Dice Wars Strategy Guide

How to Win Consistently in this Addictive Online Flash Game

Dice Wars is a popular, online, math based game similar to RISK. It is easy to learn but hard to master. Here are the strategies required to win.

Dice Wars, a game of a little bit of luck and a lot of math, requires patience to learn. It is fun and addictive, but without a guide, it can be very easy to lose.

The Rules of Dice Wars

Each player starts with a limited number of territories, each with a stack of dice on them. When players try to take over the territory of other players, they roll the dice of their territory against the territory of the opposing player. If the attacker gets a higher number, they take that territory, and move all of the attacking dice except one to it.

If it's a tie or a loss, then the attacker loses all of the dice in their territory except for one. At the end of each players turn, they randomly get extra dice deposited randomly onto their territories. The number of "extra dice" is always displayed at the bottom of the screen and depends on how many connected territories a player controls. A player wins by taking over the entire map.

Dice Wars Strategy

The best starting positions are ones in which the player already has a lot of territories connected or very close to being connected. in the start of the game, the player should try to connect as much of their territory as possible so that they can obtain the best possible "extra dice" payout at the end of their turn.

The more players that are in a particular game, the less aggressive a player should be because there is a greater chance of being completely vulnerable if they lose all of their attacks.

A Win in Dice Wars

When any player gets about half of the entire map under their control, the rest of the computer players will stop attacking each other and start ganging up on that player. This can make it better to be cautious if one is close to getting half of the map.

After waiting a few turns and building up forces, the coalition can be effectively battled against.

Avoiding Pitfalls

In general, a player who is attempting to amass a large amount of territory in the middle of the map will never be able to win a game of Dice Wars. It is too easy for the other players ganging up to attack weak spots and to split their territories into weak little chunks.

The best places for a "home base" is an isolated peninsula, or if one does not exist, one side or pocket of a map rather than the center.

Attack the Weak or Attack the Strong?

If a player is losing, it is better to attack the strongest player to prevent their influence from becoming overwhelming. However, if a player is winning, it may be easier to attack a weaker opponent because it is easier to completely finish them off. This is especially true if one finds themselves with a large amount of territory in the center of the map. It is extremely helpful to attack a weaker player and quickly relocate forces to a safe corner.

This is the winning strategy of Dice Wars: Connect forces, don't allow opponents to connect forces, seek out peninsulas, avoid being attacked from all sides in the center, attack the strongest player when weak, and attack the weakest player when strong. If this advice is followed, one should reasonably expect to win about 75% (or more, if one plays only the best maps) of the time.

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Jared Plotkin - I recently graduated from UC Irvine and I am trying to make a career out of freelance writing. I enjoy writing about a wide variety of ...

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Comments

Aug 6, 2009 10:14 AM
Guest :
One important element of strategy missing is troop control. Quite often, when you get your bonus dice and settle into a corner you can defend, your bonus dice will stack up on useless territories, i.e., one buried deep in the area you control. In cases like this, it is often advantageous to go on a little killing spree and leave a few easy targets (one die territories) located adjacent to where the enemies will attack. Then, you can attack back from the rear and move your troops/dice up to the frontlines where they are more useful.

Also, it is useful to pay attention to the territories surrounding the territory you are attacking to see how many enemy troops are built up there to weigh whether it is worth leaving those front-line troops exposed to a more powerful attack. For example, if I'm attacking with 6 dice a territory with one or two dice on it, and that territory is flanked by enemies with 8 dice, it might be worth to hold off the attack, take the bonus dice, and hopefully build up the front line. You needn't worry about the 2-die territory attacking your 6-die territory.
Sep 12, 2009 2:13 AM
Guest :
there is a cool facebook app that has a version of this game i was addicted for a wile, then i deleted it now i cant find it any ideas?
Mar 24, 2010 10:59 AM
Guest :
Considering that each territory can only hold 8 dice, then its is also advantageous to raise every territory to the max and move slowly so that your reinforcements will max out the territories involved in combat for that turn. Thus never exposing a weak spot, mathematical prediction of how many reinforcements is needed in this method
Nov 4, 2010 8:24 PM
Guest :
Some basic guidelines. I find the best start to be one territory with at least 6 dice on it. If you have a group of smaller territories that are close, odds are you'll get wiped out down to one before you even have a turn. With at least 6, you can usually end up with 6 connected territories at the end of your first turn, you can basically pick where you want to work from, and after getting beaten up on the next round, you'll probably be able to expand to 7 easily. Only attack when you have more dice on the territory than they do, in most cases (there are situations when you can attack a 2 with a 2, or a 3 with a 3, but these are only when the territory is of great strategic importance, such as to reunite large chunks that have been split). Once you reach a point where you have 12+ territories, and the enemy is no longer attacking, pile up. Do not let any of your territories drop below the max 8 dice at the end of any turn, no matter what. Do the math to make sure you will come out of a turn with everything maxed. Draw the opponent into attacking 3-4 of your territories, he will win 1-3, and they will all be left weak for you to mop up. He attacks 8 on 8, you attack 8 on 4 or 1, or even 6. I find it best to store up some dice, so that when the opportunity presents itself, you can make 1-2 "extra" attacks (meaning if you have 18 territories, you can make 4 attacks) and still keep your territories full. This is a good way to decimate the opponent, leaving him split and unable to connect.
It is dangerous to aim for a peninsula at the beginning, because it is easy to get trapped. Best bet is to pick a corner and work out from there conservatively. You can easily get trapped in a peninsula with only 6-10 territories, while an opponent builds up 16+. Two things happen then. You are stuck with only one territory to attack, and the opponent only has one to attack. When everybody gets full, you need your opponent leaving weak territories for you to claim. A split board with only one front is another situation when you can attack a stronger territory. In this situation, you may need to attack 7 on 8 to try and "turn the corner" and give him more to attack. This is about the only way to break a stalemate, to drive a wedge in his territory so he can make 3-6 attacks in a round, and hopefully leave some weak territories for you to mop up and gain a good foothold. This helps you to split his territory into 2 chunks. If you can do that, and maintain it through his turn, he will be substantially weaker, and you can keep him split. The game will end in a few turns after that.
Dec 3, 2010 3:00 PM
Guest :
When the choice of where to place the new dice is yours, and not random, the game is a little different. Check out www.micewars.com
Dec 26, 2010 4:18 AM
Guest :
My brother showed me this game. When I first played I never won. He saw this and told me not to "rambo" and to conserve troops, and to have a core base. At the beginning you make your base at the side or crevice in the map and keep your distance from the other competitors. You first let them fight it all out. Once all the minors are out, you then start to slowly crawl 1-3 territories at a time to make sure you are not spread out and an easy target, as whenever you gain a territory, you leave a very vulnerable territory behind with only 1 die. You slowly eat at the map gaining territories to you leisure. This way you leave behind a solid core of huge dice stacks.
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