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11

You didn't lay out criteria in your question so I'm going to assume that what you're asking is: Let's say Bob diligently acquires as much skill as possible in Monopoly and practices with 50 or more games. If Bob plays several beginners (10 or fewer games - little study of the game), and no players know other players' skill level - is Bob highly likely to win?...


10

There's a modicum of skill involved. You can do some things to increase the odds that random draws will go your way. Any or all of these could be used to augment Basic Player's behavior. Recognize that some keepers appear more often in goals. Prioritize The Brain and generally anything to do with food. Playing keepers toward the current goal is usually a ...


9

In my experience, the most effective way to reduce luck at the beginning is to give players a choice of two start worlds. A world you know will be on the table the whole game is a much bigger deal than four cards, of which you'll likely only play one or two, and sometimes none. The implementation of Race for the Galaxy at keldon.net does this. (Side note: ...


9

Think about the Elo Rating System used to measure the relative skill of Chess players. This is essentially an equation that takes a series of wins and losses and produces a number that can be used to predict the chances of one player winning a game against another player. One of the inputs to the equation is a "distribution" that describes how much a ...


9

Find a new game. Taking of tickets in Ticket to Ride is supposed to be a high risk/high reward action that has the potential to lose you a significant amount of points. Once you try to mitigate an aspect of a game, you're changing how the game plays in ways that weren't intended by the designer. At this point, it's better to find a new game that more ...


8

There are variants of Magic that remove deck shuffling and other sources of non-determinism, but they also make other major modifications that make the game very different from normal Magic. One example is 3-Card Blind, in which any number of players each submit a deck containing 3 cards. Gameplay is as normal, except that attempting to draw from an empty ...


7

The problem with your suggested solution is that it increases the impact of good luck for everyone. The result is that everyone's potential score will be that much higher, so the winner will end up being the person who doesn't get screwed out of routes by other players. As you say, getting lucky with grouped routes does have an impact on the game, and no ...


6

I think this thing of skill in games tends to be a little of too much pride and taking the game a bit more serious than it should. In general I think it's best just to take a high risk once in a while if you think that 'luck' is not going your way; if you loose laugh about it and enjoy the game :) Onto the house rules to modify results: Die result for ...


4

Our house rule is to take all of the tickets that are 17 or higher, shuffle them, and deal one to each player, and deal the other tickets from the (shuffled) rest of the deck. Then shuffle all remaining tickets to form the ticket pile. That way (similar to TTR:Europe) all players have a long route to choose from at the start.


4

You pretty much answered this question already. While I haven't heard of 4-pack 30 card sealed yet,I would say this is the format that is the most dependent on luck. A single bomb in a 30 card deck has a much larger impact than in a 40 card deck, for 2 reasons: 1) With 4 packs, opponents have a lower chance to equalize a single bomb of yours with at least 2 ...


3

First, there is a quite elusive difference between chance and luck, but it is worth noticing before analysing either concept deeper. Any non-deterministic event during the game is necessarily a chance component; but its effect on a given game situation may be exactly neutral (either in practical terms in a unique situation, or in some general, ...


3

I do not have a full answer to this question but I have the beginnings of an answer, which I hope is supplanted by a better one. This answer assumes that game rules are strictly followed, with no cheating or imperfect components. (In other words, no loaded dice, or imperfect dice whose imperfections can be observed after many thousands of rolls, etc.) The ...


2

I think it's rather self-evident that 6-pack 40-card sealed, has less of a luck component than 4-pack 30 card sealed. As mentioned by @Hackworth, you're much more likely to see a rare bomb in a 30-card pack than a 40-card one. It's definitely going to be hard to judge, but I wouldn't overestimate the gulf in “luck” between 6-pack sealed and draft. There are ...


2


2

If you want people to have more control over their initial tickets, just give them move to choose from. Instead of 'Draw 4, keep 2-4', you could allow people to 'Draw 6, keep 2-4'. This doesn't impact any part of the game, other than the initial route drafting. There is of course a very simple solution that doesn't involve house rules: ditch your longest ...


2

We have looked at this game critically and found that we agree with your assessment that there is too much luck. Furthermore, the penalties and rewards for that luck are too extreme the way the rules were written. DISCLAIMER: If you love Monopoly please stop reading this, you will love Boxcars. If you like games of strategy and planning, please continue ...


1

Even though I am not 100 percent clear about the game you are proposing (especially what happens when both players choose the same colour) clearly this is no skill game. The optimal strategy is to always take red and beating this strategy can only be done with luck.


1

Is Fluxx a game of skill or luck? Yes, yes it is. It is also a game of skill AND luck. A fortunate deal can give you the game, but only if you have the ability to play it correctly. Continually getting the 'wrong' cards can mean that you'll never win, but a skilled player can mitigate that. You can't look at the colour grey and ask if it's black ...


1

I know exactly what you mean and I've wanted some sort of ranking/rating system as well, in part because how "mean" a game is depends in part on how much luck is involved (mean games being ones where non-winning players feel as though they lost due to choices targeted at them by other players; Diplomacy is probably just about the meanest game out there). ...


1

I think you're asking the wrong question. Instead of asking about how some nebulous term (such as 'luck') applies to any particular game, what if we ask instead "how much effect can random chance have on the outcome of a game?" Now we suddenly have an answerable question! A game like Chess or Go has no random factors in it, so the answer would be "none". ...


1

The accepted answer, while correct, is overly brief. Luck can be reduced in several ways in Stone Age, especially when you think in terms of reducing wasted pips (a pip is 1 dot on a die): When you have no tools, try to concentrate your workers on a single resource each turn. For example, on forest you'll waste 0, 1, or 2 pips on each roll. Your waste per ...


1

As I was playing it many times with two players only, I wanted to remove as much luck as possible. The tools hut may help, but it hardly does in the first few turns, which might be the most important ones. I could eliminate most of randomness using this rule: For resource production use one die only. For each two workers simply count 7 pips without ...


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