LogFAQs > #933044052

LurkerFAQs, Active DB, DB1, DB2, DB3, DB4, Database 5 ( 01.01.2019-12.31.2019 ), DB6, DB7, DB8, DB9, DB10, DB11, DB12, Clear
Topic List
Page List: 1
Topicanother year of tabletop rankings and writeups
SeabassDebeste
01/16/20 6:22:25 PM
#288:


78. D-Day Dice (2012)

Category: Cooperative
Genres: Campaign, dice-rolling, point-to-point movement
Rules complexity (0 to 7): 3
Game length: 20-30 minutes
Experience: 6-10 rounds of 4-7 scenarios over 2 sessions (2016-2017) with 4 players
Previous ranks: NR (2016), 42/80 (2018)

Summary - Each player commands a military unit during the D-Day invasion. Those soldiers are represented by dice on a map. Each scenario corresponds to a different map. The goal of each round is to go from one end of the map to another and to defeat the boss there if need be. Dice are rolled and rerolled simultaneously to gain special powers/equipment, gain bonuses, or gain health. Then you move (or not) and face combat.

Experience - My old core group has attempted the campaigned twice. We didn't beat the entire game, but each time we played we played at least three or so scenarios until we beat them.

Design - D-Day dice makes rolling dice really satisfying. It's got a nifty reroll mechanism that forces you to lock two dice; each die face is useful in its own way; and there's a tremendous payoff when you can get your sets to match - hitting the same face in all three of your colors (red, white, blue) gives you a massive additional bonus. For example, each single dude you roll heals you one troop (HP). But if you roll three single dudes of different colors, not only do you get the three troops, you get four additional troops (seven total), plus you get to heal four troops to a teammate. Chasing those bonuses can give a big rush, and because so many of your abilities can help one another/you only need one person to have some sort of equipment, the sense of camaraderie is very strong.

That's really the coolest part about it. I mean yeah, you theoretically have this theme about moving through and fighting in a war, but it's really about the dice and power-ups and going ham as you get more and more powerful, then going in and storming the fortress for the win.

Future - This is the group in which one player seems to have dropped off from caring about playing weekly. That said, we've only played twice, and the owner is still in the group. Maybe I can convince my new gaming buddy to join in... would be nice to clear a few more levels and maybe beat the game. I never really think about this game, but rolling dice and getting rewarded (instead of punished) is really nice, and it really does instill collaboration. Would be nice to get that sense of accomplishment.
---
yet all sailors of all sorts are more or less capricious and unreliable - they live in the varying outer weather, and they inhale its fickleness
... Copied to Clipboard!
Topic List
Page List: 1