This is the thread for critiquing entry 24 from the February GDS -- "Dice Defense".
I attempted to repost the entry for easy reference, but couldn't get the images to show up where they needed to be. If it weren't so close to bedtime, I would try harder.
Monsters are invading the country! Use your towers (the dice) to fight the monsters and generate gold to buy more towers.
2-6 players
15-30 minutes
Components
- 40 6-sided dice
- 6 Village (sides: Blank, Gold, Hit, Gold, Hit, 2 Gold)
- 6 Watchtower (sides: Blank, Gold, Hit, Gold, Hit, Hit + Hard Hit)
- 8 Gold Mine (sides: Blank, Gold, Gold, Gold, 2 Gold, 2 Gold)
- 8 Ballista (sides: Blank, Hit, Hit, 2 Hits, 2 Hits, 2 Hits)
- 8 Cannon (sides: Blank, Hit, Hit, Hard Hit, Hard Hit, 2 Hard Hits)
- 4 Wizard (sides: No Buy, Freeze 1, 2 Hits, 2 Hard Hits, Double Hits, Double Hard Hits)
- 18 cards
- 12 Monster cards
- Each Monster card shows a number of Hit icons and Hard Hit icons, and possibly other modifiers (bonus gold, fewer rerolls, etc).
- Also, each Monster card has a Splay line about two-thirds of the way down, and some of the icons on the Monster's card are below the Splay line.
See the Centaur card, attached. - 6 double-sided Player cards representing the players' castles
- Both sides can be orientated to track a player's Damage (1-4 points), and both sides also have an Initiative number (1-6). But the card fronts have icons showing simple single-use special abilities. The later the turn order, the more powerful the ability. When a player uses his ability, he flips his Player card over, indicating it has been used. The abilities are: 1 Hit, 1 Hard Hit, 2 Hits, 2 Hard Hits, 1 Gold, 1 Repair (get 1 Damage back).
See the PlayerCardFront, attached.
Setup
- Each player gets:
- 1 Player card (dealt randomly)
- 1 Village
- 1 Watchtower
- Set out all 4 Wizards.
- Set out Gold Mines, Ballistas, and Cannons according to the number of players:
- 2 players: 4 of each
- 3 players: 5 of each
- Etc.
Extra dice and Player cards are not used.
Game Play
- Reveal a Monster card from the deck and Splay it on top of the previously played Monster card (if any). To Splay it, place it on top of the previous Monster card so that it doesn't cover up anything below the old Monster card's Splay line. The Hit and Hard Hit icons that are showing, both on this new Monster card and on any previous Monster cards, are what you need to roll in order to defeat this monster. All the visible icons are in play! In this way, the Monsters will always get tougher as the game progresses.
See the CentaurSplayed example, attached. - All players simultaneously roll all of their dice.
- Set aside any you want to keep and reroll the rest.
- Set aside any of those and make one final roll.
- When you're done rolling, count up your Hits and Hard Hits and compare them to the Monster's icons. Hard Hits can count as either Hits or Hard Hits.
- If you have a special ability on your Player card that adds hits, you may flip your Player card to use that ability now.
- If you don't have enough hits, take 1 Damage by tilting your Player card 90 degrees counter-clockwise. If you take your 4th Damage, your castle is destroyed.
- If your ability repairs Damage, you may flip your Player card to use that ability now, rotating your Player card clockwise to show that 1 Damage was repaired.
- The Wizard Tower is special.
- "No Buy" prevents you from buying a tower this turn.
- "Freeze 1" forces you to take one of your other dice and turn it to its Blank side.
- "Double Hits" doubles the number of Hits you score using your other dice. If your other dice score no Hits, this does nothing.
- "Double Hard Hits", like Double Hits, but for Hard Hits.
- All players in Initiative order count up the Gold icons showing on your dice and buy one new die, adding it to your dice pool.
- If your special ability adds gold, you may flip your Player card to use that ability now.
- Gold Mines = 1 Gold.
- Ballista = 2 Gold.
- Cannons = 3 Gold.
- Wizards = 4 Gold.
- Repeat 1-3 until the Monster deck is depleted or a player's castle is destroyed.
Game End
Finish the round in which a player's castle is destroyed or the Monster deck is depleted. Each die you have is worth points:
- Villages / Watchtowers = 0
- Ballista = 2
- Cannons / Gold Mines = 3
- Wizards = 4
The surviving player with the most points wins!
I swear they were there in the preview....