Tabletop Simulator

Tabletop Simulator

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Number of Players: 3, 4
Tags: 4+
File Size
0.007 MB
Dec 25, 2014 @ 9:58pm
Jan 1, 2015 @ 11:04am
3 Change Notes ( view )

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In 1 collection by djackthompson
Games I Designed
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Created by: David Thompson

Playtesters: Joe Kutner, Matt Blackmon, Lex Avellaneda; the Huntsville, Cambridge, and Molesworth playtest communities; Tennessee Game Days and Atlanta Game Fest.

Change Log
Jan 1: Updated with deck revisions.
Dec 26: Uploaded workshop
Popular Discussions View All (1)
Jan 1, 2015 @ 2:23pm
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djackthompson  [author] Jul 31, 2018 @ 2:43pm 
Sounds good!
tinnesaile Jul 31, 2018 @ 4:44am 
No problem. I had a few real life issues of my own anyway. That actually helps a lot I think. I've still got a load on my plate but I'll see if I can tell you how it goes.
djackthompson  [author] Jul 27, 2018 @ 4:00am 
Hy tinnesaile, sorry for taking so long to reply. I don't often check Steam. Your intuition is correct. Because the Temple players are reworded for working together, it is critical that the deck is skewed towards the Thieves Guild (there needs to be enough Thieves Guild cards to cause the players to feel a constant "tug" towards the Thieves Guild, causing them to consider "betraying" the Temple. The distribution of cards is not built on a strict mathematical model. Rather, they were designed with the intent of balancing their relative power (ie, the Guildmaster is very powerful, so there is only one) and the necessity of the card's power (gaining information, etc). After that, I reached the final numbers through extensive playtests and analysis of the playtest results, balancing the card distribution until I reached an even win % for the Temple and Thieves Guild.
tinnesaile Jul 19, 2018 @ 10:51pm 
Obviously I can try to just stay in the bubble of "it's a game be silly", but I'm wanting to develop new uses or rewrites of this deck for my own stuff and I want to know the mathematical philosophy behind it so that whatever I change doesn't undo the spirit of the game by breaking the balance.
tinnesaile Jul 19, 2018 @ 10:51pm 
In total there are 31 definite temple cards and 42 definite thieves guild cards, with the neutral and player count based cards being excluded as mostly a different topic. I would guess your intention was to just give probability favor to those wanting to take the competitive risk over positive cooperation, but there seems to be no mathematical pattern to it. 10 no-ability monks versus 9 no-ability thieves yet 8 follow initiates to 11 follow cutpurses? 1 shy of double the assassins versus priests?... and then why at all are there a whole 16 (8vs8 equal and fine alright) spies and inquisitors to reveal the cards hidden by the mere 6 double agents who are the only ones who can hide anything and are only versioned to the thieves guild?
tinnesaile Jul 19, 2018 @ 10:51pm 
Ah HAH! Thank you! Another piece of the puzzle for the experience I'm trying to develop AND it comes with a real name I can give credit to! I've needed something to organically but randomly change allegiances of players for such a long time... problem is I don't quite understand your balancing decisions. Thematically you seem to want the thieves guild to be more underhanded than the temple and that explains things like the partisan only convert and assassinate and thats easy to fix for what I want to do. However the numbers of cards are oddly skewed and I want to know why so I can bend the mechanics to my purposes.
djackthompson  [author] Jun 6, 2015 @ 9:24pm 
Looks great!
Mascotty Jun 6, 2015 @ 8:58pm 
I won the trailer contest! Just wanted to say thanks for letting me use your mod in the commercial! It looked really cool.

Here it is if you haven't seen it:
djackthompson  [author] May 28, 2015 @ 12:36am 
Yep - sounds good to me. Let me know when I can check it out!
Mascotty May 27, 2015 @ 6:34pm 
Hey! I'm making a fan-made commercial for this game and I was wondering if I could use this mod in the commercial. Once the commercial is finished, I will be submitting it to the Table Simulator commercial contest and this mod could have the chance of being in the steam commercial for the final release! Please let me know as soon as possible if it's okay for me to use this mod in my submitted commercial. Thanks!