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Take Over Cities

Rolling with Evil

Number of Players

2-3

Recommended Ages

10+

Time to Play

60 minutes

Mechanics Used

Recipe fulfillment, Custom Dice, Area Control

Elevator Pitch

Completion Status

A Dr. Wily simulator, players roll and build robots, sending them under city, in hopes of bringing the people to their knees.

Currently Testing.  Pending results, may be available for sale soon.

Everybody wants to Rule the World

This is one I had playtested twice and then I couldn’t get people to play anymore. Is it a bad game? Well, yes, but so are all my games. Its bigger crime is that it was an ugly game. The idea is 2-3 players are super villain Dr. Wily types building up a robot army and deploying them to cities to conquer them. The game had obvious flaws but let’s go into the concept as a whole.

 

You had a few components to this game. First is the 7 custom dice. This is essentially your looting roll using Yahtzee rules. You had Money, Lazers, Missiles, Targetting, Bullets, and Bolt on each die. So whatever you rolled were the components you can acquire that turn. Next, you could allocate one component per bay (and that component could be allocated to a neighboring bay with a maximum of 2 components in a bay on a single turn). Then, if you completely a robot, you turn it over.

 

So let’s go into the robots. Robots have a strength, tactical AI, component “recipe,” deployment cost, and special ability. Now the thing is, the component recipe is what items are needed to build the robot. The strength is their ability to “enslave” the city and Tactical AI is their ability to destroy opposing robots. The deployment cost is how much it costs to send a robot to attack a city. Finally, there is the special abilities and that is the ability they can use if they are not deployed.

 

So… finally, the cities. The cities are essentially your victory points. The cities have a strength and a defense. Once the strength (total combined of all robots there) has been met or surpassed, the current player puts their “obey” manifesto on the city (can only be placed on one city at a time). This means the city is under siege and everyone, including the current player, receives one last turn to deploy robots there. The first thing that occurs when resolving the city is the Defenses destroy any robots with the components they defend against. Next, starting with the player who has the Obey token in the city, they can destroy an opposing robot if, and only if, there is another robot with a matching Tactical AI. The next player does the same, until there are no more matching robots. The strongest remaining force will win the city, with the tiebreaker being the Obey manifesto.

Since players send robots to capture cities, this is a game that I wish was finished before Smash Up released. Truthfully, after having trouble getting play testers, I eventually forgot about this one. It was only recently dug back up with all new art, color schemes, etc. This was one of the designs thrown together when I was in “custom dice fever” on The Game Crafter. The concept seemed sound, the dice worked, and the cards were ugly. The only thing that has changed from the initial concept to now is the artwork. I will be testing this concept at Protospiel.

 

Time will tell how much will change or if this is a concept even worth pursuing.

History of Domination Dice

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