Discussion about this post

User's avatar
Steve Ashing's avatar

In Combat Commander most die-rolls sum the two dice, but artillery multiply them. Sicherman dice could change the resulting spread and potentially make the artillery less swingy, if that were a design intent.

Expand full comment
Matt Zolynsky's avatar

Personally- I have been working on dice that give different results, based on external conditions.

*example- - IF you have X number of (these) units or less, THEN the results are Y.

BUT--- For my money-

It seems that - if you have a number of (color coded?) dice that are rolled in a particular (or set) sequence--

BUT you could stop rolling them at any time,

THEN you would have a "push your luck mechanism" that could have different potential results -- both in terms of totals, choice of results, potential failures, and ("Yahtzee-like") combinations.

I would suggest a game that requires you to roll two dice, then choose to potentially roll more-- and those other dice are cued up in an order that was potentially effected by (all) players resources previously.

Each player could receive bonus resources from some rolls, #s for potential combos they can build, and "Whammies" that stop their progress..?

You could also use my "If/THEN" style dice, and have the number you receive for a roll in one corner- and the color of the side and the other corner indicate what you might need for your next roll.?

My thoughts-

Matt Zolynsky

Armies of Mythoz Designer

Expand full comment
3 more comments...

No posts