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Tekkadice

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Tekkadice is a 2-6 players print and play mecha warfare game.

Fight in a hex arena with the robot you built! Manage your pool of d6s and be the last tekka standing!

Easy to learn and setup, you can use Tekkadice rules on any hex grid map, and you can play your own scenarios.

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- click Preview under the small game image to get the tekka sheet -

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Reviews (1)
Discussions (2)
Customer avatar
Jamis B January 21, 2024 2:46 pm UTC
PURCHASER
The rules are clear for the most part, but I don’t understand how BOOST works. It implies you roll the boost dice…but doesn’t explain how you use them. How far can you jump? What is the benefit of a higher boost attribute?
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Customer avatar
Lucio G January 24, 2024 10:26 pm UTC
PUBLISHER
Page 7, upper paragraph
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Customer avatar
Jamis B January 25, 2024 12:26 am UTC
PURCHASER
Thank you for the reply, but that’s the paragraph I was referring to, too. I don’t understand how to use the dice. Do I roll them and add them together, to get the distance to move? Given the small size of the grid, it seems unlikely you’d ever want to put more than two dice in boost, if so. Or is it like the speed attribute, where you don’t roll the dice at all and each die equals one hex of movement? But the paragraph refers to placing the “Rolled dice” on the boost bar, so… I’d love to try this game, but I need to make sure I understand the rules first.
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Customer avatar
Lucio G January 25, 2024 8:31 am UTC
PUBLISHER
Damn, you are right, I'm sorry I didn't specify. I'll upload a clearer version of the file shortly. Thank you for making me aware of this!
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Customer avatar
Jamis B January 26, 2024 2:01 am UTC
PURCHASER
Thank you! The update is a bit clearer. I'm sorry that I'm still a little confused, though. Here's how I understand the boost action; please let me know if I'm still not understanding:

On my turn, I assign some number of dice to the boost bar. One of those dice goes into the locked box. Each of the remaining dice may be used to jump as far as I want in a straight line, but all dice must be used at the same time. After ending a series of these "sub-jumps", I cannot jump again until my next turn. (That is, I cannot jump, attack, and then jump again, but I could move, attack, and then jump.)

Am I close? Thank you!
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Customer avatar
Quintin H February 12, 2024 11:36 am UTC
PURCHASER
Boost is the only part in the manual that is not clear. It seems that you need a die for each hex you want to jump, like walking (speed) but you are able to move over obstacles.

Therefore having only one die on boost is useless as jou will only move to an adjacent hex (and the die will get locked).

You can only jump once in a turn.

Because the BOOST section is not worded correctly, I interpreted it as you only need one die on boost and can jump as far as you want, then lock the die.
Customer avatar
dustin R January 21, 2024 12:57 am UTC
PURCHASER
Where is the upgrades table?
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Customer avatar
Jamis B January 21, 2024 3:13 pm UTC
PURCHASER
It's the small box on the right on page 7, next to the "Advancement" header. It's not so much a "table" as a "list".
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File Last Updated:
January 25, 2024
This title was added to our catalog on January 18, 2024.