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Death By Dice!

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chris_mancini
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So this is an odd one...an illustrator friend of mine and I came up with a simple card and dice game with an unusual theme...ridiculous and comical ways to meet your end. We've designed 60 different cards, ranging from the proverbial "Running With Scissors" to the ludicrous "Landmine Hopscotch."

The goal is to take the least amount of "Trauma" and be the last player standing against the onslaught of dumb deaths, as well as the efforts of your opponents to push you closer to meeting your maker. Every card you "survive" has a power which becomes yours for use either in helping yourself or harming others in play.

The deck also includes "Intervention" cards, which are used to get yourself out of taking Trauma, or to reverse a Trauma-inducing play by an opponent.

The core gameplay is based on Poker, using the dice rolls to match the "hands" shown on the cards, thereby surviving, or "cheating death." There are rules beyond this core mechanic, but it doesn't go much deeper than that as we tried to keep the game fast, light and "stupid simple."

I'm curious though...is there enough game here? I imagine the illustrations should be enough to draw the target audience in initially, but can it sustain? Does it need to? Is the game "stupid like a fox," or just plain stupid???

See the cards and 1-page rules here:
https://www.dropbox.com/s/eg1eh5mw6i3w09j/DDD%21_UNPUB_PnP.pdf?dl=0

wombat929
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Quick thoughts

I love the art -- this looks great.

Rule comments:

- I assume in the multiple rolls, players may choose to re-roll as many or few of the dice as they like?

- what happens if they get the roll they need on the first try? do they still get to have the Death Roll result?

- If the player decides to flip a new card instead of going for the one that's showing, do they flip it on top of the one showing, or next to it? It would be interesting if all face-up available cards are kept as possible matches for new players -- this would mean they have several things they can use to complete. If this is the case, do they have to pick which card they're doing on the Death Roll?

chris_mancini
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"I assume in the multiple rolls, players may choose to re-roll as many or few of the dice as they like?"

Yes it's totally up to the player which dice they re-roll. This choice is obvious when going for the Death Roll on the card, less so if they're simply trying to get out of the turn without taking Trauma with a complete full house/straight/etc.

"what happens if they get the roll they need on the first try? do they still get to have the Death Roll result?"

If they roll a complete "hand" on the first try, players are rewarded the card even if the roll doesn't match it. This is outlined in the "First Roll/Second Roll" section towards the bottom of the rules page. Basically players are rewarded for making tough/lucky rolls on the first try.

"If the player decides to flip a new card instead of going for the one that's showing, do they flip it on top of the one showing, or next to it? It would be interesting if all face-up available cards are kept as possible matches for new players -- this would mean they have several things they can use to complete. If this is the case, do they have to pick which card they're doing on the Death Roll?"

As it is, the card sits on top of the previous one and is the only card that can be played for from that pile. As it is, a player must call which card they're rolling for at the beginning. More options means higher likelihood of having a card to play for, especially if players don't have to call it until after their first roll. I think this game has plenty of room for house rules, so players may make it as easy or difficult as they like.

I've played it with a few groups, and all seem to really like it initially, usually for the illustrations as they discover them card by card as the game progresses. My biggest concern is that the game loses much of its appeal once players already know the cards...it's like a good joke, it's most valuable when introducing to someone who doesn't know it. It's also HIGHLY luck-based, which some like, others loathe. Given the tone and theme, I think it's OK...but that's why I wanted to put it to the gamer crowd here on BGDF. Especially as I consider Kickstarting this one!

MattPlays
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Joined: 04/12/2015
I would back this on KS

Raining batteries!

Have you blind tested it yet? I would idiot proof the rules by giving an example/walk through of a turn or two on another sheet. I had to read it through a couple of times.

Its a luck based game but that can be fun and enjoyed by a non-gamer group enjoying drinks. I know some people get a bit snobby about games with a large luck element but I like them.

Once concern I have is that as people are eliminated they could get bored waiting for the others to finish - how has that been during testing?

chris_mancini
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Thanks Matt! Yes the fact

Thanks Matt! Yes the fact that it's an elimination game HIGHLY based on luck put this game in a very "light" category, and will obviously turn off many gamers...but my intention was to make a "bubblegum game" that could potentially succeed based on novelty and absurdity more than anything else.

No blind tests yet...only friends, so understandably biased so far. On the elimination element, people seem to enjoy watching, but really only to see what the other cards are. After a few plays though, people just end up on their phones or otherwise occupying themselves...looking up when there's a big roll or something.

Once that initial gag is gone, your concern certainly rings true. I suppose it's the problem with elimination games in general...by their very nature, people will be left with "nothing to do."

At the very least, the game gets some laughs...and the built-in excitement of a big roll is something everyone enjoys, not to mention the take-that...if you like games where you can "beat up" on your friends. This may be the wrong forum for this type of game too...but I figured what the hell. Anything I can get for feedback will be fantastic and welcome!

MattPlays
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...

My own game has a large luck element as the combat is dice based but the cards also have a large 'take that' element. Strategy is involved but so is fun. The game can be pretty random because items can be played at any time but that keeps everyone involved. It also has changing characters which would probably annoy some people but then they are not the target market.

Downtime and interaction are really important things to think about, I've definitely got those covered (possibly at the expense of other things ) but whilst I like how the Firefly game is designed it kills itself on those two areas. Very little interaction (and it can be brutal when you do) and with 5 players it was 15-20m before my go came round again - f*** that! Also, there was no point paying attention for a couple of turns after yours because things will change anyway.

chris_mancini
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The game is almost

The game is almost complete...but my questions are still gnawing at me a bit. This would be one I'd almost certainly Kickstart and have already received a quote from Panda so I know I can offer this game at $20 with shipping included to US supporters...but I'm still not 100% sure THIS is the game to take that leap.

I'd just really love and appreciate any thoughts on the quality of the gameplay...and I think the illustrations are worth the time to take a look.

I'd also love any ideas on new "deaths" or other bonuses for an expansion; I'm currently looking at a "Holiday Pack"...what would you like to see? What could make the game as it currently exists even better??

JohnMichaelThomas
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It may be totally out of place but...

As far as new deaths or expansions, my thought is maybe a mythical monsters/Halloween expansion with vampires, werewolves, zombies etc.

And in terms of keeping everyone engaged, when anyone dies instead of just dying it means they were turned into the same monster that killed them, and they stay in the game in some way to just choose which of the other players to screw with.

chris_mancini
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I like the idea of "dead"

I like the idea of "dead" players turning against the remaining "live" players; certainly keeps everyone involved and the tension growing!

Nevermore has a nice mechanic that works in that way where players become "ravens" after losing all their hit points...

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