(formerly Dé-compte (or Dé 6 Dé) (or STRAdéGIE) DéCLIC
" Controled chance " (the symbol of the chance becomes the tool of a strategy, an instrument of control).
This play is a kind of play of domino in three dimensions. Play of the third millenium.
MATERIEL: - a square of 5 X 5 boxes (preferably, a rotary table), with indication of the orientations Northern, Southern, Eastern, Western
- 100 dice 1 2 3 4 5 6
DRANK: - To obtain a maximum of points by the best placement of the dice. Each one in its turn, the player places a die on the square. It must place the face of the die of which it wishes the benefit of the points against the face of a die already placed presenting the same number of points. The orientation of the die is free, that is to say 4 possibilities for the placement of a die against an insulated die. When one places the die against the faces of two dice, there is not of course more but only one possibility.
RULES: - Each player has 50 dice.
- the first player must obligatorily place his first die in the center of the checkerwork, face 4 upwards. This blow brings back 6 points to him.
- a die placed must obligatorily touch another die by at least one of its side faces.
- It is necessary to place the die in order to present adaptable faces with those of the dice already placed.
- When a problem of adaptability arises, the priority must be given to the adaptability of the next die.
- the adversary must announce the not-adaptability of the next die placed close to the last die placed, or even several blows in advance, proof with the support.
- the play is exploited four levels (either 3 stages) but the placement of a die on a higher level requires the complete recovery of the lower level.
- A a higher level, the priority is given àl' side adaptability. If it blocks the adaptability of one
next close die (or more remote, with the remark of the adversary), the lower face can be exploited, in so far as the adaptability is respected.
- the first die placed at a higher level, is the 26ê, 51è and 76è dice placed, must be it on the central box. The placement brings back the number of points indicated on the lower face, that is to say 3 or 4 points according to the level, plus 6 points. The following dice must be placed against the side face of at least a die; a die cannot be insulated.
- the value brought back by the placement of the lOè, 20è, 30è and 40è of each player is multiplied by 3.
- the 4 boxes of corners multiply the value of the faces placed by 3.
- the two preceding no-claims bonus can be cumulated only If the multiplied value does not exceed 3 points; in this case, the value is multiplied by 9.
- the match is played in 2 parts so that each player has the advantage of the first blow
- the notation will be carried out in the following way:
the first figure is that of the face top of the die placed the second figure is that of the most expensive face of the die placed an index ', ' ' or ' ' ' accompanies possibly the second figure to specify that the die is placed on level 1, 2 or 3 a letter, N for North, S for South, E for Is, O for West, indicates the direction of the face of the second figure
a letter A, B, C, D or E indicates the column in which the die is placed
a figure 1, 2, 3, 4, or 5 indicates the line in which the die is placed
a number indicates the points reported by the placement of the die
Example: the notation 64' ' N Al 18 means that the die is placed face 6 to the top, face 4 round towards North, that the die is placed on the second floor in the first column and the first line and that this placement brings back 18 points.
Let us note that the play offers the possibility of three types of strategies: - a space strategy by placement of the die to one
precise place at any time
- a temporal strategy by placement of the die wherever you want but at one precise time
- a combination of the two preceding strategies by placement of the die at the adequate place at the convenient period
Alternative: the placement of a die on a higher level can be carried out when is formed a square of 3x3 at the lower level; the first die placed can be it anywhere on this square, but the following must be joined laterally with a die already placed. Dice can be placed beyond this square provided that that is on the surface of another square of 3x3 obtained by the prolongation of the initial square 3x3.
Points: after each pair of blows, i.e. when each player played a blow, one makes the difference in points and the player which profits from the positive difference piles up tokens to the amount of the number of points of difference. Thus, If the first player made 15 points and second 8 points, the premier~ player piles up 7 tokens, that is to say 15-8; with the following blow, If the first player makes 3 points and the second, 12, the difference is of 9 points to the advantage of the second player, but as it counted 7 points of delay, it will pile up only 2 tokens, and the first player will lose his seven tokens.
Therefore difference in points initially, difference of tokens then. This system has the advantage of an accumulation minimum of tokens and a direct and brought up to date presentation the situation;
To know when intervenes the multiplication of the 10è, 20è, 30è, and 40è blows, it is enough to form before the part of the groups of 10 dice; the value of the last played die of the first 4 packages is multiplied by 3.
263 = 041
712 = 753 = 420
155 = 020
Powerful variant-rule to the chess game: "Chaotic chess" or "Polymorphous chess"!
When I conceived the game Cubominos, the 3D-Dominoes, I realized that, in addition to its initial function, i.e. to play dominoes in 3D precisely, the material allowed to play numerous classical games; indeed, the material consisting in an undetermined amount of black and white dices, and in a checker work as large as one wants, one can play reversi (Othello), draughts's game, go and before all chess thanks to the 6-values of the dice and of the check pieces:
the next illumination was the discovery of the possibility to play an incredibly complex variant of chess which could give work to programmers for a long time when the classical version of chess will have become without interest; consider this:
initially, pieces are put on the board in their normal position, the number of the up-face determining the value of the piece; here, 2 possibilities: either the determination of the position of the lateral faces is free or determined and the same for each player; then, the new rule of moving is this: you have to make "rock" the dice you play the number of times necessary to reach the wanted case! that means that the up-face value can change once the move made and, for example, a knight (up-face = 2) becomes a pawn or a king, depending on wheter you make the last rocking left or right!
Do you imagine the complexity of such a chess-variant?
It seems to me very interesting because the initial modification of the rule is extremely simple while allowing countless developments, and less arbitrary than, for example, the Fisher-random-initial-position-variant.
What's your feeling?
I started an action against the companies Sony/Playstation and
Ravensburger for the probable theft of my idea of the game "Dé6dé" (now named Cubominos) (quickly said, "Dé6dé"/Cubominos consists to play Dominoes with dices on a pattern of squares 5x5). My copyright is former to that of Devil Dice, the game of Sony, and it is Ravensburger Germany which distributed the game of Sony! My consulting barrister must send soon a new mail to Sony; to give him the wanted weight, he must join mails of specialists or any persons who recognize the
great similarity between "Dé6dé"/Cubominos and Devil Dice, the game of Sony;
it is a mail which does not engage you with nothing on a legal level but which would have much value according to the judge in load of the business; I do not have unfortunately the means of paying an office of experts to carry out the comparative one (they ask 150 euros/hour! (about 150 dollars/hour)). I must thus manage;
What I need is a typed letter of you with your adress, phone and qualifications, profession or occupation in which you assess the obvious similiraty between my game and Devil Dice
The letter would be of the following kind:
"A comparative analysis of the games "Dé6dé" of Mister Laurent Dubois and "Devil Dice" for Playstation of the Sony company leads me to the conclusion that the concepts of the two games are the same."
That would be a great help ;)
thanks in advance
July 1997, I invent a game
I send the idea to some big societies; Ravensburger and Nathan only reply to say that the idea is too complicated but that they are waiting for my other ideas of games
Augustus 1997, I send to them the description of Dé6dé (now named Cubominos): quickly said, to play Dominoes with dices on a pattern of squares 5x5; surprinsigly, no reply from Ravensburger nor from Nathan (I will discover that Ravensburger and Nathan belong to the same company)
I write again directly to the product manager of Ravensburger, who had himself reply for the first game, but no reply ever
September 1997: I make a copyright on Dé6dé
January 1999: in a newspaper, I read an article with a photo about Devil Dice for Playstation; I'm astonished by the similitude with my game
Though, Sony is not Ravensburger, but a quick search on the net reveals that these two societies realized games together and, before all, that Ravensburger Germany deals Devil Dice in Europe!
September 2000: I started an action against the companies Sony/Playstation and Ravensburger
50 millions cd-roms of Devil Dice have been made by Sony, so the royalties would be rather... big, and the indemnities too.
But currently, Ravensburger doesn't even reply to the letters of my consulting barrister and Sony, after tergiversations, just begins to consider the dossier The letter I sent to Ravensburger and Nathan
(english but with online translator; sorry for the approximations and the mistakes; when I have time, I make corrections)