Runic Maths

By Oloh, in Runewars Miniatures Game

I took a crack at some math relating to the rune mechanic and figured that I would share some information. The first chart below shows every combination available from the 5 runes cast at the start of each turn, and the percentage chance of getting that exact combination. Using the table below, you can calculate the likelihood that you will have an appropriate "mana curve" for the abilities you take and can determinate the exact percentage you will have of getting what you need each round.

The second table shows you the min / max of each rune, and the percentage chance you will get a specific number, with the percentage chance you will get "at least" a specific number.

The TLDR version is that there is a 62.5% chance each round that you will get one of each color of runes. That probably means that most builds will have a way to "dump" each color of runes so the army isn't wasting resources.

Just wanted to share.

QN8vXco.png

Sweet, sweet color coded tables....thanks!

I wonder if there will be a way to reproduce these results with dice later on.

Sweet, sweet color coded tables....thanks!

I wonder if there will be a way to reproduce these results with dice later on.

There is a way. 4 dice each faced 50/50 based on one of the runes, then add a blue. There are other ways, just remember that the percentages and min/max results must be maintained.

So the Rune Golem is either good or REALLY GOOD haha.

Sweet, sweet color coded tables....thanks!

I wonder if there will be a way to reproduce these results with dice later on.

There is a way. 4 dice each faced 50/50 based on one of the runes, then add a blue. There are other ways, just remember that the percentages and min/max results must be maintained.

Cool kids do it with a d16 ;) Just add numbers to the table above (remember to add 2 numbers to the combinations in gray) and you're good to go with a single die roll.

Planning to use the runes, myself (hopefully some acrylic/wooden/stone ones later on) but yeah, there's lots of ways to do this with dice if that's your jam.

Sweet, sweet color coded tables....thanks!

I wonder if there will be a way to reproduce these results with dice later on.

There is a way. 4 dice each faced 50/50 based on one of the runes, then add a blue. There are other ways, just remember that the percentages and min/max results must be maintained.

Cool kids do it with a d16 ;) Just add numbers to the table above (remember to add 2 numbers to the combinations in gray) and you're good to go with a single die roll.

Planning to use the runes, myself (hopefully some acrylic/wooden/stone ones later on) but yeah, there's lots of ways to do this with dice if that's your jam.

Remeber when there were only 6 die layouts? Pepridge Farms remembers.

Should be interesting to see how we can use these runes when the game comes out besides spoiled cards. I would also like to see if we get new runes in the future (i.e. a character or upgrade adding a their own rune).

On ‎27‎/‎11‎/‎2016 at 2:06 AM, Kubernes said:

Should be interesting to see how we can use these runes when the game comes out besides spoiled cards. I would also like to see if we get new runes in the future (i.e. a character or upgrade adding a their own rune).

Sure there will... give them time...

Edited by Kentares
Ops... didnt saw the date. Now Im a powerful necromancer also.
1 hour ago, Kentares said:

Sure there will... give them time...

don't worry, you revived a very useful topic (mainly for his first post) so thanks to you to have me not to have to scroll the forum to find it back :)

I know there is one of the deployment cards that uses mana tokens or something. It lets you spend the token to reroll a rune or add a rune or something. But you have to claim them from the battlefield.

I would love to see what wizards and stuff will do when they get released.

Edited by drkpnthr
1 hour ago, drkpnthr said:

I know there is one of the deployment cards that uses mana tokens or something. It lets you spend the token to reroll a rune or add a rune or something. But you have to claim them from the battlefield.

I would love to see what wizards and stuff will do when they get released.

Confluence of Magic: Both players place 3 tokens within 1~2 of their opponent's deployment area but beyond distance 1 of a terrain piece, token, or edge. Getting a token with a unit gives the ability to use the special action to recast a number of token equal to the objective tokens the unit has. Could be fun provided that the card pops up during the pregame and you can take it.

It has some uses for certain armies (i.e. lots of golems) but very limited. Right now. Till wizards.

Edited by Kubernes

I just want to go on record saying that this is the most innovative and interesting magic system I've ever seen for a miniatures game, and it's excellence will prove itself in the playing by how much no one hates it. It's my favorite thing about the game so far.

I love the magic system aswell, it does the same thing the die system does.

It's adds a small amount of variance to keep you on your toes and add some excited, by doesn't add a wide degree of variance to feel like it forces a ton of luck.

After the math I've run, its suprisingly balanced between the three different runes. I think they will be able to do a lot with this system in terms of making it possible to use magic when luck favors you, but that luck could quickly shift the other way, or run in a streak the whole match and then in your favor the next. One feature I keep wondering about is how they show what rune is on the opposite face of each rune chip. I wonder if we will see wizards being able to activate the upgrade card to cast a spell, and you have to choose and flip a chip or something as part of the cost, potentially changing the balance of magic strategically (Or just being able to make sure all the chips are fair). For all of you buying 2+ cores, be careful not to just dump all the runes in the same ziplock bag so you are sure to have the full set.

12 minutes ago, drkpnthr said:

One feature I keep wondering about is how they show what rune is on the opposite face of each rune chip.

runesScreencapture_zpseeameily.png

If you look closely, you see that there are colored runes within a grey border, and smaller, grey runes outside of that border. The smaller grey ones show what is on the other side. You can see a blank rune on the bottom that has two runes on the other side. The green one has a blank on the other side. The two blue ones have a rune on the other side. The red one toward the top has another rune on the other side.

Edited by Budgernaut

@drkpnthr I think that those indicators are just there so you know at a glance whats on the other side, they've used the same chits in another game(runebound?). The flipping mechanic (also in that game) would be cool to see though.

@Budgernaut Woops, I didn't mean to indicate that I didn't understand the small symbol significance. I have been planning to build my own wooden engraved replicas, though that image will make a great reference. I just wanted to speculate about -why- they felt you needed to know. The only thing I could think of was some mechanic that allows you to flip them, perhaps as part of a future scenario or the magic system. I could also definitely see them having something like a scenario that allows each player to choose and flip one rune each round after they are thrown.

10 minutes ago, drkpnthr said:

I just wanted to speculate about -why- they felt you needed to know.

Ohhhhhh. Okay that makes sense. Sorry I misunderstood you.

I think it has to do in part with that one objective, Confluence of Magic. If I understand correctly, the rune tokens are called Energy Tokens. If that is true (and it may not be, but let's say it is for now), the objective means that the runes aren't cast each round. They're just stuck the way they land in the beginning of the game. But if a unit has an objective token and can activate a skill, it can recast a number of those tokens equal to the number of objective tokens that unit has. So it's good to have the other side visible so that players don't have to keep flipping over the tokens to check the other side since that could lead to allegations of cheating. By having them revealed, you know whether its worth recasting them or if you're good with how they are.

latest?cb=20170209192021

Yes, that's the card I was thinking of earlier but couldn't get to the image on my phone. Hypothesis confirmed then.