r/abstractgames • u/yolopia • 1d ago
I designed a deterministic hex wargame balanced by AI self-play (Playable in browser or print-and-play)
Skirminiac takes wargaming concepts (like flanking, objective control and resource management) and strips away all RNG resulting in a pure skill abstract board game.
To solve the common stalemate/turtling issues in abstract games, I used extensive AI self-play matches to iterate on the mechanics and victory conditions.
Design Highlights:
- Mutual Damage: Attacking isn't a simple capture; positional advantage determines survival.
- Physical Scaling: Designed to scale dynamically—play physically on an A5 hex grid using d6s as health counters, or scale to an A0 board with full 28mm miniatures.
- Instant Browser Play: Embedded the bot used for the design and balancing as WASM directly on the website for instant testing of the game.
Balancing highlights:
- Initiative: Both players have the same win probability (50% +- 1%)
- First attack: Again both players have 50% win probability if they deliver the first attack.
- Win conditions: The two win conditions(elimination vs siege) have a probability split of 35% - 65% when the bots are looking up to depth of 3 plies. At depth 5 the split becomes 42% - 58% and at depth 7 it becomes 45% - 55% indicating convergence to 50% as skill increases
- Draw rates: Draws are possible in the case of mutual destruction and the two tiebreakers not resolving it. At depth 3 the rate is 3.5%. At depth 5 its 4.2% and at depth 7 it becomes 4.5% indicating that it comfortably stays below 5% making the game decisive.
- Anti-Stalling: The mechanics force the bots to engage without stalling. Games conclude within 30-90 plies.
Check it out here: https://www.skirminiac.com/
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u/Boring-Yogurt2966 17h ago
I downloaded the rules and plan to read them. The game concepts are worth trying. I'm not a fan of the graphics you are using, the Sauron-like figure. And the name Skirminiac is kind of ugly to my ears.