Today I would like to discuss Mindbars and other voodoo in the game that have “chance” involved and the process of how/why they fail or succeed. There are several cards out there that are in need of a “Dice Roll” to see if it is successful or not. I will be writing a small Players Guide about this topic to hopefully shed some light for some.
First off you need to know that almost all random numbers (chances) in the game use a 1d100 Die. For those who don’t know what 1d100 stands for, this is a 100 sided die. Most common dice that you use for board games are 1d6 (6 sided die). The only exception that I know of right now in the game is the 1d20 Die that is used for Battles (Hopefully more on that later). The use of a 1d100 makes it very easy to use and understand on ADMIN’s side when coding.
Second thing you need to know is that when it comes to voodoo all players have an artificial “barrier”. When you cast on yourself this “barrier” is set to 0. When casting on another person there is a “barrier” check. I will explain this more in a minute.
When casting voodoo, voodoo goes through a series of checks to see if it will fail or succeed. In order, here are the priorities when it comes to casting voodoo.
1. Flip a Coin (Death Poker is a good example for this)
2. Confuse
3. Piercing Bonus
4. Mindbar
5. Countercurse
Flip a Coin – Pretty Self Explanitory. You have a 50/50 chance of winning or losing. I will admit I don’t know why Confuse voodoo does not affect Death Poker, as many will argue that Confuse should affect all voodoo casts.
Confuse – If active on you there is a 30% chance that voodoo you cast will fail. This is a simple roll of the 1d100 die. If you roll a 1-30 your cast fails, 31-100 and it is successful against the Confuse check, then it goes on to check any Piercing, Mindbar or Countercurses
Piercing Bonus – One of the more common cards used with a Piercing Ability is “Self Sacrifice”. It has a 75% chance to ignore a players Barrier. A players Barrier is set to 100. So the Formula that is used is:
Barrier to Break = 100 – Card Barrier
Then a 1d100 roll occurs
If the players roll is greater than the remaining breaker, it passes.
Example 1:
So for Self Sacrifice at a 75% chance the formula is (100-75=25)
Player Roll 1d100 = 55
Piercing Successful! (no mindbar check)(countercurse check)
Example 2:
Player Roll 1d100 = 8
Piercing Failed!
Mindbar Check: 1d100 Roll…..
Mindbar: Mindbar has a 75% chance to block incoming voodoo. A die roll occurs, any roll that is 1-75 is blocked, any roll that is 76-100 is successful and then check for Countercurse.
Countercurse: If active countercurse will block voodoo if your Mindbar didn’t block the voodoo.
That’s it. Just remember that Piercing comes first in the rolls of chance. I would suggest now knowing this that when considering new voodoo curses in the future, perhaps playing around with "Piercing" a bit to create some intriguing new cards.
Please post any questions you have and I will try to answer them.
-Shadowood