All controls (Scroll down for more): Basic Dice: 1 to increase Health Dice (Starts at 20) 2 to decrease Health Dice Space to roll attack dice F to roll Modifier Dice Specialty Dice: L to increase Armor Dice K to reset Armor Dice P to roll Thorns Dice Q to decrease Extra Health Dice E to roll Extra Modifier Dice Misc: S to increase turn counter Y to change Attack/Defend Status G to swap to darker table top H to swap to lighter table top X to change to red dice Z to change to blue dice C to change to green dice V to change to obsidian (black) dice B to change to angelic (white) dice N to change to pink dice M to change to purple dice A to mute music D to unmute music
Welcome to Dice Defenders! This is my first large project that I've made by hand, I know this is still largely a WIP, but I'll get that figured out later on, haha! Rules: Upon the start of the game, each player will set their Health Dice to 20, gather their Attack Dice, and their Starter Modifier Dice. One or both players will record which turn it is. On the start of a new turn, both players will roll their Starter Modifier Dice and choose whether they want to attack or defend. Players will hide their roll and their choice, and once both players are ready, they will reveal their dice roll, and what action they chose. Interactions between rolls and choices: If both players choose defend, move on to the next turn and increase turn count. If both players roll the same modifier, nullify the modifiers and roll Attack Dice for a clash. If both players choose attack, start a clash. If players roll numbers separate from each other, and choose opposing actions, play turn as normal. How turns work: During a turn, players will follow interactions. Both players will roll their modifier dice and choose to attack or defend. Both players will roll their Attack Dice and apply their modifier to their Attack Dice. If defense rolls higher than attack, the damage will be nullified, and the players will move on to the next turn. If attack rolls higher than defense, damage will be applied to the player who played defense. Damage can be calculated by subtracting the value of the Defense Roll from the Attack Roll. During a Clash, both players will roll their Attack Dice and the player with the highest number will apply their Modifier Dice as damage to the other player. During a Clash where there are no modifiers (because both players rolled the same modifier), both players will roll their Attack Dice, and the player with the highest score will apply their damage, as if the opposing player was defending. Every 5 turns, each player may choose ONE Specialty Dice from the Specialty Dice pool (Thorns Dice, Shield Dice, Extra Modifier Dice, Health Increase Dice). Dice Interactions: If a player has the Thorns Dice, while defending, they will roll the Thorns Dice to see how much damage the enemy will take upon a successful attack against the player. The Thorns Dice only activates if the player who is defending takes damage, and damage applied to the attacking player is based off the percentage rolled, and how much damage the attacking player did to the defending player. The Health Increase Dice directly upgrades the players max health. It starts at 9 and will take damage priority over the Health Dice. Once the Health Increase Dice is depleted, it will return to the Specialty Dice pool. The Shield Dice will start at 1, and progressively go up to 8. If the player is not damaged on their turn, the dice will get +1 shield. Upon taking damage, the Shield Dice will decrease the damage by the face value and be reset to 1. Shield Dice can not be broken. If the player takes damage at 1 shield, the damage taken will be reduced by 1 and the dice will remain at 1. The Extra Modifier Dice will be rolled alongside the Modifier Dice and will be added to the face value of the Modifier Dice. This can be used to boost both attack and defense. If you have any questions, contact (Co-Founder) or (Me!) and we'll answer!