Wargame Thoughts and Commentary

It Ain't Over, 'Til It's Over!

Die Fighting! is designed to deliver a definitive winner in a quantifiable way. It does this by declaring a game over when one party runs out of dice. Simple, direct, definitive.

However, as one of the longtime crusaders against rules writ in stone, and by way on encouraging creative alternatives-I must comment that players may easily change even that!

There is absolutely no reason why a form of “Double-down” mechanism couldn't be instituted, where the gamer that has hit zero is allowed to request another 50 to 100 dice and fight on! He is essentially going into a deficit mode and his dice totals will then head into the negative category, but the game could go on.

In scoring terms, when he goes through that extra 100 the game is over-but any dice he has used, unless by some miracle he gains dice, are ADDED to the victors dice score! That is, if at the end of the extra 100 dice the victor has a raw dice score, before terrain, officers killed, etc. of 125 he is actually credited with 125 PLUS the dice used from that 100 extra that the loser requested.

Why would a losing army ask for extra dice? For several reasons:

1. The advantage in dice by the winner at the end of regulation is very narrow and the possible loser thinks he can reverse the outcome in a few additional moves.

Or

2. The losing party thinks they can narrow the winner's scoring advantage because of terrain advantages, or the ability to retreat units off the table voluntarily (which do not count on the winner's totals). He believes he can lessen the degree of loss with a few additional turns.

Or

3. The game is lost, but the situation is interesting and both parties want to continue, or in a solo game where these conditions leave the solo gamer wishing to "game it out."


An easy add on is that the 50-100 dice are added to both parties equally. The add on dice for the two parties could alternatively be calculated on a multiple of the remaining units' worth in dice, say 50% of the remaining unit's worth. Or it could be a gamble where each side rolls all of its Leadership dice and multiplies that dice total by 10! The "Winning" player may have to agree or not agree to the "New" dice depending on how the rule is written.

This "extended" game possibility is worth looking into, and would have some nice uses in a campaign application. I particularly like the idea of the extended game die roll based on the Leadership dice!