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DIECATHLON

Par Waterbear Workshop

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BoardGameGeek

Statut actuel

Pledge Manager ouvert Fin de campagne : 08/05/2026

Fonds récoltés : 5 578 €

Combat Coopératif Deck Building Jeu de dés Jeux de cartes Mythologie Science Fiction

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GAMEPLAY

Replayability
DIECATHLON balances odds with chance, making the game a little different every time. Asymmetric play is encouraged with differing starting mats and evolving abilities. While we offer a standard difficulty for both our Rogue-Lite and Single-Run modes, we have additional difficulty levels and challenges in our rules for those interested.

Player Reference and Round Cards
Alongside our rulebook, players will have symbol and turn order reference cards to help them interpret card actions and remember the order of operations. These cards apply to both the rogue-lite and the single-run game modes. For more information about game modes and what distinguishes them, jump down to GAME MODES.

GAME MODES

More About Rogue-Lite
Rogue-lite is the way the game was initially conceived. You start with nothing but your human self, and you're thrust into an arena where that's starting to feel like not nearly enough. Play until you die (and you will). But in this Atlantis, death is just the first step into a new life. With each attempt, the Atlanteans bring you back increasingly more cybernetically enhanced. Having long since abandoned the gods, they are more concerned about entertainment then respecting the natural order.

What does a run look like?
A run is everything up until you hit the reset button. Either willfully or inadvertently because Cerberus got one too many good chunks out of you. Runs are comprised of increasingly more difficult waves of enemies (Legends), but is balanced by increasingly more powerful rewards for having survived. That's right, you don't just upgrade when you die. You have the opportunity to look down at one of the Nano Hydra's severed heads and say "yeah, I'll graft that right here". There are 10 waves in total before you win.

But how do I earn trophies?
Let's be honest, when you're staring down Gorgonzilla, you're probably thinking you're going to need a bit more than grit to get to the end. In true rogue-lite fashion, you can opt to throw caution to the wind and take on greater challenges for a chance to walk away with more impressive rewards. This is done by making the waves themselves more robust with additional enemies (hey how did that centaur get in here?). Trophies are static effects that augment your other abilities. The following are examples of trophies in the game soon to be augmented with artwork.
So if I augment between waves, what happens when I die?
That depends on the quantity and nature of your deaths. Baseline, you keep cards equal to your starting hand plus one for every death you've had so far. You choose which of the earned cards gets to stick around. This allows you to explore optimizing and differentiating your characters over multiple runs and not just within a single run. You're also welcome to "retire" voluntarily if you want to get to those higher card keeps faster, just know that the more you stick it out, the better your potential cards.

Can I choose to keep trophies?
Yes, if you retire voluntarily, you can keep your earned trophies, but you must use one of your card keeps to do it. So at the end of the fourth run, you'd normally get to keep four extra upgrade cards. However, if you retired, and you really want to hang on to that Gorgon's head, you'll only get to keep three extra upgrade cards. Generally, this is a good trade. Trophies are powerful. However, unlike the cards in your deck, they do not count as health.

Do I have to start over every time?
Successfully survive milestone waves to earn the ability to slingshot forward, skipping over earlier rounds if you finding them too easy. Just remember that earlier rounds will give you opportunities to earn easy rewards and take on more accessible trophy challenges.

More About Single-Run
If you're looking for a quicker game that you can finish in one sitting, take on our one-shot Single-Run Mode. This mode use the same overall mechanics but with some enhancements for faster play that still feels satisfying. Players start with additional cards and trophies, the number and level of which depends on the number of players. They also have additional opportunities for setting their abilities and building combos. Single-Run players must survive 5 waves of enemies, including bosses, to win.


COMPONENT OVERVIEW

A Closer Look at Legend and Ability Cards: 

Component Specifications: 
(These component specs are pre-stretch goals and may be subject to change for the final product)
  • 1 Rulebook - 128 gsm glossy paper, gloss varnish, saddle stitched.
  • 45 Tokens - 15x15mm 250gsm CCNB + 1.5mm greyboard + 250gsm CCNB, gloss varnish.
  • 8 mini 6-sided dice - 10x10x10mm acrylic.
  • 6 standard 6-sided dice - 14x14x14mm acrylic.
  • 4 Double -Sided Player Mats(5 starting options) - 250gsm CCNB + 1.5mm greyboard + 250gsm CCNB, gloss varnish. 279x178mm unfolded.
  • 150 Upgrade Cards - 41x63mm, 300gsm, gloss varnish, linen finish, rounded corners.
  • 30 Trophy Cards - 41x63mm, 300gsm, gloss varnish, linen finish, rounded corners.
  • 45 Double-Sided Legend Cards - 88.9x127mm, 300gsm, gloss varnish, rounded corners.
  • 5 Double-Sided Boss Cards - 88.9x127mm, 300gsm, gloss varnish, rounded corners.
  • 4 Player Reference Cards -88.9x127mm, 300gsm, gloss varnish, rounded corners.
  • 3 Game Mode Cards - 88.9x127mm, 300gsm, gloss varnish, rounded corners.
  • Paper intray - 400gsm white core cardstock
  • Telescoping box - 200x145x61mm 128gsm glossy paper + 1.5mm greyboard, gloss varnish.

Expansion Component Specifications:
  • 1 Rulebook - 128 gsm glossy paper, gloss varnish, saddle stitched.
  • 26 cards - 63.5x88.9mm, 300gsm, gloss varnish, linen finish, rounded corners.
  • 24 tokens - 15x15mm 250gsm CCNB + 1.5mm greyboard + 250gsm CCNB, gloss varnish.
  • Telescoping box - 80x130x20mm 128gsm glossy paper + 1.2mm greyboard, gloss varnish.

Why Back DIECATHLON?

GAMEPLAY VIDEOS

In response to requests by followers, we've made a hopefully not ill-conceived attempt at taking some gameplay video.

WARNING: The following videos have not been edited. We wanted to get something up quickly for people to see, but we plan to follow these up with more polished content as the campaign progresses.

DOUBLE WARNING: The prototype you see in these videos is exactly that - a prototype. The actual finished game will have completed artwork and be manufactured by Longpack, purveyors of Everdell, Throw Throw Burrito, and more.

NOT A WARNING, BUT A PROMISE: We will be following these videos up with more polished content. Our intent throughout this campaign is to be cognizant of and responsive to the needs of backers and prospective backers. If you want to see us fumble our way through something specific, let us know. It will be informative for you, and good practice for us.

WALKTHROUGH:
1. Part One - Component explanation and table presence.
2. Part Two - Detailed explanation of a wave, including information on leveling up in a rogue-lite setting.

FISHBOWL DEMOS
1; Watch us lose in wave 4
2. Watch us lose again in wave 4
3. Watch us finally win!

We will be following up with additional explanations of how to earn trophies, how the single-run version of the game works, and more. We are fully aware that these are campy videos in dire need of some captions, music, and maybe Morgan Freeman's dulcet voiceover. Morgan Freeman was busy, so we'll have to ask you to bear with us for the time being.

WALKTHROUGH PART ONE: COMPONENTS AND SUCH

WALTHROUGH PART TWO: GAMEPLAY LOOP

FISHBOWL DEMO ONE: WE LOSE

FISHBOWL DEMO TWO: WE LOSE AGAIN

FISHBOWL DEMO THREE: WE WIN!

Images (1 · BoardGameGeek)

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