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Thread: Boost dice

  1. #1
    Combatant
    Join Date
    Jan 2010
    Posts
    1

    Default Boost dice

    hi everybody
    I'm new in grind's universe...

    I live in france, so excuse my english...

    I just bought the game Grind(It was very very difficult to assembly the warjacks..)

    I have questions :

    What is the rationale behind the boost dice ?
    The rules says in page 5 "you CANNOT choose to roll fewer boost dice than listed".

    1) Why does a warjack have to use all his boost dice ?

    2) After a boost dice is used by me, DO I have to give this boost dice to my opponent?

    3)Is there a penalty when a boost dice miss ?



    I just try to understand the rationale behind the boost dice.

    In many games, when you can use "boost" dice, it is very risky. In the game grind, there is no risk.

    You can use 1 boost die, 2 boost dice, or 3 boost dice, or 4 boost dice; it is the same thing : NO RISK, No overheating.

  2. #2
    Warrior
    Join Date
    May 2008
    Posts
    88

    Default

    Hey, pilum, thanks for playing.

    To answer your questions:

    The boost dice are shared and never a part of any player's pool so there is no need to give them to your opponent when you are done. There is no penalty for rolling a miss on a boost die other than not getting a strike.

    In the current rules there is no reason to not roll your full amount of boost dice and, you are correct, there is no risk in rolling that full amount.

    Have fun!

  3. #3

    Default

    Hi,

    part of the reason for using "boost" dice, is that its part of the language in whole game setting (WM/Hordes) universe.

    As far as the nature of the questions. The way Mike worded his answer could be a bit confusing...

    Boost Dice are the 4 blue dice that you have access to during your entire turn. Thus, the idea is that those are the dice that each model is able use (meaning each runner and crusher is able to use up to 4 dice for each action. Thus in a combo situation, you could potentially use up to 8 boost dice; 4 for the first action, and 4 for the second.)

    As far as why a jack must use thier dice:

    Basically it works out like this: In actual game play, you have probably notices that the odds of a given result are different for each color die. The boost dice are kind of the "balancing dice" when it comes to successful shot on goal, or a chance to knockdown a model. The game is intended to reward aggressive play, thus tries to push outcomes to greater then not chance of success. Ultimately, the game is building up to a dramatic finish, and so the chance of success is one that is important to a fun game!

    Now the actual risk, is in the red dice. The greatest probability of generating a hit result is from the red dice. So the question is: should I use it defensively or offensively? That is the actual place where risk is taken! You'll understand more about this later I promise!

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