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Subject: Non Traditional Dice Mechanics? rss

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John Ellis
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Hi, so I'm working on a rail/transport game that uses a non traditional dice method to build railways. I was wondering if there are similar games/mechanics I could look are for inspiration on how to get past some of the issues I'm having.

I wanted the random nature of the dice to be contained into an input randomness system, not just output randomness.

So, each player starts the game with 5 dice, rolling them at the start of their turn, they are able to use each face to complete different actions, as well as not using dice, setting them aside to activate special abilities. Namely adding extra dice to their available pool for the next turn (up to a total of ten) and setting a die to a specific face.

I know that Scott Almes used a similar mechanic in Tiny Epic Galaxy so some ideas for less frustrating play I c ribbed from him, are there other such dice games that don't use a bunch of re-rolling to get what you need?
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Adrian Pillai
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Sagrada and Roll Player come to mind... though both are more puzzle type games.
 
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Kent Reuber
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Ticket to Ride: The Dice Expansion?
 
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Andrew Tullsen
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I like The Castles of Burgundy as a game that has just two dice, but there a ton of options you can do with each face, so the frustration of not rolling the right thing is mitigated somewhat.
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Matt D
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On the railway topic, have you looked at Trains and Stations?

Roll for the Galaxy also has a sort of "if you don't use it, you can use it later" kind of thing going on, as well as adjusting other die rolls.
 
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Matt Robertson
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Have a look at Railroad Dice
 
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Rich Shipley
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Colony works a bit like this, with some drafting as well.
 
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Jeffery Hudson
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Euphoria uses dice as workers in a worker placement game. When you get your worker, you roll them and the pip value is how "smart" they are, which will effect what they do at some locations.
Dead of Winter also use dice as action allocations with your survivors. There is a great "watch it played" video on how that works.
+1 for Castles of Burgandy as we'll, it has a great action allocation die system.
Those are just a few from my collection and off the top of my head...hopefully they will help.
 
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John "Omega" Williams
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Sounds somewhat like various express games.
Bemusingly there is a Bindle Rails Express game. Bindle Rails Express
 
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Andreas Esbech
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Odense M
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I feel like what you describe is similar to The Voyages of Marco Polo where you roll a number of dice and these allow you to do different actions. There is a bonus to rolling low and thus mitigating the fact that you could lose the game with a few bad rolls.

In the game I'm designing I use dice to randomise the value of the ressources. Where the dice represents tourists and their pips how stuffed their wallet is.

Another mechanic that I'm considering seeing if there's a game to be played with, so it is nowhere near thought through, is action selection of dice rolls, but you have to use them in order. Say you roll a 1, a 2, a 4, and two 5s. If you want the more powerful action on a 4 space, you would have to forfeit your two lower value actions. Another thought I've had with this is that you could use a 4 on a 2 pip action, but then get to do the action twice (like in Steam Punk Rally).

I've thought a lot about dice, despite the fact that I generally dislike the way they are used in most games. :D
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Perry Kleinhenz
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Check out Troyes and its expansions. In addition to providing players with a ton of different ways to use the dice results they get there's some basic luck mitigation where you can pay to use another player's die to do an action.

It also has an interesting way of dividing the dice among players each round.
 
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