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Dicetopia
20m - 30m
2 - 4 Players
Ages 14+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
25.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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mnemonicuz
A nice fast-played dice manipulation filler. Very simple and streamlined. I really like the faction powers. The missions are predictable, a bit boring, but generally okay. The extra scenarios add a whole lot of nice replay-value to the game, so great job adding them to the game! The main actions/powers of the game are a bit boring and it feels very samey quickly. Overall I think it's a fine game, but not one for me.
mhoehener
Simple filler. Have to play some more to uncover possible strategies. It has luck inside (it‘s a dice game) but it plays fast so that‘s ok. Very stylish look.
enemyoftheworld
Not particularly impressed by this. Drafting of the dice is relatively dull to begin with, but combining that with actions that are more capricious than useful, struck a weird chord with me. The missions had a weird sense of balance, there were a ton of options for player abilities but the distinctions were rarely interesting, and the area majority scoring could have been the most interesting part of the game but was easily thrown into chaos by the last player's last action. I had a "gambler" mission card that allowed me to flip another mission card at the end of the game and score it twice. This was worth a total of 18 points to me. The next card on the stack would have been worth zero. I won a 4p game, but I would have been in last place had I not successfully scored off my gamble. This demonstrated no skillful management of my actions, nor perceptive understanding of the design goals. It made everything else I had done feel pointless. It's short, which is certainly a point in its favor. We played at 4p, but I can't imagine it being very sensitive to player count. Most area majority games of this ilk would really want to be played at 4, but this is not interesting or well-balanced enough for player count to matter.