Balancing With Numbers

Balancing With Numbers

Flashcards on expected value, cost curves, and quick simulations for tuning game components.

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Questions Covered in This Set

10 cards to master

1

What is expected value (EV)?

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2

Compute the EV of "Roll a d6. On 5–6 deal 6 damage, otherwise deal 1."

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3

Why can a high-variance card be worth slightly less EV than a flat card?

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4

Who prefers low variance, the player ahead or behind?

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5

How do you find the EV of a conditional effect like "If you control a Forest, gain 4 gold"?

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6

What common mistake do designers make about condition trigger rates?

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7

What is a cost curve?

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8

What does it mean for a card to be "above curve"?

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9

Name the two refinements to a cost curve mentioned in the lesson.

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10

What can a "math skeleton" simulation tell you?

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Estimated study time: ~7 minutes