DICELAND Tutorial
This issue is also available in:


red
dice
blue
dice

In this example Andrea and Barbara are playing their first game.
Andrea and Barbara decide to play with ten hexagons, so they place them casually on the table as shown on the right.

We can place the hexagons on the field casually or with a desired order. We take the dice: BLUE for Andrew and RED for Barbara.
Since they are playing with 10 hexagons, they will begin with 5 dice each (10 territories divided by 2 players = 5 dice) they also add 2 more dice each. In total they will have 7 dice each (5 for the territories + 2 dice).

Andrea and Barbara throw their dice all together and they obtain the following results as shown on the left. Barbara will start because she has more sixes than Andrea on her dice.

The person who has more sixes on the dice will place them first on the field. Should there be a tie the person with more fives will start and so on. If it is a complete draw we must throw the dice again.

Barbara places one die on the field (6)

Andrew places one die on the field (4)

Andrea and Barbara continue until all of the territories have been occupied by a die. Andrea and Barbara are left with two dice each.
Barbara starts first because her dice are higher in value (3) while Andrea has a value of (2).


The player with the dice that are higher in value always starts first. Should there be a tie the player that placed for first the dice on the field will begin.



Barbara decides to attack Andrea's die (5) with her die (6) saying "Attack from 6 to 5" (if necessary she will give indication with her finger what she intends to do). She throws the die and scores 4.


After Barbara's attack we will see the following situation as shown on the right.
The player that attacks will cause damage that is equivalent to the value of the die that has been thrown. After attacking the player must exchange the die on the field with the thrown one.

Barbara
cannot move any dice since there are no free hexagons.


Andrea decides to attack Barbara's die (3) with his die (4).
Saying "Attack from 4 to 3" giving clear indication of the four and three on the board. He throws the die and scores 5.
Andrew was unlucky.
He threw a die that was higher in value than the one he attacked with, so the attack failed! Not only Andrea does not damage Barbara, but his die looses its value from 4 to 3.
When a player throws a die with a higher score than his attacking die he does not cause any damage to the other player and pays a penalty for his "mistake" losing value on the die.
Andrea like Barbara cannot move any dice since there are no free hexagons.


Barbara decides to make a combined attack with 6 and 2 attacking Andrea's die 3. Barbara can make a multiple attack because her six and two border each other. She throws TWO dice and scores 5 and 2.
In this case 2 is a perfect throw. Indeed, if substituted with the attacking two she will damage Andrea for two points while Barbara's die keeps its value.
By doing this Andrea's die will have a value of 1.

But Barbara has decided to eliminate Andrea's die, so she chooses to use her score with the 5 die by substituting her 6 attacking die. This way she is damaging Andrea with five points and he must remove his die from the field. Barbara has defeated the enemy. She must now move her die 5 (the one she won with) and place it in the empty space left by the enemy.
It is possible to make multiple attacks from two adjacent territories. You use two dice and use the one that you prefer. Remember that you must use at least one.

Now there is a free hexagon on the board.
First of all, Barbara cannot move again her 5 die that she previously won and with which she invaded the enemy's territory. She cannot move her 3 die and 2 die that are in direct contact with one or more enemy dice.
The only die that can be moved is the 3 die on top.
After Barbara's move we will see the following situation as shown on the right.

After an attack it is possible to move a die in an empty hexagon only if:
you do not move a die that has been moved during combat (you have invaded an enemy's hexagon)
if the die is not in contact with at least one of the enemy's die.

The moving phase has one last peculiarity: the movement is obligatory and not a choice when the die is one hexagon from a combat zone, in other words when there is only an empty hexagon between the attacker and the enemy.
In the above picture, Barbara's move was obligatory and not a choice. To make things clear we will continue and show you more steps of this game.

Most games are over when one player eliminates all of the opponents dice.
But this is not the only way to win at DiceLand. The are two winning possibilities:
one player eliminated all of the opponents dice
both players are playing a consecutive turn without being able to come in contact with the other.
In this case the player with the most dice on the field wins. In case of a tie we will count the total value of each players dice.



Lets suppose that we have a situation like the one on our right. Andrea and Barbara are now playing a game with 18 hexagons which is quite a small field. It is Barbara's turn who always uses the red dice.
Barbara has more dice, but with a low value. It will be very difficult for her to win some battles. She decides to try to win the game using the "no contact" rule.
Barbara attacks the only possible point with her die that is in direct contact with Andrea's five and three. She throws the die and scores a 4. The attack has failed. Barbara looses one point. Her die decreases from 2 to 1.
Barbara is free to decide if she wants to make a move or not. She is not forced to make any obligatory move since her dice are not near the battle zone (between Barbara's two and Andrea's dice there are two free hexagons and not only one. So Barbara has the freedom to move even further away from Andrea's dice.

By doing this Barbara wins the game, because Andrea cannot move his dice until they eliminate Barbara's 1. Even if Andrea eliminates Barbara's 1 he would be in disadvantage: 2 dice against 3 and no contact point. Barbara wins the game thanks to the non contact rule.
DICELAND © copyright 2001-2004 KidultGame srl