I've designed a tennis dice game - feedback please

The Unknown

Semi-Pro
Ive designed a tennis dice game, designed to be portable, and quite in depth, not only relying on chance, but including several possible tactics, strategy and choice elements. The game even has Hawk-Eye and a confidence system. Originally it was a simple probability assignment I set my students, but I’ve added some complexity to suit my own tastes only at this stage and give me something to do on plane and train trips while on holidays, or to play with friends over beers and chips. I like board games, big chess and monopoly player.

9, six sided inscribed dice are required to play the game. Playing it myself, I think there are too many dice so I need to review. The outcomes for each die are broken down as follows:

Attacking serve die:
- Flat serve: ace winner
- Fault: long
- Fault: wide
- Fault: long and wide
- Flat serve: defensive return (opponent plays defence die)#*
- Flat serve: neutral return (opponent plays neutral or attacking die)#+

Safe Serve die:
- Kick serve: (opponent plays neutral or attacking die)
- Kick serve: (opponent plays neutral or attacking die)
- Slice serve: (opponent plays neutral or attacking die)
- Topspin serve: (opponent plays neutral or attacking die)
- Fault
- Heavy kick: defensive return (opponent plays defence die)

Neutral strokes:
- CC Backhand deep return (opponent plays neutral or attacking die)+
- CC Forehand deep return (opponent plays neutral or attacking die)*
- Middle deep return (opponent plays neutral or attacking die)
- Slice return: (opponent plays neutral or attacking die)#
- Short ball (opponent plays approach shot die)
- Unforced error: wide

Attacking strokes:
- Winner
- Point won: forced error
- Unforced error: net
- Unforced error: long
- Defensive return: (opponent plays defence die)
- Neutral return+*: (opponent plays either neutral or attacking shot die)

Approach shot:
- Down the line winner+
- Cross court winner
- Defensive return and attack the net: (opponent plays defence. Next shot at net)
- Neutral return and attack the net: (opponent plays neutral. Next shot at net)
- Unforced error: into the net
- Drop Shot: (opponent plays net die)*

Defensive Strokes:
- Lob (opponent plays overheads die)
- Point lost: forced error
- Short ball (opponent plays approach shot die)
- Short ball (opponent plays approach shot die)
- Neutral return (opponent plays neutral or attacking die)
- Neutral return* (opponent plays neutral or attacking die)

Attacking the Net
- Forehand volley winner
- Backhand volley winner+
- Point lost: passed. Winner for opponent.
- Unforced error: net
- Drop volley (opponent plays net die)*
- Deep volley (opponent plays neutral die)

Overheads
-
Lobbed: point lost, winner for opponent.
- Smash winner+
- Smash winner
- Smash winner
- Defensive return (opponent plays defence die)
- Unforced error: wide

Hawk-eye:
- Call stands x 4
- Call reversed x 2

*Player wins point when at max confidence

+Player loses point when at min confidence
#player can choose to attack the net for their subsequent shot

Instructions:
Normal tennis scoring applies. It is recommended that a tennis scoring app or pen and paper is used to track score, confidence levels and challenges remaining.

Serving
Play begins by serve either rolling attacking or safe serve. Each type of serve has different risk/reward properties. A successful attacking serve also enables the player to attack the net for their subsequent rally shot, ie: play serve & volley. If “defensive return” is rolled, the opponent is required to roll the “defence” die to determine their type of return. If “neutral return” is rolled, the opponent can choose to either return the ball using the neutral die, or play an attacking stroke, again each with different risk/reward properties.

Rallying
Players play out rallies according to the outcome of die rolls taken in turn. In the event of a neutral return, the opponent can opt to play the ball back using the neutral die, or use the attacking die to attempt to hit a winner or force an error from their opponent and therefore win the point. When using the neutral die, if a player rolls “deep slice” they have the option of coming in to play their next shot at the net (chip and charge). However, they can stay back on the baseline if they wish.

Short balls and approach shots
Short balls may be produced by your opponent, often as a result of big attacking serves, attacking shots, or errors on their part. If the opponent rolls “short ball” then the player must roll the “approach shot” die. Most of the outcomes are favourable with an approach shot, just like real tennis. For example, a player may play a shot then requiring a defensive or neutral return from the opponent, then advance to the net to play their next stroke. A player may also roll “drop shot”. This shot forces the opponent into the net to play their next shot.

At the net
Players can come to the net from a variety of situations – whether it be coming in from behind their serve, an approach shot, a deep slice or trying to reach an opponent’s drop shot or drop volley. Whilst coming to the net can bring favourable outcomes, there is also a risk of committing unforced errors, or being passed.

Overheads
Lobs may be thrown up by your opponent when they are stretched on their defences. Rolling the overheads die as a result is generally favourable – it may result in a smash winner, however there is the chance of fluffing the ball long – something we’ve all done before!

Hawk-eye
The game also includes a hawk-eye system. Each player has three challenges they can make per set. Challenges can be made on winners, aces, faults and any balls hit wide and long. Challenges are made by rolling the hawk-eye die. Successful challenges result in replaying the point, except on first serves, where either the winner stands, or a second serve is played.

Momentum System
The game also incorporates the idea of momentum. Momentum is represented by 5 levels. At the start of the match, players start at neutral (level 3). Each time a player hits a winner, their confidence rises one level. Each time they hit an unforced error, their confidence lowers one level. When a player has reached max confidence, certain outcomes for different shots result in winners, as indicated by a *. When a player reaches minimum confidence (or maximum anxiety), certain outcomes result in unforced errors for different shots, as indicated by a +.

A players confidence can remain maxed out or at rock bottom until they either hit an unforced error or a winner, in which their confidence falls one level, or rises one level respectively. A player on max confidence cannot gain further confidence by hitting winners, and likewise a player at minimum confidence cannot drop any further if they continue hitting unforced errors.

The confidence system is designed to make the player think carefully about what tactics they should play at certain times – eg: playing conservatively to reduce unforced errors and protect confidence, or going for big winners with attacking strokes in attempt to raise confidence and shift momentum.

Be aware that aces count as winners, and double faults count as unforced errors, both affecting confidence.

Example of a point:

Player 1 rolls the “Attacking Serve” die and the outcome is Fault. Player 1 opts to roll the “Safe Serve” die for their second serve, the outcome is “Kick Serve”. Player 2 has the option of rolling the “Neutral Stroke” die or attempting to attack this second serve by rolling the “Attacking Stroke” die. Player 2 opts to play it safe, and enters into a neutral rally, rolling CC Forehand Deep Return. Player 1 opts to play it safe back and rolls CC Forehand on their “Neutral Stroke” die roll. However, Player 1 doesn’t hit the ball cleanly and pops over a Short Ball, giving the opponent an approach shot opportunity. Upon Player 2 rolling the “Approach Shot” die, the outcome is “Defensive Return and Attack the Net”, indicating the player has put their opponent on the defence with their approach and is following their ball into the net. Player 1 then rolls the “Defence” die and the outcome is “Neutral Return” die. They’ve done well getting that deep approach back! But Player 2 is waiting at the net, and is required to roll the “Net” die. The outcome is “Forehand Winner” - Player 2 hits the ball to the open court and wins the point, gaining a level of confidence for hitting a clean volley winner in the process. Its 0-15!
 
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Sentinel

Bionic Poster
Very interesting.

Immediately makes me think that one could make a computer game out of your system and watch it play out (in slightly slow motion).

Does each die have a number on it, and you look up a chart to see what the number implies, or does it have some text on it.
If the die has just a number, then why not just one die. Based on the previous roll, a chart tells you what the die is for (is it a safe die, or attacking die etc).
 

The Unknown

Semi-Pro
Very interesting.

Immediately makes me think that one could make a computer game out of your system and watch it play out (in slightly slow motion).

Does each die have a number on it, and you look up a chart to see what the number implies, or does it have some text on it.
If the die has just a number, then why not just one die. Based on the previous roll, a chart tells you what the die is for (is it a safe die, or attacking die etc).

I've started (trying) to put together something on excel to start with, but I dont have any programming experience.

Each die has text on it. But a one die with a chart is a very good idea. Thanks.

Im also thinking that different play styles and real world players could be incorporated into the game with different die outcome probabilities. For example, Raonic could have more of a chance of serving an ace or an unrerturnable with his attacking serve. Murray and Djokovic could have more chance of returning a neutral ball when they are forced on the defence. Federer has a greater chance if winning at the net. Serve volley specialists have greater chance of winning when coming in behind their first serve. And so on...
 

Sentinel

Bionic Poster
Each die has text on it. But a one die with a chart is a very good idea. Thanks.

Sooner or later the numbers will start to make sense. For serves, 6 would be an ace, and 1 a fault. Or somethin like that. Higher numbers for winners, and lower for errors, or something like that. Colors could also be used (in addition to the numbers). Shades of green and red for winners and errors (in combination with numbers).

Im also thinking that different play styles and real world players could be incorporated into the game with different die outcome probabilities. For example, Raonic could have more of a chance of serving an ace or an unrerturnable with his attacking serve. Murray and Djokovic could have more chance of returning a neutral ball when they are forced on the defence. Federer has a greater chance if winning at the net. Serve volley specialists have greater chance of winning when coming in behind their first serve. And so on...

Yes, that's very interesting.
A simple computer version without graphics could just be like a chat app. Players select a die, the computer rolls it and gives the result. Then next player selects his die. and so forth.

Are you taking into account direction of rally ball, or serve ? Hitting to ad court or deuce court. Hitting behind other player.
What about positioning ? Player moving to middle, or staying in place.
Player unable to reach drop-shot ? Is that decided by a die roll, or by court position of player?

Is there any way a player can try some tactics, or does it come down to the randomness of a die roll ? If I have given the opponent a deep ball, can i try a drop shot, or will that be randomly decided by die ?
 

The Unknown

Semi-Pro
Sooner or later the numbers will start to make sense. For serves, 6 would be an ace, and 1 a fault. Or somethin like that. Higher numbers for winners, and lower for errors, or something like that. Colors could also be used (in addition to the numbers). Shades of green and red for winners and errors (in combination with numbers).



Yes, that's very interesting.
A simple computer version without graphics could just be like a chat app. Players select a die, the computer rolls it and gives the result. Then next player selects his die. and so forth.

Are you taking into account direction of rally ball, or serve ? Hitting to ad court or deuce court. Hitting behind other player.
What about positioning ? Player moving to middle, or staying in place.
Player unable to reach drop-shot ? Is that decided by a die roll, or by court position of player?

Is there any way a player can try some tactics, or does it come down to the randomness of a die roll ? If I have given the opponent a deep ball, can i try a drop shot, or will that be randomly decided by die ?

The colours corresponding to a good outcome, bad outcome, neutral outcome is a great idea. Thanks.

Direction of rally ball isnt really taken into account yet. Only the depth of shot. For example, if a player produces a short ball, the opponent must then roll the approach shot die to simulate coming in to attack the short ball. On the neutral die, when engaging in a rally if a player rolls "deep slice" they have the option to continue to stay back and engage in a neutral rally or approach the net and play their next shot with the net die - a simulation of "chip and charge". A player can also choose to come in and play a volley on their next shot after an aggressive serve to simulate "serve volley". Momentum can see changes to die outcomes. For example, the drop shot approach on the approach shot die becomes a drop shot winner when confidence is at max.

Being placed on the defence is meant to replicate being forced out wide to hard to reach balls. Hence the outcomes of the defence die including lobs, forced errors and short balls.

There are also choices available to the player on neutral balls. They can choose to roll the attacking shot die to try and win the point, with an associated increased risk of committing an unforced error, or patiently stay in a safer neutral rally. A player higher in confidence gets extra benefit in attacking.

The chat app idea is scarily an awesome idea. Ive considered the potential of having this as game as an app.
 

Steady Eddy

Legend
How often do ATP players hold serve? Is it similar for this game?

I think it's a great idea. I'd like to analyse it so see what the optimal strategy is.
 

hollywood9826

Hall of Fame
Its kinda neat. I would use the number chart and not write on the dies themselves for sure though.

And if you used two die it would be a little easier to tweak the number chart for different player characteristics.

For example a guy with a low ace rate would need to roll a 2 to get the ace (thats 1/36 or about 2.5%) but for guys with higher ace percentages they could have more options for the ace. like 2, 3 and 12 would be 4/36 or 11%.
 
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