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Thread: D-Day Dice:: Rules:: The first sector will only see 2 combat phases?

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by DiploGuy

The rules state you start with one chevron showing when you start the game. In phase 2, upkeep, you turn the dice one chevron up. So if we chart this out:

Game Start:
1st turn in sector: (1 chevron) Phase 1, Phase 2; 2 chevron....
Phase 5 1st Combat

2nd turn in sector: (2 chevron) Phase 1, Phase 2; 3 chevron...
Phase 5 2nd Combat

3rd turn in sector: (3 chevron) Phase 1, Phase 2; Red Arrow Move, Phase 4, move to new sector


So it does appear you'll only see 2 combat phases before you must move to start the game.

Thread: D-Day Dice:: Rules:: Grenade cancel all MGF?

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by DiploGuy

Does the grenade item cancel all the machine gun fire in sections with multiple machine gun fire?

I just defeated Juno Beach if so.

Thread: D-Day Dice:: Rules:: Card clarification questions

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by hobbes27

My questions involve more than just cards, but I guess that is the major source of my questions.

1) For the leadership bonus, it says add 1 white result to your final tally. My understanding is that you effectively have a 7th dice to your total, which is a white. So for instance, I can say the white gives me 2 soldiers and its possible that gives me a bonus.
2) Battle cry gives you the option of getting Badges. Where do you get those? I ordered like 2 other expansions, and didn't get Badges. Is that something you can get easily?
3) I've got multiple expansions with additional awards, I think. Is there a rule on which awards are allowable in an expansion or can they all be mixed and matched? I ask because if you roll a straight, you an choose the award. Same question also applies to regular items.
4) I've had scenarios that say no dice are locked here. I assume that is beneficial to the units, as they don't have to ever lock dice, whereas normally its locking at least 2 dice on the first roll. Also as I understand the rules, you must lock two dice on the first roll, but you can keep any number of dice. And thus you can keep 4 dice, lock 2 of them. but after your second roll decide to reroll 2 of those dicde that you kept.
5) If a space gives you a bonus of +1 wrenches per turn and let's say you get 2 wrenches on dice, I assume that means you effectively rolled 3 tool on dice, and thus got 6 tool points. Does this also applies to the Scout bonus? Ie: If you have a Scout and roll two wrenches on dice, you get 6 tool points. Also, I assume same question for the Half Track vehicle?
6) Flame Thrower card says -10 to defense of Bunker. I assume that only works specifically on the Bunker (where you are trying to reach at the end of the game of most scenarios) and thus is only an end game item to save you troop losses. Same question for the Engineer. I assume its only good for that final push to the Bunker.
7) Is the Legion of Merit (each unit getting one vehicle) a legitimate award in a scenario that doesn't have vehicles?
8) For the messenger specialist, I assume it can only be traded to units within the same sector, following normal trading rules.
9) In a 3 player game with the Lieutenant, I assume you can only have one trade. You can't do a three way trade of dice based on the wording of Lieutenant.
10) With the Flak Vest, can you use it after the dice is rolles for a MGF area. Or do you have to decide to do it before?
11) I assume with the Lucky Charm (+1 star or courage), its a non-colored bonus and you just get one or the other whenever you decide.
12) I assume for the Ammo Box (Skulls become another type of dice) it can trigger a RWB bonus, if the dice work out in your favor.
13) The tool kit gives you +2 wrenches. I assume its +2 wrenches for the purpose of figuring out how many tools you get.
14) For the mortar, it allows you to prevent MGF in an adjacent sector or bunker for 1 turn. So can you start in one sector, play the mortar, move into a sector that has MGF, and not roll dice?

Thread: D-Day Dice:: Rules:: Gold Beach question

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by kalel21

Just got the game, so I apologize if this has already been asked in another thread or if I'm just missing something obvious.

On Gold Beach, both the bunkers have to be captured. If I'm playing solo and I capture one of the bunkers, am I "safe" in that bunker or do I take casualties each turn if I stay there? The scenario says you can stay three turns but this isn't recommended. But if you don't lose any men while there, isn't it a good idea to stay and build up your squad before attacking the other bunker?

Thread: D-Day Dice:: Rules:: End of Phase 1 question about using Awards

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by jhebert

My question pertains to using Awards, which can be played between Phase 1 and Phase 2. Assuming I have more than 1 Award card at hand, how many can I play then?

The manual is very clear with regard to timing, or when they may be played. Items can be played at any time, while Awards "may only be played at the end of any Phase 1."

However, with regard to "how many can be played at a time," the manual only addresses Items: "there is no limit to how many may be used in a given turn." For Awards, there's no such specification.

So, assuming I'm doing well and have 2 unused Awards from previous rounds, can I play either, or both? Are Awards played in the same manner as Items with regard to "how many" may be played when the opportunity allows?

P.S. I am away from the game currently and cannot study the Award cards... it's possible I've overlooked something, but I was working on a turn sequence guide for myself and this question came up.

Thread: D-Day Dice:: Rules:: Complete set - can you include bonus icons?

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by h4ppyg33k

To get the award with a complete set, the rules say
If a player obtains one of each result in his Final Tally (a Complete Set) he CHOOSES 1 award...


Can I include green (bonus) results in this calculation? They are in my Final Tally (which suggests 'yes') but they are not RWB (but the rules don't say they need to be...).

If it's ok to include greenies to get an award then suddenly the Scout became even more useful!

Thread: D-Day Dice:: Rules:: Specialists and items

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by snodytoo

How exactly do these work and when do you get to use them?

The rules don't clarify (as far as I could see, I apologize if I missed anything) how they are set up during the game. I see that only certain ones are used on each map, but do you select them at the time of purchase or are they randomly drawn?

Thanks in advance!

Thread: D-Day Dice:: Rules:: RWB Cross of Merit and Signal Lamp

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by Thorvilfun

For Signal Lamp one gains a Fresh Troops RWB. Does that mean I get only the 6 bonus men, or do I get it as if I rolled a RWB 2-man (6+6)?

Similar question around Cross of Merit, but slightly more complicated. It says all units get Reinforemens RWB.

Is it just as simple as each player gets 4 more men?

Or
which is how I read it...that each player would get 3 initial men for the 3x1-man. Plus 4 bonus men, plus another unit gets 4 bonus men. If each player gets that, in a two player game, I would get get 3 men plus 4 bonus men from myself plus 4 from the bonus of the other player who also got the RWB (each unit gets RWB). We'd each get 11 new soldiers?

Or
Would we get only the 4 man bonus for ourselves and 4 from another player...so 8 men each?

Thanks ahead of time.

Thread: D-Day Dice:: Rules:: Trading question - tools/item points/items - which can be traded?

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by Edgestrider

Hey guys,

That's what rules says about trading: "soldiers, courage, stars, tools, items and vehicles"

Although I know tools -> item points - >items so these are 3 separate things.

So my question is: Can I trade "ITEM POINTS" ?

Thread: D-Day Dice:: Rules:: Battle Cry and Max. 1 unit

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by Randor20

Battle cry says you ignore all req. of the sector you move into (except for landmines and combat is as normal). So that is stuff like discard specialist or have a specific one.

Does it also negate the random A, B and C on Sword Beach? (I assume it does)

But how about the Max. 1 Unit (like Gold Beach sector 5 and one unit is already there - either moved there this turn or before)? How would that work next turn - does one unit have to move out then (since the text says "No more than 1 unit at a time here", so it is still in effect unlike the specialists req. that is just when you get there)?

Or are you simply not allowed to move there, if a unit is already there, even with a Battle Cry?

Thread: D-Day Dice:: Rules:: Battle Cry and units in other Sectors

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by montcalm44

Hi,

The RWB Bonus for Battle Cry is

''Gain + Soldiers OR
If you move this turn, ignore all requirements of the Sector you move to and don't spend Courage to get there...''

1. I assume that all units in the same sector can benefit from the Battle Cry bonus. Am I right?

2. If a unit in another sector moves at the same time, can that unit benefit also from the Battle Cry bonus?

I have not found anything more about this in the Rules.

Great game!

Thanks.

Thread: D-Day Dice:: Rules:: Which deck of cards do face-down or face-up and what's the best place?

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by Hans213

Hi,

I have no idea which deck of cards do face-down or face-up at the beginning of the game and what's the best place for them on the table.

In the Regulations Book is no picture and no clear text of that on page 3 "Game start".

Any idea?

Hans

Thread: D-Day Dice:: Rules:: Where are the Operation Neptune rules?

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by Gberdex

In the small rule book for the Normandy maps it reads that there are elements from the Operation Neptune expansion found on some of the maps.
And it lists a web address to find them to download, but when I checked there was nothing there.

Now maybe I just not looking hard enough, but I can't seem to locate any PDF or other downloadable rules here on the geek.

If anyone can point me in the right direction I would greatly appreciate it

Thread: D-Day Dice:: Rules:: Recruit Specialist and use straight away?

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by Mofman

Hi all,

I've looked through the forum and can't find an answer to this...

After Phase 1 (Roll) and Phase 2 (Upkeep) on Phase 3 (Recruit) if I purchase the Corporal (Re roll 1 die in your final Tally) can I use this ability straight away?

If so, and I have already calculated my Final Tally what happens to it when I re roll, do I re Tally all dice or if the new roll has made any RWB do I only add this?

Basically, do I recalculate the whole dice? Therefore, it would allow me to have TWO Final Tallies.

Could anyone explain clearly what should happen? Thanks

Thread: D-Day Dice:: Rules:: Do you have to roll 3 times

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by bluegoose2112

Specifically, if I roll a straight on the 1st roll do I have to roll 2 more times or can I stop and take the bonus and end my roll turn? Thanks!

Thread: D-Day Dice:: Rules:: Multiple Start Positions

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by Midian2000

I thought I posted this the other day, but it seems to have vanished. If there are multiple starting positions on a particular map, how is this handled for (a) multi-team solo play and (b) multi-player play? Can more than one team start in the same start sector?

Thread: D-Day Dice:: Rules:: Unique Specialist?

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by NSYakfisher

Havet played my first game yet and I got this game for solo play.

My question is why are unique specialists put in the item pool... and what effect does this have on the game... I though you could recruit any available specialist or buy any available item if you pay the cost.

Thread: D-Day Dice:: Rules:: Can you claim an Award for 6 different dice after trading using Lieutenant?

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by marms

Assuming you have two units and one unit has the Lieutenant. If I rolled 5 different symbols plus one duplicate symbol with one unit, and the other unit rolled the missing symbol, can we use the Lieutenant's ability to trade one die so that the first unit now has 6 different symbols and can claim their choice of Award?

Or must a unit roll all 6 different symbols themselves to qualify for the Award of their choice?

Thread: D-Day Dice:: Rules:: rules clarification

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by Pthechemist

Hi guys,

Just got the game and am struggling with some of the rules.

I understand the "cost" for each area ie. the number of units spent to remain in that area, but how do I implement the effect for bunker? is that in effect a one off payment as I enter the bunker in solo mode?

Thanks

Thread: D-Day Dice:: Rules:: The Rookie Officer

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by hckling

It seems this specialist is bad to have? He adds +1 to the dice roll for machinegun fire. I also notice he has a red border around his "icon". I can't find any reference in the rulebook to the red border.

Can anyone explain how this card is supposed to work? How would you end up with him in your squad since purchasing him for four stars seems like a poor decision?
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