Skip to Content
 

MY LITTLE ARMY

4 replies [Last post]
Markus Hagenauer
Offline
Joined: 12/04/2009
cards for  MY LITTLE ARMY

Most of you might remember the GDS "The dice gods must be crazy" that was held a few month ago.

I started to desin a game for the contest too, but was to slow to submit it.
Now, as the game is playtested quite succsessful, I´d like to hear you opineon about it. Thank you!

Therfore I´ve uploaded the cards to the BGDF.

And here are the rules:

components:
24 regular 6-sided dice (six per color)
1 6-sided reinforcement die (4 ones, 2 twos)
1 4-sided beggar die
18 character cards (showing name, recruiting costs, combat strength, special ability)

idea:
With dice, placers try to recruit characters for their army. Every turn players have to ponder their odds, because the player who wants to try to reach the recruiting costs with the least number of dice can attempt first.

preparation:
Each player gets the 6 dice of one color.
The character cards get shuffled and placed as a face down draw pile.

game play:
The starting player rolls the reinforcement die and accordingly to the result reveals one or two character cards.

By turn players choose the number of dice they want to roll this round. Du indicate the number they place a die on the table showing the chosen number. They can not choose a number already chosen by another player.

The player who has chosen the lowest number of dice begins.
He rolls the corresponding number of dice.

Beggar die: If a player has fewer character cards than every other player
he may roll the beggar die in addition to the chosen number.

If you can combine any combination of his dice to an amount equal to the recruiting costs of a character, he can claim this card. (you can only get one card per turn, even if your dice would allow to take both)
The character cards earn you victory points and some have special abilities to use in the following turns.

The other players take the same turn in order of the number of dice they have chosen until every player has rolled his dice or no more face up character cards are left.

Than the reinforcement die goes one player left and a new round starts.
Character that could not be recruited remain on the table and can be recruited in the following turns.

end / winner:
The game ends as soon as there are not enough cards left in the pile to reveal cards according to the reinforcement die.
Players now add up the combat strength of their character cards. The player with the strongest army wins the game. If there is a tie, the player with the strongest character is the winner.

click on the image on the right to view the cards.

emxibus
Offline
Joined: 10/24/2008
I'm a fan of dice

I'm a fan of dice manipulating games. A few questions.

In the D6 component line you have one per color, should it be six per color?

What is the recruiting cost on the Jester?

How are people using the Forger in your playtesting?

Recruiter's text could be cleaner, took me a few reads to get it. basically, you can recruit a soldier with either a 12 or 13?

With the Instructor, can you select which dice you are rerolling or do you have to reroll all of them?

Did you have any thoughts about using other people's rolled dice in some way?

Markus Hagenauer
Offline
Joined: 12/04/2009
yes, it should be six per

Thanks for your reply.

yes, it should be six per color (EDITED)

for the Jester you need two ones (Snake Eyes)

Testers mostly use the forger to make a five, but some also recognice it is better to make a three sometimes (for example if you have two more dice and mant to reach 7)

If you own the Recruiter, you can recruit a soldier with cost of 8 with either a 8 or 7 (only soldiers)

With the Instructor, you have to reroll all dice.

I thougt about a way to use other players dice too. One idee was, not to roll as much dice as you anncouced (only the first player does so), but to use the dice rolled before and only roll the difference. So if the first player rolled 3 dice and you announced 5, you only roll 2 dice but can use the other 3 too.
But this system had one downside. Sometimes, there was no reason to roll, as you had no chance because of the verry low roll of your opponent.

emxibus
Offline
Joined: 10/24/2008
thanks for the info

I'll see if I can round up some dice.

How does it play with 2 players?

Markus Hagenauer
Offline
Joined: 12/04/2009
It works quite good with two

It works quite good with two too. Players tend do choose higher numbers of diec, because the other one alwasy has the coice lower or six. So in my experience, it´s not (much) more likely to have cards left for the next round as it is with more players.

Thanks for your efforts!

PS: 6 dice would be enought to play the game, it only feels better if everyone has its own set.

Syndicate content


forum | by Dr. Radut