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I started Pair-of-Dice Games
in the fall of 2001 with a couple of friends.
We sell our games on our web site, www.pair-of-dice.com.
We placed two games, Knockabout and
Warp 6, into the GAMES100 issue of
GAMES Magazine for 2003, featuring
the top 100 games of the year. Both games
were near the top of the Abstract Strategy
category, with Warp 6 the runner
up for abstract game of the year and Knockabout
in third place in the same category.
In 2006, we placed another game in the GAMES
100: Marvin Marvel's Marvelous Marble Machine. |
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Warp 6
"Each player has six dice in his color:
three four-sided, two six-sided, and one
eight-sided. Dice begin on the first 18
spaces of the 127-space spiral path. Players
in turn roll a die and place the number
faceup on the farthest unoccupied space
from the Exit. On a turn you may either:
(a) increase or reduce (by one) the value
of a single friendly die; or (b) move
a friendly die forward the number of spaces
of its current value. A die that lands
on an occupied space is transferred to
the adjacent space of the next inner ring;
it must continue on this inward path until
it finally reaches an unoccupied space,
at which point it is rerolled. Shortcuts
created by making multiple transfers can
be tremendously satisfying. You win when
your fourth die reaches the central space.
The key to victory is knowing how to make
the best use of both enemy and friendly
dice. With its simple and innovative rules,
this captivating challenge is guaranteed
to reward the patient, calculating strategist."
-- GAMES Magazine
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Knockabout
"Happy dice are here again! Each player
begins with nine dice on a board that
contains 91 hexagonal spaces. Four four-sided
dice start with the number one faceup,
three six-sided with the two faceup, and
two eight-sided with the three faceup.
Move one die per turn in a straight line
exactly the number of its faceup value.
A die that collides with another must
stop, thereby transferring its remaining
momentum to the die that it hits. The
second die behaves similarly, and so on
until the last die hit it rerolled. You
win by pushing five enemies into the gutter
around the board's perimeter. Dice banished
to the gutter never leave, but they may
move within it to a spot where they protect
friends from being pushed off the board.
You'll discover numerous opportunities
to surprise and snare your opponent, and
you'll relish the tempting risks involved
in forcing a reroll of the fiesty dice!"
-- GAMES Magazine
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Home
Copyright 2004 Greg
Lam
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