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the number of re-enforcements is determined by the number or territories you have-that are touching! for example if you had 6 territories split into 2 groups of 3, you would only get 3 new dice. the random nature of the re-enforcements is the frustrating part...it's also important to split the enemy territories up so they get fewet re-enforcements.
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easier to win by taking a corner at the start of the game and building defences than to start from middle and be attacked from all sides
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I don't understand why the reinforcement comments are getting downvoted. There ARE reinforcements, and they ARE placed by the computer (and usually in bad places.) Take a look at your territories when you end your turn, you'll notice some of them grow new dice.
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In a map there was 8 people. Well we ended up to purple, green and red.
As if we were allies, me and green chose our own path and for some reason we didn't attack each other.
Then when we got near the coreland, green started attacking mine coreland. And then our alliance broke.
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It's so much fun to watch how the territories get conquered, watching how the surviving colonies survived, like a pink group starting out on the east side and heading west, then holding on to the west side as it tried to take back the center. Then trying to go north around the empty spot in the middle but failing and eventually getting conquered by me, the cause of four colonies' eternal extinction.
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I tallied a thousand times that the I have attacked the computer 8 on 8, with a 36% win and a longest streak of 4. I tallied a thousand times the computer attacks me 8 on 8, with a 64% win for it, and a longest streak of 12. The computer is cheating on its die rolls.
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It feels like the dice rolls slightly favor the computer more than the player. Computers tend to tie with each other every so often. While it sometimes ties with the player, most evenly-stacked rolls - especially with maxed out territories - the results are either a slight win or an overwhelming loss with the computer sometimes getting rolls into the 40s. It does encourage better strategies, but it feels like an immediate lost once an enemy wins enough territories.
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actually i love that games but this is so bad balanced - extremely! have much more areas (as a chain!), more power, bigger dicetowers and...lose anyway. sometimes i've 3 more dices. nevertheless, i've lost. see no principle. enemy dices captured my lines very much easier...annoying.
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This game has potential. If you want to compare it to Risk, though, let the player decide where reinforcements go and allow the player to fortify (move units from one territory to another) at the end of the turn.
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great idea, simple and easy to play. but i think is better you have the right to choose where go your extra dices. good job! 4/5
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Who want a sequel - please, check my Cards Wars game: http://www.kongregate.com/games/GeneralVimes/cards-wars I was inspired by Dice Wars, and invented my own gameplay featuring playing cards as your soldiers.
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There are 3 points that make this game totally worth less to me: 1) You cannot control where you place your reinforcements, it sucks and kills all strategic value. 2) You can't move your dice across your territory. So not only does the computer reinforces useless place, you can't move these die to the front lines. 3) Combats are all or nothing, you cannot weaken an enemy stack with a stack and then overpower it with another.
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Turn Balance is pretty trash. Playing 5 player I'm going last. Have 2 spaces remaining with 3 pieces each. I'd expect to have more pieces if i'm going later in the round or have larger stacks that the early players have a hard time taking down. Good concept but a 6 stack should not lose to a 2 stack roll a 6 vs roll a 7 happens more often than odds would say. Dev must have some helper code in there for computer instead of a fair game with better Ai / Strategy.
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This game is terribly one-sided. If you're the first to go, you have such a steep and severe advantage that the 2 or on player can't recover...