With a piece of land to call your own, a handful of resources, a few families and a head full of dreams you embark on a journey of a lifetime. Beyond lies the New World full of opportunities to make your dreams of a new home a reality. But beware, other settlers have come here as well, and although their beginnings are as humble as yours, each of them will want to influence these new lands as much as you. Will you become the most powerful?
Dice Settlers is a civilization dice game of pool building, resource gathering and area control. Each turn players reach into their bags of dice, roll and choose their own actions: from exploring new lands and building the board, through gathering resources and trading, to developing technologies which offer new abilities, each player chooses their own path to victory.
A changing board, a set of different technologies every time you play, and a vast array of available strategies await!
Dice Settlers - Oct 8 2018
Dice Settlers - Solo - PART 2
- Upgraded art and components
- Centralized board with area-control feel
- Interesting tent/land expansion mechanic
- Busy player board with a lot of empty space
- Dice pool can outstrip available actions, leading to inefficiency
- Limited tangible shuffling/draw mechanics due to the dice bag design
- Castles of Burgundy
Mechanics (from transcript analysis)
- Area Control — Exploration places tents on land; adjacent players can place tents as well, with the original action taker gaining a second tent and maintaining control of that tile.
- area control / tile expansion — Exploration places tents on land; adjacent players can place tents as well, with the original action taker gaining a second tent and maintaining control of that tile.
- dice drafting — Players roll and/or select dice outcomes to power actions, with the aim of converting tents into houses and scoring via cards.
- Dice rolling — Dice results are used to perform various actions, and players must optimize combinations to maximize actions beyond what a single roll might seem to allow.
- dice-to-resource conversion — Dice results are used to perform various actions, and players must optimize combinations to maximize actions beyond what a single roll might seem to allow.
Video topics + discussion points
Quotes (from this video)
- I like it primarily because it has upgraded art
- it's a lot like castles of burgundy but on one Central bird board
- the entire game is explained on this side of the player board here
- dice settlers you are up for elimination
- overall the game's okay
- One of the interesting mechanics that I liked was that when somebody explores a new land they're going to place a tent
- the person who did the original action also gets to play a second tent so they remain in control of the tile
- it's not really big enough so that when you put these in here you're actually shaking around and shuffling because they don't actually go anywhere
- the dice themselves are silk screen printed on there
References (from this video)
- Surprisingly deep for a lighter game
- High control over die outcomes
- Engaging bag-building element
- Can be detail-heavy for some players
- dice drafting, resource generation, bag-building
- Island settlement with dice-driven systems
- engine-building Euro
Mechanics (from transcript analysis)
- bag-building — Acquire dice to your bag and draw to roll
- Dice drafting / manipulation — Roll dice and re-roll or set faces via resources
- Resource management — Spend resources to activate actions and scoring
- Tile placement / map expansion — Place huts to claim spaces on the map
Video topics + discussion points
Quotes (from this video)
- this game is so much fun because it gives you such a wide variety of things that you could do
- I think this is a game of skill and you don't see games of skill very often with very short
- Isle of Skye Journeyman adds a lot to this game but it detracts from some of the greatness of the original game
- Lisboa is a heavy game; there's a lot going on
- Teotihuacan has a lot going on
- Western Legends is a sandbox with tons of directions you can go
References (from this video)
- Engaging dice-driven action selection
- Strong solo play dynamic with a convincing AI opponent
- Varying strategies via exploration and settlement choices
- Endgame scoring incentives push proactive play
- Complex rules can be nonintuitive without reference
- Aggressive AI can overwhelm early in the game
- Drafting of technologies was limited in this run
- Resource management, exploration, and territory control with a light fantasy-adjacent theme.
- A tile-based island-world where players settle tiles, gather resources, trade, and raid to gain victory points.
- Procedural, strategic with a focus on tactical dice-driven actions.
Mechanics (from transcript analysis)
- Dice pool management — Each turn you roll a set of dice representing worker actions; you balance re-rolls to optimize outcomes.
- Dominance on tiles — Tiles track dominance; opponents attempting to gain tile control can contest and gain points when they lead.
- Endgame trigger and scoring — Game ends when victory resources run out; scoring includes tiles, technologies, stored resources, dice-based VP, and houses.
- exploration — Explore tiles to reveal benefits such as resources, victory points, or special actions.
- Factories and tokens — Factories convert tokens to resources and may create additional strategic effects during trades.
- Housing/Houses scoring — Building houses yields escalating VP as you develop more housing on the board.
- Raid and tents — Tents stored by players enable raid actions to steal or affect opponent VP; resource management impacts raid capability.
- Settlement and placement — Place dice on tiles to settle and activate effects like gaining resources or triggering factories.
- Trade and icon economy — Trading allows converting resources into points and grants extra trade icons for future trades.
Video topics + discussion points
Quotes (from this video)
- super game great work david terzi
- there's a lot of tents out here he's got none
- we could actually during cleanup we could get rid of this one factory