Presentation

 

Dicey Goblins

Dice for dragon eggs

 

As Goblins, players try their luck in dicing for the valuable dragon eggs - how many can you steal before the dragon wakes up? In maximum six rounds, you play several turns per round. At the start of the round one dice is placed - fewest eggs up - into the dragon lair on the board. At the start of each turn, two more dice are placed into the “Explore” space. All players then secretly select “Run” or “Raid” and reveal their choice simultaneously.

All who chose Run, receive - depending on availability - the same number of dragon eggs on dice from the lair or one coin per player. For “Raid” the dice in “Explore” are rolled - egg symbols go to the lair, scull symbols are placed on “Doom” and feet symbols are placed on “Explore”. When the game end was not triggered by this roll, a new turn begins for all players who did not choose Run.

When all have chosen Run or if there are no dice to roll or when the third scull symbol appears, the round ends and all take coins equal to the number of egg symbols on their dice; for the red die, you take the coins from the player with most coins. If you chose Raid and the roll resulted in the third scull for “Doom” to end the round, you do not receive coins. If you own 18 coins, you win instantly, or else you win after six rounds with most coins.

Lots of fun to play and offering the exactly right mix of gambling and tactics in a nice version of a familiar mechanism, albeit with an additional twist - the loot is the same for all players who run and all players who raid rise their loot, but risk a zero loot in case of a third scull. Family fun at its best!

 

Players: 3-6

Age: 10+

Time: 30+

Designer: Steve Ellis, Tyler Tinsley

Artist: Jacqui Davis, Anita Osburn

Price: ca. 20 Euro

Publisher: Renegade Game Studio 2016

Web: www.renegadegames.com

Genre: Dice, risk/stop

Users: For families

Version: en

Rules: en

In-game text: no

 

Comments:

Simple mechanism

Nice way of loot distribution

Good mix of gambling and tactic

High replay value

Rules not ideally structured

 

Compares to:

All dice game with risk/stop mechanism

 

Other editions:

Currently none

 

Chance (pink): 3

Tactic (turquoise): 1

Strategy (blue): 0

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 0

Interaction (brown): 1

Dexterity (green): 0

Action (dark green): 0