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Designer Diary: D-Day Dice – Winning the War, One Die at a Time

Emmanuel Aquin
Canada
Mont-Saint-Hilaire
Quebec
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Dice have always hated me. As early as I can remember, those little cubes have mocked my futile attempts at getting lucky. From my early Monopoly games to Dungeons & Dragons, from The Settlers of Catan to Last Night on Earth, throwing dice always felt to me like a terrible duel between my hand and some unknown cosmic forces. Every good roll I obtain is greeted by gasps of surprise and relief, as if I had temporarily defeated an unseen enemy.

And yet, I love dice. They are magnificent little objects, feel great in your hand, and make the most satisfying noise when they hit the table. I have collected them for the longest time, in all shapes and sizes, so it was only a matter of time before I decided to explore the world of dice games. Call me a masochist.

Rolling My First Game

Not counting the Yahtzee games I played as a little boy, my first contact with a dice game was Roll Through the Ages. The quality of the components really got my attention, and from the first roll, I was sold – not to the game itself, which I found a bit lacking in tension and theme, but to the idea of having dice as the main component of a game.

I quickly sampled as many dice games as I could to understand what was out there. (Of the ones I tried, at the time I was most impressed by The d6 Shooters' theme and storytelling.) Of course, mitigating the luck factor became a priority: My game had to be winnable by people like me, the poor souls whom dice hate so much.

My problem was that I had never designed a board game before. My only experience as a designer was Airborne in my Pocket (coming soon to Kickstarter!), a World War II mod I did for Jeremiah Lee's excellent Zombie in my Pocket (also coming soon to Kickstarter!). So starting a new game from scratch was a daunting task. I had an idea about the Normandy landings, but didn't know where to go from there. So I grabbed a lot of dice to playtest my basic idea, which was "roll dice to stay alive". As luck would have it, I had just bought Zombies!!!, which came with red and blue dice. Since I already had a couple of white dice lying around from another game I just bought, I grabbed some red, white and blue dice to put myself in a "patriotic" mood. (Forget for a moment that I'm Canadian; rolling red and white dice wouldn't have the same impact.) D-Day Dice was born. Well, almost.

Humble beginnings

Red, White and Blue

I was all excited about trying out my very first game. I was all, "Hey, look at me, game designer at work!" But man, what a disaster! The Normandy landings never felt so boring and mechanical. While playing, my lack of experience as a designer was so obvious I wanted to cry. Desperate to make the game interesting, I improvised a new rule: If I roll a triple result on a red, white and blue die, I would get a cool bonus. That didn't help much. Once I was finished, I really thought I was done.

But that "red, white and blue" idea stayed with me. If only I were more clever, I was sure I could make it work. Lacking divine inspiration or experience, I did the next best thing: I playtested like hell.

Streamlining

My first version had only one resource: soldiers. I thought that it'd be cool to lose soldiers to get items buried on the beach, and lose soldiers to recruit specialists hidden behind obstacles, and so on. That was fun for about three seconds.

So I added more resources, like Courage, Stars and Tools. And slowly but surely, the game became playable. Somewhere along the way, it even began to be fun – roll Stars to recruit Specialists, Courage to Advance, Tools to find Items. There was only one bad result: Skulls, representing death, with Skulls cancelling other dice.

Since I didn't want the game to be too abstract, I quickly decided the action would take place on a "battle map" showing the beach itself. Each sector would have its own attributes, so in addition to managing your dice rolls, you'd have to decide where and when to move to maximize your chances of staying alive.

Once my hands were bleeding from throwing too many dice (or my girlfriend's hands, see here), I decided to upload my little game on BGG, for all to see (and critique). Throwing my baby to the lions would be the final test. If I did good with this, I thought, I had a chance of creating a good game, one day.

To say that the reception on BGG was awesome would be an understatement. I was overwhelmed by the positive feedback, the questions, and the general involvement of the community. That feeling gave me wings, and I entered D-Day Dice in two different design contests, one in France and one in Canada. I was lucky enough to become a finalist in both contests, which allowed me to meet other game designers and publishers. Plus, my game was critiqued by game professionals, so there was a lot of fascinating feedback. Tom Werneck (founder of the Spiel des Jahres) was part of the French jury, and he told me one thing that stayed with me: My game needed more interaction.

An Offer You Can't Refuse

As the design contests took place, I was approached by three publishers for D-Day Dice, which was great and stressful at the same time. I didn't want to disappoint anyone, and I was sure I was going to choose badly no matter what I did. Then a fourth publisher came along...

Enter Valley Games. They were Canadian like me – the other companies were French, American and Belgian – and wanted to not only publish the game, but a whole line of games based on D-Day Dice's mechanisms (the RWB system). How could I refuse?

The Little Box That Got Bigger

So I started working on the commercial version of D-Day Dice, taking into account all the feedback I had collected over the last year (from BGG users, jury members and other game publishers).

The interaction missing from the original game was now foremost on my mind. Now, you could get bonuses that helped other players instead of you, and other players could earn Awards that would help you, too. Somehow, everything fell into place. My game, which played too much like solitaire before, became a truly cooperative game. To stay alive, players would have to help each other while still having their own problems to solve. All the changes I included in the game were so natural I felt stupid for not including them before.

And then, something clicked in my head. Some kind of floodgates opened and a zillion expansion ideas came rushing to my head. What if you could play the German side? What if players could play real historical units, with unique specialists and unique bonuses? What if you had special missions to accomplish while playing? And what if you could play the landing crafts that bring your soldiers to the beach?

A Dice Game for the Unlucky

The principles of the game are not complicated: You roll dice each turn, obtaining resources (which accumulate from turn to turn). Every turn, you lose Soldiers to enemy fire. The goal is to climb the beach, moving from sector to sector, in order to reach the bunker at the top of the map. Sounds simple? It is, in a way.

The trick is to choose which dice to keep and which to re-roll. This is the soul of D-Day Dice and the hardest part to master. Me, I almost never lose a game (even though I'm not lucky). I seldom make great rolls, but I know how to transform a so-so roll into a good one (much like writing, where the re-writing part is actually the most important). Obtaining "Red, White & Blue" (RWB) triples is necessary to win the game, so players who are good at re-rolling have a clear advantage.

In this game, there are no bad dice results (except for Skulls), so you can favor different strategies. The one important resource is, of course, Soldiers, but there are many ways to obtain them. If you roll a lot of Stars, you'll recruit more Specialists, which will in turn help you gain more Soldiers and manipulate dice. If you roll a lot of Tools, you'll be able to find more Items, which will also help you gain Soldiers (and manipulate dice). Too much Courage? Not a problem: You can spend Courage to earn Awards, which will in turn give you plenty of resources (including Soldiers). The best strategy is to balance all your results: It is hard to win with only Specialists, impossible to win with only Items, and a great challenge if you only earn Awards. But a little bit of everything will get you in the bunker with Soldiers to spare.

As I said, this game is not very complicated.

Choices to Be Made

My publisher wanted me to focus on the base game, but I kept coming back with new expansion ideas. Every day, I wrote some new rules, created a few specialists and items, and toyed with new game concepts. Then Valley Games asked me to decide what was part of the base game and what wasn't. Hard decisions, to be sure, since I wanted to include everything!

But creation is always about choices, so I streamlined the game content and the rules, and finalized the base game. The rest would be expansions. You know, for the future. That's what I was told. One day, if sales are good, there would be expansions. One day.

Of course, I couldn't live with that. I wanted to be sure there would be expansions because otherwise I would try to sneak in a little more stuff in the base game. So I pleaded with Valley Games to publish the expansions. I begged. I cried. And then, I heard about Kickstarter.

A Difficult Start

Funding through Kickstarter was my ticket to expansionland! Valley was quite open to the idea, so we decided to push for expansions with the goal of printing everything at once (which is a great way to save on production costs). Supporters would get the base game and any expansion they want right now, months and even a year before the rest of the world, and I would have the satisfaction of knowing all my ideas were printed. I was in heaven.

That was before we discovered that Kickstarter is an American company, designed to help Americans. Remember the part where I said I was Canadian? Just as we were ready to launch the project, we started hitting snags. Bank accounts, credit cards & social security numbers: All those things became menaces as real and as dangerous to us as flying bullets, shelling and machine-gun fire.

It took a lot of work and a lot of determination to overcome the Kickstarter obstacles. That, and three and a half months.

Kickstarting... on Steroids!

So we finally launched our project on October 30th (timed with the BGG contest for D-Day Dice slated for October 31st). We were hoping that forty days would be enough to reach our goal...

...which we reached in 18 hours 40 minutes.

What happened? Don't ask me! It was like a tornado just hit us. Suddenly, pledges were coming in so fast we couldn't keep up with it. I spent the first day glued to my screen, pressing F5 ("refresh") every thirty seconds, hypnotized by the whole process, hardly believing my eyes.

Then we realized that we had no "overfunding" strategy. We were caught with our pants down! We had to find ways to thank our numerous supporters and to entice the rest to continue pledging. Luckily, I had a few cards up my sleeve (so to speak), so we quickly reacted by offering a few more game components. We then found, after a few intense brainstorming sessions, some cool stuff to give our supporters (which we'll announce in detail on the Kickstarter page once the details are cleared).

So here we are, a couple of weeks later. This Kickstarter project has been, and continues to be, a wonderful experience. I feel vindicated for all the hardships we had getting it off the ground, and I still can't believe our success. Words cannot express how grateful I am to the BGG community for the encouragement in bringing this game to the world.

I'm happy to say this is just the beginning: Many future expansions for the game have already been designed and playtested. (I have enough ideas to make it last a good, long while.) Also, more games using the "RWB" mechanism are on the way.

And all of this because of a bunch of dice and a simple idea: Roll dice to survive.

So come take a walk on the beach with us. Discover the secret charms of Normandy. And try not to die too fast.

Want to join in on all the fun? You still can, as the D-Day Dice Kickstarter campaign runs to December 9, 2011. With our overfunding rewards, the deal is getting better and better for supporters, old and new.

Emmanuel Aquin



GAME ARTISANS OF CANADA

The author is a card-carrying, maple-leaf-tatooed member of the GAC, the coolest and canuckest gang of game designers you'll ever meet. Our voice is getting heard more and more in the game world, with titles like Undermining, JAB: Realtime Boxing, Belfort, Haggis, Two by Two, Octopus' Garden and the upcoming FrankenDie and Midnight Men. Be afraid, be very afraid!
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Subscribe sub options Mon Nov 14, 2011 6:57 am
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Jonathan Warren
United Kingdom
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"Elves are very good at board games, and I'm NOT an elf!"
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Masochist!

Seriously, enjoyed the post. It's a great game. Proud to be a KS backer
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  • Posted Mon Nov 14, 2011 9:24 am
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Mercedes (Mandy)
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Setagaya-ku
Tokyo
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If you are looking for a particular Japanese game e.g. String Railway, just GM me. I might be able to help you track down a copy :) & we can do a trade.
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Thank you for the great insight into how the game came to be thumbsup
I don't usually play war games ('cept for Risk, Warhammer etc) but this really caught my attention. The game play has an almost old school feel? (I don't know what you classify it as) but I love it!!

I just tried it out using the trial version and love it. Also great for solo play which is a huge bonus!! So can't wait for the great game!!

I'm glad I backed it. Even for for the shipping cost, I think it was worth it
Congrats on such a great game.
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  • Edited Mon Nov 14, 2011 9:30 am
  • Posted Mon Nov 14, 2011 9:27 am
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SuperflyCircus Pete
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I'm going to buy this based solely on the kinship I felt reading the first two paragraphs.
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  • Posted Mon Nov 14, 2011 1:44 pm
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Yves Tourigny
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This is the most interesting designer diary I've read so far!

I'm very happy to be a kickstarter backer of your game, and Valley must feel like they hit the jackpot. Looking forward to getting my copy!

Let me add

Alba Longa
Train of Thought
Genji
Wasabi!
Godzilla: Stomp!
Sherwood Showdown
Battlefields of Olympus

to the list of awesome GAC games.
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  • Posted Mon Nov 14, 2011 2:07 pm
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A. Power
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A nice read. 25 cents in GG for that handwritten DDD map alone! Good luck on your next Kickstarter, as ABimP was what introduced me to D-Day Dice: Free Trial Version. Looking forward to replacing my Artscow set.
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  • Posted Mon Nov 14, 2011 2:29 pm
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Dice Hate Me
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superflypete wrote:
I'm going to buy this based solely on the kinship I felt reading the first two paragraphs.


Agreed! Proud to be a backer, and really looking forward to this game.
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  • Posted Mon Nov 14, 2011 2:45 pm
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Doug Click
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Very much, a well written designer diary. It is easy to tell that you Emmanuel has publishing experience because of how well written and interesting this was...

Anyway, I also have dice problems. I think a lot of people do. After trying out the “Trial Version” of the game I found the roll mechanic one that was full of decisions. The player rolls, freezes some dice and rerolls… the decisions come from what the initial roll is, comparing the possible end results with what is needed to continue to play the game. If I try for this resource, what can I do with it? Or “Oh, a RWB star roll”, how can I use that to my advantage. Should I keep it or try for something else knowing I might not get it. Should I move into the next sector now, or roll another set of dice first. I really need a mine sweeper specialist two sectors from now, but if I stay here and roll again not only might I not get the rolls I need, but I will loose more soldiers. So, should I stay or take a chance that I will get that needed specialist later.

I found the game very enjoyable, but unlike Emmanuel, I win only about 60% of the time playing the solo version of the trial edition. What I am really looking forward to with the commercial release is the co-op game-play. Even more decision making as not only are you trying to control your own resources, but you must also keep an eye on the other player’s resources so you can help them as they help you.

This game just seems full of decision making and planning. I find that unusual for a game where dice are the main component of the game.

I am also intersted in the tease for more RWB games...
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  • Posted Mon Nov 14, 2011 3:35 pm
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Jeremiah Lee
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So proud to feel like I'm a little part of this. Great story! Thanks for sharing.
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  • Posted Mon Nov 14, 2011 5:54 pm
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James Mathe
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Very impressive where you and Valley Games have taking this game. Congrats on a job well done!

~ James
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  • Posted Tue Nov 15, 2011 12:46 am
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Andy Latto
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I'm a supporter on Kickstarter, and enthused about the game, but one thing worries me: your statement that "Me, I almost never lose a game (even though I'm not lucky)". For me, once I'm good enough at a co-operative game that I hardly ever lose, it becomes much less fun, because the tension is gone. You've played the game a lot, but I'm sure some people will end up being even better players than you are; will they still have tough decisions, and a difficult time winning?

I hope that D-day dice will have some way to adjust the difficulty level, as most other cooperative games do, so that when I reach the point where "I almost never lose a game, even when I'm unlucky", I can ramp up the difficulty, rather than just abandoning D-day dice as "solved".
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  • Posted Wed Nov 16, 2011 5:01 pm
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Emmanuel Aquin
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andylatto wrote:
For me, once I'm good enough at a co-operative game that I hardly ever lose, it becomes much less fun, because the tension is gone. You've played the game a lot, but I'm sure some people will end up being even better players than you are; will they still have tough decisions, and a difficult time winning?


Hey Andy!

This is a very valid question, and one that I thought might be asked sooner or later.

I played hundreds and hundreds of games. When I playtest a new Battle Map, I usually find the first iteration too easy. Then I start working on making it harder. Every iteration becomes more difficult until I play a game that I barely win/lose. And those very tight games, where I win by 1 Soldier or so, are still extremely enjoyable because I had to fight like a lion to get there. So yeah, I almost never lose, but few victories are easy.

And with the Atlantikwall expansion, you can transform DDD into a "Allies vs. the Germans" game, thus avoiding the whole "game solved" issue.

If some players start complaining about the game becoming "too easy" (only 1 player has done so in the last 2 years of the PnP version), I have some very simple optional rules that will make the Maps more challenging (some of these rules are included in the Operation Neptune expansion, and will transform even the very easy training map into a much more difficult experience).

So rest assured, the game won't become too soft.

E



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  • Edited Wed Nov 16, 2011 5:19 pm
  • Posted Wed Nov 16, 2011 5:17 pm
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Sven Kaiser
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Dear Emmanuel,

I've been following the evolution of DDD, the various threads and the kickstarter project for quite some time now (I was lucky to log-in the very first day and sign-up for the life line @ 100$).

First I thank you for bringing this project to such a great end; I'm convinced that this "end" is in fact just the beginning of a game I somehow compare to the living card games Fantasy Flight Games publishes.
Each single expansion opens new possibilities and strategies and renews the fun to play the games.

Second I congratulate you for what I think is an extremely elegant game.
The rules are elegant in the way the dice interact and choices need to be made. Elegant in the way the game mechanic fits with the theme and elegant the way you let us follow each step of this adventure!

Two days ago I realised that this might become the ideal game I can take with me everywhere for the following 3 reasons:
- I can play solo (I commute a lot)
- I can play with my girlfriend in cooperative mode (no way to introduce her to wargames unfortunately)
- I can play against friends by adding the Atlantik Wall expansion

It's unbelievable to have these 3 modes of playing in a single game!

I've just a few questions and/or suggestions for the future:
1. How different is the play experience in coop play if you play solo, 2, 3 or 4 players? Does the game become easier or more difficult?
2. Do you plan an electronic version?
3. Will there be one day what I would call a "rush mode" where players don't play cooperatively but against each other to be the first to reach the bunker? I can imagine using specialists or gear to slow my competitors down for example. This would be competitive play without a German player.
4. Will there be campaign rules? Maybe even in "rush mode"?
5. Will there be other maps than beaches? (inside bunkers or headquarters, airfield, bridge, forest, etc.)?
6. Will there be vehicles (ground, sea, air)?
...I need to stop here otherwise I'll never finish this!
Sorry if some points have been answered before.

I wish you the very best with your game and am looking forward to receiving my box next year!

Your faithful follower on BGG,
Elcomandante
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  • Posted Thu Nov 17, 2011 6:11 pm
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Doug Click
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Hmmmmm, "Rush Mode" seems like a good idea... kinda like the armies rushing to be the first in Paris and later Berlin. The army that got there first got the glory.

Maybe you should copy this over to the D-Day Dice page and get some good feedback from other people intersted. I doubt many people have subscribed to this thread like I have.
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  • Edited Thu Nov 17, 2011 6:20 pm
  • Posted Thu Nov 17, 2011 6:18 pm
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Galen Ciscell
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Wonderfully written. Thanks for taking us through your journey, Emmanuel! I must say I feel a pretty strong kinship with you being a newbie game designer myself and going through a lot of the same phases (and apparently having really similar taste in games). Can't wait to get my hands on the game!
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  • Posted Thu Nov 17, 2011 6:35 pm
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Emmanuel Aquin
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Hey Sven!

Elcomandante wrote:
Dear Emmanuel,
I've just a few questions and/or suggestions for the future:
1. How different is the play experience in coop play if you play solo, 2, 3 or 4 players? Does the game become easier or more difficult?
2. Do you plan an electronic version?
3. Will there be one day what I would call a "rush mode" where players don't play cooperatively but against each other to be the first to reach the bunker? I can imagine using specialists or gear to slow my competitors down for example. This would be competitive play without a German player.
4. Will there be campaign rules? Maybe even in "rush mode"?
5. Will there be other maps than beaches? (inside bunkers or headquarters, airfield, bridge, forest, etc.)?
6. Will there be vehicles (ground, sea, air)?
...I need to stop here otherwise I'll never finish this!
Sorry if some points have been answered before.


1: The games scales pretty well. When you play solo, you have more control over the course of the game, and move at your own rhythm. However, if you run into some problems, there's no one to help you. Multiplayer is great because when you're down, there's always someone to lend a hand. The downside to the group is that there is often a Unit that plays/rolls poorly, and will suck resources from the other players. All in all, I'd say that while the experience is certainly different, the game isn't harder/easier in either solo or multiplayer mode.

2: Yes.

3: The "rush mode" could be done, I guess, but goes against the spirit of the game, IMHO. However, other RWB games in preparation are based on this competitive mode. I don't know if I'm allowed to say this, but I've designed a Zombie RWB game that's pretty cutthroat (and really fun because of it). It is my hope (and Valley's) to finish the game for 2012. The fact that players are against each other totally changes the dynamics of the game, and the Battle Maps must be designed accordingly.

4: Campaign mode is a real headache, as most of the DDD maps take place simultaneously. There are scenarios that use 2 maps side by side (or facing each other), to make the game more epic. Of course, the main problem with campaigns is that if you give rewards at the end of each map, the maps will become easier and easier.

Next year, we'll offer Way to Hell, which puts players at the controls of the landing crafts that brought the soldiers to the beach. The action will take place on a "Sea Battle Map", that you simply place under your regular Beach Map. This will give a "campaign" feel to the game, as your actions on water will have a definite impact on the beach. That one will be particularly fun, trust me.

Also, War Stories will introduce scenarios to DDD. These can be added to any Battle Map. Some will add big effects (there's one that simulates the rising tide, pushing you forward as the lower sectors become flooded, and another one that adds shelling to the map, to keep you on your toes), and others will add small rules and rewards (objects to find, "good luck" tokens, etc).

There will also be Special Mission cards, which give each Unit specific objectives to fulfill (obtain certain Items or Specialists or dice results). Units won't be able to enter the Bunker until they have accomplished their Special Mission.

5: In the base game, there is the Merville Battery Map, which is an Airborne mission. Operation Neptune offers a lot more of those "forest" maps. Paratrooper Maps often have "random starting sectors", where you roll a die to see where you land (and start the game).

6: There are already ground vehicles in the game. 6 come with the base game (and most expansions add more vehicles). Basically, Vehicles are expensive Items that accompany your Unit (instead of being discarded after one use) and whose effects help all Units in the sector. For example, if you find a Tank, the DEF of your Sector is reduced by 2 (for all Units present).

Cheers,


E
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  • Edited Thu Nov 17, 2011 9:59 pm
  • Posted Thu Nov 17, 2011 7:25 pm
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Mercedes (Mandy)
Japan
Setagaya-ku
Tokyo
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If you are looking for a particular Japanese game e.g. String Railway, just GM me. I might be able to help you track down a copy :) & we can do a trade.
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If you guys haven't tried the PnP version I suggest you try it.
I've been playing it solo and love it.

I can see this being a great game to play with my hard core gamer friends, and my non-gamer friends.

Emmanuel thank you for the new kickstarter levels and the awesome rewards.
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  • Posted Fri Nov 18, 2011 8:32 am
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Sven Kaiser
Switzerland
Zürich
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Thank you very much Emmanuel!
I really hope we reach that famous number 1 Kickstarter rank!
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  • Posted Fri Nov 18, 2011 4:18 pm
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Ed Sherman
United States
Colorado Springs
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In breaking news, it just broke the $70k barrier. Look out, next stop is #1!
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  • Posted Sun Nov 20, 2011 6:36 pm
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Richard Gable
United States
Fairfax
Virginia
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$77,110 and 15 days to go, would not be suprised if it hits $80,000 +. The bar is going to be set pretty high for anyone to hit the next top spot. Congrats and can't wait to try this in March!
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  • Posted Wed Nov 23, 2011 6:44 pm
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Bryan Lane
Canada
Victoria
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Well, I'm sold. I've been watching this for a while, and I had some concerns (which is why I've been sitting on the fence) but reading the diary and the comments have put my mind to rest. I faltered a bit when you said you rarely lose a game, but I think I should be alright if you've only heard one complaint in 2 years to that effect.

I sadly missed out on the L4L levels (well, if I could scrape together 3 other locals, I might spring for one of the remaining three 4-packs, but I just don't see it happening). I'll likely end up backing at the 50 or 75 dollar level.

With the pace it's on, I'd be surprised if you guys don't break 100K, which is incredible.

Congratulations on a fantastic looking game and a mega-successful KS project. I have a feeling I'm really, really going to enjoy this one.
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  • Edited Fri Nov 25, 2011 11:21 pm
  • Posted Fri Nov 25, 2011 11:19 pm
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Jonathan Warren
United Kingdom
Wisbech
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"Elves are very good at board games, and I'm NOT an elf!"
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This project has just become the most funded Kickstarter game (board and video) ever!

Congratulations Emmanuel and Valley Games.
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  • Posted Fri Dec 2, 2011 7:06 pm
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