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Epic Dice - unique push-your-luck dice game (24 dice) [use the online prototype to immediately review/play]

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Greggatron
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SS.jpg
SS2.jpg
diceabilities.jpg

First, off thank you for taking the time to check out my thread. If you like Zombie Dice or Martian Dice I think you will like this game (those are both custom made modules on customroll too btw). It even has a little more strategy than those guys (but still a bit of luck :) )

In a standard game, all players assume the role of an Adventurer’s Guild leader. Your guild wants to become renowned for its heroic feats and conquests. To make that possible, you will send out adventurers to encounter rare creatures, allies, and treasures and then report back their findings. The more epic the adventurer’s tale the higher your guild’s reputation will rise throughout the realm. Gain enough reputation and win the game! But, be sure to lecture your adventurers on the dangers out there, if they push their luck too far they may never be heard from again...

The game consists of 24 dice for the base game. 6 sets of 3, a set of 2 and 1 item.

PDF rules are here.
The online complete game prototype (default board) is here.
The online complete game prototype (with built in reference sheet) is here.

A full interface guide for the online prototype is on the 3rd page in the PDF rules.

Let me know what you think!

Greggatron
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Scoring

If you look at the first screenshot image in the OP I will explain scoring.

In this example, the player decided to end their turn in fear of drawing a third Ghost or Chest or that second Dragon which would abruptly end their turn and greatly reduce their score to just the Bard (4) (see Bard ability above).
Note: But it would also activate the Ghost ability (see Ghost ability above)!

Just add up all the dice values. Wizard (3), Bard (4), two Ghosts (1&3), Dragon (5) = 16. Now for the Chest since the Key (3) matches the Chest (3) that Chest is worth double (6). So two Chests (2&6) and a Key (3) = 9 for a total of 25. Not too shabby.

Greggatron
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Some Strategy

If you look at the second screenshot image in the OP I will explain some strategy in this little push-your-luck game.

In this example, I am presented with some interesting decisions. Since I had a Seer on draw phase 1, his ability allows me to draw 3 and pick 2, putting 1 back in the bag this next draw phase. The semi-transparent dice represent the dice in my hand not quite yet rolled on the board. So now I must make a decision of which 2 dice to pick to roll...

Now normally the Dragon would be a no brainer. Its potentially worth a lot of points by itself, but this early in the game means any draw from here on out could be the abrupt end of my turn if the second Dragon is drawn.

But, lets say I do keep the Dragon hoping for big points. Now, do I keep the Key for a shot at that Chest match? Or do I keep the Wizard to try a reroll the Dragon if its an initial low roll?

You know, I just don't want that second Dragon looming over my head this early in the game. I decide to take the Wizard and Key so I have two chances to roll a Chest/Key match.

Greggatron
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Mimic added, Rules updated

The mimic die has been added to round out the base game total to 24 dice. The rules have been cleaned up and updated to reflect these changes. Enjoy!

perfectimperfection
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This looks intriguing.

I'm going to give it a go soon - hopefully over the weekend. Will let you know.

Greggatron
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Thanks

Awesome, thanks.

Sidekick
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Comments after a couple of games

I played 2 games solo, playing both sides. Both games were lopsided (106 to 40, 100 to 25). I'm a dice guy, so this game hits a sweet spot for me, however it's got a runaway leader issue.

I've got a few questions regarding gameplay:

1. If I choose to continue my adventure, how many dice do I draw from the bag? I'm assuming it's 2, but it's not clearly stated.

2. I roll a Sprite and a Wizard on my first roll. Do I decide which I want to do first? Can I immediately draw another die, roll it, then reroll it with my Wizard ability?

3. If I roll a Sprite or Wizard and something else that completes a set of 3 (thereby ending my turn), can I play the Sprite or Wizard first and use it's ability before playing the other die that ends my turn?

4. If I draw 2 Dragons right off the bat, is that it? My turn ends?

Greggatron
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Sidekick wrote:I played 2

Sidekick wrote:
I played 2 games solo, playing both sides. Both games were lopsided (106 to 40, 100 to 25). I'm a dice guy, so this game hits a sweet spot for me, however it's got a runaway leader issue.

I've got a few questions regarding gameplay:

1. If I choose to continue my adventure, how many dice do I draw from the bag? I'm assuming it's 2, but it's not clearly stated.

2. I roll a Sprite and a Wizard on my first roll. Do I decide which I want to do first? Can I immediately draw another die, roll it, then reroll it with my Wizard ability?

3. If I roll a Sprite or Wizard and something else that completes a set of 3 (thereby ending my turn), can I play the Sprite or Wizard first and use it's ability before playing the other die that ends my turn?

4. If I draw 2 Dragons right off the bat, is that it? My turn ends?

1. Correct you draw 2 dice every time you continue. I will more clearly specify that.

2. Yes you pick any order
3. Yes again

4. Yes, you were burned by the dragons!

In the rules I will change "immediately" for wizard to during the current adventure. And then I will note that all abilities are resolved before a turn ends.

How is it a runaway leader? The resources and luck factor remain constant for each new turn regardless of current score.

danieledeming
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I want my copy

This was fun. I've rolled out a few rounds solo as well, and wouldn't you know it, I won every time.

I have some things I found myself questioning, as well as some things you might want to clarify the wording on.

1) When you reroll a die using the Wizard, do you take/retake that die's special ability? I.E. if I choose to reroll a Seer(1) to get a better score, do I also get to draw 3/keep two next turn?

2) Regarding the Seer, your wording says that you draw three and keep two to roll, and your "never heard from again" says that if you ever draw the complete set. Technically, you could draw the set w/o ever rolling the last die, and I got the impression that, even though it is an optional action, the advantage of the Seer was to...well, See. If you don't keep the last die of a set to roll, was it still drawn or do you get to adventure on?

3) Along these same lines, you told Sidekick that you roll a die no matter what, whether your turn is ending then or not, but the wording in the rules is that the turn is over when a die is drawn. I would definitely clarify that.

4) Also with the Seer, there is a situation you could get into where you draw 2 Seers. So if you continue, on your next turn, you would draw 6 and roll 4, however I think a note should be added that it MUST be executed as two separate draw 3/keep 2 actions, as one draw of three might have 2 dice that would end the player's turn and if they're all drawn as one, he/she would be able to eliminate them and continue. Does that make sense?

5) When are you producing the game/Can you take my money? I would recommend throwing a reference card or three in the box showing how many of each die are in the bag and what they do (like you've got on screen) and also maybe putting the faces of each die as a reference page in the rules.

If you need anything else, shout - but seriously, let me know when I can buy this...and any expansions.

-D

danieledeming
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Also...

How did you get your module on there? Is it your site?

I would love to set up a module on there for a game I'm developing to help playtesting...how do I do it!?

Greggatron
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That is my site and the

That is my site and the modules are very easy if it's for a dice game.

Send me a PM of the details of you game (number of dice, type of dice, etc.) and I'll help you out.

Greggatron
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danieledeming wrote:This was

danieledeming wrote:
This was fun. I've rolled out a few rounds solo as well, and wouldn't you know it, I won every time.

I have some things I found myself questioning, as well as some things you might want to clarify the wording on.

1) When you reroll a die using the Wizard, do you take/retake that die's special ability? I.E. if I choose to reroll a Seer(1) to get a better score, do I also get to draw 3/keep two next turn?

Rerolling doesn't re-activate the ability again.

2) Regarding the Seer, your wording says that you draw three and keep two to roll, and your "never heard from again" says that if you ever draw the complete set. Technically, you could draw the set w/o ever rolling the last die, and I got the impression that, even though it is an optional action, the advantage of the Seer was to...well, See. If you don't keep the last die of a set to roll, was it still drawn or do you get to adventure on?

I must have bad wording on the Seer because several people think seer lets you draw 3 then keep 2 when it only lets you draw another die and then keep (back to default number of) 2. So if by default you draw 2 dice and had 2 seers on the previous turn you would actually draw 4 dice and of course keep 2. I will need to work on proper wording to avoid confusion.

I changed the wording of how a turn ends to help clear up a few questions:
"if that player has all dice of a set in play their turn ends (after all dice abilities have been resolved) and they are never heard from again."

3) Along these same lines, you told Sidekick that you roll a die no matter what, whether your turn is ending then or not, but the wording in the rules is that the turn is over when a die is drawn. I would definitely clarify that.

same as above

4) Also with the Seer, there is a situation you could get into where you draw 2 Seers. So if you continue, on your next turn, you would draw 6 and roll 4, however I think a note should be added that it MUST be executed as two separate draw 3/keep 2 actions, as one draw of three might have 2 dice that would end the player's turn and if they're all drawn as one, he/she would be able to eliminate them and continue. Does that make sense?

see above, 2 seers should allow you to draw 2 additional dice from the default 2 for a total of only 4.

5) When are you producing the game/Can you take my money? I would recommend throwing a reference card or three in the box showing how many of each die are in the bag and what they do (like you've got on screen) and also maybe putting the faces of each die as a reference page in the rules.

good call, all good suggestions to implement at some point when the final polish is required

If you need anything else, shout - but seriously, let me know when I can buy this...and any expansions.

Thanks!

-D

I have updated the rules and hope it clarifies some questions and issues.

Sidekick
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Feedback

Maybe runaway leader was the wrong term. I feel that the game could use some balancing. In my first two games, the first player was able to get out to a solid lead. This was due to unlucky rolls by the second player. The dice were just not on his side and he "was never heard from again" multiple times. In both games the large lead by Player 1 allowed him to relax in his future rolls and cruise to a win. These unlucky rolls by Player 2 removed a lot of the tension that a "press your luck" game needs. Do you see what I'm getting at?

This makes me think of Mille Bournes, where one player or team can stop the other team from collecting mile cards by playing a "stop" card (flat tire, out of gas, etc), which that player can remove by playing the appropriate fix card (spare tire, fuel, etc) on a future turn. The only "stop" that you have in the game is the ghosts, and it's not really much of a hindrance at all when you think about it.

I've played a few more games and have some more questions/comments:

1. If I roll 3 ghosts, and this would put the other player into negative points, does he just stay at 0?

2. The rules state that a "turn" is the same as an "adventure". In the rules under Turn Sequence, you state "After all immediate abilities have been resolved the player decides whether to head back to report in or press on for more adventure and reputation!" This is a little confusing, as you are using the term adventure as if you were going to continue your turn. You might want to clarify by:

a. Stating that the player can end their adventure by reporting in, or press on for more encounters and reputation.

b. Either use the term "Adventure" or "Turn" in the rules, but not both.

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