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The Dice Are Cast by Protongun

archer line. They may move/ Charge Turn Formation: The unit turns 90
Introduction: degrees in any direction.
sideways in the archer line without
Welcome to The Dice are Cast, a changing formation. Break Formation: A number of dice
from the unit may move to a different
minimalist wargame that uses only six-
Skirmishers: Always consist of only one square. Both units count as Broken.
sided dice. May be combined with Charge to
die. They get +1 on charge rolls and can
This game is designed to be fast and move sideways without changing charge sideways.
formation. Take Formation: Only units that are
easy to play, and utilises only D6s to
broken may take this action. The unit
represent units, put into different
Phalanx: Two dice arrayed in a line. forms into the appropriate formation
formations and positions on a small for its dice count and position on the
They give -1 to opposing charge rolls
battlegrid. battlefield.
that target the phalanx.
Remember, if any rule seems unclear,
Spear Head: Three dice arrayed in Others:
use common sense and remember to
triangle. They get +1 to charge rolls. Ambush: When a unit is deployed from
have fun!
reserve into a square with an opposing
Turtle: Four dice arrayed in a square.
unit, it counts as a charge.
Preparation: They give -2 to opposing arrow volleys
and -1 to opposing charge rolls That Locked in Combat: Opposing units that
The BattleGrid: The game is played on a are in a single square are locked in
target the turtle.
flat 3”x 6” square grid. combat. When locked in combat, a unit
The Armies: Players must put together Playing the Game: can only Break Formation or Fight.
armies of equal number of dice. (8 dice Flanking: When charging at an
Activations: The players alternate
per player is the recommended count) activating their units. The player with opposing unit that is facing away from
Reserves: While building their army, a the most deployed units may choose the charging unit, The charging unit
whether or not to activate first. (Dice in gets +1 to the charge roll.
player may choose to leave any number
reserve and deployed reserves do not
of dice in reserve, but there must be at count towards deployed units.) If both
least one die on the battlefield in the players are tied for number of units,
Causalities and Morale:
first turn. they roll-off, and the winner chooses Causalities: When a unit takes damage,
whether to activate first. All units can
Reserves can be activated at the start of subtract the number at the top of the
only be activated once each round.
any turn after the first one to deploy When a unit is activated, it may take up die by the damage taken, and change
them in a controlled or contested to one action. the number on top to that result. If
square. They may only be deployed on Dice Rolls: When prompted to roll dice, causalities exceed the number on the
edge squares, facing away from the roll a D6 per die in the unit that die, remove it and move on to another.
edge that they are deployed on. prompted the roll, and add the relevant A unit is destroyed when all dice from it
modifiers.
are removed.
(Controlled squares are the zone from a Actions:
player’s archer line to their furthest Move: The unit is moved one square (a Morale: If a unit loses a die by
unit. Contested squares are squares in unit can only move forwards unless causalities, it must roll X D6(Where X is
which two opposing units are locked in stated otherwise.) the number of dice in the unit.). If the
combat.) Charge: The unit moves forward one roll is equal to or below, the formation
square into a square with an opposing
is kept, otherwise the formation is
Deployment: Players alternate in unit and rolls to charge, dealing damage
to the opposing unit equal to the roll. Broken.
deploying their units in their starting
zones. The first two rows of squares Fight: Only units locked in combat may A unit with a Broken Formation can
use this action. The unit rolls like in benefit from no bonuses. It may still
from the shortest edges are the starting
charge, but with no bonuses.
zones. The first row from the edge is move and attack, but it has -1 to charge
Arrow Volley: Only archers may take
the archer line. this action. The unit first rolls a D6 to rolls.
determine the range, then rolls to
Units: damage an opposing unit in a square Victory:
within range. A roll of 1 deals D3
Archers: Any number of dice deployed damage to the unit taking the action. The last player with an army standing
in any count/ formation in the archer Hold Steady: The unit gets +1 to its next wins the battle.
line count as archers. Archers cannot roll.
move or charge forward out of the

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