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Polyhydra | Battle Dice Game

Polyhydra | Battle Dice Game

Polyhydras are powerful and dominating creatures. Whenever two meet in the wild, they fight each other to the death to claim the surrounding territory.

Each round, players secretly choose various combinations of three polyhedral dice, representing their hydra heads, to roll against one another. Attack the enemy by rolling doubles and defend yourself by rolling values higher than the incoming attack. The first player to reduce their opponent’s health to 0 wins the game.

Game Rules

This game's components are 9 polyhedral dice per player and has some simple but interesting mechanics for a battle dice game. If you look at the rules, you'll see down at the bottom that I am considering passive powers based on the set's primary dice color. While a card or token with the passive would be easier to recall, it takes away from the all-dice game allure.

What do you think of the game play and the possible passives? Thanks!

Comments

Some clarification questions

Quote:
If you rolled doubles or better, deal damage to your opponent equal to the combined strength of your dice.

Quote:
Example: Your opponent rolled a 2, 2, 5 using a d6, d6, d10, attacking you for 5 damage.

A hit makes it sound like the sum on all three die, but the example shows the damage is the remaining die that is not part of the doubles. Am I misunderstanding something?

I get the Hit Value concept for the doubles.

Quote:
If you rolled triples, you can either deal extra damage to your opponent equal to the strength of your weakest die or restore health equal to the strength of your strongest die.

If you are rolling 3 dice and a critical is triples, then wouldn't the extra damage or health gain just be the value on any single die doubled, as they are all the same value? (In otherwords, where is the weakest and strongest Maybe an example for this case would help clarify.

Oh wait, does the dice strength dictate the damage? (i.e. 2d6 at strength 1 each plus 1d10 at strength 3 equals 5?) If so, I would rewrite the existing example as follows: "Example: Your opponent rolled a 2, 2, 4 using a d6 (strength 1), d6 (strength 1), d10 (strength 3), attacking you for 5 damage (total strength)." so people don't confuse the 5 strength for the 5 rolled. And probably add a triples example to further reinforce how it's understood on the first read through.

Looks like a fun little quick dice dual. Since it seems to only be two player, I would seperate the color of the dice from the abilities (which I would not normally recommend). In this case though, you could make the game with 1/2 the number of dice and randomly hand out a passive power. Just my thoughts. Hope it helps.

Example added, other updated

I made an example for triples and further clarified and broke down the defend example. Hope that helped.

Right now, this is a byod (bring your own dice) game, so the colors would coordinate with your personal provided set. Ideally, I would have a passive for most common colors but the list is incomplete.I may just assign the passives to an adjective like "aggressive","willful", etc. and players would pick an adjective during setup and say "I am an aggresive polyhydra" or something to reference a passive during the entire game. We'll see.

Nice!Reminds me a bit of the

Nice!

Reminds me a bit of the old Demon Dice game, the name is a good choice as well.

Another idea would be to make the hydra have body-parts represented by the dice themselves. So that you can chop off the heads and the dice represent the hydras health (instead of using a extra die). But then it would be VERY close to Demon Dice.

Hydra Theme, Dominant Strategy

A couple questions for you...

1. Can you think of any mechanics that can bring to life the aspect of hydras that grow new heads when one is cut off?

2. What's stopping a player from simply choosing the same three dice every round? For example, I imagine that a typical dominant strategy is to hope for doubles or better when you throw 2d6 and 1d12. Even if the 1d12 doesn't match, then I still cause 4 damage by including it in my maneuver. In the event that it -does- match, I maximize the benefit of its inclusion, causing a minimum of 3 damage each round.

Any thoughts on this potential dominant-strategy issue? There are ways around it in my opinion, but I wanted to hear how you felt about this.

I KIND of have regrowth in

I KIND of have regrowth in the game through the critical hit restore x health mechanic but you aren't the first one to bring this up.

The only thing I can think of is starting with a smaller pool and whenever you take x damage, the opponent can cut off (remove) a head die of that same strength or weaker. The player then gets two more dice that add up to the removed die.

I.e. I deal 4+ damage to you so I can cut off a d12 (4) or lower. If I force you to remove a d12 (2), you can get 1d6 (1) + 1d10 (3) or 2d8 (2+2). You'd start with 4 dice (1d6, 1d8, 1d10, 1d12) to start and gain more (weaker) heads over time.

I'd have to test and balance that. So you'd lose when the you have x number of heads or something?

Players can use the same three dice every round but if you're rolling 2d6 (1x2) and a 1d12 (4) you're doing 6 damage on doubles. But your defense is also very weak against overall stronger dice. If I roll double 1s and my opponent rolls three values higher than 1, I only deal 3 but those 1s have NO defense against any of his hit values. If he rolls 1d8 (2), 1d10 (3), 1d12 (4) and gets double of 7s, I'm am taking the full force of that 9 damage unless my d12 happens to roll above a 7 lowering it to 8 damage.

Miss/Will change

Ok, I made one minor tweak to Misses and gaining will that incentives diverse dice choices.

From: Miss — If you didn’t roll doubles or better, gain 2 will.

to: Miss — If you didn’t roll doubles or better, gain 1 will for each unique die you rolled. Example: Rolling 3d6 gains 1 will, 2d6+1d8 gains 2 will, 1d6+1d8+1d12 gains 3 will.

That's a nice touch with the Miss change, but...

You know some Math nerd (like X3M [I say that with love and respect @X3M]) is going to figure out the optimized dice combination to maximize the damage on average, taking into account the chances of doubles and triples, the available rerolls, etc.

If our game group ever gets together again, I'll take this and Juzek's game to test.

Thanks for sharing.

AdamRobinGames-ARG wrote:You

AdamRobinGames-ARG wrote:
You know some Math nerd (like X3M [I say that with love and respect @X3M]) is going to figure out the optimized dice combination to maximize the damage on average, taking into account the chances of doubles and triples, the available rerolls, etc.

If our game group ever gets together again, I'll take this and Juzek's game to test.

Thanks for sharing.

Ha true true.

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