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Rules for a free kingdom strategy dice game.

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Theseus Gaming
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Joined: 02/27/2013
DR Dice Sheet 1.png

What you will need:
A set of two different colored dice of the following values for you and your opponent (4 total of each needed, 2 for each player): 2d4, 2d6, 2d8, 2d10, 2d12.

Play Field:
Both players should arrange their dice as shown in the attached image. Each die represents a different aspect of your army.
Active Units – When you train units to fight for your army, they are placed on the front line of your territory to defend it or attack your enemy's territory. With your enemy opposite you, both your trained units should be lined up facing each other. If your units are felled, place the die back behind your territories for future use.
Food / Farms – Your army's food supply is needed to feed them as they march against the enemy, without food your units will not be able to attack. Food is collected from your farms.
Population / City - Population represents the villagers and workers that maintain your territory, without population you will lose your farms, city, and keep. Your population lives in your city.
Military / Keep - You need to expend your military resources to train units for your army, without military you will not be able to conquer your opponent. Your keep houses your military.
Army Unit Dice - This is where you keep inactive units waiting to be trained.

How to play:
There are two phases to each turn which are performed in order. In the first, you gather resources from one of your territories. You then spend resources to perform certain actions to maintain your realm. You don't have to spend the same resource you generated in the same turn. You can, for example, generate Food, then use Army to train some Archers. All resources start at half their maximum value (4 food, 5 population, 6 military). More detail about each phase is explained below:

1. Gather Resources - Choose one of your territories to generate resources in. Take note of your current number of resources. Then roll that resource die and add that to the value you had before rolling. Turn the die to represent your new value.
For example: You only have 2 Military Resources at the start of your turn so you decide to generate more in order to train some siege engines. After letting your opponent know your current total of 2, you roll the military die and get a result of 6. Adding this result of 6 to your previous total of 2, you would turn the military die to the 8 face, this is your new total.
If your roll would give you more than the highest value printed on the die, you do not get to keep the extra, just turn the die to the highest value and that is the number of resources you have access to. You DO get to keep any unspent resources you have to use in your next turn, in fact, it is often a good idea to generate resources you don't necessarily need one turn, just to have access to them later when you might need them.
If your farm or city is destroyed, you only collect half the number of resources rolled for that territory (rounded up).

2. Spend Resources – you must select one resource to spend on your turn. Certain situations may arise where it might not be possible for you to spend a resource (such as having all of your units at full strength and all of your territories at maximum health and having no food). In these cases your turn simply ends. When spending a resource, you may use as much as you like for the selected action, recording your new total on the resource die.
a. Food - Spending food allows you to attack with your Army. When attacking select your opponent's army or one of their territories as your target. Attacking the Army costs 1 Food, attacking the Farms costs 2 Food, attacking the City costs 3 food, and attacking the Castle costs 4 food. Attacks are described in more detail later.
b. Population - Spending population allows you to repair damage taken by one of your territories. Select a territory and spend two population for each damage you wish to repair, going no higher than the territory's maximum value.
c. Military - Spending military resource allows you to train the different units you use to attack your opponent. Select a unit type and spend army points to create as many of that type as you can or wish. Infantry (d4) cost 1 army point each, Ranged (d4) cost 1 point, Calvary(d6) cost 2 each, and Siege (d6) cost 3 each. Add the number of units created to the ones you already have and record the total on the unit's die (as always, not going above the max). You may train multiple different units in the same turn.

Attacking:
When you attack you have several different choices. First choice is which unit you are using for the attack. Each of your units can only attack once per turn. If you have enough food to attack with multiple units in the same turn you may do so, paying for each attack separately. Then you must select a target for the attack. This determines how much food you have to spend to perform the attack. Keep in mind that Calvary need one less food to attack a territory, it still costs them one Food to attack the opposing army. The cost for attacking is listed below:
Opposing Army – 1 Food
Farms – 2 Food
City – 3 Food
Keep – 4 Food
Subtract this cost from your current Food total and record the result on the food resource die.

Attacking the opposing army:
When declaring an attack against the opposing army, you may select one of their units to do combat against. Each unit has an initiative, this determines the order in which the units attack. Each units initiative is detailed below:
When Ranged attack anything; Ranged have the initiative.
When Ranged are attacked by anything; the attacker has the initiative.
When Infantry are in an attack with Siege; Infantry have the initiative.
When Siege are in an attack with Calvary; Siege have the initiative.
When Calvary are in an attack with Infantry; Calvary have the Initiative.
When two of the same units fight they attack at the same time.
In initiative order, each unit makes an attack against the other. To do this, make note of the value on the unit die, then roll it. The result of the roll determines how much damage the unit deals. After you've rolled, turn the die back to the previous value. If that value is less than the roll, the damage is reduced to that value. This represents units who are not at full health not being able to perform as well in combat. The exception being Catapults, which always deal the full damage of the roll to territories (but not other units).
For example: You decide to attack your opponent's ranged unit with your infantry unit. Since ranged never have initiative when they are attacked, your infantry strikes first. They are at their maximum unit value, which is 4, so you note this to your opponent and roll the die, with a result of 2. Since they are at full health, they deal 2 points of damage to the enemy ranged unit, which is also at 4 health. You turn your infantry die back to 4 (their starting health) and your opponent turns his ranged die to 2 (their starting of 4 minus 2 for the damage you dealt). Now your opponent's ranged get the chance to attack, rolling a 3 for damage. Since the ranged unit is only at 2 health, the roll of 3 is reduced to 2 and your infantry take 2 damage, their health being reduced to 2 as well.

Attacking a territory:
When declaring an attack against a territory, your opponent has the option of defending it by selecting one of their units to join. There is no initiative in Territory attacks, both units deal damage to each other at the same time as described above. The attacker deals his damage to both the territory and the defending unit at the same time, while the defending unit only deals damage to the attacker's unit. If no defender is declared, then the attacker deals damage to the territory directly.
For example: You attack your opponent's farm (8 health) with your infantry at full health (4). He decides to defend with his ranged unit which is only at 1 health. You roll your infantry die, getting a result of 3, so you deal 3 damage to his ranged (which will fell it) and 3 damage to his farm. Since his ranged unit is only at 1 health, they are only able to deal 1 damage, so a roll is not needed. Your infantry is reduced to 3 remaining health (4-1), your opponent's ranged is felled (1-3) and his farm is now at 5 health (8-3).

Winning the Game:
You win the game when you reduce your opponent's keep to 0 remaining health.

ckleach
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I'm game!

Sounds interesting. I printed out the rules and I have most of those dice at home. Will buy another set of dice (4-20 side) as I only have one set right now.

Will fill you in when I get a chance to playtest this.

Theseus Gaming
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Joined: 02/27/2013
Thanks

Thanks for giving this a look. We're wanting to get a bit more feedback on the core mechanics before we release the rules for free download from the Theseus Gaming web site. The final version actually includes 8 different armies to choose from but for sake of simplicity, I only put the core rules up for now. I'll work on getting everything else typed out and ready to post, should people be interested in seeing the different armies.

A little tip on playing: BE AGGRESSIVE. The game can kind of drag on if all you do is defend and repair. Also, it's a good idea to keep a few siege units on hand at all time, they are the best way of breaking your opponent's defense as they always deal full damage of the dice rolled to the opponent's territory.

ckleach
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Thanks for the heads up...

I'll be sure to revisit the gameplay. I read through the rules and started to set up, but with a kid and a wife and no friends remotely around me, it was kind of hard to get into the mood. :P

I'll try and tackle it this weekend. I'll be able to give you some proper feedback then. Sorry about the long wait.

Theseus Gaming
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Joined: 02/27/2013
>

No worries, we've been play testing some more and thinking about changing some things up.

Mainly the damage that units deal. Instead of capping at their current health, they would always deal full damage of the die roll. This would speed games up as they might drag on depending on other rolls. Siege would gain a different bonus, like +1 damage to territories, to make up for the change.

ckleach
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Joined: 02/26/2013
Regarding update

If you have a major update to the rules before this weekend, please update it so I can reprint and play with the updated rules.

Theseus Gaming
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Joined: 02/27/2013
>

Been working on the Print and Play Demo for Dice Realms. As you can see from the new image attached the the first post, the dice have an icon that easily identifies them. Final draft will have battle damage on the images as you roll the die down in health. Plan on having this done by the end of the week.

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