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Dragon Dice

Review

by Michael L. House

At first glance, Dragon Dice appears to be just a simple board game (ported to the PC) involving the throwing of dice. In a way that is true but the underlying complexity is both surprising and somewhat difficult to comprehend until you've played the game for a prolonged period of time. Only then does the real challenge of the game become apparent. If rolling dice can be considered strategy, what with the vagaries of probabilities looming large, then Dragon Dice fills a unique niche as a computer strategy game without the flashy graphics, tantalizing sound, significant on-screen movement or player immersion found in graphically based fantasy adventure games.

What it does have going for it is variation. The game comes with quite a few player customization options including choice of four separate races (Goblins, Coral Elves, Dwarves or Lava Elves), three levels of difficulty (assigned to the computer opponents) and five unique army units (light, heavy, cavalry, missile or magic) each with specific strengths (1, 2 or 3) that actually determine the unit's damage control. Anyone who has played the board game version of Dragon Dice will no doubt appreciate the computer's part in the game as functions such as battle assessments (number crunching) and management of the various terrain levels (1 through 8) is handled quickly and correctly.

The central idea behind Dragon Dice's objective is simply one of "land acquisition". Terrains are assigned variable point ratings (via a computer controlled eight-sided dice) and you must maneuver your troops throughout the game to be the occupying army when a terrain's level reaches eight. When a player "owns" the pre-set number of terrains determined as victory conditions before the game begins, the game is over. In this turn-based game, each player gets to make two moves each turn which can consist of moving your army into a particular terrain, attacking an enemy or raising a terrain's level up or down one number. The complexity begins by factoring in the opposing player's options during your move and the various combinations of the rolled dice numbers and symbols. Any opponent can challenge your decision to increase or decrease the terrain value or fend off an attack on his/her army. Combat is decided by rolling the "virtual" dice and results take into consideration things like unit type, strength or special unit characteristics.

The other variables in the game revolve around the diverse constitution of the four races, each based on a combination of two aspects of the basic elements (fire, water, earth, or air) and Death. Many peripheral factors are thrown into the mix such as resurrection of dead troops, different types and abilities of dragons, magic and luck. For gamers used to combat/strategy games on a large scale that offer total player involvement and control, Dragon Dice probably won't be appealing with its limited graphics and game play. At no time during the game do you feel a part of the action other than simply rolling dice and manipulating your game pieces as in a game of chess or checkers.


Graphics graphics rating

Average at best.

Sound sound rating

Better music than sound effects. Overall, not an inspiring aspect of the game.

Enjoyment enjoyment rating

Lack of involvement makes the game play seem sterile and perfunctory. Strategy is limited to reacting to a dice roll and "action" can seem extremely short in specific "battles". For a game that doesn't focus on graphics, sound or esthetic value to achieve victory, the interface in Dragon Dice is somewhat lacking in functionality and overly smooth game play. There's little sense of "fun" or player immersion leading to rewarding or fulfilling game play. It feels like you're just playing a, well, dice game.

Replay Value replay rating

Lots of possibilities due to the probabilities inherent in dice based games and especially one that relies almost entirely on dice rolls to determine outcomes of nearly every aspect.

Documentation documentation rating

Frustratingly obtuse at times.