Dice Rolling

Mage Knight Board Game

The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In cooperative scenarios, the players win or lose as a group. Solo rules are also included.

Combining elements of RPGs, deckbuilding, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience..

Machine of Death: The Game of Creative Assassination

Machine of Death: The Game of Creative Assassination is a storytelling game set in a world in which a machine can predict how a person will die with 100% accuracy with only a small blood sample. However, the machine delights in being vague and twisted. A card reading "Old Age" could mean you die in your sleep at age 120, or it could mean you're run over tomorrow by an elderly driver who forgot to take his pills today. Players of the game take the role of assassins, who must use the various tools at their disposal -- from storytelling to a slew of items available from specialty Black Market shops -- to create a situation in which a target is killed in a way in line with their Death Prediction. The Machine of Death Game uses this basic idea, of assassins working in a world were cause of death is known to create various game modes.

The General Gameplay of most modes works like this:

A target is assigned, and given certain details (including Death Prediction, and possibly extra details like a favourite food or crippling phobia).
Players – assassins – are given Black Market Gift Cards. This is their inventory, what they have to use in order to accomplish their goal: killing the target.
Players use the Gift Cards to devise a plan.
The plan is greenlit, either by a Chief player, or via consensus, depending on game mode.
The timer starts and the plan is put into action. This is represented by dice rolling to beat a "difficulty score." An unlikely plan hinging on a single item may need to roll a 6 for that item, but a rock-solid intricate plan may need to only roll a 2 for all Black Market Gift Cards used.
The plan is revised, in case of failure of one or more dice rolls. The details of this portion vary greatly from mode to mode, but involve either replacing Black Market Items, creating a new viable plan with the existing items, or calling in "Specialists"
The target is either killed or escapes. Again, depending on mode, this is either the end of the round or the game.

Game Modes:

Head-to-Head Mode that's very similar to Cards Against Humanity or Apples to Apples. There's a judge ("the Chief"), who decides whose assassination plan is the best, and gives them a chance to try it out. Designed for 4+ playes.
Co-op Mode, where you players are a team of assassins, and have to come up with a plan together to kill targets that the group comes up with.
Co-op can be diced further: you can play individual rounds, or Mission Mode, where targets are predetermined and have different levels of difficulty. There's also the more strategic Chief Mode, where there's no timer, but the Chief can rate your plan's likelihood of success and let you take risks on whether it'll work or not.

Cutthroat Mode, where players can actually assassinate each other (should you want a more competitive version)
The Day Off Mode, which isn't about murder at all but rather draws upon your bevy of assassin skills to accomplish tasks like "opening a stuck jam jar" and "transplanting a tulip bulb."

Warriors: Dragon Hordes Expansion

The Dragon Hordes expansion (55 cards, two small pages of rules) to Warriors adds a new creature, the Dragon, along with additional Catapults and Attack Cards, and makes the game playable by up to 6 players.

Dragons, unlike other creatures, must attack and defend individually, but just one can wreak havoc. They roll two dice on both attack and defense, adding one to each die roll. Catapults have only one chance in 6 of killing Dragons, and their defense can be augmented by "Flames" (basically, extra lives that must be eliminated before the Dragon can be killed). Having the most Dragons at the end of the game also gains victory points.

Warriors

Warriors is a card and dice-rolling game with a fantasy military theme. Each player begins with a randomly dealt army of 11 units. Most will be creatures of one of the game's 6 types (Barbarians, Goblins, Elves, Trolls, Dwarves, Undead). A lucky player may also get Wizards (which protect creatures of one type from attack) or Catapults (one-use weapons that have a 50/50 chance of destroying a target card). Creatures come in three varieties (infantry, archers, cavalry).

Armies are placed face-up in front of the players, and three rounds of warfare ensue. At the start of each round, players receive additional cards, including the vital Attack Cards, without which an army can only stand on the defensive. Attack cards are of two types. One ("Battle") allows all of a player's creatures of one type to attack creatures of either the same type or the type that the attacker most dislikes. Elves, for instance, may attack an opponent's Elves or his Trolls (the Elves' "natural enemy".) The other type of Attack Card ("Mercenary Army") allows creatures of different types to combine in an attack against creatures of any one type, but limits the number of attackers. Attack Cards also provide various bonuses to the attacker.

The resolution of attacks is modeled on Risk. The attacker rolls up to three dice, the defender up to two (the number depending on how many infantry each side has in the battle). The side with more archers, if either, adds one to its high die roll. The highest and second highest rolls for each side are compared, and the low roller in each loses a card (with the defender winning ties). The attack continues until one side is wiped out or the attacker voluntarily breaks off. Attackers with surviving cavalry can then make further attacks.

Players gain victory points for enemy units destroyed and for having the most creatures of a particular type at the end of the third round of play.

Ticket to Ride: The Dice Expansion

In this expansion for the Ticket to Ride series, players still attempt to complete their Destination Tickets and claim routes and block each other on the map. But rather than draw and collect Train cards, they roll five custom Train dice each turn.

Depending on the outcome they can re-roll some or all, then use the dice to claim routes on the board; grab Route Tokens for future use; or draw more Destination Tickets.

For board maps that feature Tunnel routes, such as Ticket to Ride: Europe, 3 Tunnel dice are also included.

This expansion requires trains, Destination Tickets and a board map from any of the Ticket to Ride series.

Expands:

Ticket to Ride
Ticket to Ride: Europe
Ticket to Ride: Märklin
Ticket to Ride: Switzerland
Ticket to Ride: Nordic Countries