Welcome to Dice Elementals, a Press-Your-Luck dice roller involving the capture and/or unleashing of various elemental forces.
“Dice Elementals” was originally an attempt to take a previous idea of mine involving capturing various point cards by rolling a certain result on the dice, and adding the element of card effects to the gameplay (one of the other versions of the standard rules was my first attempted Kickstarter, Ninja Hunt.). This concept allows me to take the basic rules, apply a more versatile theme, and then throw in a slightly more competitive/”Take That!” style of gameplay to what was already a fairly fast-paced, easy to learn, and slightly addictive game for 1-4 players.
Basic Intro of Gameplay
*Each turn, the active player draws Essence cards from the deck. These cards represent which elements are available in the area which they have stumbled upon during their turn, and each one has a different effect which may be unleashed upon successfully capturing them.
*After the Essence cards are drawn from the deck, the player then tries to capture them by rolling the dice. Each element is captured successfully only by rolling a match as detailed on their card.
*After the rolls and rerolls (you can choose to subtract a die in order to reroll the remaining dice for a better result), the player collects their successfully contained Essence cards, then may choose to unleash one of their Essence Effects (most of which hinder that player's opponents.)
*These steps continue until either the Essence deck is emptied and reshuffled a certain number of times, or until the deck is emptied after both Time essence cards have been captured.
*More details are found within the Dice Elementals Instruction Manual.
A basic game of Dice Elementals consists of the following:
The Deck- It is composed of 50 cards featuring 7 different elements, each with their own specific effect.
The Dice- Players roll 4 d6 dice during their turn, attempting to roll the correct results for capturing the most of the revealed element cards for the turn.
The Instructions- Pages detailing the gameplay and scoring mechanics for the game.
The object of the game is to capture the most Elemental cards throughout your turns and end up with the most points at the end of the game. This is done by rolling the dice, comparing the results of your roll to the Elemental cards revealed for the current turn, and then either choosing to keep your result and capture the matched cards or rerolling the dice. Once a decision is made (these are detailed next,) the uncaptured elements are discarded for later and the next player begins their turn.
Keeping your roll- When a player chooses to keep their roll for the turn, that player picks up the elemental cards that they successfully matched and captured for the turn and places them in their Score Pile. As they do this, they may choose to unleash the Essence Effects of one of their successfully captured elements before ending their turn (it still goes to that player’s Score Pile, but that particular card no longer counts towards 1 of the bonus scoring methods at the end of the game.
Rerolling Dice- If the active player rolls their dice and is not satisfied with the result, they may choose to set aside and remove 1 die for the turn in order to reroll the remaining dice for a better result. The first reroll for a turn costs nothing, but each additional reroll subtracts a die and this method may be used as long as a player has dice remaining for the turn.
Scoring Overview- There are 4 steps for figuring up scoring, which are each detailed more in the Instructions, but they range from simply collecting the most of particular elements to collecting Sets of elements for more points.
Ending the Game- This game plays fairly quick, but it has a game ending mechanic that creates a variable game length: this exists in the form of the 2 Time element cards. The game ends whenever 1 of 2 conditions are met: either both Time element cards are captured and the deck is finished drawing through the remaining cards, or the deck has been drawn through a number of times equal to the number of players (up to 4 times).
Risks and challenges
As always, my Kickstarter projects are about sharing my ideas and having whoever might be interested attempt to try them out. Most of the design and artwork has existed for quite some time now, and I can and will ship even if only one person is interested and this is successful (these are the reasons for such a low Funding Goal). Shipping has been determined by calculating Flat Rate shipping, so I do not anticipate any problems along that front either. I am aiming for a late January-mid February ship date, but the exact time frame will be largely dependent on how many show interest. Thank you for your time and potential support in advance.Learn about accountability on Kickstarter
- (14 days)