How to Dice Wars7
TL;DR at the bottom.
Yes, I completely understand that this lobby is as dead as the dodo but maybe (and this ultimately rooted in the idealistic fantasy of a games lobby revival from the banning of mini-games from both Sandbox and Main) this can encourage some more people to play Dice Wars in this lobby. I've therefore decided that Games lobby needs a fully developed How To for Dice Wars.
Though Ariel's ancient How To is good and I recommend that you look at it , I feel it does leave much to be desired. I therefore find it apt to fully explain Dice Wars to the best of my ability.
The plan for this How-To is the following:
A quick explanation of what the game is and a few basic key-terms.
Mention the probability of winning certain exchanges and determining when to attack and when not to.
Explain the differences between beginning, middle and endgame.
And finally show some basic tactics to use and some vital dos and don'ts .
If you've played Dice Wars before and just want to get better, you can skip the first section and go right down to Probabilities.
Therefore, without further ado, I shall be explaining Dice Wars as easily as possible and hopefully provide a good explanation of my favourite game on this God forsaken site.
A Quick Explanation and Key-Terms:
What is Dice Wars?
Dice Wars is a turn-based minigame on EpicMafia where the aim of the game is conquer all the territories with your dice and/or being the last person standing.
What are Territories and What are Dice?
Territories and dice are the bread and butter of Dice Wars. Territories are what the map is made out of and there's roughly 40 give or take per game. Your Dice is how you attack each territory in the game. Each territory contains a number of Dice between 1 and 8 and all are six-sided dice. They can be used to attack adjacent territories provided they aren't your own.
At the start of the game, a map is generated and split into roughly 40 pieces. The territories are randomly given out to the different players and the number of Dice in each territories are random too.
What happens if I attack?
Provided you have two or more dice, you may carry out an attack. After attacking (by clicking on your territory and the territory you want to attack) the dice in your territory go against the dice in the defending territory and are rolled. If after adding up their respective dice, the attacker has the most, they win and if after adding up their respective dice, the defender has the most, they win. If it's a draw the defender is the victor too.
Provided you win (and we'll talk about that probability of winning in a short while) all but one of your dice transfer to the place you've just attacked. If you fail to win, all but one of your dice are destroyed.
How to I transfer Dice?
Besides attacking other territories, there is no mechanic available to move dice to a new territory. Therefore you must be careful when attacking encase you trap an important amount of dice behind your own territories.
Do all my territories have to attack if they have the opportunity?
No, you decide how many of your territories attack if any. As long you have territories that have at least two or more dices and are connected to an enemy's territory, you can attack as long as you want.
After attacking as much or as little as you see fit, you may end your turn.
What happens after I end my turn?
After you end your turn, your largest amount of territories connected, (let us say 14) are redistributed as dice. In this case, it would be 14 more dice given to the player. Thus, the larger amount of territories connected leads to more dice being given to you at the end of your turn. Like the start of the game, the dice are randomly given out to your territories.
What if after I end my turn, all my Dice become 8s?
This means you're fully reinforced and any remaining reinforcements will be given as reserves. You can have a maximum of 40 reserve dice that can replenish any areas where you failed to succeed to an attack. Your reserves won't be used provided you don't lose beyond your connected territory number.
Do I have to conquer every single territory to win?
If no one quits the game, you will be required to conquer all the pieces in the game to gain victory. If one or more players quit, you only have to take the territories from players still left in the game. Nevertheless, you may still find it beneficial to take territories from people who have quit the game.
The Probability of Winning:
If you actually want to be an effective player of the game, you must know the probabilities of winning and thus know when to attack and when not to attack.
Scrolling down to the Probabilities section is really helpful in determining when to attack and when not to. If you can't be arsed looking, here are the main takeaways.
When attacking a territory with the same amount of dice as the place where you launch your attack from, you only have roughly a 46% chance of succeeding. In other words, a defender will always have an advantage in this scenario
When a territory attacks another territory with only one less dice than the attacker, the attack will win roughly (and this is very rough) 73% of the time. This means that attacking anything lower is usually a mathematically safe bet.
A 5 or above attacking a one is practically a 100% win-rate as well as a 6 or above attacking a two, 7 or above attacking a three or an 8 attacking a four. In other words, anything higher by four or more dice is almost 100% going to work. In contrast, attacking a territory with four or more dice than your own will almost always be a complete failure.
Knowing this, your play should adapt from attacking from every opportunity to being more careful and using probability to determine the best places to attack.
The Different Stages of Dice Wars:
Technically speaking, there's no official stage within Dice Wars, however I've come to realise that there's usually three distinct periods within a Dice Wars game. They are the beginning, middle and endgame. Each game functions differently, and some tactics that work for one won't work for the other.
The Beginning Game:
The Beginning game is obviously what occurs right at the start of a game of Dice Wars. The very earliest part of the Beginning game is the most random part about Dice Wars. Your dice and territories are randomly generate and isn't up to you at all. You can an excellent or awful generation and this could affect your chances on winning. Luckily, provided the game lasts until the endgame, you still have a good chance of turning things around.
The key aspects of the Beginning game are:
No dominate player.
No large area for anyone to call home.
Most players are "relatively" equal.
There's very rarely ever any 8s on the board.
Every player should still be alive provided no one has quit.
Broadly speaking (and I'll speak more about this in the final section) in the Beginning game, you want to find a secure place to call home and to try and avoid the end turn button without attacking if it can be helped.
The Mid Game:
Along with the final parts of the Beginning game, the Mid game is where most of the action happens in a Dice Wars match and also where luck matters the least. Depending on the game you play, your match could end in the mid game and be a very long section or your Mid game can be relatively short and go straight into a Endgame. Most games are somewhere in-between and by the time the Endgame is reached, a very dominate if not clear winner has been shown.
The Key aspects of the Mid game are:
A dominate player emerges but can lose the title to someone else quite quickly.
Most players now have some sort of connected land to call home and launch their attacks from there. There may be some isolated territories scattered across the map however.
Some players clearly begin to grow larger and have more dice compared to others.
There's a few 8s on the board but nothing major yet.
Depending on the amount of people in the game, there's a chance that someone is dead at this point if not more if it's a really large game.
Very broadly (again I'll speak about this later), at this point of the game you should be attempting to be the largest player but unlike the Beginning and Endgame you can end your turn without attacking in many cases.
Arguably the most controversial and certainly most time consuming part of Dice Wars, the Endgame is when luck starts to have more of a an influence again (though it's not as lucky as the first parts of the Beginning game). Depending on how your Mid game went, you could be looking at a very dominate player who's almost certain to win or two/three players who are all very equal. Usually, it's the former but I've run into games with three equal players (very Romance of the Three Kingdoms if you get what I mean).
The Key Aspects of the Endgame are:
A very dominate player who's about to win or two/three equal players.
Borders have been established for a while and everyone can see each other's rough areas. Rarely ever isolated territories at this stage.
There's either a very clear winner or very equal positions.
The map is mostly if not entirely full of 8s now.
Many players will be dead at this point if not reduced to couple of territories.
At this point the only thing you can do is hopefully split someone's land so they can no longer attack without not gaining a reinforcement there.
Tactics, Dos and Don'ts:
On the final section of the How-To, I will mention tactics for each of the stages of the game and point out the best decisions and biggest errors you can make in Dice Wars.
Beginning Game Tactics:
Simply, a corner dash is when at the start of the game, you attempt you attack and expand into a corner so you have a better defensible position. Usually speaking, you go to the corner closest to either most of your territories and/or where your largest amount of dice are located. Having a secure area makes you more likely to be stronger into the Mid game. A border area that isn't a corner works too but isn't as effective whilst trying to defend it.
A high risk, high reward tactic. You may attempt to take out the same player's largest territories to finish them of as an opponent early on. As demonstrated in the probability section, you have to determine if certain attacks are worth it, but if this tactic succeeds, you remove a player from influencing the game if not killing him/her.
Whilst the other tactics could work at later stages, this tactic pretty much only works at this stage of the game. If you have an isolated territory and are struggling to take a border/corner area due to not having another Dice, the Snake tactic could be for you. Provided the isolated territory has enough Dice and there isn't anything major within the way, try to connect your lands. Your lands will now resemble a thin line e.g. a Snake. When you end your turn, it's more likely that the new dice have been given into areas that you need them to be.
Mid Game tactics:
If you have a large amount of dice in a single territory, instead of expanding with it and having to deal with another front, you may want to use it to hold the area down. It might give you the opportunity of leaving an entire flank covered and lead you to focus your attention on other areas. If the enemy is still stupid enough to attack this area. it will be even easier to expand in that direction.
Patience is key:
Unlike the beginning game, ending your turn without attacking can be beneficial since most players now have a relatively safe area to expand from. Ending your turn without attacking gets you faster to full 8s however this tactic is best used to either attempt to build a defence against a large amount of dice or to help protect yourself from being split.
The Common Enemy:
During the Mid game, a player usually attempts to become the dominate player. If they've been too aggressive or not decisive enough, they leave themselves open. This is when you can rally everyone against this enemy for basically free territory. This can expand your territory without people believing you're the big threat as well as remove a player from influencing the match.
This is when you're significantly weaker than other players but build up your reinforcements to strike at a later time. This tactic is most useful when the remaining (usually two) players besides yourself are relatively equal and are attacking each other. Rather than striking one or both at the same time, you patiently wait until one is close to being split or losing significant ground. You then strike other player with all your reserves in an attempt to get as much land as possible whilst still having full 8s. If successful, it can lead to you with one opponent split and the other significantly weakened by your attack or at the very least, three roughly equal opponents.
If you're the largest player, it's very helpful to have a player in a way between you and another large player. This can be done by conceding some territories or luring into the middle at an early stage of the game. This means you can only be attacked from one way and means the other player if he hopes to win has to expand through a potential ally to get to you. By doing this at the right time, you can finish of a player and have over half the territory on map.
If there's only a few territories connecting you and the roughly equal player (and you're the only two left), a double strike might be helpful. Provided you win, you can use that winning dice (now a 7) to hit an eight. Though it only works around 27% it can give you a slight advantage at this stage of the game. You may also want to use the 6 if it succeeds as well depending on your reserves and how much connected territory you have.
Dos and Don'ts:
In most cases attempt to split your opponents land to limit their reinforcement or to reinforce your weak points by moving Dice into place to protect yourself from being split.
Attack territory within your area that's weaker than you so you don't have to worry later if they becomes a large number.
Attempt to have over half the territory going into the Endgame as it will be almost impossible for you to lose else some seriously terrible RNG or incompetence from yourself occurs.
Constantly attack without an objective as it weakens yourself and like vultures, you should be picked off without a moment's notice.
Revenge attack players as it will lessen your chances of victory. Act like Machiavelli not a cheated-on partner.
Waiting too long to attack before the Endgame as your complacency could lead to others getting too strong for you to deal with them.
So there you have it. I could have gotten more in-depth but this was rather covering the basics rather than going to advance play (and also the fact this took forever and I'd rather not add more). Remember, Dice Wars still relies on luck a lot an even the most skilled player might struggle with bad RNG. Risk is certainly better at maximising skill.
Scroll to the probability section to be smarter about your dice.
Attempt to go for a Corner at the start of the game to have a secure area to expand from.
Be relatively aggressive in the beginning of the game, be more patient during the middle and try to be the largest for the end of the game.
Try to be the first to full 8s across your territories.
Always be willing to make and break alliances with anyone even if they tried to kill you earlier.
Connecting your territories and splitting others is the simplest way to victory.
After trying the tactic considerably more since typing this guide, I find the "Snake" tactic to be more circumstantial than I originally thought and probably not the best thing to recommend to a beginner in the game.
Your mileage may vary on how good this tactic is compared to the rest in the guide. It certainly isn't a negative every time you use it and it seems to be more effective the less individuals are within the game.
I would also recommend trying to combine it with splitting another player as to maximise it's effectiveness in a game. Also, this tactic could actually develop into an effective expansion provided you expand into an area with very few dice.
Therefore, it would be a good tactic to consider in a 2 and 3 player game but as more players join, it's usefulness falls significantly.
Step 1. be in a good position
Step 2. Make an alliance
Step 3. Kill people not in that alliance
Step 4. Kill the people in the alliance
Step 5. Make people with 1 space not die, let them suffer.
Step 6. Win
**You heard it from me**