DiceGames

119 readers
1 users here now

Dice Games: a place to discuss news, thoughts, meetups, Kick Starters, strategy, loves, hates, accessories, etc. Anything relating to dice based games.

founded 1 year ago
MODERATORS
1
2
Big Foam Dice (m.media-amazon.com)
submitted 1 year ago by BehemothExplorer to c/[email protected]
 
 

I can recommend these, but I'm frustrated that there aren't more options for big polyhedral dice suitable for outdoor play. Does anybody know of other options?

2
 
 

Not comprehensive by any means - but a good place to start!

3
 
 

What are your thoughts? Do you prefer home made / indy dice games or commercial / published games?

4
5
1
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

Originally posted by atomicbob1 at that 'other site'

This is a neat idea that I'm going to try out with my family tonight. He used it as a minigame in a kids RPG, but I think it'd be an easy standalone as well. Scroll down to the picture of the dice for an explanation.

https://www.penny-arcade.com/news/post/2019/06/03/dd-as-a-tool

Relevant portion:

I used 9 d10 and lined them up with the top numbers showing 1-9. These dice represent the gems down in a chest deep below the surface of the ocean.

Two players stay up on the boat to pump air down to the player trying to get the gems. In my game of three players this worked great. The two players on the boat each roll 1 d6 and pass it down to the player in the diving suit. This represents their air and they can keep getting gems only as long as their air lasts. Each time they get handed two d6 they must look at the sum and try and remove a number of gems whose face up numbers equal that sum. For example if the players on the boat pass down a 4 and a 3, the diver has 7 to work with. They could take one gem with a seven face up or they might take the 5 gem and the 2 gem. When they can no longer retrieve any gems they are out of air and have to return to the surface with the treasure they collected.

6
1
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

Originally posted by atomicbob1 on that 'other site'

Hi there, I'm new here but this is exactly the sub I was looking for. Not a lot of content yet, so I'm going to start adding some in hopes that it gets rolling.

Here are the rules for a game that my kids and I created. I will be creating downloadable assets for this in the future. The cool thing is that you can play this game with as little as one d6 and whatever pebbles you can find on the ground. For a better (or more artistic) experience, you can get quite elaborate. Please let me know if this needs clarification. I think that some visuals might help as well. I'll update in the comments as soon as I have time.

Towers

A game for two or more players.

Setup:

· Each player has 3 towers (cup coasters work) and 10 markers (bingo chips work). These amounts can be adjusted to change the length of the game.

· Each player has three 6-sided dice.

· Players can place their markers on their towers in any combination they want. Each tower must have at least 1 marker. These markers represent a defensive army.

Gameplay:

Players who still have at least one marker remaining take turns. Each turn has 2 phases.

Phase 1: Reinforce

· The player decides how many of their 3 dice they want to use for reinforcing their towers.

· The player rolls their chosen dice. For each odd number, they add one marker to any tower. For each even number, they add two markers.

· Markers cannot be added to an empty tower.

Phase 2: Attack

· The player uses their remaining dice to attack, and chooses one tower to attack.

· The attacker rolls their remaining dice, and the defender always rolls two dice.

· If the attacker rolls a larger number, the difference between the attacker’s count and the defender’s count is how many markers are removed from the tower.

· When a player runs out of markers, that player is out of the game.

Winning the Game:

When only one player remains with markers on their towers, that player wins.

Example Gameplay:

Player 1 chooses to reinforce with 1 die. They roll a 4, which is an even number. They split two markers between two of their towers.

For their attack phase, they roll their remaining two dice against Player 2's tower which has 3 markers left.

Player 1 rolls a three and a five (seven points total) and Player 2 rolls a pair of twos (four points total).

Player 1 has more points and the difference between the two player's rolls is three. Player 2 has to remove 3 markers from the tower that was attacked, which is all that remains. Because it has no more markers, Player 2 cannot add any more markers to that tower.

If that was Player 2's last tower, they would now be out of the game.

7
1
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

Originally posted by Mattica2000 on that 'other site'

Despite its hokey name, here's a dice game that has quite a bit of strategy. Give it a go, and let me know what you think.

Trolley Volley

*Required: 6 6-sided dice, 2 people

*Objective: Be the first to reach 25 points.

*Scoring:

**a trolley of length 3 (1,2,3 or 2,3,4 or 3,4,5 or 4,5,6) = 1 point.

**a trolley of length 4 (1,2,3,4 or 2,3,4,5 or 3,4,5,6) = 3 points.

**a trolley of length 5 (1,2,3,4,5 or 2,3,4,5,6) = 5 points.

**a trolley of length 6 (1,2,3,4,5,6) = 7 points.

Trolley Volley has a similar flow to volleyball (hence part of the name). One person is offense, and as such they are the only one who can score. The other person is defense, and their goal is simply to re-gain the offensive position.

Play follows any number of volleys or rounds. The following is a description of a single round.

The offense player has four dice and the defense has two. Both players roll their dice simultaneously being careful not to lose track of what dice are theirs. Offense is attempting to make a trolley or a straight (in poker terminology) of either 3, 4, 5, or 6 numbers in a row (see scoring above). A successful trolley must make use of at least one or both of the defensive player's dice. The defense player is attempting to prevent this or to get any three of a kind (again, where at least one is from the defensive player), which would trump or derail any of the opponent's trolleys. After the first simultaneous roll, the offense player must first decide which of his/her four dice to re-roll. They can choose to stay or re-roll 1, 2, 3, or all 4. After they pick up their dice to re-roll, defense makes the same decision on their two. Both players then simultaneously roll their chosen dice, and the volley is now complete (yes, that's a short volley!). Based on the dice values, the players determine whether the offense scored a successful volley or not. If not, then the players switch roles.

Derailing

Derailing occurs when the defense achieves a three of a kind. This may or may not be a part of the offense's trolley. For example, let's say after the second roll of dice the final dice values are: 2, 3, 4, 4, 4, 5 (the defense rolled the two four's in italics). Even though the offense got a nice trolley of 2, 3, 4, 5, the defense wins the volley since it created a three of a kind block ( 4, 4, 4).

That's basically it. There is some fun strategy in what to re-roll here and there can be several rounds where no one scores, but the combined play of the two players makes the game quite fun.

Example Round and Strategic Thinking

Offense rolls: 1, 3, 5, 6

Defense rolls: 2, 5

Offense has to choose what to re-roll. Two-of-kinds are bad to leave on the table since they can easily lead to a three-of-a-kinds, but offense knows that defense won't likely leave the 2 for them to use. Thus, the 1 will be stranded from a likely trolley, so offense may re-roll 1 and 3 despite the common 5. Defense will see the opportunity with the double 5 and re-roll the 2 in hopes to get that third five. on to round2!

Offense rolls: 3, 3 (in addition to the 5, 6 left from 1st round)

Defense rolls: 4 (and 5 from 1st round)

Offense wins 3 points for a 3, 4, 5, 6 trolley and gets to go again.

8
9
10
11
1
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

Originally posted by RedRayReddington at that 'other place'

"Doubles" is a game i created with a neighbour.

Each player will require at least x3 dice to play "Doubles"

Doubles can be played from two players above.

To start the game, each player takes a die, and rolls. The highest rolled player wins the preliminary stage and gets to roll the first hand and then every player clockwise after.

(If you want to play for chips or money, you will have to put the chips/money into the pot before you begin to roll your hand similar to a buy-in in Poker)

Next the first player rolls their three dice to begin the game until they either roll a double or a triple.

If player one rolls for example: 2-2-1

Player two would have to roll a hand higher than a 2-2 to win the round. For example:

Player one: 2-2-1 Player two: 3-3-1 (w)

(Player two wins because their doubles are higher)

If both players roll the same double, the player who has the highest single die remaining wins the hand. For example:

Player one: 2-2-1 Player two: 2-2-6 (w)

(Player two wins because 6 is higher than 1)

If both players roll exactly the same hand, then both players would have to roll the single die and the player with the highest roll wins the hand.

*Triples

If a player rolls a triple, all other players would have to roll a higher triple to win the hand.

Triples beat doubles.

Instand win/loss hands

1-1-1 = instant loss 1-2-3 = instant loss 6-6-6 = Instant Win 4-5-6 = instant win

If you don't have three dice to play this, download the "Dice" app made by Harry Foster availible on all phones.

*Play for points

If you wanted to play for points, you can set a target score and then simply combine the total sum of the dice in your hand and subtract the amount from the targeted score until someone wins.

If you have a targeted score left of say 17, you might as well start using only two dice because you run the risk of going bust on your turn.

For example:

Targeted score left for player one - 17 Player one rollsa triple: 6-6-6 = 18 (bust)

Targeted score left player two - 14 Player two rolls a double: 4-4 = 8 (8 - 14 = 6)

This is a great simple dice game that can be great fun. Give it a try.

12
3
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

Hello all,

We are moving our subreddit to this community. I will be moving posts over the next several days.