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Diceclash

A common game that is found played by many Kanoia regardless of culture or background, diceclash is an asymmetrical gambling game of as much wit as there is luck. Being so prevalent, players often have no difficulty finding others ready to risk some coin.

History

Originally starting as a simple dice rolling game, diceclash has since devolved a large following and an intermediately complex set of rules. In it's first iteration, simply both sides agreed on a number of six sided dice to roll, and the person with the largest roll won. Since than, the dice's sides have been named and interact with others sides of upwards facing dice, as well as giving each participant having a number that is reflective of the morale of the attackers and defenders.

Execution

The objective of the game is to do enough damage to your opponent that that they drop to zero morale. Each side of the six sided die correlates to a different "unit."
  1. Farmer, worth one point unless in a group of three or five (see rule below under Defender)
  2. Spearman, worth two points, worth an extra point for every Calvary your opponent has.
  3. Swordsman, worth three points, unaffected by other dice.
  4. Archer, worth four points, unless you rolled an even, in which case each Archer is worth one less point.
  5. Calvary, worth five points, unless you have rolled an odd amount of Calvary, in which case each Calvary is worth one less point.
  6. Chariot, worth six points (see below rules for Chariot)
The game is started by players rolling their dice, the player with the highest roll decides either who goes first or who is attacking/defending the city. After that is determined the first player rules their dice behind a screen, and is allowed to re-roll any number of their dice one time, and uses a cup to hide their dice before moving them to the center. Then, the second player follows those steps. Once both players have taken their turn, tally up the amount of damage down to each players morale. Keep repeating these steps until one player is reduced to zero morale. If both players are reduced to zero morale on the same turn, than the player who went first wins the tie.   There are also some unique rules for each side:
    Attackers:
  • Has thirty (30) morale.
  • Can use Chariots, sixes (6), but can't use more than the Spearmen, twos (2), they have out.
    Defenders:
  • Has forty-three (43) morale.
  • Can only use Chariots (6) to remove the Attacker's Chariots from play, if any Defending Chariots can not be used to remove any of the Attackers Chariots then the die is considered unused.
  • If the Defender rolls three Farmers it counts as five (5) damage and five Farmers count as ten (10) damage.

Components and tools

The only thing you need is twelve six sided dice.

Participants

Sometimes when being played as a gambling game, a neutral third party oversees to ensure there is no cheating.

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