D Day Dice Board Game Review by Brian Lewis
June 6th 1944 the Allied forces are landing, can
you lead your unit to victory on these heavily defended beaches?
D Day Dice is a dice game for 1 to 4 players that is played
co-operatively, each player is leading a unit on one of the beaches in the D
Day landings, their mission to take control of the bunkers at the top of the
beaches. Each player has a unit dice which is used on the board to denote the
location of their unit, this also tracks how the unit has spent at each
location, each player also has a set of six custom dice, two red, two white and
two blue, these dice form the basis of the game and when rolled these represent
your resources on the battlefield. These dice each have the following symbols on
them, a single soldier, two soldiers, a star, a medal, a spanner and finally a
skull. There are also decks of cards included for regular and unique specialists,
items and awards.
There are eight beaches to conquer in the game, they are
designed to be played in numerical order as each beach gets more difficult as
you progress, usually only one board is used in each game, and each map is
split into numerous sectors, which allow for different routes to the bunkers. The
first mission is a training mission played on the Slapton Sands beach board, it
has three different levels of difficulty to introduce all the elements of the
game, and some of the other beaches included are Omaha, Juno and Merville
Battery.
Each turn players act simultaneously in the five different
phases of the turn; Phase one is the most important and forms the basis of the
entire game, you will roll your six custom red, white and blue dice up to three
times, on the first throw you have to choose two of these dice to lock in,
these dice cannot be re rolled again this turn, on the second throw you can re
roll any or all of the four remaining dice, now you can keep or re roll for a
third and final time any of these four dice, you now have your final tally of
dice for this turn.
Phase two is the upkeep phase where you convert your final tally of dice to add
to your resources, each symbol has the
following effect, a soldier result adds the number of soldiers shown to your
unit, stars are used to recruit specialists, medals represent courage and enable
your unit to advance on the battlefield, spanners give you item points, which
you can then spend on items to aid your advance and skulls are the bad side of
the dice as they negate the effect of one of the other dice rolled.
There are a couple of special rules which relate to the
final tally of dice, these add an extra layer of choice to the game, in your
final tally if you get three identical symbols on three dice of separate
colours you get a “RWB” result known as a red, white and blue this gives you a special
ability as well as the usual benefits of each dice, for example if you get a
skull RWB on the dice in your final tally then you get the Dead Man’s Gift, which means “you find a dead soldiers gear bag
and gain +20 Item points this turn and you also ignore the negative effect of
the skulls this turn”, or a single soldier RWB result gives you an extra four
soldiers and you can also give another players unit four extra soldiers. If you manage to roll one of each
symbol regardless of colour you gain an Award card, these are one use cards
that mainly take effect straight away.
Once resources have been collected players change the face
of their unit die, the unit die is used to track how long you have been in your
current sector, most sectors allow you to wait a maximum of three turns, but
some sectors are too dangerous to linger in and must be vacated quickly.
Phase Three is where you can recruit specialists or buy
items using your available resources. Different specialists are available
depending on the map but they include the likes of a minesweeper, handy if you
have to cross a mine field or a Corporal who allows you to re roll a dice in
your final tally each turn, these specialists also count towards the number of
soldiers in your unit. Items purchased are only useable once per game, when
used they are turned face down; they give you a special ability for the turn in
which they are played, examples of items include a walkie talkie which gives
you an extra two soldiers or a grenade which allows you to ignore Machine Gun
Fire for one turn.
Phase Four is the Movement phase, if your unit has the move
symbol showing you must advance either forwards or sideways into a sector you
have not been into before, otherwise it’s your choice whether to move or not.
To move you look at the board and each sector has a courage level, you must
spend that number of courage points to advance, if you can’t the game is over.
Phase Five is combat, each sector has a Defence number in
it, in this phase you must lose a number of soldiers equal to the defence
value, and if you ever have zero soldiers the beach is lost. Some sectors have
a symbol to denote Machine Gun Fire, in the combat phase you roll a normal D6
and add the result to the defence value of the sector; this is the amount of
soldiers you must lose.
Each sector can have other symbols which can either aid you
by giving you extra soldiers, a new specialist or bonuses to your final tally
or they can also contain mines, machine gun fire and negatives to your final
tally, these are all marked clearly on each board and are different for each
board, one board also allows random generation of the layout for a different
game each time.
Bunkers have a defence value and upon entering one you lose
this number of soldiers, if you still have soldiers remaining you have occupied
the bunker, once each player has managed to occupy a bunker you win the game.
It has been remarked that why when you are charging up a
beach on D Day does your unit get stronger? For me each turn represents your
unit advancing up the beach, so on the way you can increase you unit size by
finding soldiers on the way who have lost their unit or you can be reinforced
from soldiers moving up from behind quicker than your unit, specialists who are
pinned down in the field can join your unit, items left dropped by fallen
comrades can be picked up and a rousing charge command by your leader gives you
the courage to continue your advance.
The game is fast and fun to play, there is of course a small
element of luck involved as with most games involving dice, but it is also a resource
management game, you can clearly see each sector you could go through, so it is
your choice where and when you advance. The ability to re roll most of the dice
up to three times gives you a greater chance to get the resources you need and
with the added layer of the chance to try for RWB results this gives you a
welcome boost, for most games the use of specialists is a necessity and there
is usually a specialist or two that will enhance any strategy you choose. The
components are of a high quality, there are four player aids included for quick
reference during a game, the rule book is made to look like a war journal, the
rules are clear, concise and well written, the back of the book includes
special information about each mission and which cards to use, all the other
information is printed on the player aids and the map itself, so once initial
setup is complete there is no real need to consult the rule book. The game also
scales very well from one to four players, there are some abilities that allow
you to interact with other players, giving them troops or swapping dice, so
unlike some co-op games this doesn’t feel as if you are each playing a separate
game, I have also been enjoying playing this game solo a lot, the solo rules do
not feel like an add on and where a card would be more beneficial in a
multiplayer game there are slightly different rules included for its use in a
solo player game. So for me a big thumbs
up for D Day Dice.
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