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Dicey Dungeons - Forum Fangame Edition (One Slot Open)
Forum Index - Donut Plains - General Discussion - Forum Games - Dicey Dungeons - Forum Fangame Edition (One Slot Open)
Pages: « 1 231 32 33 34 3541 42 » Link
šŸŽ¶ Battle Music: Star Bop (Pre-alpha Combat 2 Remix) šŸŽµ
- Users of Dice and CPU swap over to the other style for this floor.

Sticky Hands

Innate: Goes First

HP: 58/140
Dice: 1

Condition:
Vs. Robot Vs. Brawler Vs. Mage Vs. Trainer Vs. Bunjurer
+3 Damage +3 Damage +3 Damage +3 Damage



The Tortoise does "Roll 2, 2, 1, 6 (Jackpot!) -> Choose Refrigerator -> 6 in Withdraw -> 2 in Absorb -> 2 in Sonic Wave -> 1 in Sonic Wave" (freeze 2 dice, weaken 2 equipment, drain 1 hp, +4 Shield)
The Mage does " Roll 1, 6, 4 (Jackpot!) > Put 1 into Mend to reduce CD to 0 and heal Segment1Zone2 > Put 4 and 6 into Mend again to reduce CD to 2 > End Turn" (Next player recovers 8 hp, CD of Mend is reduced to 2, durability of mend is reduced to 3.
The Robot recovers 8 HP from mend and does "Bump the 6 to get a 6 and a 1, then put the 1 in Bit Flip. Put the 5 in 401 Unauthorized." (3 damage, Counter 5)


Sticky Hands rolls [3].

VS. Robot: [3] goes into Slap for 4 damage.
VS. Mage: [3] goes into Slap for 4 damage.
VS. Tortoise: [3] is frozen to [1]. Slap and Itching Powder are weakened. Since Slap is Min 3 and Itching Powder needs 5, no equipment can be used.


Party Condition:
Robot Brawler Mage Trainer Bunjurer
[4], [2], [1] CPU 11 CPU 11 CPU 11 CPU 11
-3 Damage Down! -3 Damage -3 Damage, 4 Shield Down!





The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 9/32 Limit 10/10 CPU 11



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 0/32 Limit 10/10 Dice 3



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Mage HP 19/32 Limit 2/10 Dice 3



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tortoise. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, they have more HP combined than your average dice - and if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 10/10 Dice 3
Dragon HP: 0/20
Tortoise (First) HP: 20/20

Dragon Innate: The Dragon is Weak to Ice. Rolled 6s become Ws.
Tortoise Innate: The Tortoise Weak to Fire and Ice, but strong to Shock. Your Thorns also provide healing when you do damage with equipment.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 0/32 Limit 10/10 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
Roll 2, 5, 5 (Bust!) > End Turn.

Can't do much with no equipment.
I have nothing else to say now. Huh...
Roll 5 (CPU 5) -> 5 in Withdraw -> Roll 2, 1, 4 (Error!)

Put 1 in Bit Flip and Put 4 in NaN Error, then do the whole illegal dice thing (at this point I feel like there's no reason to even type it anymore =P).
Lots of love, S1Z2 <3

Massive thanks to Giga for making the layout!
šŸŽ¶ Battle Music: Star Bop (Pre-alpha Combat 2 Remix) šŸŽµ
- Users of Dice and CPU swap over to the other style for this floor.

Sticky Hands

Innate: Goes First

HP: 52/140
Dice: 1

Condition:
Vs. Robot Vs. Brawler Vs. Mage Vs. Trainer Vs. Bunjurer
+3 Damage +3 Damage +3 Damage +3 Damage




The Mage does "Roll 2, 5, 5 (Bust!) > End Turn." (Nothing Happened.)
The Tortoise does "Roll 5 (CPU 5) -> 5 in Withdraw -> Roll 2, 1, 4 (Error!)" (+4 Shield)
The Robot flips [1] to [6] for 3 damage, NaNs [4] to get it back with a [0], bumps [0] to [1] and flips it to [6] for 3 damage.


Sticky Hands rolls [3].

VS. Robot: [3] goes into Slap for 4 damage.
VS. Mage: [3] goes into Slap for 4 damage.
VS. Tortoise: [3] goes into Slap for 4 damage (-4 Shield).


Party Condition:
Robot Brawler Mage Trainer Bunjurer
[5], [5], [4] CPU 11 CPU 11 CPU 11 CPU 11
-3 Damage Down! -3 Damage -3 Damage, 4 Shield Down!





The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 5/32 Limit 10/10 CPU 11



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 0/32 Limit 10/10 Dice 3



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Mage HP 15/32 Limit 2/10 Dice 3



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tortoise. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, they have more HP combined than your average dice - and if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 10/10 Dice 3
Dragon HP: 0/20
Tortoise (First) HP: 20/20

Dragon Innate: The Dragon is Weak to Ice. Rolled 6s become Ws.
Tortoise Innate: The Tortoise Weak to Fire and Ice, but strong to Shock. Your Thorns also provide healing when you do damage with equipment.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 0/32 Limit 10/10 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
Roll 2, 1, 6, 5 (Bust!) > Do nothing again.
I have nothing else to say now. Huh...

Put 5 in 401 Unauthorized then do the illegal dice thing.
Lots of love, S1Z2 <3

Massive thanks to Giga for making the layout!
Roll 2, 6 (CPU 8) -> 6 in Withdraw -> Roll 5 (Error!)
šŸŽ¶ Battle Music: Star Bop (Pre-alpha Combat 2 Remix) šŸŽµ
- Users of Dice and CPU swap over to the other style for this floor.

Sticky Hands

Innate: Goes First

HP: 49/140
Dice: 1

Condition:
Vs. Robot Vs. Brawler Vs. Mage Vs. Trainer Vs. Bunjurer
+3 Damage +3 Damage +3 Damage +3 Damage




The Mage does "Roll 2, 1, 6, 5 (Bust!) > Do nothing again. " (Nothing Happened.)
The Robot basically just does 3 damage.
The Tortoise does "Roll 2, 6 (CPU 8) -> 6 in Withdraw -> Roll 5 (Error!) " (+4 Shield)



Sticky Hands rolls [2].

VS. Robot: [2] goes into Slap for 4 damage.
VS. Mage: [2] goes into Slap for 4 damage.
VS. Tortoise: [2] goes into Slap for 4 damage (-4 Shield).


Party Condition:
Robot Brawler Mage Trainer Bunjurer
[2], [1], [3] CPU 11 CPU 11 CPU 11 CPU 11
-3 Damage Down! -3 Damage -3 Damage, 4 Shield Down!





The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 1/32 Limit 10/10 CPU 11



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 0/32 Limit 10/10 Dice 3



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Mage HP 11/32 Limit 2/10 Dice 3



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tortoise. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, they have more HP combined than your average dice - and if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 10/10 Dice 3
Dragon HP: 0/20
Tortoise (First) HP: 20/20

Dragon Innate: The Dragon is Weak to Ice. Rolled 6s become Ws.
Tortoise Innate: The Tortoise Weak to Fire and Ice, but strong to Shock. Your Thorns also provide healing when you do damage with equipment.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 0/32 Limit 10/10 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
Roll 3, 4, 5 (Bust) > Do nothing.

Welp, guess Segment and I will die.
I have nothing else to say now. Huh...
Roll 5 (CPU 5) -> 5 in Withdraw -> Roll 4 (CPU 9) -> 4 in Sonic Wave -> Roll 1, 1 (Jackpot!)

Jackpot:
Refrigerator (Freeze 1 dice)
Protection (Reduce damage by 1)
Firebomb (Do 8 fire damage)

Choose Firebomb -> 1 1 in Absorb

Alrighty, Put 1 in Bit Flip and 3 in 401 Unauthorized, then use the limit break and get: 5 and 4.
Put 5 in 401 Unauthorized then do the illegal dice thing.
I'm running low on fuel and oil, I think this is the end for the robot. =(
Lots of love, S1Z2 <3

Massive thanks to Giga for making the layout!
šŸŽ¶ Battle Music: Star Bop (Pre-alpha Combat 2 Remix) šŸŽµ
- Users of Dice and CPU swap over to the other style for this floor.

Sticky Hands

Innate: Goes First

HP: 33/140
Dice: 1

Condition:
Vs. Robot Vs. Brawler Vs. Mage Vs. Trainer Vs. Bunjurer
+3 Damage +3 Damage +3 Damage +3 Damage




The Mage does "Roll 3, 4, 5 (Bust) > Do nothing." (Nothing Happened.)
The Robot flips [1] to [6] for 3 damage, Counters 3, uses limit break to roll [5] and [4] and counters [5] then gets a [0] which is bumped to [1] which is flipped to [6] for 3 damage.
The Tortoise does " Roll 5 (CPU 5) -> 5 in Withdraw -> Roll 4 (CPU 9) -> 4 in Sonic Wave -> Roll 1, 1 (Jackpot!) -> Choose Firebomb -> 1 1 in Absorb" (Total +4 Shield, 9 damage, 1 hp drain)



Sticky Hands rolls [5].

VS. Robot: [5] is Locked. Nothing happens.
VS. Mage: [5] goes into Slap for 4 damage.
VS. Tortoise: [5] goes into Slap for 4 damage (-4 Shield).


Party Condition:
Robot Brawler Mage Trainer Bunjurer
[6], [1], [2] CPU 11 CPU 11 CPU 11 CPU 11
-3 Damage Down! -3 Damage -3 Damage, 4 Shield Down!





The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 1/32 Limit 0/10 CPU 11



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 0/32 Limit 10/10 Dice 3



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Mage HP 7/32 Limit 10/10 Dice 3



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tortoise. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, they have more HP combined than your average dice - and if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 10/10 Dice 3
Dragon HP: 0/20
Tortoise (First) HP: 20/20

Dragon Innate: The Dragon is Weak to Ice. Rolled 6s become Ws.
Tortoise Innate: The Tortoise Weak to Fire and Ice, but strong to Shock. Your Thorns also provide healing when you do damage with equipment.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 0/32 Limit 10/10 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
Move before Segment1Zone2.

Roll 6, 1, 4 (Jackpot!) > Put 4 in Mend to heal Segment1Zone2 for 8 health > Put 6 and 1 in Mend again to reduce CD to 5.
I have nothing else to say now. Huh...
Roll 5 (CPU 5) -> 5 in Withdraw -> Roll 6 (Jackpot!)

Jackpot:
Regenerate (Heal 3 health)
Snake Eyes (Roll 2 ones)
One More Roll (Roll one more dice)

Choose Snake Eyes -> 6 in Absorb -> 1 in Sonic Wave -> 1 in Sonic Wave

Honestly, kind of surprised that worked, lol. The limit break came in clutch.

Anyways, Put 1 in Bit Flip, Bump the 6 to get a 6 and 1, then put that 1 in the other Bit Flip.
Lots of love, S1Z2 <3

Massive thanks to Giga for making the layout!
šŸŽ¶ Battle Music: Star Bop (Pre-alpha Combat 2 Remix) šŸŽµ
- Users of Dice and CPU swap over to the other style for this floor.

Sticky Hands

Innate: Goes First

HP: 26/140
Dice: 1

Condition:
Vs. Robot Vs. Brawler Vs. Mage Vs. Trainer Vs. Bunjurer
+3 Damage +3 Damage +3 Damage +3 Damage



The Tortoise does "Roll 5 (CPU 5) -> 5 in Withdraw -> Roll 6 (Jackpot!) -> Choose Snake Eyes -> 6 in Absorb -> 1 in Sonic Wave -> 1 in Sonic Wave" (Total 4 Shield, 1 hp drain, 2 weaken.)
The Mage does "Roll 6, 1, 4 (Jackpot!) > Put 4 in Mend to heal Segment1Zone2 for 8 health > Put 6 and 1 in Mend again to reduce CD to 5. " (8 heal to next, mend CD=5.)
The Robot recovers 8 HP then flips [1] to [6] for 3 damage, bumps [6] to [6] and [1] and then flips [1] for 3 damage and a [6].


Sticky Hands rolls [5].

VS. Robot: [5] goes into Slap for 4 damage.
VS. Mage: [5] goes into Slap for 4 damage.
VS. Tortoise: [5] goes into Slap for 4 damage (-4 Shield).


Party Condition:
Robot Brawler Mage Trainer Bunjurer
[4], [2], [2] CPU 11 CPU 11 CPU 11 CPU 11
-3 Damage Down! -3 Damage -3 Damage, 4 Shield Down!





The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot HP 5/32 Limit 0/10 CPU 11



The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler HP 0/32 Limit 10/10 Dice 3



The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Mage HP 3/32 Limit 10/10 Dice 3



The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tortoise. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, they have more HP combined than your average dice - and if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer Limit 10/10 Dice 3
Dragon HP: 0/20
Tortoise (First) HP: 20/20

Dragon Innate: The Dragon is Weak to Ice. Rolled 6s become Ws.
Tortoise Innate: The Tortoise Weak to Fire and Ice, but strong to Shock. Your Thorns also provide healing when you do damage with equipment.


The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer HP 0/32 Limit 10/10 Dice 3

Innate: The Bunjurer is strong against fire but weak to weaken.


Summons


Convoy Bag
Roll 1, 2, 6, 1, 5 (Bust!) > End turn.

STOP GIVING ME 10s GAME UGHHHH

Sorry guys. I can't heal any longer.
I have nothing else to say now. Huh...
Roll 5 (CPU 5) -> 5 in Withdraw -> Roll 5 (CPU 10) -> 5 in Absorb -> Roll 6 (Error!)

Since these dice are absolutely trash just do the illegal dice thing and end the turn, lol.
Lots of love, S1Z2 <3

Massive thanks to Giga for making the layout!
Pages: « 1 231 32 33 34 3541 42 » Link
Forum Index - Donut Plains - General Discussion - Forum Games - Dicey Dungeons - Forum Fangame Edition (One Slot Open)

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