Roll & Rule – The Dice Game, Evolved.

Roll&Rule is a collectible dice trading game.

This is a new product being developed by HATCHideas. The Patent Pending design of the RnR dice and game system was created to make the dice game compelling but simple to understand and play. The project has made its way through the the initial phases of product development with the concept, patent submission, design, branding, materials and suppliers (Hi is still reviewing providers actually) for the product.

What remains is the artwork to be built on the website for each crystal [die] in the RnR world as well as the mythos expanded around each die and backstory being developed further. Final packaging. tooling for production of the final product is complex and continues.

Hi wants to engage the gaming community, and a great way to get the word out is through KickStarter. KickStarter engages a crowd sourced funding-in-exchange-for-cool-loot model. When RnR is fully funded, Hi will be providing a lot of loot for those who contribute to the cause, like upwards of 200 dice, boxes, pouches, and names with messages on the RnR site. Even some special loot we’ll provide to certain contributors. We won’t even say right now what the loot will be.

Over the next couple of weeks, Roll&Rule will be submitted to KickStarter (it was) and Hi is hoping that the community will embrace the idea of the game and its design (it was accepted, a formal proposal and video is on the way), and from there it is up to KickStarter, the gaming community, family and friends.

The simplest description is:

Fantasy Dice are used. But not ordinary fantasy dice. Typically consisting of various 4, 6, 8, 10, 12 and 20 sided dice, the fantasy dice have a modification. We refer to them as crystals in the world of Aeranor and the mythos of Roll&Rule. The twist is that each crystal has been modified in a unique way by the adventurers on Aeranor or naturally by the world. Each corner facet of each each crystal has a different color. Each crystal has a core color as well. One of six colors of the spectrum, the crystal pips contribute to the power of the crystal core. The typical RnR battle will now require some strategy and planning.

Are you game?

How the game works:

Mythos

Players of Roll&Rule are travelers on the world of Aeranor, there is a much larger story that begins a different path in the Mythos of Aeranor that will be disclosed as time goes on. On Aeranor, no one uses physical weapons or armour because it was discovered long ago that the crystals found around Aeranor pass directly through armour and physical weapons are easily deflected by the power of the crystals used as shields.

Description

Introduction: After players decide on the number of crystals they bring to a battle, they choose how many health points to start with, shorter games have smaller amounts of health, but a typical adventurer has 20 health. It is reflected in a 20-sided die.

Charging: The first round allows players to decide if they want to use a 4-sided crystal as an amplifier for a future attack, or any die as a shield. When an amplifier is decided, a player has to roll to set the power of the amplifier. When a shield is decided, that too is rolled to discover the power of the shield. In both instances, you can only have up to 6 amplifiers and 6 shields. Shields can be acquired directly from combat as well, but more on that later. Once a shield is up, it can only be destroyed whereas an amplifier can be rerolled for a chance to increase the amplification of that color of casting.

Combat: Once the resource round has completed, the combat round occurs and that means that a player rolls a die or dice, and your other combatants also roll the complimentary die or dice [Red versus Green, Black versus White, Blue versus Purple], and then the face values are augmented by the pips on the corner of each facet of die, add the amplifiers, reduced by combatant shields, and any pass-thru damage is committed to the caster where health is lowered. Any crystal that survives a combat round, can become a shield at the reduced value, or it can return to your satchel to recover energy for the next round of combat. [More to come regarding shields and the flow of game play in the combat round.]

Recovery: After the combat round is completed, a recovery round commences where amplifiers can be re-rolled, or crystals can be destroyed to recover health. You can reform crystals that have been destroyed in combat by destroying other crystals, or remove shields if you have reached the maximum number of shields (6). Shields can only be removed during the recovery round unless destroyed during the combat round.

MUCH MORE TO COME!

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