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Gaming Blog

Dice City - First Play

21/6/2023

1 Comment

 
20th June 2023


It's a Tuesday evening and we're with the Woking Gaming Club at The Sovereigns for some gaming goodness.

Game of the night was Dice City: Create a city in this engine-building dice game! I don't about you but dice rolling is the best way to build any municipality!

What's in a game?
  • Player board: There is one of these each for every player, it represents their city and has a 6x5 grid with thus 30 'card-sized' spaces. Each space is a location and has a relevant illustration of a building or some landscape that is part of the player's city. In the bottom half of each space will be displayed rules text and icons for that space.
    The X axis labelled 1-6 while the Y axis is labelled with 5 colours.
Picture
A player board.
  • Dice: I'm hoping that they'll be a lot of dice in a game called Dice City and it doesn't disappoint. Dice come in sets of 5 dice with each colour corresponding to the coloured rows on the player boards.
Picture
Dice!
  • Cards: Numerous types of cards can be found in Dice City.
    • Location cards: These are the most ubiquitous cards in Dice City. They contain the following information.
      Cost: The top right of a location card displays the cost in resources to purchase.
      Ability: The bottom half of the card shows its ability (Similar to how actions are displayed on location spaces on the player board.).
      Defence: A card's 'defence' value is shown in the bottom lift corner and finally, if a card has a victory point (VP) value, that is shown in the bottom right corner.
      Location cards come in 2 types, locations and resource locations. Generally, locations perform actions and resource locations produce resources.
Picture
A sample of location cards.
Picture
Resource location cards.
  • Bandit cards: While bandits cause pesky problems in real life, they are a good source of VPs in Dice City. There are 3 'levels' of bandit card and each has a increasingly higher defence strength and VP value.
    Essentially, players can use 'army' strength they generate to acquire a bandit card.
Picture
The higher the defence of a bandit card, the more VPs it's worth.
  • Trade ship cards: Don't feel like battling bandits? Trade ship cards can provide players with another avenue to acquiring VPs and resources can spent to acquire trade ship cards.
    Each trade ship card shows the resources required to gain it and the VPs for doing so. As with bandit cards, trade ship cards have 3 levels and the higher level ones cost more but provide more VPs.
Picture
Spending 4 of each resource gets the player 20 VPs!
  • Tokens: Dice City makes use of a number of differently shaped card tokens to represent various elements in the game.
    Resources: There are 3 basic resources in Dice City, stone, wood and iron. Each type has its own illustrated and shaped tokens.
    VP tokens: Players may gain VPs during gameplay from sources other than cards and these are tracked with these star-shaped gold tokens.
    Pass tokens: Shaped like hourglasses, players can acquire and then spend pass tokens by passing actions.
    ​Deactivation tokens: These tokens are styled after stop signs! As the same implies, they're used to track 'deactivated' locations.
Picture
Easy to see and chunky components.
Like most modern games, the component quality in Dice City is good and there's nothing bad here. While the cards are average, the boards and tokens feel sturdy, the tokens in particular are pleasantly chunky and tactile.
I would've preferred wooden dice to the plastic ones provided but they are good quality, having well rounded corners and deep pips.

There's a definitely a bit of a fantasy theme to the slightly cartoony and cheerful art style found in Dice City. It's colourful and eye-catching with a good variety to the art too, illustrations on both the large player boards and cards doing a good job of depicting their subject material with detail but without cluttering up the components. Even the art used on the resource tokens looks easy to see and detailed.
All the this lends the game a vibrant and bright presence on the table.

All the iconography in Dice City is easy to understand and is logical. Players should not have any trouble understanding anything here.

Picture
Player aid.

How's it play?
Setup
  • Cards: To create the central drafting area, sort all the cards as follows.
    Base cards: First, sort all the lumber mill, mine, quarry and regular army cards into each of their 4 types and place the 4 decks face-up in a row.
    ​Location cards: Shuffle all the location cards into a face-down deck and deal 8 face-up alongside the base cards.
    Bandit cards: Sort the bandit cards into their 3 types and put a stack of each with cards in each stack as per player count.
    Trade ship cards: Sort the trade ships into their 3 types, then put out a stack of each type with cards in each stack as per player count.
  • First player: Determine a starting player.
  • Roll the dice: Every player should roll all 5 of their dice and place them on their player board accordingly.
    E.g., rolling a 5 on the yellow die means placing it on the 5 column in the yellow row and so on.

On to play
In Dice City each player will spend their turn resolving the 5 dice that have been placed on to their board. Essentially giving them 5 actions; this will give them options to gain resources and then buy cards or trade ships and launch attacks as per the dice results etc.
Dice City uses a typical player order with the active player fully resolving all their dice before play proceeds to the player on their left.
The active player's turn has several phases and goes as follows.
  • Dice phase: The active player resolves the dice on their player board one at a time in the order they chose. A die is resolved by removing it from the board, then the active player can perform one of the following actions to resolve that die.
    Use space: Probably the most common action in the game. Once a die is removed from a space, the action on that space may be used. This can provide them gain or trade resources or allow them to generate army strength or gain VPs etc.
    Move die: this allows the active player to move a die elsewhere on their board.
    Reactivate space: Certain events can deactivate a space on a player board (More on this below.) and the active player can use the die removal to reactivate a deactivated space.
    Discard cards: Once per turn the active player may discard any 4 of the 8 location cards and draw new ones to replace them.
    Pass: Also once per turn the active player may pass an action to gain a pass token. Why is that useful? Glad you asked.
    • Additional actions: During the dice phase, pass tokens can be spent to gain extra actions. 2 pass tokens must be spent to gain an extra action, although this can be done multiple times in a single turn. The actions are as follows.
      Gain resource: The active player can gain the resource of their choice.
      Increase army strength: The active player may increase their army strength by +1.
      Force re-rolls: This bonus action forces all other players to reroll one of their dice!
  • Attack phase: The active player may have generated army strength during the previous phase and it can now be used during this phase to 'attack'.
    To make an attack, the active player must have an army strength equal or higher than their target's defence value (In which case they can attack!). Furthermore, if the active player's army strength is high enough, it can be split among multiple target to attack them all.
    Army strength does not carry over from round to round and any unspent strength is lost at the end of the active player's turn.
    It should be noted that if a card doesn't have any defence value, it cannot be attacked.
    There are 3 types of attack that can be made.
    Bandit cards: Successfully attacking a bandit card allows the active player to claim it, adding its VPs to the player's total at the game end.
    Resources: The active player may target another player's resources (Which that player must have kept between their turns.), a successful attack will allow the active player to steal 1 or more of them depending on the army strength allocated to those attacks.

    Location: The active player may attack a location belonging to another player. A successful attack on a location will 'deactivate' it, consequently a deactivation token is placed on that location which now cannot be used until the token is removed.
  • Building and trading phase: Now the active player can spend resources they have acquired. Unlike army strength, 1 of each of the 3 types of resource can be kept between turns.
    Build locations: The active player may build as many new locations as they can afford. However, when a new location is built, it will cover the current location which will be discarded.
    Trade ship card: Alternatively, resources can be spent to acquire a trade ship card.
  • End of turn: Once the building and trading phase has finished, the active player's turn is over.
    Army strength: This reverts to 0.
    Resources: the active player can keep 1 of each resource.
    Pass tokens: Any number of pass tokens may be kept between turns.
    Roll dice: The active player rolls their 5 dice and places them as required on their player board in preparation for their next turn.
    Next player: Play now progresses to the player on the active player's left.

Endgame
​Play continues until one of the following criteria is met.
  • All bandit cards have been acquired.
  • At least 2 stacks of trade ship cards have been acquired.
  • The location deck is empty.
  • Optionally: If at least 2 rows of a player's player board has been covered with location cards and none of them contain a deactivation token, then that player may choose to trigger the game end.

Regardless of how game end is triggered, play progresses until all players have had equal turns.
Player now calculate their VPs which can come from the following sources.
  • VP tokens.
  • Location cards.
  • Bandit cards.
  • Trade ship cards.
​
Points are tallied, highest score wins.


Overall
​Dice City is not the first game to use dice-activations in a engine-building game with a city creation theme and while how the dice work on the board is an unusual mechanic, players will be familiar with a lot of the other concepts presented here.

They will need to adapt to both what their dice results give them to work with and what is available to draft from the location cards. Luckily players have some agency with the results in the form of dice-manipulation which can help but generally, they'll looking for ways to increase the efficiency of their player board and unlike a lot of game of this type, Dice City begins will a fully fleshed out beginner engine. Every die roll will always produce a result of some sort, so players will looking to increase the effectiveness of their results.
Ultimately, players will be looking to do things quicker than their opponents.

Something that Dice City does well is provide 2 clear avenues to accruing VPs - resources that can be used to improve a player's city or to buy trade ship cards, while army strength can be employed to defeat bandit cards or hinder other players' cities.
This adds an element of direct interaction - unusual for a game in this style with the ability to steal opponents' resources and deactivate their locations - especially locations with dice on them!
There's also a higher level of play where players can look at what's effective on an opponents board and target those spaces, even if they don't currently contain a die.
Additionally, a further element of player interaction are pass tokens which can be spent to make opponents re-roll dice.

Mechanically, Dice City is pretty straightforward with reasonably light rules that also generally provides players with meaningful decisions to make, both resources and army strength can have multiple uses and will give players options to think about.

I found Dice City to be an OK game and I hate saying a game is OK because it's a bit of a cop-out when trying to discuss games but that's exactly what Dice City is - OK.
Other than the possible direct interaction between players it doesn't do anything particularly different or special or new.
However, having said all of that, it also doesn't do anything badly and is a game that plays well enough to be engaging that I can't fault. Ultimately, while I found the game's presentation to be good, Dice City doesn't really standout for me.

If player interaction is something your big on or find important, Dice City has it and is a worth a look if you want a dice-driven city building game.
Conversely, some people don't like the confrontational element the direct interaction adds to the game. So 

I will happily play Dice City if someone else chooses it but it wouldn't be my first choice.
1 Comment
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15/3/2026 14:41:57

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