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D-DAY DICE Cooperative Multiplayer Rules (v.1.

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COOPERATIVE MULTIPLAYER RULES
Version 1.1 (2010/06/30)
Cooperative multiplayer rules by Raoul Schaupp
D-Day Dice is a game by Emmanuel Aquin
Rules are inspired from George Buss

These are unofficial multiplayer rules for the D-Day Dice
game created by Emmanuel Aquin.
OVERVIEW
The goal of this multiplayer variant of D-Day Dice is
to capture as a team bunkers on different beaches to achieve
Victory Points (VP), which will help determine the success
or tragedy of their loss. This is a full cooperative version of
the game.

SETUP
Every player chooses or draws 1 of the existing D-Day
Dice Normandy maps. No duplicated maps are allowed.
The beaches placed next to each other in a row, with
increasing battle map numbers from left to right (see
Picture 1).
THE OFFICER
The rules for the officer are the same as in the official
multiplayer rules. A player can trade 1 die from his final
tally with another player even this player has no officer.
Every player can only trade 1 die from his final tally.

HELPING OTHER PLAYERS
The players can send soldiers or specialists to each
other, and boost their courage to prevent losing a beach.
Soldiers, specialists and courage are further called
resources. A player can help another player in phase 4,
before the units moving. A player can only receive or send
a specific resource. That means, if a player receives soldiers
in a round, he cant send soldiers at the same round. But
that player can send a specialist or boost courage of another
player. Players can only help players on adjacent maps. For
an example see Picture 2. The black arrows indicate the
players, which can help each other. The dotted arrow
indicates the players, which cant help each other, because
their beaches are not adjacent.
SEND SOLDIERS
To send soldiers to another player, choose the size of
squad to send, and then roll a die. 1W6/2 soldiers of the
squad are killed in action from MG fire by crossing the
beach line to another player (roll 1-2 lose 1 soldier; roll
3-4 lose 2 soldiers; roll 5-6 lose 3 soldiers).

SEND A SPECIALIST
To send a specialist, there are 2 different ways:
A player can send a specialist alone, but he needs
the courage to cross the beach on his own. The
player must pay 2 courage to transfer a specialist
to another player.
A player can send a squad together with the
specialist, to protect him. The player must pay 3
soldiers to transfer a specialist to another player.
A player can only send a specialist, which the receiving
player can gain on his beach. If a player sends a specialist
away, he cant recruit him again, but receive that specialist
from another player.
BOOST COURAGE
If a player needs courage to advance, he can receive
that courage from an adjacent player, who crossed a
frontline with the same or a higher courage level than
himself (see Picture 3). The transfer rate for courage is 2:1.
For example, if player 2 transfers 4 courage to player 1,
player 1 receives 2 courage. So a player can only transfer
an even number of courage.

WINNING AND LOSING
LOSING ON A BEACH
If 1 player loses all his soldiers or has no courage to
advance when that players has to, he loses the fight for that
beach. That player counts his Victory Points and waits for
the other Players to finish their fights. All sectors of the
remaining players, which are adjacent to the lost beach,
receive MG fire from there. Add 1 extra MG fire die to all
adjacent sectors to the lost beach. Bunkers adjacent to the
lost beach dont receive the extra die, because the Germans
dont shoot on their own men.
If player 1 loses his beach, player 2 receives 1 additional
MG fire die in sector 1, 3, 6 and 8, but not in the bunker 2
(see Picture 4).
WINNING ON A BEACH
If a player capture the final bunker on his beach, he
counts his Victory Points (incl. the Victory Points for being
first to win) and sends out the remaining soldiers to the
adjacent player/s. Crossing the beach border to another
player leads to lose 1W6/2 (roll 1-2 lose 1 soldier; roll 3-
4 lose 2 soldiers; roll 5-6 lose 3 soldiers) soldiers
because of MG fire. The player can split his remaining
soldiers and send them to different adjacent beaches.
Additional, all adjacent players get a courage boost of 2
courage for hearing the news of conquering a beach.
D-DAY DICE Cooperative Multiplayer Rules (v.1.1)
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If a player captures a bunker or lost on a map between 2
other maps, now the 2 maps are adjacent to each other for
the rest of the game (see Picture 5).
END OF A GAME
After all players success or lose by capturing the
beaches, they add their Victory Points and check the
following table to see if the American soldiers win the
battle in Normandy. Achieve enough Victory Points to get
the DSC (Distinguished Service Cross) honors a great
victory and the DSM (Distinguished Service Medal) honors
a flawless victory for the American soldiers.

Picture 1 - Map setup for a 3 player game

Picture 2 Help another player on an adjacent beach



Achieved Victory Points
# of
Players
Lost Won DSC DSM
2 0 - 79 80 - 119 120 - 159 160+
3 0 - 119 120 - 179 180 - 239 240+
4 0 - 159 160 - 239 240 - 319 320+
5 0 - 199 200 - 299 300 - 399 400+
6 0 - 239 240 - 359 360 - 479 480+





D-DAY DICE Cooperative Multiplayer Rules (v.1.1)
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Picture 3 Transfer courage to another player

Picture 4 Losing a beach

Picture 5 Adjacent beaches

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