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Woke before the rest of the house, as usual, so went back to my Cum Deck modeling spreadsheet and found it was a bit too pessimistic about the random interactions between the Kings, Jacks, and Aces, which increased my expected number of orgasms a bit. On average I'll get my next orgasm 55 days from now, if I draw a card on each day I'm allowed. That's still next year, LOL.
With a full starting deck of 54 cards, including the two jokers, a player would expect to have 5 orgasms across 233 days, or one every 44 days.
If the non-face cards were merely blanks, instead of directions telling you how many days to wait until your next card, the deck would typically last for 53 days and you'd get an orgasm every 10 days.
So I think I'm going to reorganize the rules -- the basic game will treat the non-face cards as blanks, the advanced game will treat them as directions, otherwise the two games will have the same rules. For a beginner, having to wait an average of 10 days for an orgasm is long enough. For an advanced player, having to wait 44 days is more challenging.
I've read that serious game designers need to create mathematical models for their games, along with playtesting the games, so the range of outcomes of the game can be understood well enough to tweak the rules and the scenarios. For example with a game like Gloomhaven, the scenario designers need to know how dangerous each monster is, and how many "danger points" of monsters per player are required to make the scenario challenging.
Some card games are well known for their mathematical underpinnings, such as Poker, Blackjack, and Contract Bridge. Expert players learn how to model their hands and the remaining cards in the deck, so they know how much to bet or bid, and which moves to make next. I wonder whether kids would enjoy math more if it were taught in the context of playing games and learning strategies to win games.
With my Cum Deck, there is no strategy to it (yet). It's just a sequence of card draws, the only choice you have is whether to draw a card that day. I wonder whether I could make it more interactive -- having to play a game against the Cum Deck each day to win an orgasm.
With a full starting deck of 54 cards, including the two jokers, a player would expect to have 5 orgasms across 233 days, or one every 44 days.
If the non-face cards were merely blanks, instead of directions telling you how many days to wait until your next card, the deck would typically last for 53 days and you'd get an orgasm every 10 days.
So I think I'm going to reorganize the rules -- the basic game will treat the non-face cards as blanks, the advanced game will treat them as directions, otherwise the two games will have the same rules. For a beginner, having to wait an average of 10 days for an orgasm is long enough. For an advanced player, having to wait 44 days is more challenging.
I've read that serious game designers need to create mathematical models for their games, along with playtesting the games, so the range of outcomes of the game can be understood well enough to tweak the rules and the scenarios. For example with a game like Gloomhaven, the scenario designers need to know how dangerous each monster is, and how many "danger points" of monsters per player are required to make the scenario challenging.
Some card games are well known for their mathematical underpinnings, such as Poker, Blackjack, and Contract Bridge. Expert players learn how to model their hands and the remaining cards in the deck, so they know how much to bet or bid, and which moves to make next. I wonder whether kids would enjoy math more if it were taught in the context of playing games and learning strategies to win games.
With my Cum Deck, there is no strategy to it (yet). It's just a sequence of card draws, the only choice you have is whether to draw a card that day. I wonder whether I could make it more interactive -- having to play a game against the Cum Deck each day to win an orgasm.