Overview
The answer to life, dicetiny and everything.
User Interface
Hey guys!
Welcome to the official guide of Dicetiny! Playing Dicetiny is very simple!…well actually it can be difficult to some of you who haven’t played this type of game. But don’t worry! That’s what this guide is for. Let’s look at the user interface first.
– This is the character you’re playing.
– You can check the hero’s current action point (AP) health (HP), armor (DEF), and attack point (ATK)
– If your HP drops to zero, you lose the game.
*When you have armor, and get damage, your armor decreases first. If it’s all gone, your HP starts to decrease when you get damage.
– Your AP increments by 1 when your start your turn. (The maximum AP is 7 except Wizard (10)). *See Action Point below for more details.
– Defeat Enemy Hero to win the game!
– If Enemy Hero’s HP drops to zero, you win the game.
– Use your minion/spell cards, or attack head-on to defeat Enemy Hero!
– The number inside the blue jewel to the hero’s left indicates your action point.
– All hero abilities and cards spend a certain amount of action point. (See below for Hero Abilities.)
– Each time your turn starts, your action point is fully-charged, and it increments by 1 every turn.
– The maximum action point is 7 (however, it defers depending on the class), but it can be increased if you use special cards.
– You mainly earn Gold when you slay a neutral minion, and it’s used to draw a card/buy a buff or a card.
– You can also hire enemy/neutral minions with Gold, to turn them into your minion, depending on the chance of hiring. (You can check the chance of hiring by hovering your mouse over a minion on the board.) When you see a heart shape pop up above a minion, that means it’s open for negotiation. Give it gold to hire, or just battle it and hopefully kill it to get some Gold.
– Roll Dice to move on the board.
– Your hero moves according to the number on the dice. However if your meet an enemy/neutral minion with Taunt, you have to stop. Also you have a choice to stop or pass when you pass the Shop.
– You can hold up to 5 cards in your hand out of 15 cards in your deck.
– If you draw a card when you have 5 cards in your hand, the first card in your hand goes back to your deck, which means you may draw it again later.
– Cards you can play are highlighted with green light. If a card is not highlighted, it means either you need more action point or the conditions are not met to play the card. (For example, you cannot place a minion on a space with an event (The Shop, Blessing of Temple, Spike Trap, and whatnot) or a space already occupied by your minion.
– By spending 20 Gold each turn (recently changed to 20 from 50), you can draw a card from your deck.
– Your deck consists of 20 cards. Think wisely before you play all the cards in your deck, because if you play all 20 of them, you will have no card left to play.
– Each hero has two unique abilities that can be used once each turn.
– They also cost Action Point just as cards do, so think carefully and decide whether you’re going to use a card or a Hero Ability.
Spell Cards & Minion Cards
– Spell Cards are spells that either deal damage or work on your favor.
– If the conditions are met, you can use Spell Cards regardless of your Hero’s current position.
– But remember that no skill is applicable if Enemy Hero is on the Starting Point.
– Minions Cards are cards that summon a friendly minion. A friendly minion can be summoned either on your Hero’s current space or one of adjacent spaces.
– By utilizing each minion’s specialty, you can turn the game to your favor and advantage. There are however certain spaces where you can’t summon a minion, so get familiar with those spaces.
– If Enemy Hero arrives at a space where you summoned a minion, it deals damage to him.
– Many of the minions have their own unique ability which are triggered in a certain situation. Here are the list of the abilities.
Taunt
– Minions with Taunt have an ability to stop Hero when he passes their space.
Summon
– Minionis with Summon have an ability that’s triggered when they are summoned on a space.
Death
– Minions with Death have an ability that’s triggered right before they die.
Fury
– Minions with Fury have an ability that’s triggered while they are damaged.
Absorb
– Absorb is an ability that allows a minion to absorb another friendly minion’s level when it’s placed on that friendly minion’s space.
One Lap
– Minions with One Lap have an ability that’s triggered when its Hero lands or passes the Starting Space.
– You can organize your deck by going to Campfire -> My Deck.
– Click and hold a card to zoom-in.
– You can double-click a card on the right side to discard from your deck.
The Board and Spaces
– The Board consists of twenty squares.
– Your hero rolls around the board to one direction and the enemy hero to the opposite.
– A square is called “Space”, and player moves one space at a time according to the number on the dice.
– There are four types of spaces.
- Base Space: It keeps taking a certain action. You can’t summon minions here.
- One Time Event Space: Once its event is activated, the space becomes an Empty Space.
- Neutral Minion Space: A space with a neutral minion on it.
- Empty Space: Space without any event.
– There are five types of Base Space.
- Starting Point: This is the space where you begin your journey. Whenever you returns or passes here, you get One Lap Bonus.
- The Shop: You can buy shop cards here. When you arrive/pass here, you can either enter or pass this place. You can either buy one of three random cards or leave casually.
- Diabolical Dungeon: Slay a boss monster here, and get a card, buff, and gold, all at once. Each time you come here, the more powerful a boss monster becomes, and the higher the rewards get.
- Temple: You can buy Attack, Armor, or Health with your Gold here.
- Random Space: A random event occurs when your hero arrives here.
– On One Time Event Space, one of the random event is fixed on that space. (Its event will be visible on the board.)
– When you arrive on a Neutral Minion Space, you can either Buy Off with Gold to make him your minion or Battle him.
- Buy Off: A minion becomes your minion. The more you buy off neutral minions, the more expensive it gets to buy them off.
- Battle: If you kill a neutral minion, you get a certain amount of Gold.
Gameplay
Watch this walkthrough video by Mike The Community Manager (Me…) for the gameplay basics.
[link]– At the beginning of a game, you get 3 cards, and 100 Gold.
– However, next person to start gets 150 Gold.
– At the beginning of a game, you can select one of the following bonuses.
- Permanent +1 Attack
- Temporary +1 AP
- 100 Gold
– DICETINY is a turn-based game where each hero takes a turn.
- Roll Dice
– Roll Dice to move your Hero on the Board.
– However, If your Hero meets a minion with Taunt, he stops there.
– When you return to, or pass by Staring Point, you get the One Lap Bonus. (Each hero has different One Lap Bonus.)- Draw a card
– You need to spend 50 Gold to draw a card.
– You can only draw one card in each turn, but certain special cards help you draw more.
- Using Cards / Hero Abilities
– Spell Card: You can drag a card to the middle of the screen and let it go to use it. However, for certain spell cards, you need to choose a target (a space or a minion) to use it.
– Minion Card: You can drag a minion card to a space you want to place it, and let it go to summon it. You can place a minion on your current space or on an adjacent space IF it’s a normal space (meaning there’s no event) You can’t place a minion on each corner of the board either.
– You can use your cards and Hero Abilities to an extent that your current Action Point allows.
– You can summon a minion on a space, or use spell cards to turn the game to your favor.
- End Turn
– Roll Dice to move to roll around the Board.
– Observe your opponent’s moves, and try to imagine what you’re going to do when your turn comes.
Card EquipmentLet’s say you have a 3AP card with your AP also at 3, but you don’t want to use this card this turn but save it for later. Then just place it in the Card Equipment slot! You need to have at least as many AP as the card in order to place it in the slot. Once equipped, the cost of that card becomes 0, enabling you to use it anytime you want in later round. If you already placed a card in the slot but want to place another card, then you need to destroy the one in the slot first to put the new one in. So to summarize if you have AP left then don’t let it go to waste! Place a card in the Card Equipment slot!
Here I kept Devil Jr. in the card equipment slot to use him later turn.Hiring Enemy MinionsYou can hire enemy minions just like neutral minions if you get lucky. The probability of an enemy minion turning against its owner is indicated on the right side when you hover over an enemy minion (one with red outline) on the board. If if you enough gold to hire, and an enemy minion turns against its owner, you will see a heart symbol when you land on the enemy. You can either hire it or battle it, it’s up to you.
World MapIn the world map, you can do the followings.
– Select a stage to play.
– Enter CampfireThere are three types of stages.
a. Main Stage
– Main Stages follow the plot. Beating a main stage unlocks the next stage.
b. Sub-stage
– Sub-stages don’t following the plot. Beaing a main stage unlocks the next stages. (They are indicated with an icon with two swords)
3. Random Stage
– Random stages are randomly found, and are indicated with an icon with a question mark.CampfireIn Campfire, you can do the followings.
– Organize your deck.
– Organize your Relics
* Rest to go back to World Map. The reason you “rest” is because you spend a night there.
- Draw a card