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Space Cadets: Dice Duel

3.9 out of 5 stars 26 customer reviews

Price: $30.63 & FREE Shipping on orders over $49. Details
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  • For 4-8 players
  • Takes about 30 minutes to play
  • Fun game with lots of replay value
75 new from $24.66 2 collectible from $20.00
$30.63 & FREE Shipping on orders over $49. Details In Stock. Ships from and sold by Amazon.com.

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WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Product Description

Space Cadets: Dice Duel - the "Team vs. Team, Real-time, Dice-Rolling Game of Starship Combat!" - pits two spaceships against one another in quick-paced combat. The players are divided into two teams, each team playing the crew of a ship and winning or losing together based on how well they perform. The game ends when one side destroys their opponent by causing four points of damage through torpedoes or mines. Each ship has six Bridge Stations: -- Engineering generates power for the other stations.-- Helm maneuvers the ship on the map.-- Weapons loads the torpedo tubes to attack the enemy.-- Sensors locks onto the enemy so torpedoes can hit and uses jammers to stop the enemy from locking on.--Shields helps protect the ship from enemy torpedoes.-- Tractor Beams can grab the powerful crystals, move the enemy ship on the map and launch Mines. Each player is in charge of one or more of these stations, or has the overall role of Captain to coordinate everything. There are no game turns in Space Cadets: Dice Duel; instead the game continues with players acting as quickly as possible until one side wins.

Product Information

Product Dimensions 12.8 x 11.8 x 2.4 inches
Item Weight 11.5 ounces
Shipping Weight 2.6 pounds (View shipping rates and policies)
Domestic Shipping This item is also available for shipping to select countries outside the U.S.
International Shipping This item can be shipped to select countries outside of the U.S. Learn More
ASIN B00FL3FEG6
Item model number SG-2007
Manufacturer recommended age 13 - 15 years
Best Sellers Rank #36,488 in Toys & Games (See Top 100 in Toys & Games)
#112 in Toys & Games > Games > Dice & Gaming Dice
#225 in Toys & Games > Games > Game Accessories
Customer Reviews
3.9 out of 5 stars 26 customer reviews

3.9 out of 5 stars

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Customer Reviews

Top Customer Reviews

So you're thinking about buying Space Cadets: Dice Duel, and you're probably wondering if it's worth the money. Well, let me say right off the bat that this game is worth every penny (all 5300 of them).

I introduced this game to a bunch of high school and college freshmen over the weekend, and I was worried that it wouldn't be fun since everything is based on chance, but as we played the game I realized it's not all chance. Sure, the only way to load a torpedo, raise the shields, move the ship, etc. is to roll dice, but that makes the game so much more beautiful rather than lame. Since Space Cadets: Dice Duel takes place in real time, you are frantically rolling the dice for the Helm, Shields, Tractor Beam/Mine, Engineering, Torpedo bay, and Sensors. You need to get your sensors to lock onto the other team's ship before it moves away or jams your tracking signal, and you also need to make sure your shields are up on the correct side of the ship in case the enemy decides to launch one of their torpedoes.

But you also need to make wise decisions because energy is scarce, so that's where the strategy comes into play. The engineering station has six traditional dice, numbered 1-6, and 1-5 correspond to the other stations on the ship, so if you want to move your ship around the board, Engineering must roll 5s and send them over to the Helm. When the Helm receives the 5s, that player can then roll the Helm's dice, and try to move the ship. But Engineering only has six dice, and each station needs energy in order to function!

Your team must make smart decisions on the fly about how to apportion the energy in engineering, and I hope your ship doesn't take any damage, because for each damage you take (you die at 4), you lose an energy dice.
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A few things about Space Cadets: Dice Duel worth noting. 1) although the game works with two teams of 2, the best experience seems to be with 3 or 4 per side. That's not to say 2v2 doesn't work, but the already frantic nature of the game can make things unenjoyable for people if they don't normally enjoy that style of game. With more players on a team you are allowed to focus on fewer immediate objectives which might help certain people. 2) I highly enjoyed the game, my gaming friends were less than happy with it (and my wife outright refuses to play it again), so this game definitely seems to be a mixed bag. It has to lose at least a point for that. 3) the components are good quality, custom dice and thick cardboard. Absolutely no complaints there.

Overall, great game if you're into something of this style, but mixed reviews from my gaming group.
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While the game will have instant appeal to those that like simulations of running a starship, the real draw is the concurrent, no-turns, aspect which is like the real world. Plus, there's so many parallel activities that you need a small team of two or more to actually run each ship.

Here are the mechanics boiled down. You may reroll dice as much as you like, so you are going to get the value you want ...eventually. And that's the point-- the dice rolling creates real-world delays, which allow your opponents who are doing the same thing to get in actions mid-move. As such, your strategy is the solution to deal with this.

You and your crew call out orders, triggers, and status to each other, each trying to obtain resource to meet your ships cooperative objective as fast as possible, and return them back to the pool for reuse.

You can always see what you're doing and the other ship. It's just while you are executing your plans, they are simultaneously executing theirs. The moment anyone spots a conditions that affects or interacts with the other team, they call out the event, the game play pauses, the battles are resolved, and the game continues at breakneck speed again.

Easy to learn, and more importantly, thus has to be one of the best written game instructions I've seen for what appears on the surface to be chaos. It is short, conscie, visual, and doesn't make up terms, use forward references, or drown in flavor text. Plenty of examples.
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Seriously, this game is fantastic. There is an element of frantic excitement that you don't normally get with board games.

My advice is to start out without using any of the asteroids, nebula, or even crystals or tractor beams. You'll still have plenty to figure out and it's definitely a challenge just to move around and shoot in the right direction.

My only beef with it is that the art is kind of cheesy. But you forget about that pretty quickly one you're playing.
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Just got back from BGG Con in Dallas.
This was the best new game I played there.

Best with 8 people, still great with 4.
Tonnes of fun with new and experienced players alike.
Involves Mad Dash dice rolling and frantic snap decision planning.
You'll need a break after yelling "FIRE TWO!!!!" one million times.

Fantastic Fun, Would recommend 1000 times over.

DON'T BUY IF YOU ARE LOOKING FOR A 2-3 PLAYER GAME.
THIS WILL NOT WORK (Read: pain in the ass) AS A 2-3 PLAYER GAME.

Happy Gaming!
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