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princessa
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Goddess
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Joined: 30 Nov 2006 |
Posts: 1118 |
Location: denial |
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Posted: Sat Sep 01, 2007 11:49 pm Post subject: Online Games! |
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erwin
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Master of None
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Joined: 06 Dec 2006 |
Posts: 2932 |
Location: Searching... |
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Posted: Sun Sep 02, 2007 6:16 pm Post subject: |
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I don't know if this counts as a game, but it's an online puzzle-solving..
GODTOWER _________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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the-bumper-car
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Old Dragon
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Joined: 30 Aug 2007 |
Posts: 577 |
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Posted: Fri Sep 28, 2007 10:51 pm Post subject: Dicewars: An Online Flash-based Risk Clone |
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erwin
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Master of None
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Joined: 06 Dec 2006 |
Posts: 2932 |
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Posted: Sat Sep 29, 2007 12:14 pm Post subject: |
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Need tips on DiceWars.
How do i win??
I need strategies.. _________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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the-bumper-car
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Old Dragon
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Joined: 30 Aug 2007 |
Posts: 577 |
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Posted: Sun Sep 30, 2007 11:57 pm Post subject: |
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erwin wrote: | Need tips on DiceWars.
How do i win??
I need strategies.. |
Well, it mostly follows Risk rules. So if you can play Risk, you should do well in DiceWars.
Each territory you control produces an army, represented by a stack of dice. An army with 2 or more dice in it can attack any adjacent enemy armies. When two armies clash, they roll the dice they have, and the army with the higher number rolled wins.
If an attacking army wins a fight, they claim the new territory, move the winning army into the new territory, and lose 1 die (it is left behind in the territory they came from as "defenders"). If the defending army wins, they don't lose anything, and the attacking army is reduced to 1 die.
At the start of each turn, dice equal to the number of territories you have is distributed randomly (I THINK) among your armies. Armies have a minimum strength of 1 die, and a maximum strength of 8.
As for strategies, here are 2 effective but seemingly contradictory advice:
1. Take some risks! Don't be afraid to take on armies with as many if not more dice than you - remember, the outcome is based on the total rolled. The enemy army could botch its roll and get 1s and 2s, and you get a god roll!
2. Don't be too greedy! Remember, attacking armies can only attack adjacent territories - sure, that 1 die army defending their border is tempting to attack, but be wary of the 8 dice army sitting next to it, and waiting for the opportunity to decimate your thinly defended lands.
Also, try decreasing the number of opponents, to increase your initial territory, and make the first few turns less hairy. _________________ Currently Running: NOTHING
Currently Playing: The World Ends With You, Final Fantasy Fables: Chocobo Tales, Picross
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
Can I be the Avenger of Atheism? |
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Xtian
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Goderator
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Joined: 30 Nov 2006 |
Posts: 3260 |
Location: Avernus |
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Posted: Mon Oct 01, 2007 1:41 am Post subject: |
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the-bumper-car wrote: | erwin wrote: | Need tips on DiceWars.
How do i win??
I need strategies.. |
Well, it mostly follows Risk rules. So if you can play Risk, you should do well in DiceWars.
Each territory you control produces an army, represented by a stack of dice. An army with 2 or more dice in it can attack any adjacent enemy armies. When two armies clash, they roll the dice they have, and the army with the higher number rolled wins.
If an attacking army wins a fight, they claim the new territory, move the winning army into the new territory, and lose 1 die (it is left behind in the territory they came from as "defenders"). If the defending army wins, they don't lose anything, and the attacking army is reduced to 1 die.
At the start of each turn, dice equal to the number of territories you have is distributed randomly (I THINK) among your armies. Armies have a minimum strength of 1 die, and a maximum strength of 8.
As for strategies, here are 2 effective but seemingly contradictory advice:
1. Take some risks! Don't be afraid to take on armies with as many if not more dice than you - remember, the outcome is based on the total rolled. The enemy army could botch its roll and get 1s and 2s, and you get a god roll!
2. Don't be too greedy! Remember, attacking armies can only attack adjacent territories - sure, that 1 die army defending their border is tempting to attack, but be wary of the 8 dice army sitting next to it, and waiting for the opportunity to decimate your thinly defended lands.
Also, try decreasing the number of opponents, to increase your initial territory, and make the first few turns less hairy. |
In other words, be a moderate risk-taker. Is that what you are trying to say mister bumper? _________________ solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!" |
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the-bumper-car
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Old Dragon
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Joined: 30 Aug 2007 |
Posts: 577 |
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Posted: Mon Oct 01, 2007 11:27 am Post subject: |
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Xtian wrote: | In other words, be a moderate risk-taker. Is that what you are trying to say mister bumper? |
Yup, calculated risks are the way to win. A critical skill to learn is making strategic incursions into enemy territory in order to get them to start using their large interior armies. You see, by the end game, all remaining players tend to have 3-4 8 dice army in the corner of their empires surrounded by hordes of 1-3 dice armies. Whoever can use those interior armies better wins. _________________ Currently Running: NOTHING
Currently Playing: The World Ends With You, Final Fantasy Fables: Chocobo Tales, Picross
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
Can I be the Avenger of Atheism? |
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oghma
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Ancient Dragon
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Joined: 20 Mar 2007 |
Posts: 857 |
Location: The Happy Hunting Grounds |
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Posted: Mon Oct 01, 2007 12:38 pm Post subject: |
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