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Diceland was the first title of a sort of "dice game trilogy" published by the Italian publisher Kidultgame at its debut. It's a strategy game that uses dice as "soldiers" and a set of exagonals tiles as the "battlefield". Every tile shows a different kind of terrain that can influence the power of the army either during combat or during the movement phase and at the beginning of the game the tile can be placed on the table randomly, in order to create a completely new scenario every time one play, or according to a series of pre-set scenario. After the set up of the battlefield, both players (the game has been designed for two players) takes a number of dice related to the dimension of the battlefield and roll them all. This determines the strength of the armies and also the sequence of play.
After occupying each tile with a "soldier" the battle can start. Players, in turn, can try to eliminate opponent's "soldier" and strategically conquer a better position on the board. The value of the dice represent their combat strength and there are basically two kinds of attack possibilities.
You can choose to attach an opponent "soldier" with one or two of yours, but the "combined" attack can be done only if allowed by the rules (it depends on the kind of terrain where the combat takes place and on the relative position of the dice on the board). In any case, the dice must be adjacent to each other. After declaring where you want to attack you roll one or two dice (depending on the kind of attack) and compare the results with the value of the "soldiers" involved.
There are three possible outcomes: the dice rolled scored a higher value than your "soldier", exactly the same value or lower. In the first case the attack has been completely repelled, you opponent looses nothing and the value of your soldier is lowered by 1 point. In the second case you made a "perfect roll". Your soldier looses nothing and the value of your opponent soldier is lowered of as many points as the value of the attacker. In the third case your soldier suffered casualties. You exchange the die on the board with the die rolled and the opponent's soldier looses as many points as the value of your soldier after taking the casualties. When a soldier's value falls below 1, the die is taken out of the battlefield and the tile must be occupied by the attacker's. Both players can make a single attack every turn and the game ends when no more combats are possible or when one of the players have lost all his soldiers.
There are different possible endgame situations, but a game neither end in a draw and this is very important for the global strategy. It's possible to start playing with a very small battlefield, but the bigger is the scenario the more strategic is the game, despite the many dice rolls needed. The game is luck influenced, but not luck driven and a strong player can normally overcome a weaker one if the battlefield is big enough to develop a winning strategy.

