Silmarils dice kingdom обзор
A nice tabletop resource manager that is somehow less replayable than you expect. You play as a kingdom ruler with the goal of uniting the land, five resources at your disposal (three of which can be used to pursue completely different ways of subjugating your rivals — war, diplomacy, and intrigue).
Random events spice up the game greatly, adding unexpected and fun twists and turns (nothing compares to dying of a random rat plague on a successful run!). It even has all those achievements for various unhappy endings — you are meant to trial-and-error through the game's systems and events, figuring out a smart approach. Then the game will brutally murder you, and THEN you'll know how to play it right to prepare for the end-game challenges.
The runs themselves are short enough that the trial-and-error nature of the game does not get annoying. They're well-written, your advisors chiming in and adding personality to whatever is happening.
It's just that. having figured the rules out, I don't even have it in me to make a successful run. It's just not an interesting prospective. I think this is due to the fact that you always start in the same situation, with the same rivals and same pool of possible advisors, and there's no general progression — fitting for a tabletop, of course, but out of place in modern gaming world, where this type of gameplay has long been taken over by roguelikes that do it better.
It's not a bad game. The presentation is decent. I've had fun figuring it out. But it really is a one-trick pony, so don't go in expecting hours of gameplay.
A perfect little jewel of a game. Sadly kind of short but replayable. All the events can be mostly visited in the span of two playthroughs but even "poorer" choices are fun to make, especially with the initial trait which compels you to take different choices on each play through.В Silmaris: Dice Kingdom, глубокий игровой процесс сочетается с динамичной историей, создавая инновационный и оригинальный опыт: уникальное сочетание стратегии, ролевой игры и механики настольной игры.
Игра предлагает вам занять вакантное место правителя небольшого городка. В вашем распоряжении окажутся советники (они же военачальники и Амбассадоры).
Решайте насущные проблемы, уничтожайте возникающие опасности на карте или отправьте одного из советников на поиски ценных артефактов. Воюйте с соседями или же заключайте союзы, ради победы над более опасным врагом, что угрожает всему миру.
This game is all about managing risks and if like me you never shy away from taking a gamble then you better hope the RNG gods will smile upon you or things will inevitably go sideways.
There is also something of a learning curve since there are events that occur and your choices will impact the game and making the right choice is not always that obvious (foreknowledge is a thing but I've realised some events are random and won't have the same result in different gaming sessions).
In some ways it plays a lot like a Choose Your Own Adventure strategy game (if that was a thing).
You've got advisors who are more or less good at what they do (you can get new ones who sometimes are proficient in several fields which can be a real boon and offer some flexibility) and every turn you can either have them complete tasks on the map (which use up some of the dice pool and is highly dependent on the RNG) or have them build up the dice pool in one of these fields (success depends on the RNG and the actual skill of the advisor in that particular field).
You also have an extra pool for fate which can be used as a currency to get new advisors or to boost your rolls or buy rerolls. You can also trade dice between different pools.
It's an elegant and straightforward system but as you can probably tell it is also very dependent on luck.
There are several ways to unify the land so war is not the only answer but it's often quite effective.
Being specialised in one field can be useful but there is a limit to the number you can have in any given pool (you have to use your lore master to unlock an upgrade for your palace if you want to store more dice than that so it will take some turns).
Combining different approaches can yield rewards. You can have a spymaster on your council who is able to spy on an attacking army to reduce its power (that's just an example, smuggling is also an option).
The game is approachable and fun and it's definitely not demanding in terms of time investment. The events are entertaining and add to the idea that you're taking chances (and trying to remember what options you picked in your previous run to avoid making the same mistakes again).
On the negative side it's very light in terms of presentation. The art is beautifully drawn but you get a few panels and that's pretty much it. It is very much a mobile game which is something some people won't like (it does give the game a boardgame feel though). In all fairness the price tag reflects that.
Last but not least, the game can be very punishing when things go sideways so if you decide to pick it up you should be prepared to fail (but that's what makes the game fun and challenging). All in all the game is equally addictive as it is frustrating. It also has a lot more depth than I first expected but I won't spoil that for you.
Bottom line, if you liked Sigma Theory, you'll like Silmaris.
This is a very tight, fast strategy game. I haven't won yet, but I've gotten close enough to say any given game probably takes 40-60 turns. (eta: Now having won, I can say that intentionally dragging out longer at a certain point seems to be the only way to win, I won at turn 71)
It's not apparent from the outset, but there's an unstoppable countdown where eventually every city not locked into your side (allied or vassal) links up and fights you to the death.
You start with the dice to generate a couple of each resource at a time. And if you try to go slow, use that to build up and do things, you die. It requires aggressive, risky play, and you're probably going to die a lot. It's fun because it feels mostly fair once you run through the choice screens a couple times to know where the insta-kills come from.
Those feel pretty cheap the first time. At the end of every turn there's an event where you make choices. There doesn't seem to be a random element to them most of the time. But if you pick the wrong set of choices, you can die in the choice menu, or get set back beyond the ability to recover. God help you if you get multiple events in a row that stick you with ongoing resource drains. But the games are pretty quick and there's probably only about two dozen of them, so you figure out pretty quick what the right answers are. They do sometimes get in their own way; if two cities who hate you are about to ally and attack, a third city will show up and offer to tell you a secret for a price. So once you've seen that, you don't have to pay, you know what's about to happen. There's a few like that.
The interactions with the other rulers is pretty neat. You have to ally with or conquer all the other cities. They're on a 5-step relationship gradient, and attacking without cause drops everyone's relationship with you. So it's a neat piece to have to figure out how to annoy someone into giving you a casus belli to manage when to fight.
I think it's a good time and worth the price, but I think it's a little mis-marketed as a kingdom management game. It's a slim, streamlined, fast-paced abstract strategy game; but the empire-building and kingdom management is minimal.
I want to like this game truly, but too much of it fights against you on every step. This game, as much as I hate to say it, is not a good PC game. If you can, purchase it on a mobile/phone platform, for not only is it cheaper, but the UI is designed for it.
Mechanics:
Resource generation and management is the point of the game. However, your means of generation is limited, with 2/6 of the main resources being ridiculously inferior to the other four in relevance, and in-game applications. Every actions requires an all or nothing victory condition. If you spent 6 dice to beat an event/opponents 6 dice, it doesn't matter if all 6 of your dice were successful, or if your opponent rolled all failures. You still spent them, and only 2 resources (Blue and Gold) reward you for spending the die, but only on a FAILURE. So in short, games like "RISK" have a more rewarding resource mechanic than this game. You have 5 neighboring kingdoms that must be either pacified, conquered, or allied, but as you can imagine, that utilizes only 3/6 of the main resources, with technically 2 being used every turn. The final 6th resource "Purple" is this games meta-currency. Only rewarded at the end of event chains, with most chains spending this precious resource as a penalty.
Story:
There's no story, or one I'd recognize. Whether your adviser is a horned goat of a man, or a scholarly woman, they have the same generic response keyed to what their main attribute is. And though one could tell the main influence of the game is "King of Dragon Pass", there's little in story events. Not including location events, (which hold little interaction besides spending Green or Black die) in the first two hours you'd likely seen most if not all the story events and their respective chains. And I must advise any new players to not get attached to their game, as one wrong event could either incapacitate your adviser, reduce their effectiveness, or simply lead to GAME OVER. Now in fairness to the developers, there is a central story chain from start to end. But I loathe it. You have limited interactions with it, from simple delaying the inevitable, speeding it along, and getting a GAME OVER screen because the lack of options to interact with it. Now, if the game was designed more in mind like "King of Dragon Pass", (multiple end game events) I'd be fine with the lack of options. But since it is the only one, and I'd rather not spoiler it, I can safely say it is underwhelming.
Goal:
You must conquer/ally your neighbors. A hard enough achievement by itself, the game as stated cuts that moment of satisfaction short with it's end-game event. Your allies/vassals are useless. They produce a randomly generated resource, at alternating turns. You have no strategic choice on the matter, and you'll be happy to receive your (1) Black resource, as opposed to another useless Green. When you're at war, they send no armies or competent advisers. They're a speedbump with a large resource drain to "conquer", and provide no strategy to the order you defeat them. Each neighboring kingdom has armies that are within 2 turns of you, and spawns another army after 2(?) turns. In short, if it's turn 30 and there's more than 1 kingdom at war with you, you've effectively lost. Because again, the late game event ensures it is an endsieg scenario. All or nothing, no quarter given. They generate more troops, and you're still under the mercy of RNG events that will end your game whether directly or indirectly.
Suggestions:
Improve the Adviser menu. It's clear the user interface was specifically designed for the mobile market, as hiring new advisers is an annoying ordeal of clicking and dragging their portraits.
Allow for multiple generation of resources, especially from items and higher tier advisers. An adviser that can both generate Blue and Gold resource will rarely be used if the player can only choose one per turn.
Stop reminding the player of new location events popping up. I'm tired of seeing "Snow Giant" and "Demonic Servant" every time they pop up on the map, despite the fact they impact neither the story nor present engaging moments.
Actual options in the settings menu. There's this peculiar map effect with strange fog and "movement". Doubly so for the advisers; I don't want to see them swaying. And a means of skipping already seen dialogue would be a god-send.
Make allies/vassals actually useful. Let us decide what resource they provide, or at the very least make the map matter in terms of distance, conquering/trade. The only meaningful impact is the starting relations.
Auto show die results. This may come as a shock, but I don't wish to see every single die roll, especially if they don't land in order. (A simple way of adding tension instead of waiting for a foregone failure).
Positives:
There is an engaging loop of combat, and the initial novelty of seeing the story events and their drawn portraits is charming. And though I bashed it heavily, there is a great sense of reward in spending your Green resource on obtaining new items, and barely winning an event by 1 single die. But to reiterate, I suggest buying this on mobile, and keeping your expectations low.
Take the helm of the fallen city of Thylla and restore the lost power of your kingdom by subduing the other monarchs in the valley.
In a mix of text-based adventure, dice rolls and turn-based management, find your way to victory by making the right choices in a rich and challenging main story.
Choose and use your advisors wisely to gain action dice that you’ll use to wage war or form alliances, develop trade and explore the world, or spy on your enemies and conspire to overthrow the other rulers!
Each new game features a different story packed with twists and turns. React to events and make the right decisions when fate thwarts your reign… and as you prepare to face the greatest threat the world has ever known!
Take the helm of the fallen city of Thylla and restore the lost power of your kingdom by subduing the other monarchs in the valley.
In a mix of text-based adventure, dice rolls and turn-based management, find your way to victory by making the right choices in a rich and challenging main story.
Choose and use your advisors wisely to gain action dice that you’ll use to wage war or form alliances, develop trade and explore the world, or spy on your enemies and conspire to overthrow the other rulers!
Each new game features a different story packed with twists and turns. React to events and make the right decisions when fate thwarts your reign… and as you prepare to face the greatest threat the world has ever known!
Unforgiving storytelling adventure with dice rolls and turn-based management. Make the right choices and roll the dice to rally the monarchs to your medieval kingdom by diplomacy, war or deception.
Самый популярный контент от разработчиков и сообщества за прошедшую неделю. (?)
the bird preacher, seems I can't win no matter if I let him stay in my city or banish him.
so far I have gotten seven of the 11 endings and all of them have been loses. I am guessing there is only one ending which results in a win? Any tips?
I saw a YTer playing it already, so it must be soon, right? How soon?
Multiple storylines. Each storyline contain different events,councilors, map, and kingdoms. These route lets the game do DLC's for content ala stellaris.
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