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Dimension Duel - Dice Game

© 2003 Jeffrey A. Mills, DVM

Brief Background

You and your opponent possess experimental devices capable of manipulating subatomic particles. Each device can either fire a powerful blast of particle energy or create a protective shield of anti-particles. The two of you will use these devices in a culminate battle to the death. One player possesses the Tau device. Another player possesses the Kaon device.

Object:

To defeat, destroy, annihilate, or otherwise pulverize your opponent into a pile of sub-atomic dust by reducing his hit points to zero.

Overview:

This is a two player game. Each player starts with 75 hit points. Play progresses through a series of turns. In the first turn, Tau is the attacker and Kaon is the defender. In the second turn, the Kaon player is the attacker and the Tau player is the defender. In the next turn, the roles reverse again. The player's attack or defense role alternates each turn until someone wins. During the course of the turn, each player will be awarded with zero or more dice. At the end of the turn, each player rolls their dice. Their opponent loses that many hit points (see below for exceptions). A player's character is dead if his hit points reach zero or less. The winner is the last player alive...and yes, it is possible, but unusual, for both players to die in the same turn!

Sequence of Events:

Each step is carried out each turn. The only difference between turns is who is attacking and who is defending.

Step 1. Calibrate Device.

Each device is capable of manipulating either Tau or Kaon particles. During this step, the attacker must choose to either fire a Tau Ray or a Kaon Ray. The defender must choose to either create an anti-Tau wave shield or an anti-Kaon wave shield. Each player's choice is randomly determined by a die roll. See the chart below:

Roll    Attackerís Result   Defenderís Result
1,2,3   Tau Ray   anti-Tau Wave Shield
4,5,6   Kaon Ray   anti-Kaon Wave Shield

If the defender creates the correct anti-shield for the type of ray fired, then no damage is done. Otherwise, the attacker gains one attack die. See the chart below:

Tau Ray vs. anti-Tau Shield   No damage
Tau Ray vs. anti-Kaon Shield   Attacker gets one die
Kaon Ray vs. anti-Kaon Shield   No damage
Kaon Ray vs. anti-Tau Shield   Attacker gets one die

Step 2. Focus Energy.

The attacker chooses where he is going to focus the center of his beam and the defender chooses which region of the shield to strengthen. The three areas to choose from are Head, Torso, and Extremities. Each player's choice is randomly determine by a die roll. See the chart below:

Roll   Result
1,2   Head
3,4   Torso
5,6   Extremities

If the defender reinforces his shield in the correct area, no extra damage is done. Otherwise, the attacker gains one attack die. See the chart below:

Head vs. Head   No damage
Head vs. Torso or Extremities   Attacker gets one die
Torso vs. Torso   No damage
Torso vs. Head or Extremities   Attacker gets one die
Extremities vs. Extremities   No damage
Extremities vs. Head or Torso   Attacker gets one die

Step 3. Choose modifiers.

Each device has a set of secondary functions that it can carry out. The function that each player chooses is randomly determined by a die roll. See the chart below:

Roll   Result
1   Bluff
2   Disruptor
3   Delayed Attack
4   Deflector
5   Intensifier
6   Particle Changer. Roll again: 1,2,3 = Particle Changer-Self 4,5,6 = Particle Changer-Opponent.

Explanation of each function:

Bluff. This choice is good when either you like the current state of things, or you've already used the special function that you really want.

Disruptor. Your device releases a wave of all known anti-particles...thus, ALL damage to the attacker and the defender gets negated. No dice are rolled by either player in step four.

Delayed Attack. This allows you to fire a small burst of energy that goes unblocked. Add one die to the amount that you roll in step four. The only way this can backfire, is if your opponent uses his Deflector (see below). This function works equally well for either the attacker or the defender.

Deflector. The direction of ALL energy is reversed. In game terms, this means that the damage you would've suffered goes to your opponent...and vice versa. This does not protect you from all damage. In step four, each player rolls the dice awarded to them during game play, and then suffers the damage themselves instead of passing it on to their opponent.

Intensifier. This allows your device to release of burst of intensifying waves that effectively doubles all damage that is dealt in this turn...this includes any damage that you suffer. In step four, each player rolls the dice awarded to them, doubles the total amount, and then subtracts that much hit points.

Particle Changer-Opponent. This recalibrates your opponent's device to release the opposite type of particles that he originally chose during step one. You must recalculate the attack dice awarded during step one before determining the final damage. For example, if you originally chose to fire a Tau ray and your opponent created an anti-Tau shield, you could use this to alter their energy so that your attack was not blocked, thus awarding you with one extra die.

Particle Changer-Self. This recalibrates your device to release the opposite type of particles that you originally chose during step one. You must recalculate the attack dice awarded during step one before determining the final damage. For example, if you originally chose to fire a Tau ray and your opponent created an anti-Tau shield, you could use this to alter your own energy so that your attack is not blocked, thus awarding you with one extra die.

Note: The effects of the of the particle changers are cumulative. Thus if you change your own particles from Tau to Kaon and your opponent changes them back to Tau, in effect, no change occurs. This is where the strategy comes into play. you do not want to use the Intensifier function to double your damage in the same turn that your opponent uses a Deflector to reverse the damage back to you!

Step 4. Calculate final damage.

Each player rolls the total dice awarded, applies any modifiers resulting from the use of secondary functions, and subtracts the total amount from the appropriate hit points. If your character's hit points are zero or less...you die. Game over.

Example Turn:

Tau is the attacker.

Step 1:Tau fires a Tau ray...Kaon fires an anti-Kaon shield. Thus, the attack was successful and the attacker (Tau) gains one die.
Dice Totals : Tau 1, Kaon 0
Step 2:Tau aims at Kaon's Head and Kaon strengthens his shield in the same area (Head). No dice are awarded.
Dice Totals: Tau 1, Kaon 0
Step 3:Tau uses his Intensifier. Kaon uses his Delayed Attack, Kaon gains one die.
Dice Totals: Tau 1, Kaon 1
Step 4:Each player rolls one attack die and subtracts the amount rolled from his opponent's hit points.
Numbers Rolled: Tau 4, Kaon 6. Thus, Kaon loses 4 hit points and Tau loses 6 hit points.

Notes: These numbers would be doubled if either player had played an Intensifier. They would have been quadrupled if both players had played an Intensifier. These numbers would have been reversed if one player played had used a Deflector. If both players had used their Deflector, the numbers would be reversed back to their original position. Both numbers would be reduced to zero if either player or both players had used a Disruptor.


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©2003 Jeffrey A. Mills, DVM
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