Dice Rolling

My Village

A new chapter opens in the Village chronicles! In this standalone game, each player is in charge of his very own village, controlling its entire fate. Known places and characters conjoin with new mechanisms to make up a gaming experience that feels so familiar and is yet so different from Village!

Village enthusiasts will recognize some core elements, for example, the life-time track and the village chronicle, yet the new dice mechanism gives a whole new twist and dynamic to taking actions. My Village is of similar game weight as Village.

Zombie Dice

Eat brains. Don't get shotgunned.

In Zombie Dice, you are a zombie. You want braaains – more brains than any of your zombie buddies. The 13 custom dice are your victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn! Whoever collects 13 brains first wins. Each game takes 10 to 20 minutes and can be taught in a single round.

Each turn, you take three dice from the box and roll them. A brain symbol is worth one point at the end of the round, while footsteps allow you to reroll this particular dice. Shotgun blasts on the other hand are rather bad, cause if you collect three shotgun blasts during your turn, it is over for you and you get no points. After rolling three dice, you may decide if you want to score your current brain collection or if you want to push your luck by grabbing new dice so you have three again and roll once more.

Snail's Pace Race

In this very simple children's game, all six snails are in play regardless of the number of players. Each player bets which two snails will come in first and last. Play goes counter-clockwise; on your turn, you roll both coloured dice and advance the corresponding snails by one square if their colour comes up (or the same snail two squares if its colour comes up twice).

Chutes and Ladders

Traditional game from ancient India was brought to the UK in 1892 and first commercially published in the USA by Milton Bradley in 1943 (as Chutes and Ladders). Players travel along the squares sometimes using ladders, which represent good acts, that allow the player to come closer to nirvana while the snakes were slides into evil.

Lucky Loop

Looping and turns - dive and roll. Each player is an aerobatics pilot who does their daring stunts in front of an enthusiastic audience. Play cards to set up the difficulty level and roll dice to succeed. The more dangerous a stunt is - the more more points it gives, but it is of course harder to roll on the dice.