Phil muses on the dice that make our games what they are.

SILO41

Yesterday lunch time Lee, of The Chaps, and I were talking about the game of Dystopian Wars I’d played against our friend Neil, also of The Chaps the night before.

As I detailed how, thanks to some truly prodigious dice rolling, I’d managed to inflict 2 critical hits on a cruiser with a single shot from a Zeno class’ particle accelerator, immolating it, we got on to the subject of dice.

Within Games Workshop gaming circles and The Chaps it is accepted that red ones roll higher. If ever there’s a critical roll to be made you break out the red dice. Equally if you’re rolling for leadership you roll white ones. And rolling red ones all the time uses up all their specialness.

At the end of this 20 minute prattling session we concluded the following:

1. Dice will betray you if you don’t treat them right. Unless you…

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