Yes, there are countless Far Cry comparisons.
21.11.2023 - 14:19 / boardgamequest.com
We review Dice Manor, a dice rolling board game published by Arcane Wonders. In Dice Manor, players are competing to earn the most prestige points by building their manor over the course of the game.
I love me some building games, be it a city building game (hello Foundations of Rome), a theme park (The Grand Carnival), or even some dexterity ones (Rhino Hero!). When Dice Manor dropped on my doorstep, I was pretty excited to check it out. It’s a game where you are building out a fancy manor house, trying to compete with your fellow players for the most prestige.
Is this another great building game from Arcane Wonders or should we take the wrecking ball to it. Let’s find out.
Dice Manor is played over 4 rounds, with a 5th Grand Opening Tour round at the end.
Each round has four phases:
1. Bid: In turn order, each player rolls their dice, and chooses one set of numbers to allocate to either bidding for a blueprint, advertising, or giving a tour. Whatever number you choose, you must place all you have of that number (although they don’t all have to go to the same space). Then the next player takes their turn. When your turn comes back up, you roll your dice and place again. This is repeated until all players are out of dice.
2. Collect: Evaluate each location and whoever placed the most dice at each spot earns the blueprint or advertising bonus. Players who lost the bid gain a reroll token as compensation.
3. Build: Players add the blueprints they bought to their manor.
4. Reset: Prepare for the next round.
After four rounds of this, there is one more round where players use all their dice to give a tour. Players will earn points at the end of the game for color majorities, manor diversity, leftover inspiration, and having the largest manor.
One thing that tripped me up from the start was the dice-rolling mechanic. The rulebook isn’t super intuitive (definitely could have used more examples) and we really weren’t grasping how the general gameplay worked. After watching a video online, I finally figured out that you should be rolling all of your dice at the start of each of your placement phases. This definitely made for more interesting turns, although I wish it was a bit more clear in the rulebook that it works that way.
But once you get going, the big decision points are what to do with your dice each round. There are three main areas to spend them: Buying rooms for your manor, advertising (which eventually can earn you two more dice to use), and giving tours. During the game, the first two seemed to be the most impactful. As the end game gives bonuses for having the most colors of each room, (around 12 points for first place), one of each type (15 points if you have all 6 types of room), and 12
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