DTD2399: Deep Space Dice (revisited) episode artwork

EPISODE · Aug 24, 2023 · 7 MIN

DTD2399: Deep Space Dice (revisited)

from Dot to Dot - the daily 5min Alexa demo show

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DTD2399: Deep Space Dice (revisited)

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TRANSCRIPT · AUTO-GENERATED

Doctor. The daily 5 minute skill devotion. For everyone who simply dotty about an accent. Hey guys, today we are looking at a skill called Deep Space, DICE, and it looks pretty involved.

And let's open Deep Space, DICE. Welcome to Deep Space, DICE. Say new game to begin. Say rules to learn how to play.

Say about to get information about the game. Rules. Great. Don't worry, this won't take long.

You can say next to proceed to the next step, back to go back to the previous step. And repeat if you want me to repeat the current rule. Say new game at any time to start a new game. Now, say next to continue.

Next. You are the captain of the USS Cripzis, a RPTR class starship on routing patrol with the organ system when a distress call was received. Upon walking in you quickly realize it was a trap. With the help of your crew, you must survive until a rescue fleet appears.

Say next to continue. Next. To win, you must survive by destroying all external threats in the threat deck. Say next to continue.

Next. You draw virtual cards. At the beginning of the game, you need to specify the number of don't panic cards that will be included in the threat deck. For your first game, I recommend playing with all six don't panic cards.

If you are looking for a challenge, try playing with zero don't panic cards. Say next to continue. Next. When the game starts, two threats are immediately drawn from the threat deck.

The threat deck has a total of 36 threats, plus any don't panic cards that you decided to include in the deck. Say next to continue. Next. Let me tell you about your ship.

The ship has three trackers. These are the whole tracker, the shield tracker, and the scanners. Say next to continue. Next.

The whole represents the condition of your ship. If this strike reaches zero, you lose the game. You start the game with eight hull. Say next to continue.

Next. The shields protect your hull from getting damaged. When a threat deals damage to your ship, the damage goes to the shields first. When the shields reach zero, the damage is dealt to your hull.

You start the game with four shields. Say next to continue. Next. The scanner tracker on your ship is used to detect new threats.

One of the results on your crew dice is a threat. When you roll a threat, it is immediately locked in the scanners. When three threat dice are locked in the scanners, a new threat is revealed from the deck. Now, let me tell you about your crew.

Say next to continue. Next. The crew in your ship is represented by six crew dice that you roll every time a new round starts. Here is a list of possible results.

One. Commander. Two. Tactical.

Three. Medical. Four. Science.

Five. And you're in this six country. Red. Say next to continue.

Next. Each crew member can perform a unique action. The commander can transform another crew member to a different type. To do this, you use the transform keyword.

For example, you can say transform tactical to medical. Say next to continue. Next. The practical crew member is used to operate your weapon systems.

To use your tactical crew, you must first assign them to the weapons. For example, you can say assign two tactical crew to the weapons. Say next to continue. Next.

Next. Once your tactical crew are assigned to the weapons, you can file your weapons. When you file your weapons, you need to provide a target and the damage amount you want to deal to that target. Say next to continue.

Next. Can't miss me. Keep in mind that the first tactical crew member that you assigned to the weapons in a round gives you one damage to deal to the threats. All additional tactical crew give you two more damage to deal.

For example, if you assign two tactical crew, you can deal up to three damage. If you assign three tactics crew you can do up to five damage say next to continue next And all power to the medical crew can perform two actions the first one is heal crew which heals all the crew located in the infirmary Oh my goodness Sometimes your crew will be moved to the infirmary and you need to use your medical crew to treat them to be able to use them again Say next to continue next The second medical action is removed flood this action removes a lock threat through died from the next The lock threat is in turn to your crew dice pull that will be rolled on the following round. I'm gonna bail say next to continue next that's one The second medical action is removed threat this action removes a lock threat through died from the scanners What the lock threat is then returned to your crew dice will be rolled on the following round say next to continue next The science crew can also perform two actions. Oh my goodness the first action is recharged We charge you to ship shields to full power say next to continue stop Thank you for playing deep space dice.

I will be expecting your return captain. If you enjoy playing deep space dice You should try decilate which we will have a look at Hmm This is the only demo I've ever done where we don't actually get to the actual skill in this case a game I'm really sorry guys, but that was going nowhere first And I think it was useful still to get an idea of how complex this game is the gameplay is basically Turn based you hear a dice roll and I'm sure there are the sound effects as well But yeah, there you go deep space dice deeply involved. This is Robin signing off and we'll speak in tomorrow Feedback comments demos the doctor podcast at Gmail calm Brief cast FM

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This episode was published on August 24, 2023.

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Wow! How involved is this skill. We're in deep, guys 🚀 Feedback, comments, demos pleas to ✉️ [email protected] 👍 Do tell your friends, leave us a review on iTunes (ok, 🍏 Podcasts) or follow us on Twitter with #DTDPod You can also...

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