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Dice Wars Game: Japan
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Published: November 13, 2006
Dice Wars is a popular dice game developed by Taro Ito, one of the programmers for Japan's GameDesign. GameDesign's stable of writers are responsible for popular Flash-media games like Cockroach Dream, Tacoyaki and Hanafuda. GameDesign also is responsible for Windows games like School Wars and Air Smash, an air hockey simulation.
Similar to the board game Risk, Dice Wars is nothing short of addictive. Designed for as few as two players, and as many as seven, the object of the game is to conquer and control as much of the map as possible until the opponent or opponents are eliminated.
Playing Dice Wars is simple. Using their armies—represented with dice—players are to invade, conquer and maintain territories on the map. Do not be deceived by the simplicity of play. Strategic thinking and planning are a must in this turn-based game. Taking and occupying key points and junctions are a necessity to insuring survival and the demise of the competition. Knowing when to maintain your position, and when and where to advance impact reinforcement of holdings and weathering counterattacks from the opposition.
On each turn, players have the option of attacking any adjacent opposing positions on the map, as long as more than one die is present on the side the player is attacking from. The turn ends when the player can no longer attack any other positions, or they end the turn by selecting "End Turn."
When an attack is made, combating territories roll the dice on each territory. The totals of each die are added from each side. If the invading player’s total is in excess of the invaded territory, the invader's dice are placed on the territory. The invaded territory forfeits all of the dice on the territory. One die is left on the territory from which the attack was launched.
If the defending territory rolls a higher total, the attacking player forfeits all but one of the dice from the attacking territory. At the end of your turn, the number of controlled and connected territories is added and a bonus die for each adjoining territory is placed randomly through a player's territory.
The turn can end when "End Turn" is clicked or when the player can no longer attack any positions.
There is a distinct advantage when defending with more dice or attacking with more dice, but fewer dice can roll higher totals.
The draw to strategy games like Dice Wars are the simple rules and play. Underlying each match is an esoteric method in execution that can be appreciated in successful play.
Sources:
Games. 2006. GameDesign. 13 Nov 2006. www.gamedesign.jp
Dice Wars. 2006. JayIsGames.com. 13 Nov 2006. www.jayisgames.com
Dice Wars. 2006. OnlineGamesHQ. 13 Nov 2006. www.onlinegameshq.com
Dice Wars. 2006. Calico Jack/ Ignorant Critics. 13 Nov 2006. www.ignorantcritics.wordpress.com
Dice Wars, Like Crack in Flash Form. Kotaku.com. 13 Nov 2006. www.kotaku.com
Similar to the board game Risk, Dice Wars is nothing short of addictive. Designed for as few as two players, and as many as seven, the object of the game is to conquer and control as much of the map as possible until the opponent or opponents are eliminated.
Playing Dice Wars is simple. Using their armies—represented with dice—players are to invade, conquer and maintain territories on the map. Do not be deceived by the simplicity of play. Strategic thinking and planning are a must in this turn-based game. Taking and occupying key points and junctions are a necessity to insuring survival and the demise of the competition. Knowing when to maintain your position, and when and where to advance impact reinforcement of holdings and weathering counterattacks from the opposition.
On each turn, players have the option of attacking any adjacent opposing positions on the map, as long as more than one die is present on the side the player is attacking from. The turn ends when the player can no longer attack any other positions, or they end the turn by selecting "End Turn."
When an attack is made, combating territories roll the dice on each territory. The totals of each die are added from each side. If the invading player’s total is in excess of the invaded territory, the invader's dice are placed on the territory. The invaded territory forfeits all of the dice on the territory. One die is left on the territory from which the attack was launched.
If the defending territory rolls a higher total, the attacking player forfeits all but one of the dice from the attacking territory. At the end of your turn, the number of controlled and connected territories is added and a bonus die for each adjoining territory is placed randomly through a player's territory.
The turn can end when "End Turn" is clicked or when the player can no longer attack any positions.
There is a distinct advantage when defending with more dice or attacking with more dice, but fewer dice can roll higher totals.
The draw to strategy games like Dice Wars are the simple rules and play. Underlying each match is an esoteric method in execution that can be appreciated in successful play.
Sources:
Games. 2006. GameDesign. 13 Nov 2006. www.gamedesign.jp
Dice Wars. 2006. JayIsGames.com. 13 Nov 2006. www.jayisgames.com
Dice Wars. 2006. OnlineGamesHQ. 13 Nov 2006. www.onlinegameshq.com
Dice Wars. 2006. Calico Jack/ Ignorant Critics. 13 Nov 2006. www.ignorantcritics.wordpress.com
Dice Wars, Like Crack in Flash Form. Kotaku.com. 13 Nov 2006. www.kotaku.com
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