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putting symbols on dice?

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Greggatron
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I have been working on a very fun PYL dice game unlike any I have seen before.

There are 16 dice all with a varying distribution of 4 possible outcomes. These are: treasure chests, doors, keys (that can either open chests or lock doors), and monsters.

Now the chest, door, and key symbols all remain constant. However, the monsters will look different based on their special ability. Note: If 3 monsters are in play at the same time, your turn ends.

So my question is, is it redundant or insulting to put a unifying "monster" icon such as a skull & crossbones in the top right for ALL monsters (ie. ghost/goblin/mimic, etc) so the player knows without a doubt that when they see 3 dice in play with "skull & crossbones" it ends their turn? Or should be be fairly obvious what is and isn't a monster compared to the standard chest/key/door?

Another question, how do you feel about icons that represent a monster's ability displayed on the die? (and obviously stated in a reference guide too)

Example: In my game, when a player locks a door using a key, any monsters currently in play are removed (thus resetting the number of monsters to 0). Ghosts have a special ability where they are NOT removed from play when a door is locked because they can float through them.

So, I can either;
a) explain this ability in the rules/reference and just have the ghost symbol on the dice with nothing else
b) explain this ability in the rules/reference and also display a "small door with an 'X' over it" icon next to the ghost symbol

The ghost's ability is pretty thematic and very easy to remember after one use so that example may not be the best but I am interested in everyone's thoughts.

Thank you for your time!

Some Random Dude
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Joined: 01/30/2014
Too much info?

I think you're in danger of putting a few too many (intricate) symbols on a die face. Take Quarriors/Marvel Dice Masters for example. On the sides with a lot of information, they are just numbers in the corners, but it can still be hard to distinguish some of them. There are times where I can't tell a 3 from a 5 in that small print and have to cross-reference the cards anyway.

Here are some ideas that might work:

Have each monster side have a circle/other shape around the monster to signify "This is a monster".

Have the shape change for special abilities (you'll be limited in the number of special abilities here).

Have an asterisk on a die side that has a special ability, which is then referenced in the rules (until players have that bit memorized).

I like the idea though of having "base" outcomes (door, key, chest, monster), but having a subtier of outcomes from that. It adds a nice bit of depth.

Greggatron
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After your feedback and

After your feedback and feedback from a few others I think it'll be fairly obvious what category everything should fall into. And there are only 2 special monsters and 1 generic monster (only 15 dice overall) so I will not put their icon on there.

As stated above, the first special monster, the ghost, is not removed from the dungeon like all other monsters when you lock a door because it can float through doors.

And the second special monster, the Mimic (disguised treasure chest), instantly takes all your keys.

schattentanz
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Joined: 02/18/2014
Depends on number of monster skills

How many skills do monsters have?

If each monster only has got one skill, then you should rather explain that skill somewhere and leave the monster icon without further icons on its face.

A die's face is usually pretty small and can become cluttered too quickly.

Greggatron
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I decided to just have the

I decided to just have the monster symbol and that is it for the very reasons you mentioned. Streamlined simplicity.

Each monster will only ever have 1 ability, and the core game only has 3 monsters total (2 with an ability).

Greggatron
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New thread

I made a new thread for general discussion about the game instead of putting new info in this unrelated (and answered question thread), so this thread can be deleted by a mod if desired.

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