Friday, July 20, 2012

D-Day Dice

The battles of World War II have inspired movies, novels, and even games.  D-Day Dice is a fine example of a game that can result from that inspiration.  This cooperative dice game focuses on beach invasion of D-Day, June 6, 1944.  The Allies goal is to rescue France from the Germans, who aren't giving up without a fight.  Players must work together; manage their resources, and use weapons, items, the knowledge and courage of their men to win the day.  Will they be successful, or will France remain in Axis hands?

Overview

In the basic game of D-Day Dice, players are Allied soldiers trying to attack an Axis machine gun nest. 

The players start with a unit and nothing else and as the game progresses they collect resources and advance on the beach, sector by sector, growing stronger and deadlier along the way.  The players cooperate without each other to defeat their common enemy.  If one player fails, they all fail.

Components / Set-up

I was very impressed with the components for the game, they are artistic, thoughtful, and made of high quality materiel. There are four double-sided battle maps.  These are pretty small maps, but a large board isn't needed and many scenarios call for you to place maps side-by-side.  They are made of a very thick cardboard that I know will hold up for years to come.



There are four invaluable Resource Dial Cards in the four player colors (brown,  green, yellow, and blue) I don't think I would enjoy the game as much without the resource dials.  I wouldn't want to keep track of my resources with pen and paper!  Each player receives one of these in their player color.

Each player is given one of the 4 decks of 13 regular specialists cards, in their player color.  Next, they are given their Unit marker die, and one set of the 6 special dice (2 red, 2 blue, and 2 white).  The dice are nicely engraved and the detail is great.  Players are also given the player aid which is a very helpful reference sheet during game play.  I've said it before, and I'll say it again.  Almost any game can benefit from a reference sheet and I'm very glad when designers are thoughtful enough to include them. 


The game also comes with four regular black six-sided dice.  These dice are used for rolling machine gun fire (MGF) and for landmine damage.  The six is red because on some maps a six causes special damage.

Besides the 4 player decks cards included in the game are 11 unique specialists, 10 regular item cards, 18 special item cards, 6 vehicle cards, and 12 Award cards.  The cards are small, which I usually don't like, but now I appreciate for this game.  Being small you can lay them out on the table and not worry about space, if they were bigger this could become an issue as you built up your force.   Different combinations of these cards will be used depending on the map and scenario used. There is also a token sheet included with four sets of numbers 1-6 and 6 green dots.


I also want to add that the rulebook is also stunning.  I love the look and feel of the book, and that it looks like a real regulations book.  Each map, in the rulebook is also dedicated to units, photographers, and other brave men who fought in that battle or were killed on their way to the battle.  Those few lines add so much meaning and though to the game.

Game Start

After players have received their dice, resource token, and specialist deck they then select a battle map.  Each map will come with special rules and notes on which items, unique specialists, vehicles, and so forth to use.  Players then place their unit marker on the maps starting position, marked with an S, this is usually sector 1.  One chevron should be showing on their unit die.  These unit markers move on the map as units advance to track the unit's position.

Now, players look at the list of available specialists and items for their selected Battle Map.  The available items and Unique Specialists are placed in the "pool" on the table so they are accessible to every player. 

The Regular Specialist cards are drawn by every player from their own deck, and kept on hand.  The unavailable items and Specialists are placed back in the game box.  Award cards are also placed on the table, but they are not part of the pool.

Players then note the starting resources printed on the map, adjust their Resource cards.


Turn Sequence

Game play is simultaneous.  All players go through the turn sequence together.  The turn is divided into 5 phases.  Each phase is completed in order, by all players, before starting the next phase.

  1. Phase 1:  Roll the Dice (until you have your "Final Tally")
  2. Phase 2:  Upkeep (count "Red, White & Blue" bonuses, earn awards, adjust Resource cards and change the face of Unit markers)
  3. Phase 3:  Recruit Specialists / Find Items (also trade resources, purchase awards)
  4. Phase 4: Move (fulfill new Sector requirements if applicable)
  5. Phase 5: Combat (lose soldiers from your unit according to your sector)
Phase 1:  Roll the Dice

 Every turn a player rolls 6 dice.  On the 1st roll (and only then), 2 of these dice must be "locked" and cannot be re-rolled.  The player can keep or re-roll any of the remaining 4 dice for the second roll.  On the 3rd and final roll, any or all of the remaining 4 dice may be re-rolled.  The only dice that can never be re-rolled are the two locked dice.  Players can consult each other and discuss while rolling the dice.

When rolling is finished, the dice on the table are the "Final Tally."  Players must take note of every die and proceed to the next phase.



There are six different symbols that may be rolled:  Skull, Star, 1 Soldier, 2 Soldiers, Medal (courage) and Tool.  A skull rolled cancels another die.  For every Skull a player has in their final tally, 1 other die of his choice is cancelled.  A Skull cannot cancel another skull.  A star gives points for recruiting Specialists.  Each specialist has a specific cost in stars.  When a player has enough Stars to recruit a Specialist, that Specialist joins the player's unit.  A player may not recruit more than 1 Specialist per turn.  1 or 2 Soldiers are added to help accomplish the mission, depending on the die result.  A medal gives courage so units may advance.  It takes courage to move toward the bunker while the enemy is firing.

A tool helps the unit to obtain items.  These represent items collected from fallen comrades, supply bags, and other resources. The number of tools in a player's tally will determine how many item points are gained.  1 tool gives 1 item point, 2 tools give 3 item points, 3 tools give 6 item points, 4 give 12 item points, 5 24 item points, 6 give 48 item points, and for every tool after that they are given 24 more item points.


 Red, White & Blue (RWB)

If a player rolls three identical results on 3 dice of different colors, he scores a "Red, White & Blue" special bonus (RWB).  These bonuses are in addition to the dice themselves; they don't replace them (with the exception of the skulls).  Many of these bonuses offer 2 different possibilities (separated by an "Or), giving the player the choice depending on their needs.

3 Skulls = Dead Man's Gift:  You find a fallen soldier's gear bag.  Gain +20 Item points, and ignore the negative effect of these skulls (they don't cancel any dice).

3 Stars = Leadership:  Add 1 white result of your choice to your Final Tally: this can trigger another RWB bonus or another unit gains +2 courage.

3 1xSoldier = Reinforcements:  Add +4 Soldiers to your Unit, and +4 soldiers to another Unit of your choice

3 2x soldiers = Fresh Troops:  Gain +6 Soldiers


3 Courage =  Battle Cry:  Gain +3 soldiers Or, if you move this turn, ignore all the requirements for the Sector you move to and don't spend Courage to get there.  Landmines are not ignored in this way, and Combat occurs normally once you have moved


3 Tools = Special Find:  you can find a face-down item of your choice (you must still pay its cost in item points) or gain +2 Stars

Straights = Award: If a player rolls one of each symbol (regardless of color) he earns an Award.  The Award is in addition to the dice themselves.




Phase 2:  Upkeep

After looking at their Final Tally, all RWB bonuses and Awards are then collected along with all the resources rolled by players in their Final Tally.  Everything is noted on the players' respective Resource Cards; Soldiers, Stars, tools, and Courage accumulate from turn to turn. 

Also, it is during Phase 2 that players change the face of their Unit marker.  1, 2 and 3 Chevrons indicate how many turns you have spend in a Sector.  Change the face to an additional chevron each Upkeep.  If three chevrons are already showing during upkeep, change the face to the red arrow.  Use this face to indicate that you Unit will move this turn.  Use the two green arrow face to indicate that you will move using a Battle Cry RWB.  The Black shield face is used when you are in a "Can't stay here" Sector.

Awards

Awards can be obtained in two ways.
  • If a player obtains 1 of each result in his Final Tally (a straight), he chooses 1 Award card during phase 2 or
  • If, during Phase 3, a player spends 6 Courage, he draws 1 Award card at Random
Certain battle maps can also give awards to units.  Awards are played just like regular items, but must be played at the end of any Phase 1 (after the Final Tally is obtained), unless other noted.  Once used, the Award if placed face-down on the table and cannot be earned again for the remainder of the game.  Once there are no cards left in the Award deck, no more Awards may be earned.  A unit cannot draw more than 1 Award per turn.  When an Award card allows players to recruit a Specialist or fin an Item, these never count toward the 1-per-turn limit.



Phase 3:  Recruit Specialists / Find Items

Specialists

These specially trained soldiers are essential for the survival of a Unit.  A player must roll Stars on his dice to recruit Specialists.  Each one has a specific cost (4 Stars for the Medic for example) and a permanent ability that affects the Unit he joins (that ability is lost if he dies).  Specialists' abilities are cumulative:  if you have a Veteran and a Chaplain, for example you'll get +1 Soldier and +1 Courage for every RWB you obtain.


There are 2 kinds of Specialists:
  • Regular Specialists are available to all player (they come in each color)
  • Unique Specialists are placed in the Pool with the Items.
At the beginning of the game, player must look at the list of available Specialists according to the Battle Map they have chosen.  All Specialists that are not on this list must be placed back in the game box (they cannot be recruited).

Once a player collects enough Stars, he can spend them to "recruit" a Specialist (only 1 Specialist may be recruited per turn, per player.)  The Specialists cost is subtracted from your Resource Card and take the Specialists from the pool.  They are now part of your unit.


Specialists also count as soldiers, so a player can choose to lose them during combat.  Once a Specialist dies, he cannot be recruited again.  They are placed face-down on the table as a reminder.

Items

Tools results generate Item Points.  Once a player collects enough Item Points, they can spend them to "find" and item.  Only one item may be found per turn.  Subtract the cost of the Item from your Item Point total on your Resource Card, take the Item card from the Pool and place it in front of you face-up.  That item is now part of your inventory.

There are 2 kinds of Items:
  • Regular Items are always available, whatever the Map (except when noted)
  • Special Items are only found on certain Maps
Items can only be used once, and must be discarded afterward.  While Specialists have permanent effects, Item have "one-shot" effects that take place immediately after they are used.  Although players can find only one item per turn, there is no limit to how many be used in a given turn.


 Items can be used anytime (except where noted), and some may be used the instant they are found.  Units that affect the DEF value or Machine Gun Fire of Sectors affect all Units present in the Sector until the end of the turn.



Vehicles

There can usually be found in specific Sectors on certain Battle Maps (like Juno or Sword Beach), or with the "Legion of Merit" Award.  A Vehicle is found just like and Item (with Item Points), but works more like a Specialist:
  • Its special power is permanent and affects all Units present in its Sector
  • Contrary to Specialists, Vehicles do not count as Soldiers
  • Vehicles can never move over Landmines (even if your Unit ignores Landmines)
  • Vehicles can never enter a Bunker
  • A Unit may not have more than one Vehicles at one time
  • Vehicles can be traded or they can be abandoned, but once they are abandoned, they cannot be found again
Vehicles are plainly visible, so they are not "found" in the strictest sense: the Item Points you spend are for the various parts necessary to make them run.  


Trading

 Since this is a cooperative game, and the loss of 1 player means a defeat for all, Units must help each other whenever possible.  The survival of he whole operation depends on it.


Trading Resources

When 2 or more Units stand in the same Sector, they may trade resources between themselves.  These include Soldiers, Courage, Stars Tools, Items and Vehicles between themselves.  Awards and Specialists may never be traded this way (except the Messenger).  A Unit cannot trade with a Unit that stands in a different Sector (unless otherwise noted).  A Unit can trade resources for nothing in return.  Trading can be done at any time.  During Combat, trading is allowed after rolling the MGF but before the Unit suffers casualties, to help them cope with the losses.



Trading Dice with the Lieutenant

When using the Lieutenant Specialist, each Unit can trade 1 (and only 1) die with 1 other Unit.  Units don't need to be in the same Sector to trade dice (the Lieutenant communicates with hand signals or a radio).  Note the virtual results given by Sectors or the the "Leadership" RWB cannot be traded away:  only real dice can be traded.  When trading dice with the Lieutenant, make sure you have 2 dice from each color before rolling during the next phase 1.

Awards

A player may spend 6 Courage to draw 1 Award card at random. 

Phase 4:  Move

Battle Maps are split into spaces, call "Sectors."  Units are allowed to stay in any Sector for a maximum of 3 turns (sometimes less or more, depending on its special attributes).  They then must leave.  Unit markers have Chevrons printed on them.  When you move your marker into a new Sector, it should show 1 Chevron, indicated your first turn there.  During Phase 2, you must change the face of your marker to add 1 chevron.  Once you cannot add any more chevrons to your marker, i.e. it already shows three; change the face to the red arrow, to remind you that you must move during the next phase 4. 

When a unit decides to move (or is forced to), it must move to an adjacent Sector (moving its marker and placing it back on its one chevron face).  A Unit can only move once per turn, and can never visit the same sector twice.  It can move laterally or forward, but can never move backward.  When a Unit moves forward (changing row), it "Advances."  If a Unit must move, and cannot do so (whatever the reason), it is wiped out (and the players lose the game).



Advancing

A player must spend Courage every time he Advances.  The amount of Courage necessary depends on the Battle Map (the number is printed at the left end of the horizontal line that was crossed, in the Courage icon.)  Entering the Bunker also counts as Advancing: the Courage necessary is printed on the Bunker in a Courage icon.

Sectors

Sectors on the Battle Map have specific attributes.  Bunkers also count as sectors.  These attributes are shown as icons.

The attributes are described in the Map's legend or text.  At the bottom of all Maps, the starting sector can be identified by the s symbol, indicating their respective starting resources.  Here are the most common Sector attributes:

Special Instructions:  Simply follow the printed instructions.  Sector instructions take precedence over the general rules of the game.  Refer to the Map's description for the full meaning of these instructions.  When printed in green, instructions are beneficial to the players; when printed in red, they are not.

Black Shield - Can't stay here:  Sectors with a black shield are Sectors where you cannot stay more than 1 turn.  This means you must move during the next Phase 4.

Red Check - Requirement Must have XXX to move here:  Many Sectors require a Unit to have a specific Specialist to move them.  A Unit must always have the required Specialist at the moment it enters into the Sector.  It cannot recruit said Specialist at the moment it moves into the Sector.  It cannot recruit said Specialist later on.  This requirement must be met only once: if the required Specialist is killed later on, the Unit can stay.  The only way to ignore the requirements of a Sector is by moving in with the Battle Cry RWB. 

Red X - Requirement:  Sacrifice XXX to move here:  When you need to sacrifice a Specialist, you must have the Specialist in your Unit when you arrive.  Sometimes a sacrifice will mention "1 Specialist," in which case you can choose a Specialist to fulfill this requirement.  This sacrifice happens during Phase 4 and is not counted toward the casualties suffered during Phase 5.  The only way to ignore requirements of a Sector is by moving with a Battle Cry RWB. 

Bonuses per turn:  Some Sectors give bonuses (depending on the icon present), which are added to the Final Tally of Phase 1.  These bonuses do not have a specific color, cannot allow a player to obtain an RWB bonus and cannot be traded with the Lieutenant. 

Penalties per turn:  Some Sectors will take away specific dice results (depending on the icon present).  These penalties occur every turn: simply subtract the penalty from the Final Tally.  If you don't obtain the specific result in your Final Tally, you don't suffer the penalty.



Defense (DEF)

Every Sector has a big number written in a sheild: this is the number of Soldiers every Unit must lose.  The higher the number, the deadlier the Sector.  Sometimes the DEF shield will be black instead of white: this simply means that Units cannot stay more than 1 turn in the Sector; it has no bearing on the DEF itself.

Some Sectors have more than one DEF:  in these cases, you must use the first (and lowest) DEF during your first combat turn, then the second one for the second Combat turn, and so on.  The number of chevrons on your unit marker indicates which DEF to use.  Some Items and effects allow players to reduce the DEF of a Sector (flame-thrower, bazooka).  When this happens, the DEF value changes affect all Units present until the end of the turn.  Note that all DEF reducing effects are cumulative, but if a Sector's DEF is reduced below 0, treat it as being 0. 

Machine Gun Fire (MGF)

Some sectors are exposed to Machine Gun Fire (MGF).  These sectors have a special symbol besides their DEF; a red cross-hairs.  When units are present in such a sector, one player rolls a D6 counts the pips, and adds this result to the DEF of the Sector.

MGF dice can be re-rolled or changed in special circumstances or when certain items are used (Binoculars).  If something modifies the MGF for any reason, all Units present in the Sector benefit or suffer from it.  On some Battle Maps, some Sectors have more than 1 MGF symbol.  When this happens, all MGF dice are added together and count as one result.

Special Damage

Sometimes, an MGF may inflict specific damages when a "6" is rolled.  When this is the case, a die icon will appear beside the MGF symbol.  Simply refer to the legend of the Battle Ma to see what the Special Damage is (usually, the player will lose 1 Courage or 1 Specialist of his choice).  Special Damage is activated by any die with a result of 6:  in Sectors with multiple MGF symbols, you may suffer multiple Special Damage.  The Special Damage is always added on top of the regular MGF damage.

Landmines

When moving from one Sector to another, if a Unit crosses a line with Landmines, it must immediately roll 1 die to determine its losses.  A Medic can reduce this number by 1, and a Minesweeper can entirely prevent this loss.  Landmine dice can be modified by some effects (like using the Binoculars).  If more than 1 Unit crosses the same Landmines during the same turn, they must each roll a die (because some Units are luckier than others when treading the minefields).

Barriers

Barriers are impassable:  Units can never move over them, even with the Battle Cry RWB.  Some cards provide an exception to this rule. 

Phase Five:  Combat

Whether a Unit moved or not, it suffers casualties at the hands of the enemy during Phase 5.  The number of Soldiers Units lose is equal to the Defense (DEF) of the Sector (plus Machine Gun Fire if applicable).

Casualties

Whenever a player suffers casualties (during any Phase), he must subtract that number from the total number of Soldiers in his Unit (don't forget that Specialists also count as Soldiers).  If there are not more Soldiers or Specialists in a Unit, it is wiped out and the players lose the game.

Winning

All players must enter the Bunker and survive with at least 1 Soldier to win the game.  If even 1 Unit fails to do so, all the players lose the game.  When a Unit successfully enters the Bunker, the Unit is considered "safe" and no longer in harm's way (it stops rolling dice).  The player places his surviving Specialists beside the Bunker by 1 point for the remaining Units.  If 2 or more Units enter the Bunker at the same time, they cannot benefit from each others Specialists this way.  The game ends when the last Unit successfully enters the Bunker. 

Losing

To succeed in their daring invasion, the Allies need all the men they can spare to secure the beach exits.   The loss of even 1 Unit is enough to let the enemy regroup and jeopardize the landings.  The game ends in defeat for the players if one of these 2 things happens: a player has no more Soldiers or Specialists (Unit is wiped out), or a Unit is forced to move and cannot do so because of Sector requirements or lack of Courage

Rules Conflicts and Ties

In the event of a conflict between rules or card text, use the following order to precedence to resolve the issue:

1 - Awards (override everything else)
2 - Items & Vehicles
3 - Specialists
4 - Sector Attributes
5 - Game Rules (overridden by all the above)

Also, if ever there is a tie between 2 Units who try to do the same thing (find an Item, pick up an Item or an Award from a Battle Map, etc.), the Unit with the least Soldiers always has priority.  If the tie persists, the players should roll dice (or settle without rolling)

My Thoughts 

Quite a few months back my husband told me about this project and how it was up on Kickstarter.  I was hesitant to buy in; but as the support, rewards and praise for the game grew, I encouraged him to make a pledge.  Many months later we finally got a package in the mail.  I was amazed as we opened the box to explore all the wonderful things that came inside and was even more eager to try to game.

The production quality is amazing, but it's not just pretty, everything in the game serves a purpose and makes the game better when added.  The Resource Cards, the double-sided boards, the dice, the Awards, all work together to create a truly thematic, engaging, and creative game. 
 
This is a game that has been a print and play for awhile and that shows in the solid game play. The rules are simple and easy to remember.  When learning to play, the player aide is priceless.  The Iconography used throughout the game is clear and easy to read.  You understand even after just the first game.


It's fun to roll the dice, even when you don't get the results you want.  I enjoy the RWB system; it's clear from the very beginning how important it is to get those bonuses.  It can also make you want to change your strategy when you are close to an RWB bonus in something you don't necessarily want, but would find useful. 


The game is hard, yes I was killed twice during the Practice Run, but optional rules and many of the expansions help to increase or decrease the difficulty.  For example you can play with "Bazooka Joe" who allows all Special items to be in the Pool regardless of the map, or "Well Equipped" that allows all Units to start with 10 Item Points.  To make it harder you could try the "Blind Start" where you ignore the starting resources of the Battle Map and roll the Unit Markers.  If you roll chevrons you get that number of soldiers, the red arrow gives you one star, the green arrows two starts, and Shield gives you nothing.  Solitaire rules are also included. 



We also found the MGF dice are a nice addition to the game and can help make the Machine Gun Fire less damaging.  You lose one point of whichever symbol is rolled or soldiers when you roll the skull.  Of course, if like me, you have zero of the resource rolled, you lose six soldiers.  Using these can change your strategy for the game because you may want to make sure you have all the resources.

Another helpful expansion is Badges.  Players can choose to take a Badge when Battle Cry RWB is rolled.  They have permanent effects for the Unit; usually helping them to obtain an RWB bonus with fewer dice.
 


This is a very thematic game and well researched.  Weapons, items, Specialists vehicles do the things that you would expect.  The Bazooka is useful against a Bunker, while a Bangalore helps out in the open; as they would have during a battle.  These items and Specialists also add a lot of variety to game play.  They caused a lot of discussion during that game as we worked to getting what would help us the most in the long run and immediately.  It was also nice to have a few items as added insurance when going up against the unknown MGF fire or landmines.  There is one clear objective for every map, but multiple ways to defeat the enemy.

From the beginning of the game, you know what you are up against and can start to prepare.  Of course this is a little abstracted, since you probably wouldn't know all the details in a real battle.  I guess that "fog of war" is achieved from the use of MGF and Landmines.  I like this set-up since it helps me focus my resources from the beginning, and lets me know what I need to work towards.  There is also a lot of playability with the double-sided maps and scenarios included in the rule book and with the expansions. 


Players who want more player interaction or to play against an opponent may want to pick up the Atlantikwall Expansion.  In this expansion a player can now play as the Germans defending against the invaders.  They can be added to any existing map, transforming the game into a head-to-head competition.  


Few games fully encompass my attention, but this was one of them.  I couldn't believe that after reading the rules we played three games the first night.  I don't always want to play a new game multiple times in one night, after being defeated twice, and certainly never a war game.  But I did and I really enjoyed it.  Everything comes together to create a strategic, thematic, fun, and meaningful game.  I think my husband found another war game that we can play together and we just may be waiting with anticipation for the upcoming "Airborne in Your Pocket" Kickstarter Campaign from Emmanuel Aquin.


Quick Stats

Designer:Emmanuel Aquin
Artist: Emmanuel Aquin, Mark Poole
Players: 1 - 4
Publishers:Valley Games, Inc.
Time: 45 minutes
Ages: 10 & up
Mechanics: Cooperative Play, Dice Rolling, and Simultaneous Action Selection


Photo Credits: from www.boardgamegeek.com: Emmanuel Aquin (Amiral), Philip Reed (PhilReed), Jonan Jello (Hex_Enduction_Hour), Ryan Bruns (kingofthegrill),
Brian Thomas (MusicToEat)
Thanks for the beautiful photos!

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