Dicemons

In this Death Match, play a totally original game of psych turn-based combat using dice.

Designer(s): Zero Match Type: DM (for 2 players)
Featured in: Community Hosted Genius Game 2
Awards: Best Misc DM 2022

In this game, players will select 6 dicemons from a list of 10.

They will then do battle, the player with the last dicemon standing wins.


In this game, there are 5 types of dicemons:

Fire

Grass

Water

Electric

Ground


There will be 2 of each dicemon type that you can select.

Each dicemon knows 4 moves, each move belongs to one of the types above, or the normal type.

When battling, the move types of your dicemons matter, as some types of moves will be stronger on certain types of dicemon.




For example:

Fire is 2x effective against Grass, meaning the attack does double damage.

Grass is 0.5x effective against Grass, meaning the attack does half damage.

Electric is 0x effective against Ground, meaning the attack does nothing.


This is the last step in damage calculation.


Each dicemon will also have 2 other stats, Speed and Health.

The Speed determines the order in which the dicemons will use their moves in a turn.

Whichever has the highest speed will go first.

If the Speed is tied, which dicemon goes first will be random.


The Health (or HP) determines how much damage the dicemon can sustain before fainting.

Once a dicemon faints, you must send out another dicemon to replace it.

You may also swap you dicemon out at any time, but it will cost the use of its move for that turn.


Dicemon battles will have each party have 2 dicemon out at once.


For each turn, players will have 90 seconds to choose an action for each dicemon.


Each dicemon can either:

  • Use one of their moves.
  • Swap out for another dicemon.

All dicemon swap outs happen before any dicemon moves.


Some moves can cause a dicemon to gain a negative status effect.

These effects can only be removed by being replaced by another status effect.




Some moves can change the weather of the battlefield. This causes effects to different moves and damage types.

All weather clears up after 5 turns.




-

There are some additional effects that some moves have. (It is suggested you read this after reading the dicemon move sets)

These are described on the dicemon move sets, but here are some examples:

• Whenever damage is calculated to be a decimal output, it is always rounded down to the nearest whole number.

• Priority moves go ahead of all other moves. If multiple priority moves are used, then go in order of the speed of the dicemon.

• Trick Room inverts the order the dicemon use their moves. Trick Room only comes into play at the start of the next turn.

• Reflect reduces all incoming damage from enemy direct attacking moves by 2, this is applied before type multipliers.

• Helping Hand increases the base damage of a move by 1.5x, this is calculated before all other damage changing effects.

• Protect makes the user immune to damage this turn. If used consecutively, it has a stacking 50% chance of failing. Chance to work becomes 50% then 25% then 12.5%...

• Endure allows a dicemon to survive any attack, similar to protect. It has a smaller chance of failing consecutively. Chance to work becomes 70% then 40% then 10%...

• Fly, Dig and Solar Beam are 2 turn moves. The former 2 allow the user to avoid attacks on the first turn, and the latter can skip the first turn when it's sunny.

• The Paralysis effect only applies to the "attacking" turn of these 2 turn moves.

• Some moves can hit both of the opponents dicemon, or even your partner dicemon as well. Each dicemon receives the same base damage.

• Follow me allows the ability to redirect attacks, however moves that hit multiple dicemon still do.

• Spikes allows long term damage as dicemon will repeatedly take damage whenever a dicemon enters the battlefield.

• You can only have 1 aqua ring up at a time


-

Dicemon






















At the start of the game, you will each privately send me the 6 dicemon you want to have on your team.

The dicemons you both selected will be revealed to the other player.

You then both privately choose which 2 you would like to send out first.


Then the match begins, and you select the action you want to use for each dicemon, and it's target.

This will repeat until the last dicemon standing. Good luck!


Final Match Items:

Speed Boost: Use at the start of the game, increase the speed of one of your dicemon by 1, revealed which one.

Potion: Use instead of a dicemon's action. You may restore 7 health to a dicemon that hasn't fainted.

Weather warning: Use during one of your turn submissions. The weather will become clear at the end of the next turn. Submission timers reset.


Damage modifiers are calculated in the following order:

• If the type is x0 or dicemon is untargetable (aka fly/dig/protect) , it does not damage and we don't bother rolling dice. Status effects are not applied.

• We roll the dice for the base damage of the move

• We multiply this by 1.5x if the other dicemon used helping hand

• We reduce/increase the damage based on the current weather (for applicable moves/types)

• We reduce the damage by 2 if reflect is active, independent for each team

• We multiply the damage due to move type and target dicemon's type


Tags


Luck    (The game involves an element of luck.)


Psych    (The game tests the players' psychological & bluffing abilities.)


RPG    (The game takes elements from role-playing games, such as having stats and skills.)


Simultaneous    (The game involves players taking their turns simultaneously.)


Strategy    (The game tests the players' strategic & tactical abilities.)