Gamers Games are Major Fun for the more experienced gamer. For one reason or another, these games are a bit more difficult or require a greater time investment than the games we generally award BUT we feel that they are well worth the effort.
A while back we gave an award to a cooperative and yet utterly chaotic app called Space Team. It is a fantastic example of how our phone and tablet technologies can be used to not only connect players, but have them physically act together. At the time I thought that this kind of game might be unique to technological devices. Phones and tablets after all are designed to record and respond to a wide range of motions.
Board games? Less tolerant of vigorous activity.
Well, I’m here to tell you that Stronghold has provided the world with a game that effectively splices the strategy of a board game with the frantic and physical activity of an obstacle course. That game, is Space Cadets: Dice Duel.
Dice Duel is set in space. Two starships have found themselves locked in combat over a region of space that contains wormholes, asteroids, nebulae, and mysterious power crystals. Players divide into 2 teams with the unambiguous mission to destroy the other ship. Each ship comes with a Helm (for steering your majestic ship into glorious battle), Sensors (for locking on to the vile opponent and cloaking your presence), Weapons (for cleansing the galaxy of the alien filth), Shields (for deflecting the villainous armaments of your foe), Tractor Beams (for moving all manner of material and laying mines), and most importantly Engineering (from whence your ship distributes cleansing power to all your Stations).
This would be a lot to track for one person, but fortunately you have a crew. Each of the ship’s systems has its own Station and a set of dice that is color coded for that control panel. In order for any Station to operate, that Station first needs power from Engineering and then it needs the right combination of dice. One of the things that makes Dice Duel so intriguing is that it can engage up to 8 players at a time. It is actually better with more players.
When the game starts, Engineering begins rolling its dice. It distributes these dice to the Stations (Weapons = 1, Sensors = 2, Helm = 5, etc…) so that those crew members can get their sub-systems up and running. A Station may roll one die for each Engineering die it receives. When a Station gets the result it wants it places the die on the control panel and returns the energy die (or dice) back to Engineering.
All of this rolling and equipping and moving happens at the same time. There are no turns. The team that rolls its dice and communicates its actions fastest has a distinct advantage.
Early in the game, the teams work to get their ships up and functioning. This is a relatively quiet process as the team members roll their dice to stock up. But as soon as one of the ships moves from its start point, the tension and chaos go supernova. There are lots of things that have to happen for a ship to successfully attack another ship and it is inevitable that in the heat of battle, things will go horribly horribly wrong. Your ship might face the wrong way. You might not have enough power in the sensors. You might not be close enough. You might not have the torpedoes facing the enemy. The enemy might move. Imagine trying to teach someone to drive a manual transmission by giving them instructions on the phone.
The constant dice rolling provides a menacing sound-track to the proceedings and it is utterly gratifying to land a torpedo on your opponent. Gratifying and Major Fun.
The real-time mechanics are very clever and give the game its own frenetic glee. There is a fairly steep learning curve, but it’s not learning the rules that is hard but rather learning how to communicate with your team and time your attacks. The game comes with a lot of pieces, but once you have the control panels set up, the dice mechanics are really very simple. This game is a great example of rather simple rules complicated by human behavior and constantly evolving conditions. That the game is best played with a lot of people (4 on each team) makes it stand out in a field crowded by 3 – 4 player limits.
4 – 8 Players. Ages 12+
Space Cadets: Dice Duel was designed by Sydney and Geoffrey Engelstein and © 2013 by Stronghold Games.