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Game Help Odicey

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Révision datée du 16 juillet 2024 à 10:30 par Galeelox (discussion | contributions) (Page créée avec « == AIM OF THE GAME == Complete at your turn an orderly 5 dice line onto the Sea: ✓ built up with 1 or 2 or 3 colours : red / blue / white; ✓ which values are strictly : consecutive (increasing or decreasing) or identical; ✓ onto a vertical or horizontal or diagonal axis. == MATERIAL == - 25 DICE = the « Sea couriers » = 12 red dice / 12 blue dice + the Zeus’ die = 1 white die. - 1 GAME BOARD = the Sea = 5 x 5 locations. == SET UP OF THE GAME == ''... »)
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AIM OF THE GAME

Complete at your turn an orderly 5 dice line onto the Sea:

✓ built up with 1 or 2 or 3 colours : red / blue / white;

✓ which values are strictly : consecutive (increasing or decreasing) or identical;

✓ onto a vertical or horizontal or diagonal axis.

MATERIAL

- 25 DICE = the « Sea couriers » = 12 red dice / 12 blue dice + the Zeus’ die = 1 white die.

- 1 GAME BOARD = the Sea = 5 x 5 locations.

SET UP OF THE GAME

Prepare your « Sea couriers’ » fleet and set off on adventure !

The Sea game board is placed in the middle of players.

The Zeus’ die is placed next to the game board.

Embark optimally at 2 or 4 players…

2 PLAYERS: Each player chooses one’s colour (red or blue), picks up 12 dice of the corresponding colour to build up his/her ships’ fleet and place them next to the game board (= home port).

4 PLAYERS: Each player chooses one’s colour (red or blue), picks up 12 dice of the corresponding colour to build up his/her ships’ fleet and place them next to the game board (= home port). Players of a same team play by alternating turns.

3 PLAYERS: 2 versus 1. Each player chooses one’s colour (red or blue), picks up 12 dice of the corresponding colour to build up his/her ships’ fleet and place them next to the game board (= home port). Players of a same team play by alternating turns.

BEGINNING OF THE GAME

The player who begins rolls 2 dice of his/her ships’ fleet from his/her Home port as well as the Zeus’ die, and places the obtained values onto any empty location of the Sea.

Afterwards, the following player rolls 2 dice of his/her ships’ fleet from his/her home port,…

And the game continues…

GAME PRINCIPLE

1 / CHOOSE 2 dice :

‣ of my colour, from my Home port and/or from the Sea;

‣ of the opposing colour, from the Sea = only if this die has the same value as the Zeus’ die (= Zeus’ favour).

Ex. : I can choose 2 dice from my Home port, or 2 dice onto the Sea, or 1 die from each (Home port/Sea).

2 / ROLL these 2 dice

3 / PLACE these 2 dice onto the Sea :

‣ on any empty location ;

‣ on any occupied location by a same-valued die of any colour (= Hermes’ switch)

DICE SWITCH

If, at your turn, you obtain AN IDENTICAL VALUE to the one of any die (whatever its colour) already onto the Sea : ➡ You can choose to place your die in the place of this same-valued die. And then place this die onto any other location of the Sea : whether on any empty location, or on any already occupied location by a same-valued die (= new dice switch). ✓ The switch can be performed on any die of any colour.

✓ The switch can be performed with 1 or both di(c)e.

✓ It can be applied as often as wished within a player’s turn.


DOUBLES

If, at your turn, you obtain A DOUBLE (= 2 dice of identical values) :

➡ You place your dice onto the Sea and can play immediately a new extra turn.

During this extra turn, the dice you can roll don’t follow the conventional rules and will be determined according to your double’s value :

‣ ATHENA’S AEGIS (If the value of the doubled die differs from the value of the Zeus’ die) =

You can choose to : whether roll 2 dice of your colour, or remove 2 dice of your opponent’s colour from the Sea to replace them in their home port.

‣ ZEUS’ AEGIS (If the value of the doubled die equals to the value of Zeus’ die) =

You can roll 2 chosen dice already placed onto the Sea : red and/or blue and/or white.

THE BONUS DIE

✓ It’s first rolled by the player who begins the game and placed onto any location of the Sea.

✓ Its value determines common dice’s value during the game.

✓ Its value can change during the game.

✓ It can not be chosen customarily during a player’s turn to be rolled. But it can be chosen to be rolled following a Zeus’ aegis double.

✓ It can be switched.

CLASSICAL DICE

✓ They are shared split between players at the beginning of the game, according to their fleet’s colour.

✓ They can be chosen to be rolled, during one’s turn, by the player whom colour it is.

✓ They can be rolled whatever their colour, by any player : if their value onto the Sea equals to the Zeus’ die value.

Ex. : The Zeus’ die placed onto the Sea has currently a value of 5. Consequently, every dice (red or blue) placed onto the Sea whose value equals to 5 become common to all players : thus, they can be chosen to be rolled by any player at one’s turn.

✓ They can be switched.

WINNING CONDITIONS

The first player or team who, at one’s turn, completes successfully a 5 dice line wins the game !

Completing 2 winning lines at a time counts double.

Congratulations ! You challenged Poseidon’s ire and the chaos generated by the tumult of the waves.

Your voyage came to an end. Ready to set off again ?

GAME TIPS

✓ Odicey is especially a dice positioning game. Keep in mind to place your die onto strategical axes, even if its value isn’t the one expected ; you’ll be able to modify it on your next turns.

✓ Watch over not to let your opponent occupy the entirety of a line at his/her only colour.

✓ Occupy strategical locations : whether to block the opponent, whether to progress in your winning strategy path.

✓ Control potential axes of mutual winning strategies. Potentially winning lines are built with/against your opponent.

✓ Always ally attack and defence strategies.

✓ Clear the way of your future victory, but not your opponent’s one on his/her next turn. Prepare the ground enough (to give yourself the opportunity to win on your next turns) but not too much (in order to prevent the opponent from winning on his/her next turn).

✓ Do not forget diagonals…

✓ Multiply potential winning axes : to increase your chances of winning, but also to cheat on the opponent’s watchfulness.

✓ Don’t make way to chance by presenting the opponent empty locations which are potentially winning (even if weakly) during his/her next turn.