Dice Town

Howdy Drunk Dwarves Fans!  Today I’m going to review an awesome little game called “Dice Town”.  I happened to stumble upon this gem by complete accident while putting together an online board game purchase.  I was initially attracted by it’s theme and amazing artwork, and was pleased to discover that those are just icing on a very entertaining cake.

At it’s core, Dice Town is a strategic game of chance.  Players are presented with a set of five 6-sided dice, the faces of which depict standard playing cards - nine, ten, jack, queen, king, ace.  The very basic goal each round is to put together the best poker hand possible. 

Players begin each round by shaking their dice up in one of the provided dice cups, and slam it down on the table.  You then secretly look at the result, and keep one of the dice, leaving it under the cup, taking the rest back into your hand.  When everyone has decided what they’re keepin’, all players reveal at the same time.  You are provided with a few dollars at the beginning of the game, which can be spent to help your rolls.  You can spend one dollar to re-roll all of the dice in the case of a crap roll, or a dollar for each additional dice you want to keep in the case of a lucky one.  So if you happened to roll 3 kings for example, you could keep them all for 2 bucks.  Once one player has their entire hand set in stone - the remaining players get one more throw, keeping whatever result is rolled.

Now the fun part begins.  There’s a map of dice town set off to the side, showing all of the places players can visit.  You basically start at the gold mine on the left side of the board, and work your way to the right, stopping at each location to see who gets to visit based on their dice “hand”. 

At the gold mine, the player with the most “9’s” gets to visit, and takes a gold nugget for each 9 they have in their hand.  Next, the player with the most “10’s” gets to rob the bank, and takes all the dollar bills there. (When players spend money on dice rolls, their money ends up in the bank.)  After the bank, the player with the most jacks goes to the general store, and draws a general store card for each jack they have, keeping one.  (General store cards grant powerful abilities and sometimes victory points to the player who holds them.)  Next up is the Saloon - the player with the most queens gets to hire the lovely gals working there to rob another player or players of their hard won cards.  (For each queen rolled, the player visiting the Saloon can take a card, (general store or land) from another player.  After looking at them, he can keep one, and returns the others to their rightful owners.)  After the Saloon, the player with the most kings becomes the new sheriff of Dice Town.  The Sheriff decides who wins ties, and can be bribed with anything - be it gold, land, items, even cold hard cash.  Naturally, being the sheriff is pretty lucrative in Dice Town.  Then  you have the Town Hall.  The town hall is where most of your victory points will come from, and thus is the most fought over.  There’s a stack of land cards at the town hall, each with a value between one and five.  Three land cards are placed face up next to the stack for all to see their worth.  The player with the best poker hand gets to take the first face up card, and an additional face up card for each ace in their hand - to a maximum of all three face up cards.  Cleaning out the Town Hall of all the land cards is a big deal most of the time.  Last in line is Doc Badluck - his cart offers those unlucky players that didn’t win anything a single consolatory prize.  If you have at least one 9 or 10, he’ll sell yah some razor wire.  Razor wire allows you to turn 2 land cards you own face up, and from then on they cannot be stolen by the Saloon girls.  A jack or queen will get you a single general store card, drawn randomly from the general store deck.  A king will allow you to rob all the other players of 2 dollars each, and an ace will allow you to rob every player of a single gold nugget.

After a trip through the town is complete, a new round begins.  If at any time all 30 of the starting gold nuggets are taken, or all of the land cards are snatched up, the game ends, and points are counted.  Players gain 1 point for each nugget they have, 1 point for every 2 bucks they have, 5 points if they are the sheriff, and various points for all the land and general store cards they possess.  The highest point value wins the game.

Dice Town is for between 2 and 5 players, and plays in about an hour.  I’ve played with a group of just two, and a group of five.  In my opinion, the more players that are involved, the more the game becomes about pure dumb luck, whereas smaller games are more strategy based.  The number of players really changes the feel of the game, and I’d personally recommend games between 2 or 3 players if you want the most out of Dice Town. 

After five games, I’m hooked, and would recommend this game to just about anyone who doesn’t have a hatred of dice.  The theme is strong, the art is awesome, and the mechanics are just plain solid, a great value in my book that has won its place on my game shelf.

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DEACON

A quick look at Thaxx

thaxx gameI found this little gem at the local renaissance fair last year.  Trying to research the history of this game reveals little, though it is stated by the manufacturer of my copy that it is an old seamen’s game, and that “Thaxx” is sailor slang for a cursed ship.

The production of my copy - and the one you can find most easily online, is really quite nice.  It’s a solid wood board, with nice metal replica pieces of eight.  The illustrations seem to be screen printed, and the game spaces and coin reservoirs are etched into the wood.  There’s also a standard set of two six sided dice. 

Each player is presented with a board that contains spaces marked with numbers 1-5.  The goal of Thaxx is to cover every space on your side of the board.  The first player to do so wins a round - and a game generally consists of winning the best of three or five rounds.  On your turn, you throw two dice, and the numbers rolled present the player with 3 choices.  You can choose to place a coin on the spaces marked with the numbers on each dice - so if you roll a three and a five, you can place a coin on a three and a five space.  You may also add the numbers rolled together, and place a single coin on that space.  So a roll of one and three can add up to a single coin on a four space.  Lastly, you may choose to take a coin from your opponent from a space marked on one die, and place it on one of your own spaces, marked by the other die.  So if you roll a four and a five, you could take a coin from your opponent on one of his five spaces, and place it on an empty four space on your side of the board, or vise versa.  If you happen to roll doubles, you can roll again. 

You may have noticed that there aren’t any sixes on the board.  In this game, rolling a 6 is a bad thing - a very bad thing.  Rolling a single 6 makes you cringe, but really doesn’t do anything - this is called a “half Thaxx”, and the six is ignored - you can still play the other number rolled.  Get box cars (Double 6) and you’re Thaxxed - and yer shit is officially ruined.  A Thaxx forces you to wipe your side of the board clean - in other words, you start over.  In the case of rolling double six, you don’t get to roll again like normal double rolls.

The strategy is pretty easy to pick up - you have to know when to steal from your opponent, and when to place both numbers rolled on your side of the board.  It’s also ideal to have at least one space open in each number - so rolls can help you close out more times than not.  Paint yourself into a corner by only leaving 5’s and you slow down dramatically.  You’ve also got to be able to know how to bounce back after rolling a Thaxx - how to slow down your opponent as much as possible with steals while rebuilding your side of the board.

Rounds can take anywhere from 5 minutes to 20 depending on how many Thaxxes are rolled, but a whole game should never take more than 30 minutes.  It’s a “shoot the shit” game - you play it casually while talking and drinking some brews.  It can also easily be turned into a betting game - if you loose you pay the winner a number of cents or “gasp” dollars for each point you have left open.  It’s not a deep game, it’s very passive, but its a great way to spend some time when you just don’t feel like playing a game that requires your focused attention.  I like to play it as a “wrap up” game after sessions focused on other, more time intensive games.  It’s a great little game to play while discussing the events and stratagies of the main event.

You dont really need to buy a copy - just draw out a board as shown in the picture, grab some dice and tokens and give it a shot.  If you like it though - picking up the wood copy is a nice thing to have on hand.

DEACON