The dice represent your workers and are broken down into 6 classes, each with their own specialties.
General use dice that you start the game with that can be used in a wide range of basic activities
Placing two peasants into a House
Specialist worker and research dice that are the only class that can generate research points.
Placing a peasant and 2 food in a School
Specialist combat and raiding dice that are the only class that can roll raid symbols.
Created by placing a peasant and 2 iron in a Barracks
Specialist gatherer and trade dice that are the only class that can roll trade symbols.
Created by placing a citizen and 2 Gold in a Merchant's Guild
The only class that can roll pray symbols.
Created by placing a peasant and 2 Herbs in a Monastery
Hired dice that cannot recover Durability and will leave when wounded but their Happiness can be ignored.
Hired by placing a Merchant (Trade) and 2 Gold in a Mercenary Guild
Peasants, Merchants and Monks. Merchant has one at level 2
Herbalists, Encampments, District Halls
Peasant, Soldiers have 3 including a level 2 face
To repel attacks on your borders
All dice except soldiers. Monks and Citizens have 2 each, one of the Citizens being level 2
Fields, Mills, Breweries, Supply Crates. Broadly speaking working in your buildings
Peasants, Traders and Monks. The trader's face is a level 2.
Gather resources from nodes in your territory (Hunting Grounds, Forests, Stone Mines, Iron Mines)
Peasant and Citizen dice.
Used to construct buildings within your territory.
Events or on corrupted king's starting dice
Cannot be employed.
Used to bless/heal dice in a shrine or temple and increase relationships with Encampments in range of a Missionary Outpost.
Used to raid Encampments in range of a Military Outpost.
Used to gain Knowledge in the Workshop
Used to trade Item in the Market and increase relationships or trade items with Encampments
Every dice has a maximum integrity or HP of 16 and lose HP/Integrity by being rolled,getting injured or frozen. when a dice has 0 integrity/HP it basically dies and gets discarded.
Dice can regain health by Cook houses or apothecary
Forging Powerful Dice
You can combine two dice to one in the forge. Doing so gives the new dice a special traid you don´t get using the labratory.
Highlander - Has infinite Durability.
Fortitude - Immune to all Effects.
Thief - When at 0 Durability, consumes the durability of other Dice.
Tough - Max Durability is doubled.
Simple Minded - Does nothing.
Neurotic - Cannot be locked.
Ascetic - When durability is restored, it is restored by half.
Meek - Max durability is halved.
Gluttonous - Consumes 2 Durability per roll instead of 1.
Dumb - Cannot be Empowered directly.
Claustrophobic - Cannot be employed in Mines.
Coward - Can't be employed to fight Threats.
Farmer - Provides 2 Wheat every time it is employed to harvest Wheat in Wheat Farm.
Popular - When employed with other Dice it increases the happiness of the Classes they belong.
Lucky - Double the chance of finding Gold in Mines.
Genius - When employed it has a small chance to provide 1 Knowledge.
Fast Learner - When Empowered gain 1 extra power.
Talented - When employed it has a small chance to Empower the face used.
Twin Genes - When employed in a House it provides an extra dice.
Firefighter - When employed it extinguishes all Fires around it.
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