Towering Dice by marcmagus

A solo dexterity game using as many six-sided dice as you can find and stack.
Download the rules PDF, grab a bunch of dice, and see how you do.
Note: For those concerned their dice are too small, while the dice pictured are from a Perudo set, the reference dice I used for primary development were a brick of 36 Chessex 12mm with rounded corners.
"I really enjoyed someone taking something so primordial as putting the thing on top of the other thing . . . and finding new ways to gamify those interactions." -- Mark Bigney, So Very Wrong About Games
Tools used: * Libre Office * Inkscape * A whole lot of dice
Free Fonts used: * Chunk * Liberation Serif
| Print and Play | https://marcmagus.itch.io/towering-dice |
| Original URL | https://ldjam.com/events/ludum-dare/49/towering-dice |
Ratings
| Overall | 163th | 3.714⭐ | 30🧑⚖️ |
| Fun | 96th | 3.796⭐ | 29🧑⚖️ |
| Innovation | 2th | 4.5⭐ | 32🧑⚖️ |
| Theme | 89th | 4.115⭐ | 28🧑⚖️ |
| Graphics | 423th | 3⭐ | 26🧑⚖️ |
| Given | 42🗳️ | 4🗨️ |
Ruleset is well laid out and including score targets for different dice quantities is a nice touch to give some context.
I got about half-way through my first playthrough when I realized I had one of the rules wrong (I was placing all 3 dice in my pool whenever I could). Second playthrough with a cube of 36 dice I got to 54 with 7 dice remaining when the pyramid fell trying to add the 6th layer. It's very tricky and very well thought out. The only adjustment I would request in the rules is a limited number of re-rolls. Having three 1s in your pool really hurts, especially early on. Overall though, excellent game and thank you for sharing it with me! EDIT: One thing I was wondering that wasn't stated in the rules: are three dimensional pyramids allowed? Creating a second pyramid with dice that can't help on your main one feels like a bit of a waste, but adding some thickness to the main pyramid can definitely add value (and give the opportunity to place 6s above the ground level).
There is no requirement to remain in a plane, nor is it even required to make pyramids. If you look at the photo on the itch page (which I mistakenly failed to include in the page here) you can see I had a non-pyramidal structure with a bit of a curve to it. You can absolutely make whatever shapes work well with the pips you have.
I'll think about the three 1s problem, thanks for pointing it out.
Have you thought of turning it into a 2(+) player game by taking turns over the same tower? With some restrictions on the ground level placement, you could end up with a more strategic alternative to Jenga.
Also, hurray for LibreOffice. Reminds me of when I did the level design for my first LD game with a conditionally-formatted spreadsheet in LibreOffice Calc.
My best score currently with 14 dice (of 3 different sizes) is 36.
Also, thanks for playing my game on stream earlier!
It deserves higher ratings, for its curiosity :)
I usually despise dexterity games but I really appreciate how this one can still be played without a need for incredible precision.
I also really like the scoring system, it encourages you to build risky and tall while still appreciating the value of survival.
I can not stress enough how good the design of this game is, this might become a staple game I attempt when I have a spare few minutes since I always carry a bunch D6 with me anyway (for making decisions). As a fellow board game designer I would love to hear about the process of making this game, since the end result is so elegant and beautiful it would be very interesting to see the journey of how the game progressed throughout the weekend.
My primary problems are involving the rulebook.
Firstly you did not clearly define the lose condition. It would have been nice for a line to directly and clearly state that the game ends when your tower topples. More importantly you must define what a topple is. Obviously if the whole structure collapses that's a topple, but what about individual pieces falling off?. (If individual pieces don't count what's the threshold for counting?) If I hit dice off with my hands accidentally does that count as a topple or only actual structural failure causes dice to fall? If dice get significantly moved, but none have fallen off the structure completely and somehow the pips are all still legal is that a topple? If your tower falls while rolling/planning for next round do you still score last round (which gave you a delayed failure)?
I had all of those questions while playing, which need to be cleared up by a very explicit rules section on the lose condition/ definition of topple.
Next the example graphics and diagrams are not the best. They are really hard to read, although with some effort I was able to interpret them. I would recommend using 3D diagrams, either made in some 3D program or with real life pictures. Additionally your examples heavily suggest that you are limited to a ~line, when in fact you have a whole plane of a surface area. There should be an example showing a more spread out build.
Finally I really like the freeform nature of this game, that spawns a bunch of variants. You can vary the surface area size, amount of dice, size of dice and get different experiences that still all maintain the core of the game. It really suggests that this can become a like a game that gets passed around because there isn't any strict playing requirements, rather it adapts to what you have on hand (assuming you have at least a reasonable # of D6). It would have been really cool for the rulebook to have some kind of chart that standardizes scores (or just suggests scores to beat) across all these vastly difference playing conditions, but that would have been really hard to do and highly testing intensive. I think it does end up being fine that your first play sets up the standard of how hard playing in your specific conditions are, and then you just try to beat your score.