it's in their best interest to have a "fair" game
         | where they skim some percentage of odds off the top.
        
           | hnfong wrote:
           | Cheaters might be able to sneak in some loaded dice, so the
           | dice being easy to inspect is good for the house.
        
           | praptak wrote:
           | It doesn't hurt for them to make it easier for the more
           | paranoid players to inspect stuff.
           | 
           | Also there's the scenario of an employee colluding with a
           | player.
        
           | thatnerd wrote:
           | For a casino? In practice, yes, fair games are perfectly
           | consistent with greedily skimming a game, and fair games draw
           | gamblers.
           | 
           | That said, when organized crime gets involved, somebody
           | always thinks "if I rig this, I'll do EVEN BETTER!" Maybe
           | they're a corrupt employee skimming _from_ the house, maybe
           | they 're a loyal employee skimming _for_ the house, but
           | unless you have something like the Nevada Gaming Control
           | Board forcing fairness on them, you basically never get it.
           | At least, from what I 've read on the subject. Source: I've
           | read some books on card counting & otherwise beating the odds
           | in casinos, and this my vague memory.
           | 
           | And it's ironic that the house _wants_ to rig games, because
           | a biased game means a mathematically savvy individual can go
           | in and _calculate_ how results differ from  "fair" games, and
           | can then skim some profits for themselves if the bias is
           | larger than the house advantage.
        
           | andrewla wrote:
           | A lot of money in craps gets bet on odds that are close to
           | even-money. It's hard, I think, to weight dice so that the
           | house would increase their take by a measurable amount.
           | 
           | A lot of the effective value of a casino is gamblers ruin --
           | gamblers stop betting when they run out of money, but the
           | house can't run out of money. If the game has sufficient
           | variance and the players are not aware of the bias, then the
           | house still wins.
        
             | ultimafan wrote:
             | It's for a reason similar to this that the only game I will
             | play in casinos is craps.
             | 
             | It's not hard to imagine ways to get cheated out of a
             | "fair" bet in card games, roulette, slots, etc. whether
             | it's a mechanical cheat, sleight of hand, adjustment of
             | odds, or whatever. Not saying it happens or is even a
             | common occurrence but it's very easy to imagine ways it
             | COULD happen or has happened in the past that are
             | impossible for the player to detect.
             | 
             | Craps is the only game it feels like to me where provided
             | the payout odds used are the same standard you see
             | everywhere and the dice aren't metallic there is virtually
             | no way to cheat the player/a bet in a way that wouldn't
             | also benefit another player/another bet.
        
               | robocat wrote:
               | I would guess that only playing low value games is
               | another strategy against the house cheating. And you
               | can't lose much.
               | 
               | For the house or a croupier to cheat, the benefits versus
               | the risks would need to be high enough (more likely in
               | high value games?)
        
           | HWR_14 wrote:
           | It is in their best interest to have a fair game. The
           | transparent dice are to prevent the players from cheating the
           | casino, not prove it's fair to the players.
        
           | verisimi wrote:
           | Nothing to do with scruples, but I don't think casinos need
           | to load dice too. They already have 'loaded the maths' and
           | this is in the open - over time they win. Why act covertly in
           | an underhand way, whilst also providing the opportunity for
           | gamblers to test themselves against probability? You'd think
           | they wouldn't want to jeopardise their market provision and
           | need the belief of their consumers to maintain this.
        
       | misja111 wrote:
       | FYI if you are suspicious that your opponent is cheating, it's
       | easy to verify if dice are loaded or not: drop them in a glass of
       | water a couple of times. If every time the same side ends upwards
       | they are loaded.
        
         | nartho wrote:
         | Saturate the cup of water with salt so the dice float, then
         | just roll the dice in the water
        
       | yellowapple wrote:
       | Is soaking the dice even necessary?
       | 
       | A naively constructed die - i.e. a perfect cube, but with pips
       | dug out for each face - will already bias in favor of 6 rolls and
       | away from 1 rolls simply because six pips require removing more
       | material (and therefore mass) than one pip. Likewise with 5/2 and
       | 4/3. The "precision" dice used in e.g. casinos address this by
       | filling in the pips with material exactly as dense as the die's
       | base material; the injection-molded dice in most board games (let
       | alone wooden dice) obviously ain't constructed with that level of
       | care.
       | 
       | This is also part of the reason why some dice games -
       | particularly those typically played with cheap dice - deem 1 to
       | be more valuable than 6 (example: Farkle) or require at least one
       | 1 roll to win (example: 1-4-24). Or they'll require some number
       | of high dice to make the game ever-so-slightly less brutal
       | (example: Ship-Captain-Crew).
        
         | GavinMcG wrote:
         | Is the bias from having more or fewer pips just as strong as
         | the bias introduced by the water?
        
           | yellowapple wrote:
           | Depends on a lot of variables, I'd think:
           | 
           | - How dense is the wood?
           | 
           | - How much wood does each pip remove?
           | 
           | - How much water does the wood absorb per unit of volume?
           | 
           | - Are any capillary effects at play transferring absorbed
           | water into the rest of the die?
           | 
           | - Is it better to soak the 6 side to take advantage of more
           | surface area? Or the 1 side to take advantage of more
           | soakable volume?
           | 
           | - Is the wood even uniformly dense to begin with?
        
         | burch45 wrote:
         | Yes. Very funny for the author to spend a lot of time talking
         | about null hypothesis testing, but not actually running a
         | control experiment to test the null hypothesis that his dice
         | are actually different from the stock dice.
        
           | brookst wrote:
           | I like to believe that Klaus Teuber secretly specified dice
           | biased towards 1-2-3, strictly for personal benefit in games,
           | and the author's approach has obscured a much greater effect
           | in that direction.
        
             | rollcat wrote:
             | Catan is played widely enough that many groups tend to
             | introduce their own house rules[1]. E.g. one of my rules
             | is: rolling 2 is the same as rolling 12, so these hexes are
             | slightly less undesirable.
             | 
             | I guess if this really matters, you could come up with some
             | set-up rules to swap some 3s with 11s, 4s with 10s, etc, so
             | that biases towards 1-2-3 are less impactful. But that
             | would be painstaking and annoying. I absolutely wouldn't
             | care to do that, unless we track ELO and have an evenly
             | matched group, which is a bit absurd in a casual game. And
             | as in any strategy game FFA, everyone will still gang up
             | against the current leader (even with imperfect
             | information).
             | 
             | [1]: https://www.rollc.at/posts/2024-07-01-house-rules/
        
           | MathMonkeyMan wrote:
           | The author's wife could only tolerate so much.
        
         | hinkley wrote:
         | I remember a retired engineer was selling perfectly balanced
         | dice intended for RPG players. RPG players are going to
         | gravitate toward the most unfair dice they perceive in their
         | set. I appreciate his enthusiasm but he's only going to sell
         | those dice to competitions and maybe GMs.
         | 
         | I think that's one of the reasons GMs sometimes make a high
         | roll from the player into a punishment. Especially by asking
         | for the roll first and telling what they were looking for
         | after. It's a way to balance out the consequences of
         | unintentionally loaded dice.
        
           | vkou wrote:
           | "20? Your axe cleaves straight through through the orc,
           | decapitating him, and reducing the pillar behind him to
           | rubble!"
           | 
           | "You should probably know that this was a load-bearing
           | pillar."
        
           | gigaflop wrote:
           | You reminded me, and I think I have some, or at least some
           | variety of these as a set of 10d6. Metal, and the pips are
           | precisely machined to such depths where they're perfectly
           | balanced. Nice bronzed finish, with black pips.
           | 
           | Also, if someone is obviously cheating with a loaded die at
           | an RPG game, they're not the kind of player that should be
           | invited back. Most characters have ways of increasing their
           | modifiers to rolls that matter most to them (My current
           | ranger is 1d20 +16 for Perception), and having high-enough
           | base numbers can mean that anything other than a natural 1 is
           | usually _some_ kind of success.
        
             | hinkley wrote:
             | I would like to have Laura Bailey's dice checked by an
             | independent party for instance. Her substantial
             | superstitions about good vs bad dice are an example of what
             | I'm talking about above. Lucky dice don't have to be
             | intentional cheating, but people who have lucky dice are
             | likely cheating in plain sight.
        
           | ultimafan wrote:
           | About the last point- I remember hearing somewhere, though it
           | could be an urban legend, that that's precisely the reason
           | early Dungeons & Dragons (OD&D/AD&D era) had so many
           | variations within different dice roll mechanics for whether
           | or not a high (or low) roll was good or bad (ie high rolls
           | for your attack was good, high rolls for initiative were
           | bad).
           | 
           | If the player used the same dice for all rolls, a balance
           | check against biased or loaded die was therefore built
           | directly into the game, with the perk of making it very
           | obvious if a player was using specific dice for specific
           | rolls
        
           | yellowapple wrote:
           | Seems like the solution to that (from a cheater's
           | perspective) would be to bias the dice toward the mid-range
           | numbers, but I don't know enough about D20 layouts to know if
           | that's feasible.
        
         | geoffpado wrote:
         | It looks in the photo at the bottom like that the pips are
         | painted on, not dug out. While that might bias things slightly,
         | I'd expect that the amount of paint used is minimal.
        
           | n2d4 wrote:
           | Most commonly, the pips are slightly dug out, then paint is
           | put into the holes.
        
           | yellowapple wrote:
           | Good point.
        
         | ajsnigrutin wrote:
         | I just checked a cheap set of dice in my 100-games-in-1 box,
         | and the 1 dot is both wider and deeper than the 6 dots on the
         | 6, the dots in the 2 also seem a bit deeper than the ones on
         | the 6 side. I don't have any precise instrument to measure
         | them, but it could be that the mold designer accounted for the
         | removed (well.. not cast) material for the dice.
        
           | yellowapple wrote:
           | That's indeed a possibility, especially with modern
           | manufacturing techniques allowing sufficiently-precise molds.
        
       | bee_rider wrote:
       | This might be a better cheat for... I dunno, maybe risk? Or
       | monopoly?
       | 
       | In settlers, trade is always important... getting an early lead
       | can get you ganged up on. At least in my experience, the best way
       | to win is to look like you are in second place, line things up
       | (get close to some crucial port for example) and then rocket past
       | the Designated Villain only when doing so will get you a really
       | solid lead.
        
         | 1123581321 wrote:
         | Just lay low with slightly larger hands early on. You can
         | afford this since your total resource production needed to win
         | isn't as dependent on an early settlement or city. Maybe let
         | yourself get hosed by the robber once to build sympathy. With
         | more extreme number hexes rolling more consistently, your card
         | accumulation will be less spiky, so you should have a smoother
         | endgame even if others won't trade.
        
       | charlieyu1 wrote:
       | I'm not sure how much I trusted the data, surely the water would
       | have been dried over a week
        
       | zaik wrote:
       | > Surprisingly, we'll prove that standard scientific tests are
       | not powerful enough to determine that the dice are unfair while
       | playing a game.
       | 
       | This, or the process of loading the dice was simply not very
       | effective.
        
       | hiccuphippo wrote:
       | I remember somewhere, might have been the Catan Android app, had
       | an option to use cards instead of dice. The cards had all the
       | combinations so no number could come up more often than it
       | should. Never got to play it that way but it looks like an
       | interesting solution to people complaining certain numbers come
       | up too often.
        
         | cde-v wrote:
         | That option existed for the physical game as well, just as a
         | separate purchase. I do not see it for sale anymore anywhere
         | which is weird.
        
           | bell-cot wrote:
           | With a deck or few of regular playing cards, not using the
           | 7's through kings, it'd be easily enough to get the same
           | effect.
        
             | cde-v wrote:
             | Good point, hadn't thought about that. Probably why they
             | don't sell it anymore.
        
             | hiccuphippo wrote:
             | The one I was talking about would be cards from 2 to 12
             | representing both dice, one card for 2 and 12, two cards
             | for 3 and 11, and so on. So you would need six cards to
             | represent 7, but your point still prevails.
        
           | mechanicum wrote:
           | They bundled it into the _Traders & Barbarians_ expansion.
        
         | vunderba wrote:
         | Interesting - kind of reminds me of "bag randomization" that
         | some versions of Tetris use. Bag is filled with an equal
         | distribution of all possible pieces and dealt randomly until
         | empty at which point the pieces are placed back in the bag and
         | the process is started all over again.
        
         | asciimov wrote:
         | The cards are interesting, they include a card to force shuffle
         | the deck in order to make sure there is some randomness in the
         | outcomes.
         | 
         | Even with the forced shuffle cards, the outcomes fall too much
         | in the bell curve and make the game feel sterile. Because if
         | you get a flood of 5's and 6's you know a drought is soon upon
         | you.
        
           | rini17 wrote:
           | Well, get creative and find some middle ground. Maybe add a
           | rule that player that has no cards on hand and gets no
           | resources in this turn can reshuffle.
        
       | hinkley wrote:
       | I won a Settlers game against my boss who never invited me again.
       | I don't know what was wrong with his dice but we saw 6's about
       | three times as often as 8's which makes me think one of the dice
       | was borked and was rolling unevenly. I was in the picking
       | rotation in a way where I ended up with several 6's and I just
       | steamrolled the entire game.
        
         | c22 wrote:
         | One time my buddy Mike cleaned up a game of settlers by
         | focusing his entire empire around a '2' tile. We rolled snake
         | eyes dozens of times during that game. We used the same dice
         | every time we played (once a week for over a decade) and never
         | had another game like that one.
        
         | internet_points wrote:
         | tell me you worked at meta without telling me you worked at
         | meta
         | 
         | ( https://news.ycombinator.com/item?id=43781010 )
        
       | xivzgrev wrote:
       | Settlers brings out my angry side. I had a period of playing 1 on
       | 1 with my wife, and she kept winning. That wasn't the frustrating
       | part - what I didn't like was how early leads compound into
       | larger leads as the game rolls on. So you know you are going to
       | lose, and you just keep losing more. Much like Monopoly.
       | 
       | At least with games like chess, you might be down but you still
       | have some hope of coming back with some maneuvering.
       | 
       | Maybe what I didn't like was the parallels with life. There's not
       | usually a rabbit in the hat to come out on top, the rich just get
       | richer.
        
         | ben7799 wrote:
         | I never played enough Settlers to pick up on this but I totally
         | get it with Monopoly, and I feel like this is bad game design
         | when it happens.
         | 
         | Monopoly feels like the game might take 4 hours but you know 20
         | minutes in that you're hopelessly behind and cannot come back.
         | Then it's just 3 hours and 40 minutes of torture.
         | 
         | If you're doomed to lose the game should be over quick.
        
           | soperj wrote:
           | > If you're doomed to lose the game should be over quick.
           | 
           | I think most people are in this situation in life, but would
           | disagree with you. The game itself was intended as an
           | educational tool to illustrate the negative aspects of
           | concentrating land in private monopolies, hard to get the
           | message when it's over quickly.
        
             | praptak wrote:
             | Yes, this design was intentional. Moreover, Monopoly as we
             | know it today was intended to be one of two rulesets, the
             | sucky one.
             | 
             | The good one was intended to demonstrate a better
             | alternative.
        
           | nothrabannosir wrote:
           | In the case of Monopoly that feeling is the point of the
           | game:
           | 
           |  _> The history of Monopoly can be traced back to 1903,[1][8]
           | when American anti-monopolist Lizzie Magie created a game
           | called The Landlord 's Game that she hoped would explain the
           | single-tax theory of Henry George as laid out in his book
           | Progress and Poverty. It was intended as an educational tool
           | to illustrate the negative aspects of concentrating land in
           | private monopolies. She took out a patent in 1904. Her game
           | was self-published beginning in 1906.[9][10]_
           | 
           | https://en.wikipedia.org/wiki/Monopoly_(game)
        
           | Sohcahtoa82 wrote:
           | > Monopoly feels like the game might take 4 hours
           | 
           | For what it's worth, if you play Monopoly _by the actual
           | rules_ , and you don't act stupidly stingy on your trade
           | offers, a 4-player game of Monopoly shouldn't take more than
           | 30-45 minutes.
           | 
           | The problem is, people of course don't like losing, and
           | everybody loves a comeback story. So people play with house
           | rules that constantly inject extra money into the game, which
           | prolongs the game's purpose: For all the wealth to
           | consolidate to a single player.
           | 
           | House rules in Monopoly are so common that a lot of people
           | don't even realize they're playing house rules!
           | 
           | Do you give money for landing on Free Parking? You're playing
           | a house rule.
           | 
           | Do you give $400 instead of $200 for LANDING on Go? You're
           | playing a house rule.
           | 
           | Do you allow purchasing Hotels when there aren't enough
           | houses? Do you allow building to not be even? Do you use some
           | sort of object to act like a hotel because the game only
           | comes with 12 hotels in the box? You're playing house rules.
           | The fact there are only 12 hotels and 32 houses was a
           | deliberate design choice to force players to trade and allow
           | one player to horde all the houses and hotels.
           | 
           | You can't mortgage properties that have buildings on them.
           | You must sell the buildings first, and you only get half of
           | what you paid for them from the bank. When you unmortage, you
           | have to pay an extra 10% fee. You don't collect rent on
           | mortgaged properties. If you play any differently, you're
           | playing a house rule.
           | 
           | Rolling doubles 3 times sends you to jail. That's actually
           | NOT a house rule!
           | 
           | Speaking of jail, you DO still collect rent while in it! This
           | means that deliberately staying in jail can actually be a
           | strategic move if another player is possibly about to land on
           | your dark Green properties (Baltic, North Carolina,
           | Pennsylvania) while your opponent owns the Oranges, which
           | you're likely to land on immediately after leaving jail.
           | 
           | Don't get me wrong, Monopoly is a shitty game for many
           | reasons, but "Games take 2+ hours" is not one of them unless
           | you're playing it wrong.
        
             | alabastervlog wrote:
             | Monopoly's maybe the only board game I prefer playing in
             | computerized form.
             | 
             | Even the one on the NES is totally fine.
             | 
             | Rules enforced without having to remember them, auctions
             | run for you, nobody has to be the banker, no manual book-
             | keeping for how much is owed where and mortgage status and
             | all that.
             | 
             | Plays so much faster and smoother than the real thing, and
             | no dumb house rules making it last forever for no good
             | reason.
        
             | toast0 wrote:
             | All that, and you didn't mention auctions. If you don't buy
             | it from the bank at the list price, it's up for auction and
             | everything should be owned pretty quick.
        
               | Sohcahtoa82 wrote:
               | Yeah, I probably should have mentioned it. I _always_ buy
               | property upon landing on it anyways, so auctions never
               | happen.
        
             | gowld wrote:
             | Ironically, "horde all the houses" (everyone get houses) is
             | the opposite of "hoard all the houses" (one person gets all
             | the houses).
        
               | Sohcahtoa82 wrote:
               | Ah, hell. That would be my previous WoW addiction making
               | me confuse "hoard" with "horde".
        
         | reducesuffering wrote:
         | It's designed better for 4 players. In that case, 3 other
         | players directing all 7 robbers and knight robbers to the clear
         | lead really acts as a negative feedback loop to counter any
         | snowball. That's not nearly as possible from just 1 behind
         | player
        
         | mgh2 wrote:
         | Not exactly a parallel with monopoly, which I agree, is like
         | life, where early advantages results in the rich getting
         | richer, the injustice makes it boring and frustrating.
         | 
         | In Settlers there are actually strategies and "luck" is more
         | evenly distributed. You can vary your approach or strategy -
         | ex: by focusing on upgrading to cities as early as possible to
         | give you 2x advantage, regardless of starting locations.
         | 
         | Parallel to life: birth location determines most of luck in
         | life (opportunities, income, connections, friends), but you can
         | increase this advantage by moving, within certain constraints
         | (education, visa, marriage, etc.). Nevertheless, _luck is
         | certainly the most important factor_.
         | 
         | In a better and not broken world, laws (rules of the game) will
         | try to avoid the 1st and reflect the later. Ex: antitrust,
         | immigration, affirmative action, etc.
        
           | GeneralMayhem wrote:
           | Settlers might have _less_ of a snowball effect than
           | Monopoly, but it 's definitely there. Pretty much any
           | resource-gathering game is going to have it. If your resource
           | numbers get rolled early on, you get to be the first one to
           | build a city or a third settlement. Then your income is
           | higher, so you'll get to the 4th point faster. And so on.
           | 
           | Like another commentor said, the intended fix for this in
           | Settlers is social dynamics: the leader is going to be
           | blocked from the best settling spots, isn't going to get
           | favorable trade deals, and is going to get hammered by the
           | robber. The key strategic gameplay in Settlers is not about
           | profit maximization (that's pretty easy to do), it's about
           | minimizing any appearance that you're a threat until it's too
           | late to do anything about it. If players never collaborate to
           | take down the leader, then early gains can definitely beget
           | later gains.
        
             | alabastervlog wrote:
             | Even with the social fix, there's usually one person
             | (sometimes two!) in a four-player game who does nothing
             | wrong but is basically out by the second or third time
             | around the board, just hanging around to help the one or
             | two other non-lead players harass the leader but with no
             | viable path to victory short of an insane run of luck with
             | the dice (or, if you're me, as soon you realize this has
             | happened to you, you help the leader get ahead faster so
             | you can move on to a better game sooner...)
        
         | cycomanic wrote:
         | I think that might be a function of playing 1 on 1. At some
         | point (when settlers was still only popular in Germany), we (4
         | player game) played with one of my best friends flatmates who
         | was at the time winning a lot of the tournaments in Germany. He
         | would consistently whoop our butts no matter how the game
         | started (and all others of us were pretty big board gamers as
         | well). It was amazing to see how little he relied on chance,
         | his dominance became even more apparent once we used the cities
         | and knights extension.
        
         | hibikir wrote:
         | Settlers is a poor 2 player game: It's really designed for
         | more. Then balance comes form bashing the leader mechanisms:
         | Unfavorable trades, robber uses always hitting them and so on.
        
           | jbverschoor wrote:
           | Yeah I'm so sick of getting bashed haha
        
           | bigstrat2003 wrote:
           | Settlers of Catan explicitly requires 3 players, in fact. I'm
           | not terribly surprised it doesn't work great with 2.
        
             | mzs wrote:
             | You can apply The Settlers of Zarahemla setup and trading
             | rules to Catan (while avoiding the additional mechanics in
             | Zarahemla) to create a 2-player Catan. It does have the
             | problem xivzgrev mentioned if you do not each secretly
             | adopt different atypical strategies each game.
        
         | snarf21 wrote:
         | We are living in the renaissance of board game design right
         | now. Settlers is a step forward from Monopoly but is still just
         | a roll-and-do and it also suffers horribly from king making and
         | other design problems. There are so many amazing board games
         | out there right now for every skill level and taste.
        
           | ungreased0675 wrote:
           | Would you recommend a few that are beginner friendly and
           | available at my local board game shop?
        
             | daedrdev wrote:
             | "Dune: Imperium" for a more competitive and strategic game
             | (there are several board games for dune but they only share
             | the theme, don't get confused)
             | 
             | Wingspan if you don't want to be aggressive against other
             | players
             | 
             | Cascadia for shorter game that supports low player counts
             | 
             | Azul is another shorter game
             | 
             | The isle of cats is a personal favorite, very neat game
             | about packing cats on your boat
             | 
             | Red Rising has an excellent board game if you've ever read
             | the book.
        
               | stoneman24 wrote:
               | I recently joined a board game club after many years away
               | from the hobby. I'll echo the recommendations above.
               | Scored wins in Azul and Loot. Played Isle of cats and
               | Wingspan.
               | 
               | Games around the 3-4 players seem to have best flow and
               | pace. I may buy wyrm (sister game to wingspan) just for
               | the card designs.
               | 
               | I did play a game of Twilight Imperium for 12 hours,
               | which I won. Mostly newbie's but with a host who's
               | provided guidance on the rules. Great fun but perhaps
               | something to work up to.
        
               | daedrdev wrote:
               | I agree on the 3-4 player idea, more players is hard
               | because people have too much downtime. I enjoy and have
               | played several games of Twilight Imperium but you need a
               | good group who are willing to play fair even if the game
               | is hopeless for themselves.
        
               | stoneman24 wrote:
               | Yes, that was a point that my twilight imperium host was
               | very keen on, keeping everyone engaged in the game.
               | 
               | Even when a player situation wasn't looking good, he took
               | them aside and pointed out options for them to get back
               | in the hunt for victory points.
               | 
               | It's very easy for a player to go "rogue" and spoil the
               | game for the other players.
        
               | dapperdrake wrote:
               | Space Alert (very interactive)
               | 
               | Kind-of a board game: 7th continent
        
               | Attrecomet wrote:
               | Vlaada Chvatil games just tickle something for me. Space
               | Alert is hugely fun, probably best due to the chaos and
               | also the fact that at least we can see the inevitable
               | failure that's coming together, and nobody is the lonely
               | runt, but so is Galaxy Trucker, Dungeon Lords, and as a
               | quick social game, Codenames.
        
             | peeters wrote:
             | Parks for a novel game design, gorgeous artwork and tactile
             | pieces. Mid complexity.
             | 
             | Pandemic Legacy for one of the best experiences you'll have
             | with the same group of friends over months (cooperative,
             | play through once over 12-24 sittings). The game builds in
             | complexity as you play so it starts reasonably simple
             | (though the first season starts with the basic ruleset of
             | Pandemic so if you've played that it's a head start but not
             | necessary).
             | 
             | Kingdomino and Cascadia for quicker terrain building games,
             | I consider these fairly similar though Kingdomino is
             | quicker and simpler. These I can play with anyone.
             | 
             | Paperback if you already like word games like Scrabble etc,
             | and want to dip into playing a deck building game.
             | 
             | The Crew if you like trick-taking card games, it's a co-op
             | variant to games like Bridge or Euchre.
             | 
             | Carcassone is an oldie but goodie. Very social compared to
             | many competitive games, as though it's turn based everyone
             | wants to have their say for what you should do with your
             | piece. Compared to e.g. Wingspan where you're largely
             | ignoring/out of the loop for what's going on with everyone
             | else all the time.
        
               | roygbiv2 wrote:
               | Played Pandemic Legacy over the course of probably a
               | couple of years with some friends, gee it took some time
               | but we got there in the end.
        
               | frollogaston wrote:
               | I played like 3 rounds of that in December 2019. Ingame,
               | a novel virus with no known cure spawned in China.
        
             | frollogaston wrote:
             | Coup is a good all-rounder. One of the few games that works
             | for 2 or more players. Easy, simple, and not too long. You
             | can even play with a standard 52-card deck if you want.
             | 
             | Diplomacy is a masterpiece and surprisingly beginner-
             | friendly, but it's very hard to get a game going, cause
             | first off you need exactly 7 people. I played online with
             | friends on Backstabbr.com, and yeah it only took 5 minutes
             | a day, but each game lasted 1-2 months. Or it'd be 2-4
             | hours in-person.
        
               | frollogaston wrote:
               | Oh yeah, forgot to mention the 2-player game I invented
               | that requires no pieces. It's based on haggling.
               | 
               | Designate one player as the seller of an imaginary
               | product and one as a potential buyer. The buyer needs a
               | random secret number B from 50-100 which is the max they
               | can pay, and the seller needs S from 0-50 which is the
               | min they'll sell for. Use an RNG if you have one,
               | otherwise you can do it yourself: Have both think of two
               | random numbers from 0-100. Each says one number but not
               | the other. Add the other person's number to your secret
               | one, mod by 50, then add 50 if you're the buyer.
               | 
               | Negotiate over the price until either a sale is made at P
               | or someone unilaterally kills the deal. Seller wins (P -
               | 50) points, buyer wins (50 - P). If the deal dies, seller
               | loses S points, buyer loses (B - 50). I hope I remembered
               | these right. Then switch sides and repeat.
        
             | snarf21 wrote:
             | Just One (best party game ever designed) Splendor (intro to
             | "engine builder" games) Carcassonne (intro to tile laying
             | games) Sushi Go (intro to "drafting" games) Scout (intro to
             | climbing/shedding card games)
             | 
             | All of these are very inexpensive and rules light and very
             | approachable for beginners.
        
               | frollogaston wrote:
               | I liked Colony which is vaguely like Splendor, but it's
               | not cheap. And I liked Splendor.
        
           | frollogaston wrote:
           | I think we gotta explore the card game space more. There are
           | a lot of simple and addictive card games where you can get in
           | the zone playing 4 hours straight.
        
       | dave333 wrote:
       | Another way to look at board games and sports in general is as an
       | alternative to war - settling disputes in a non-violent way and
       | building social cohesion in the process. In board games there are
       | no real losers and in war there are no real winners. So a win at
       | all costs strategy may not be necessary.
        
         | CGMthrowaway wrote:
         | Ever played Diplomacy? (correspondence board game)
         | https://en.wikipedia.org/wiki/Diplomacy_(game)
         | 
         | It's like Risk but you submit each round's actions in advance
         | and they are resolved simultaneously, rather than turn-by-turn.
         | All of the action is off the board, not on it. Coalition-
         | building, intelligence gathering and managing trust--even when
         | betrayal is inevitable.
         | 
         | I learned a lot from that game.
        
           | robertlagrant wrote:
           | That sounds like a speech someone would give on a video to
           | his friends that he invited to a remote mansion to play
           | lethal games with.
        
             | CGMthrowaway wrote:
             | That sounds fun :)
        
         | FridayoLeary wrote:
         | I slowly learned when i started playing catan, that by playing
         | _against_ another player, you are virtually guaranteed to lose.
         | You can only win if you cooperate with others. A valuable life
         | lesson.
        
       | asciimov wrote:
       | I've played a bunch of Catan. The included wooden dice are all
       | terribly biased. Not in the same way, but enough that a sets
       | owner knows, at least subconsciously, what numbers their set
       | favors.
       | 
       | The best way I've found to mitigate this is to have a bag of
       | assorted dice with the set. The various sizes and materials, with
       | a swap out at every game, makes sure the dice bias isn't
       | predictable.
       | 
       | Regarding dice decks. I find they make the game sterile. A near
       | perfect bell curve means you can anticipate number droughts or
       | floods, aiding in robber strategy.
        
         | brookst wrote:
         | Expand on that last? How would you anticipate a drought or
         | flood from a bell curve? These are independent rolls... you're
         | not heading into gambler's fallacy territory, are you?
        
           | toast0 wrote:
           | With a dice deck, you no longer have independent rolls, and
           | you can count cards. You could probably mitigate by shuffling
           | early, like casinos do for blackjack.
        
             | frollogaston wrote:
             | Why would anyone even use a dice deck then, to stop people
             | from complaining about the law of small numbers?
        
           | sdwr wrote:
           | > dice decks
        
           | asciimov wrote:
           | The dice deck has a perfect bell curve of dice rolls, this
           | means the same number of 6's and 8's, 4's and 10's. If you go
           | on a tear you can pull most of the 6's from the deck in short
           | order, a flood. Making it difficult or impossible to pull
           | anymore till the deck is reshuffled, the drought. Meanwhile
           | the odds of pulling other cards go up.
           | 
           | This is somewhat mitigated with cards that require you to
           | reshuffle the deck. Even with shuffle cards included the
           | numbers are too evenly distributed or balanced removing any
           | feeling of randomness or luck from the game.
        
             | brookst wrote:
             | An sorry, I missed the deck part and thought we were
             | talking about dice. Yes, a dice deck sampled without
             | replacement allows card counting.
        
       | redcobra762 wrote:
       | The "criticism" of a p-value was strange to me, because it's
       | never taught to be an "end all" answer to a question, rather it's
       | taught as a way of determining statistical significance. Every
       | stats or economic analytics course I took in college explained
       | that hypothesis rejection involved critical thinking in addition
       | to p-value analysis.
        
       | rtpg wrote:
       | I think so much about how Catan showed up, got really popular,
       | and then more or less right after that two of its huge
       | characteristics (open trading + dice rolls as the primary decider
       | of things) have almost completely disappeared from modern game
       | design.
       | 
       | There's still dice rolls in some games of course, but open
       | trading in particular feels like something that people really
       | don't want in games anymore. And I totally get why
        
         | volemo wrote:
         | > And I totally get why
         | 
         | Why?
         | 
         | Catan is one of my favourite boardgames.
        
           | rtpg wrote:
           | Catan, like Monopoly (or I guess Cricket and Baseball) has am
           | awkward interminable nature to it, especially at high player
           | counts
           | 
           | Long trading discussions are one component of this. The pure
           | randomness of dice meaning that the internal economy can be
           | all messed up for a while also plays into this
           | 
           | There are games with more consistent runtimes that also don't
           | get bogged down by people with a high chatter:play ratio.
           | 
           | I like hanging out with people to play games but Catan is in
           | that category of game where just one overly annoying person
           | can just make a session totally suck.
           | 
           | I'd rather play something like Carcassonne or some other
           | modern games that involve competition and territorial
           | management like El Grande where I at least have an idea of
           | how long it'll take.
        
             | horsawlarway wrote:
             | I also just don't think Catan is actually all that "fun"
             | once you've played a couple of times.
             | 
             | It's a decent intro board game because the mechanics aren't
             | terribly complex, you don't have to manage too many pieces,
             | and there's so much randomness that any given player can
             | win if they're even vaguely trying.
             | 
             | But that last bit is also its achilles heel - there's so
             | much randomness that the strategy is basically ankle deep.
             | It just becomes a session of "do I have friendly people at
             | the table" or "can I cajole/harass people into bad trades".
             | 
             | Neither of those are all that fun (at least to me). There
             | are much better social games, and there are much better
             | strategy games.
        
         | kangda123 wrote:
         | What are some other good games with open trading?
        
           | sershe wrote:
           | Western empires et al. The trading also allows limited
           | bluffing (you'll get what you want but also probably smth
           | negative). But it takes all day in no small part due to open
           | trading.
        
       | jakemanger wrote:
       | This is absolutely brilliant. What a patient wife!
        
         | jakemanger wrote:
         | Thinking about how this can be used to my advantage the next
         | time I play Catan. I play with someone that wins almost every
         | time and is a real dirty deal-maker (trades with you then
         | blocks your path), so it would be good to get her back.
         | 
         | Soak the dice to shift the most common to be 5 or 9 rather than
         | 6 - 8? Is that possible?
        
       | frollogaston wrote:
       | This is neat, but I was expecting the soaking to affect the dice
       | more. Is this enough to really affect how you play? The naughty
       | and nice players had equal number of dots, but I feel like you
       | usually have more uneven choices than that.
       | 
       | Seems like it'd be more advantageous to make people
       | over/underestimate the chance of being robbed, but this didn't
       | affect the chance of a 7. Is that the same no matter which side
       | you soak?
        
       | BrenBarn wrote:
       | Assuming this article is sort of tongue-in-cheek, I'll add
       | something in the same spirit: The fact that the number of rolls
       | _required_ for the game is too low to be able to detect the
       | unfairness does not imply that  "it's scientifically impossible
       | for our opponents to know that we're cheating." That's fallacious
       | reasoning. In any situation where people actually cared about
       | this and suspected a cheat, they could just say "Let's stop the
       | game for a bit, roll the dice a bunch of times, and run some
       | tests". There's no requirement that the dice _only_ be rolled
       | when required for the game. (If you refused to allow the test,
       | that would obviously be even more suspicious.)
        
         | Rastonbury wrote:
         | If parties are willing to roll the dice hundred or thousands of
         | times and end up arguing about significance, the easier thing
         | to do would be to bring a cup of water and roll them a couple
         | of times in the water or load the water with salt till the dice
         | float lol
         | 
         | But yeah it's tongue in cheek, talking about bayesian
         | probability for the water stains opposite the sixes
        
       | NooneAtAll3 wrote:
       | > the standard scientific protocol tells us to conclude that we
       | have no "significant" evidence that the dice are biased. (Notice
       | that this is subtly different from having evidence that the dice
       | are not biased! Confusing these two statements is a common
       | mistake, even for trained phd scientists, and especially for
       | medical doctors.)
       | 
       | but shouldn't it be "no significant evidence that the dice aren't
       | unbiased"? that's different from either
        
         | onionisafruit wrote:
         | Yes. Leaving "significant" out of the second one leaves the
         | impression the author is pointing out that non-significant
         | evidence is still evidence. That distracts from the actual
         | point that "absence of evidence is not evidence of absence"
        
       | elif wrote:
       | It's kinda funny that the magnitude of the effect of this
       | "cheating" is significantly less than the magnitude of the effect
       | of who goes first or second.
        
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