Table feel
Moderate interaction
Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet Earth and scoop up as many of the inhabitants as you can manage. We are interested in samples of the Chicken, Cow, and Human populations so that we can determine which of them is actually in...
Players
2-99
Time
?-?
Age
8+
Weight
1.07
Rating
6.13
Should this hit the table?
Moderate interaction
Teaching signal
High replayability
Low interaction
Scales well
Deep strategy
Luck-sensitive
Moderate interaction
Martian Dice has a high variability gameboard, allowing for different experiences each time it is played. The availability of expansions adds to the replay value. The game offers deep strategic possibilities and allows players to improve their tactics over time. The player interaction score is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn, making it accessible to a wide range of players. Overall, Martian Dice has a strong replayability score of 7.82 out of 10.
Martian Dice has a moderate influence of luck. The game outcome is not predominantly determined by random elements, but they still have a notable impact. Players have substantial ability to mitigate randomness through strategic decisions and planning. Overall, the game has a balanced mix of luck and strategy.
Overview
Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet Earth and scoop up as many of the inhabitants as you can manage. We are interested in samples of the Chicken, Cow, and Human populations so that we can determine which of them is actually in charge. The Earthlings might manage to put up a feeble defense, but surely nothing that a small taste of your Death Rays can't handle. Make Mars proud – be the first Martian to fill your abduction quota! In Martian Dice you will roll 13 custom dice in an effort to set aside ("abduct") Humans, Chickens, and Cows. With each roll you must first set aside any Tanks, representing the human military coming to fend off your alien invasion. Then you may choose one type of die to set aside as well - one of the earthlings to abduct, or Death Rays to combat the military. At the end of your turn, if you have at least as many Death Rays as Tanks, then you may abduct the earthlings you've been setting aside. You can't pick any type of Earthling twice in one turn, but if you manage to abduct at least one of each you'll score a bonus! With each roll you will ask yourself, do you feel lucky?
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