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Attribute Scores

I enjoy the Action! System for its simple Attribute+Skill+3d6 mode of resolving actions. It's a pretty straightforward mechanic that tends to encourage the development of skills instead of increasing attribute scores. In my old D&D days, the only way to become significantly more powerful in combat was to increase your Strength score, not become more skilled with a sword.

As such, the Action! System has a problem with attribute scores, especially the STR score.  I expect the score to express some kind of relevance to another score. For example, if a person has a 4 STR and another has an 8 STR, how much stronger is the person with the higher score? Is he twice as strong? Is he some multiple times stronger? What I found with A!SCRv1.1 is that double the STR score could make you anywhere from 1.5 times as strong to 100 times as strong. It didn't make sense to me that a STR point could increase your strength by double in some cases, but 10 - 20 percent in others.

The solution was to recalculate the scores based on a logarithmic function. The results appear in Lenga  02 - Attributes and Lenga Appendix A - Extended Attribute Tables. The result is that a character with twice the score of your character will be about six times stronger. A character with twice the INT score will be about twice as intelligent. A character with twice the REF score will have approx 3 times quicker reflexes.

MOV was also a problem. The example in A!SCR of someone with moderate scores (Swingin' Sam) allowed him to sprint at world record speed. He could have run the 100m in less than 10 seconds. According to the rules, he could have kept up the pace long enough to finish the race. A person with all 10 scores could sprint at almost 50mph!

The solution was to change the formula of the MOV score to be an Average of REF, STR, and HLT. There is also a trait for Fast Mover that allows for a direct increase in MOV. After all, the fastest runners in the world do not have a 10 STR, though they tend to have high REF and HLT.

Look for more details in Lenga, specifically chapter 2 and Appendix A.

Checkers or Draughts

Nothing seems as simple as a game of checkers, right? Not to the professionals!

Regardless of that, this game has been enjoyed in various forms all over the world. In America and the UK, this game is played on an 8x8 board. In other countries, the board is 10x10 and even 12x12. Some games allow the checkers to move in any direction.

The most interesting variation is Lasca. Played on a 7x7 board, the jumped pieces become a part of your column. Read the link for a better explanation, but it is a fun game with several twists.
Sycarion Does Checkers As Well

We have two variations today. The downloads page will have resources to make your own odd sized boards in the next couple of days. The games have the same premise, but it is executed differently depending on the size of the game board used.

The details below will be cleaned up later tonight as time permits. It makes more sense visually, especially Hedge Checkers.

Strategic Checkers

Using a 10x10 board, each player places 5 of his 12 checkers on the dark squares of the back row. As the players take their turn, they slide the checkers onto the 8x8 board. When a checker in placed in the normal sized board, they take one of their remaing checkers and place it on the back row.

Hedge Checkers

Using a 12X12 board, players place checkers in the back row, but must jump the buffer to make it onto the 8X8 board. Players may also jump over the hedge into safety, but they must jump forward with that checker on their next turn or forfeit it to their opponent.

Dice Poker Rules

Any procedure mentioned here is specifically covered in the laws of poker as stated in any version of Hoyle's.

Players

This game should work well for seven to nine players, but is also suitable for three or more as there is more action in betting than draw poker.

Cards and Dice

A standard deck of 52 cards is used with each suit ranking A (High), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. There is no rank of suits. Generally wild cards, jokers, and bugs are not used due to the nature of the dice suit.

Three dice are also used as a fifth suit. The dice suit is ranked as the standard four suits, except that the lowest rank is 1. In play, any two or three dice can be combined to form higher ranking cards. Jacks require 11 points, Queens require 12, Kings require 13 points and Aces cost 14. Note: a player is not required to combine dice to form higher ranking cards.
For example, a player rolling 6,5,3 may choose to combine the three dice into an Ace. He may also choose to combine the 6 and 5 into a Jack. This would leave him with a J and 3 of dice. The player may also opt to leave the dice as is, he is under no compulsion to combine at all.

Rank of Hands

There are no flushes in Dice Poker, however, the nature of the dice suit allows for several combinations. From lowest to highest, the rank of hands are:

  • High card - three different cards and dice where no combination of dice and cards permit any higher hand.
  • One pair - Same as traditional poker. The pair can be a dice pair or a card pair or combination of the two. For example, the three of hearts and three of dice form a pair.
  • Bobtail - Four Card Straight that does not start with a one or an Ace. There are no wrap-around straights allowed. For example, a Bobtail could be six of dice, seven of hearts, eight of clubs, and nine of diamonds.
  • Two Pair - Same as traditional poker.
  • Three of a Kind (Barrel) - Same as traditional poker. This can be three cards, three dice, or a combination of the two. For example, the seven of hearts, seven of spades, and a dice combination of 5 and 2 will produce a three of kind with sevens.
  • Three Pair - Just what it sounds like. This can only occur when dice are not combined. For example, a hand of 2 of clubs, 2 of diamonds, 6 of spades, and 6,1,1 of dice produce three pair. (1s, 2s, 6s)
  • Odds or Evens - five or six cards in alternate sequence like A, Q, 10, 8, 6 or J, 9, 7, 5, 3, 1
  • Full house - Same as traditional poker.
  • Straight - Five card straight, same as traditional poker. No wrap-around straights are allowed, but a straight may start with an Ace or a one of dice.
  • Four of a Kind - Same as in normal poker
  • Longtom - A ‘Four of a Kind’ plus a ‘Pair’. For example, a hand of Ace of diamonds, Ace of Clubs, five of diamonds and dice of 5,5,5 produce a Longtom.
  • Double Barrel - Two barrels (two sets of ‘Three of a Kind’)
  • Five of a Kind - same as traditional poker.
  • Major Straight - Three cards and three dice that form a sequence of ranks for all six cards. A hand of 7 of clubs, 8 of diamonds, 9 of spades, and dice of 4,5,6 produce a major straight.
  • Six of a Kind - Three cards and three dice of the same rank.

Dealing

The dealer deals two face-down cards to each player and temporarily lays the deck aside. Each player rolls a die. Betting begins with the person with the higher die roll closest to the dealer. In the case of a tie, the person with the highest roll to the left of the dealer is chosen.

After the first round of betting, the dealer gives one more face-down card to each player. The deck is laid aside for the remainder of the hand. Each player rolls a second die - the person with the highest total of the two dice closest to the dealer bets first. In the case of a tie, the person with the highest total to the left of the dealer is chosen. This means that if some has rolled two 2s and another player rolls 4,6. The person with the 4,6 will bet first, despite the fact that the first person has 'a pair'.

After the second round of betting, each player rolls their last die. Betting begins with the person with the highest total of the three dice closest to the dealer bets first. In the case of a tie, the person with the highest total to the left of the dealer is chosen. Again, it is determined by dice total, not the best poker hand or combination of dice into higher cards.

Variants

Like any game of poker, it is not necessary to bet at all.

You can also use different dice than the standard. Eight-sided dice allow for a greater chance to get an Ace and allow for more possible straights. Ideally, a seven-sided dice would be perfect. You can purchase one here.

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