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Subject: WIP Solitaire PnP Contest Dice in Trench Warfare rss

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Pelle Nilsson
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First post about my first game for the Solitaire PnP Contest. This game was originally designed for a bgg competition requiring the use of only custom dice to design a game back in 2009, but I never completed this game in time before that competition ended.

Final rules PDF
Final Components PDF (labels for 10 6-sided dice) (rescale before printing to fit whatever dice you want to apply them to)
VASSAL Module

This is what the game looks like in VASSAL:



Blank indented dice acquired for playing this game (although since I have not had a working printer throughout all of the development time they have not been used yet):



(Just to give you an idea what it could look like and what colors of dice could be used.)

(The rules were originally written in bgg forum wiki format, since the original dice competition required rules to be posted in the forum, I'm including the full text in this post as well below, in case someone finds it more convenient than reading the two-column PDF. The text is identical, or should be if my script for converting to PDF was correct.)

Dice in Trench Warfare

1 Background
The British preliminary bombardment has rained down on
the German lines for several days and nights.
Nothing could possibly remain of their defenses or men by now. You
will just need to walk your battalion across No Man's Land into the
German first trench line. Right?

2 Introduction Loos Dice is a solitaire dice wargame
on typical tactical trench warfare on the Western Front around
1915-1916. The player is in control of a British battalion of four
companies, represented by four dice, trying to gain control of a part
of the German first trench line, represented by two other dice, before
time runs out. Two dice are used to represent enemy units. Yet another
die is used for resolving random events, and a final one for combat.

To play the game you need to print the provided sheet of dice labels
and apply to a total of 10 dice. It works best if you use dice
in different colors for the different functions (friendly units,
enemy units, terrain, combat results, and random events). Or you can
play in VASSAL.

3 Setup
To prepare for the game you place the (2) terrain and (4) friendly unit
dice on the table as per the following instructions.

3.1 Terrain
Roll one terrain die, placing it somewhere in front of you. Then roll
the next one and place it to the right of the first one. The
two terrain dice represent the terrain facing you in the left and right
Sectors respectively of the enemy trench line. Both Sectors start the
game controlled by the enemy.

3.2 Player Units
There are 4 dice representing the 4 companies of the attacking battlion.
They all set up with a 4 step side up, rotated so that the edge showing
4 ticks is away form you (the company id letter rotated the right way).
You must set up one company in
front of each Sector to attack. These 2 companies are the Assault
Companies. The other two companies are your Reserve Companies, and are
placed somewhere behind (closer to you) the Assault Companies on the
table.

4 Rounds
The game is played in a maximum of 3 rounds. Each round consists of
a number of phases described below. The attack phase is repeated
any number of times, but the other phases are just run once each
phase (and in the exact order they are described in below).

4.1 Artillery
A round begins with you one optional artillery attack to prepare for the
attack. You can decide to skip this phase any turn you don't want
to make any artillery attacks. To perform an artillery attack, first decide
which of the two Sectors to attack. You can only attack a Sector that
is controlled by the enemy. Reroll the terrain die for that Sector, then
place it back with the new side up (even if it resulted in the terrain
becoming worse for you...). Then remove the enemy unit die (if any) that
was in this Sector.

4.2 Random Events
Roll the random event die, then immediately apply the result. The
events are described in detail here.

4.2.1 Enemy Outflank Attempt Left
Enemy units are outflanking you on your left side. Place the event die
to the left of the left Sector as a reminder. It will stay there for
this entire Round. The effect is that any attack launched on the
left Sector will always suffer an extra step loss (see 4.3.3).
Also if you controlled the left Sector your unit immediately falls
back (as if suffering a retreat result in combat, although terrain
will not help in this case).

4.2.2 Enemy Outflank Attempt Right
This is exactly the same as 4.2.5, but applied to the right Sector.

4.2.3 Fresh Reserves Brought Up
All your Companies not holding a terrain Sector are rotated up to
their maximum number of steps for the side that is currently up.

4.2.4 Bad Map
Re-roll both terrain dice, but keep any units in either Sector
(enemy or friendly).

4.2.5 Enemy Artillery Attack
If the enemy controls both Sectors ignore this event.
Otherwise reroll the terrain die for the Sector that
is controlled by the player. Then roll the combat die
and apply defender losses (including possible retreat) to the Company in
that Sector.

4.2.6 No Event
Nothing.

4.3 Attacks
You must perform at least one attack each round. You may then keep
performing more attacks as long as you want to and have companies
left, and have still at least one Sector remaining to attack. Each
attack is executed following a series of simple steps described below.

4.3.1 Select Attacking Unit
Select one of your units to attack with, and which Sector you want
to attack. The left Assault Company can attack only the left Sector.
The right Assault Company can attack only the right Sector.

4.3.2 Place New Enemy Units
If one or both Sectors does not contain a unit, then roll
and place an enemy unit die on that Sector or those Sectors.
Units are always rotated so that the edge with the most
step ticks are away from you.

4.3.3 Attacking Unit Damage from Flanking Enemies
If you rolled one of the enemy flanking random events for this turn,
and the attack is being made on the Sector on the side that is being
outflanked, then the attacking unit loses one step.

4.3.4 Attacking Unit Damage from Enemy Machineguns
The attacking unit loses one step if either Sector is defended
by a machinegun unit, or if either Sector has fortified terrain
(the small red lines on either of those dice is a reminder that they
have this effect). Note that this step is lost regardless of which
Sector is attacked.

4.3.6 Attack Resolution
Roll the combat die (even if the attacking unit has no steps remaining).
The die will give you a number of steps (0-3) to remove from the attacking
unit, plus a number of steps (0-5) to remove from the attacked enemy unit.
The attacked unit may lose fewer steps than is shown on the die. The
number on the terrain in its Sector is subtracted from the number of
steps to remove. If the result is lower than 1 then no steps at all
are removed. A unit can not lose more steps than it has remaining.

4.3.7 Step Losses
To show the remaining number of steps on a unit simply rotate it
counter-clockwise 90 degrees each time it loses a step. Except
when instructed to re-roll a unit you never change the side being
up on a unit die, you only rotate it with the same side still being
up to track step losses.
A unit that has lost all its steps is removed from play.

4.3.8 Retreats
If both the attacking and attacked unit still have steps remaining, and
the combat die showed RETREAT in addition to step losses, and the attacked
Sector does not contain NORETREAT terrain, then the attacked unit is
removed (it retreated).

4.3.9 Advance
If the attacked Sector is now empty (ie the attacked unit lost all its
steps or retreated) and the attacking unit still has steps remaining,
then the attacking unit is immediately moved to the attacked Sector.
You now control that Sector.

4.3.10 Bringing up Reserves
If your attacking Company was eliminated, and you still have at least
one Reserve Company, you MUST immediately bring up one Reserve Company
to be the new Assault Company on that side. If the attacking Company
did not Advance, but was not eliminated either, you MAY bring up one
Reserve Company to replace it (this eliminates the Assault Company).
If you successfully Advanced you are not allowed to bring up Reserves.

4.4 Counterattacks
Once you are done attacking for this round, it is the enemy's turn to
do so. Each Sector that you control is attacked twice. For each attack
roll the combat die. For counterattacks you ignore attacker losses,
but apply the defender losses to your unit in the attacked Sector.
That means that you first remove a number of steps from the unit,
and also that it might be forced to retreat (see 4.3.6). Your unit
benefits from the terrain in the Sector just as an enemy unit would.
If your unit is retreated however it is not removed, only pushed back
to the starting position of an Assault Company on its flank.

4.5 Victory Determination
If you control both Sectors after the counterattacks you have won
the game. Otherwise you go on to the next round.

4.6 Starting A New Round

Before starting a new round (the second or third that is) you can
reroll your units to try to get up to more steps. Units that was
removed during the round must be rerolled, and is available again
immediately. Units that still had steps left may be rerolled if you
want to, but never a unit that ended the last turn occupying a
captured Sector. Note that different companies have different numbers of 4, 3,
2, and 1 step sides, meaning that the chances of them increasing, or
even decreasing, in steps is different. After seeing how many steps
each unit has remaining you can allocate them as you wish to Assault
(one on each side), and Reserve Companies (the remaining two) (including
replacing an Assault Company occupying a captured Sector).

Set them up like at pre-game Setup, rotated so that the edge with the
highest possible number of step ticks is away from you. If you still
controlled one Sector at the end of the last Round (after the enemy
counterattacks) you set up the Assault Company in that Sector rather
than below it.

5 Game Over
After three rounds the game is over. If you have still not won by then,
you have lost.

6 Reserves

The Reserve Company can never attack. But if an Assault Company has
been removed, either after an attack or counterattack, or by enemy
artillery (random event), and you have a Reserve Company, that company
is brought up to replace the removed Company. The Reserve Companies
are not tied to a specific side, so if you have two remaining either
of them can be choosen to replace either Assault Company that has
been lost. After failed attacks you may remove an Assault Company to
replace it with a Reserve Company (see 4.3.10).

The rules and graphics of this game (including the VASSAL module) can be redistributed under the terms of the Creative Commons Attribution 3.0 license (http://creativecommons.org/licenses/by/3.0/).
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Pelle Nilsson
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Re: WIP Solitaire PnP Contest Loos Dice (working title)
As you might guess from the playtest graphics this is intended to be a wargame. It is somewhat abstract, but based on the kind of war going on in Western France around 1915-16, with the player controlling the four companies of a battalion attempting to push through through enemy lines.

The 4 blue dice are for the player's units. The 2 red dice are for enemy units. The 2 green dice are the terrain on the left and right flank of the battalion. The orange die is for random events (rolled before each turn, and sometimes placed on the table as a reminder of some effect that last throughout the turn). The black die is for resolving combat.

I will try to make tables explaining the dice that are good enough that the game can be played using only regular d6 of different colors, although the player might still want to mark the four unit dice in some way to tell them apart. Or a few custom dice could be constructed while ignoring the least useful ones like the one used to resolve combat. Alternatively cards or cardboard tokens could be placed on the table for units and terrain and the game should work just as well, although I like the idea of it being playable using only the dice too once you have memorized the meaning of all sides and do not need the tables anymore.
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Re: WIP Solitaire PnP Contest Loos Dice (working title)
Doh! I just realized there are 7 dice sides on each row of that playtest image, so there is a total of 60 sides anyway. Sums up nicely to the expected 10 dice.

I probably do not want to go above 10 dice. That's a lot of labels to apply. Hopefully the game can be interesting anyway.
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Re: WIP Solitaire PnP Contest Loos Dice (working title)
Ironic that I got the blank dice today for testing, but being too uncertain exactly what the dice will look like I ended up spending a few minutes creating a VASSAL module for initial testing anyway. It can be downloaded here, but it will be of limited use until I have gotten around to post the rules.

The VASSAL module has no die for combat results. I will probably use a table and a standard d6 for testing battles anyway, until I feel confident what to put on the die faces. It seems like the die least required to actually build as well when playing the game irl.
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Re: WIP Solitaire PnP Contest Loos Dice (working title)
Came up with a small redesign of the unit dice, then rendered the sheet of dice side labels at a higher resolution (and better aligned with 6 on each row):



The old mechanic was that when a unit lost in battle you had to find the next lower side, which sounds awkward (although I still have never tested it irl). Anyway now each side is instead more like a block game block, that you can turn to show current number of remaining steps. No more manually finding the correct side of the die, plus it gives a lot more flexibility to what can be included on the dice sides.

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Re: WIP Solitaire PnP Contest Loos Dice (working title)
VASSAL module updated. Now the unit dice can be rotated. This uses ctrl-Z and ctrl-X since those two keys are very easy to get to (unlike the default ctrl-[ and ctrl-] that doesn't work at all on a Swedish keyboard, or probably almost any other non-US keyboard in the world...).

But I couldn't figure out how to batch export the dice sides at a higher resolution from Inkscape. I'm sure that is in a FAQ somewhere. The dice in VASSAL are a bit too small to be fun to playtest with.
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Re: WIP Solitaire PnP Contest Loos Dice (working title)
VASSAL module slightly improved. "Fixed" dice size problem by setting default zoom level, which looks ugly but is easier to read (on my screen).

VASSAL module version 0.1

Also edited my rules somewhat, hopefully improving the game. Now to do some actual testing to see if it works in practice.
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todd sanders
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Re: WIP Solitaire PnP Contest Loos Dice (working title)
what does 'loos dice' mean? i am interested in why you titled your game this
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Re: WIP Solitaire PnP Contest Loos Dice (working title)
dumarest123 wrote:
what does 'loos dice' mean? i am interested in why you titled your game this


It's just a working title. I need to come up with something better.

Loos refers to the Battle of Loos in September 1915. The game is about what could be an attack of a battalion in that battle, although as mentioned it is a bit too abstract to be tied to any particular historic event.
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Re: WIP Solitaire PnP Contest Loos Dice (working title)
After Action Report 1

This is the first time I am playing this game. I have no idea how this
will work out. Too bad I'm stuck with VASSAL only for now. My rules
are not very well-written yet. Hope this example does not only make
the game seem very confusing.

Setup

I roll the terrain dice for the left and right sector to attack.
The left one is just a trench, defense 1. Not too bad. The right
one is fortified with wire and inherent machine-guns, defense 3. Ouch.

Company A and B are assigned to Assault the left and right Sector,
respectively. Companies C and D are in Reserve.



Turn 1 (of 3)
First phase of a turn is Artillery. I chose to attack the right
Sector, meaning I get to re-roll its terrain die. It comes up as
a wired trench Sector instead (defense 2). Much better!



Second phase is Random Events. This means just to roll the Random Event
die and apply its results. I roll Fresh Reserves. Good, but completely
useless on the first turn as all my units are full-strength.

Third phase is the most important one, "Attacks". I get to attack on
the right and or left Sector as many times as I want (or until I run
out of units, or have secured both Sectors). At least one Attack must
be made each Turn.

I decide to attack first with Company A on the left Sector (well, it
has to attack on the left since that is the Sector it has been
allocated to). Since no enemy units have been placed I roll one
enemy unit die for each Sector and place it there to defend it.
Turns out the left sector is very lightly held by a 1-step rifle unit,
while the right sector is held by a 4-step unit. Thus there are no
losses from machinegun fire to the attacking Company. I then roll
the combat die (although I do not, since there is none yet, but I
roll a real d6 and then I look at the table I have showing what will
be on the combat die). Result: attacker lose 3 steps,
defender none. Attack failed.



I decide to attack again. There is no rule allowing me to bring up
reserves before an Assault Company has been completely exhausted,
so Company A goes over the top again. Same procedure as last time,
but rolling slightly better: Defender loses 1 step (2 minus the
terrain defense value 1) and is forced to retreat (it is eliminated
anyway though). My unit loses 2 steps, eliminating that as well.

(Now I realized this was no fun. I changed the rules so that you can
decide to eliminate a unit to bring up reserves without having to
attack.)

Company C are brought up to replace A, immediately launching a new
attack. Since there is now no enemy unit in the left Sector a
new one is rolled. Now a 3-step rifle unit is holding this Sector.



Same result as last time, 1 defender step lost vs 2 attacker, but this time
the retreat result is important, the enemy being forced away
(in effect eliminated). I now control the left Sector!

Time for B to attack on its side:



Same attack roll again. But the defender is in better terrain here,
negating the 2 result. Also the "NO RETREAT!" text (not quite readable
in the screenshots) means the enemy unit will not retreat. So 2
steps lost for no gain at all.

Eliminating B to bring up D for another attack on the left.
Same attack roll AGAIN (what is it with this die?). Another 2 steps
for no gain.

No use attacking more. This ends my attack phase.



Now the enemy counterattacks. There will always be two attempts against
each Sector held by my units. Company C is in trouble now, holding on
to its puny trench affording very little protection. Each counterattack
is simply a roll of the Combat die, applying results to the defender
(my unit) only. First roll is a 1, negated by the trench. Second roll
is also a 1. Wow! I still hold one Sector after turn 1. Need both
to win, so on to the next turn.

Turn 2 (of 3)

First some replacements. A and B were both eliminated, so they are brought
back by rolling them. A is still a 4-step unit, B only 3 (both are rotated
to show this maximum number of steps). If I want to I may also pick up and
reroll D, which I decide to do. Unfortunately they have some problems and
actually end up losing a step in the process, now showing its 1-step side.
C can not be rerolled as it has advanced to hold a conqured section.

Now I may shuffle around my units in any way I want to. C and D are
brought back into Reserve. B occupy the captured trench on my left.
A move in to prepare for an assault on the right.

Artillery on my right again. This removes the enemy unit there (the 4-stepper).
Terrain changes to... nothing! Now the enemy on my right have been force out
on open ground, 0 defense.

Random event: Same as last turn. The only unit that can be reinforced
is C, which get rotated up to 4 steps. Looks like my battalion is in
reasonably good shape now:



My first attack obviously has to be with Company A (no choice here),
first rolling a new enemy for that Sector. Ouch, a 2-step machinegun.
Since there is now a machinegun present A lose 1 step immediately
before even resolving the attack.



My attack roll is better than previously though: A lose 1 step, the
defender 4 (and would have retreated even if it survived). Both
Sectors are now captured!

Counterattacks are launched on both Sectors. Company B holds without
losses. A though lose 2 steps on the first counterattack and is forced
to retreat. There will be a final turn then...

Turn 3 (of 3)

No eliminated units to bring back, but I reroll A and D. A has 4 steps
again, D 3. I decide to bring up C to replace B, increasing my chances
of holding off the expected enemy counterattacks.



Not making an artillery attack on this turn. The only thing I can do
is causing the enemy to take up positions in better terrain on my
right.

Random event: The enemy is outflanking me on my right! Oh no. Any
attack made on that side this turn will receive an extra step-loss. If
they had outflanked me on the left side Company C would have been
forced to fall back, so it could have been worse.

Company A attacks. Rolling a new enemy unit: 3-step rifles.
A immediately loses 1 step to the outflanking enemy. So this is
what it looks like before resolving this attack:



Roll is bad, costing my unit 2 steps, the enemy 1.

I decide to eliminate A to bring up B from reserve. 1 step is lost
to the outflanking, again. Roll is equally bad. Enemy is down to 1 step
at least.

Eliminating B as well. D attacks. My last unit. The enemy unit will be
eliminating (there is no 0 combat result)... but unfortunately my unit
is also eliminated (1 step lost to the outflanking enemy, 2 on the
combat roll). Game over. For fun I'm rolling for enemy counterattacks
anyway, with the result that C is retreated on the first one and thus
the game ends with me not holding on to any part of the enemy line. It
was very close there for a while though.

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Pelle Nilsson
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Re: WIP Solitaire PnP Contest Loos Dice (working title)
First impressions: I need to add some more player choices, as it was a bit random. The choices of what (if any) sector to attack, and which units to reroll before each turn, were a bit too obvious. Need more restrictions to force the player to do difficult decisions. Also I might rethink how reserves work somewhat. Overall I think it worked well for a first playtest session. I made a few minor changes to the rules as I went along, and changed the combat result die somewhat, but nothing major had to be changed.

Might need to add some AI as well. The enemy is a bit too predictable (although, at times, random as well).

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Re: WIP Solitaire PnP Contest Loos Dice (working title)
Counterattacks were too simple (= random). I will add some player choices
to that part of the game (maybe taking extra step losses to negate a retreat result, maybe being able to bring up reserves to desperately hold on to a section). I think fixing that part of the game will make it overall much more interesting, since you need to plan ahead how to maximize your chances of countering the counterattacks.
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Chad Mestdagh
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Re: WIP Solitaire PnP Contest Loos Dice (working title)
What is the progress on this game? Please don't give up. It looks interesting.
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Re: WIP Solitaire PnP Contest Loos Dice (working title)
radchad wrote:
What is the progress on this game? Please don't give up. It looks interesting.


Thanks! This entry will be done in time. Just a few details to sort out and some more testing first.
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Chris Hansen
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If given the option, I would prefer to play with the green pieces, please.
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Re: WIP Solitaire PnP Contest Loos Dice (working title)
I'm glad to hear that. I'm looking forward to seeing the game.
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Pelle Nilsson
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First post updated with game image, rules, components for final competition version.
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todd sanders
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will read through and craft this up tonight
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Nate K
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Custom dice are a bit out of the question for me at the moment, but the game sounds fun and interesting!
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Chad Mestdagh
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Does the Vassal module work with the rules as stated?
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Pelle Nilsson
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radchad wrote:
Does the Vassal module work with the rules as stated?


Yes, but please let me know if there is something that seems wrong.
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Pelle Nilsson
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I will add vassal link to first post when not on phone. same as that hidden in another post, maybe change vmod name.
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Aleksandar Saranac
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I tried to play vasal mode, but I can not find combat die in it....
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saranac wrote:
I tried to play vasal mode, but I can not find combat die in it....


Ooops. I playtested using a real die (a d6, looking up the result on the image of the combat die sides). Didn't notice the combat die wasn't even included in the module. Will add asap (which might mean in a few days when I am back home).
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Mark Cookman
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I really liked this game. I thought it could use some theme though, so I cobbled something up from scanning some pics from an OLD book. I don't know if anyone will want to use it, but here it is:



Thanks Pelle for a really great little game.

Mark
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Christopher
Belgium
De Panne
Bachten de Kupe
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it would be nice if this background were inserted into the vassal module...
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