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Maths Warriors | Variants

The standard rules are the official ones, played at SIMOC. These variants each change one or two of them, for something different to try.

None of them are official SIMCC rules. They work against the computer, with a friend on the same device, and in online rooms you create. Quick matches and ranked games always use the standard rules, and only standard games count towards your stats.

New to the game? Start with the standard rules.

Three Captures

The first player to capture three dice wins. Everything else is standard.

Games take a few minutes, which suits a quick round in class. If you went first, your winning capture by Strength has to be bigger, not equal.

Play it: against the computer, with a friend here or in an online room. Inspired by Three-check on lichess.

Mind Only

There are no Strength attacks. Every capture is a Mind attack: two or more of your dice making the number on their die exactly.

When you are down to your last die, it can take a die showing exactly its own number.

If both players skip one after the other, every die is re-rolled, so the game can never get stuck.

Example

Your 3 and 6 can take a 9 (3 + 6) or an 18 (3 × 6). Your 20 on its own can’t take their 4.

Play it: against the computer, with a friend here or in an online room.

Chain Reaction

When you capture a die, every other die of theirs showing the same number is captured with it. Everything else is standard.

Matching numbers are a risk now: a board with two 5s can lose both in one turn.

Example

They have a 5, another 5 and a 12. Your 8 takes one 5 by Strength, and the other 5 goes too.

Play it: against the computer, with a friend here or in an online room. Inspired by Atomic on lichess.

Exact Strength

A Strength attack needs exactly the same number: your 7 can take their 7, but not their 6. Mind attacks are unchanged.

The first-player rule doesn’t apply, since every capture is already exact. If both players skip one after the other, every die is re-rolled.

Play it: against the computer, with a friend here or in an online room.

Random Armies

Instead of one D4, D6, D8, D10, D12 and D20 each, every game deals six random sizes, the same set for both players. You might get two D20s and no D4. There are never more than two of any size.

Everything else is standard, so the question is how the usual tactics change when the dice do.

Play it: against the computer, with a friend here or in an online room. Inspired by Chess960 on lichess.

Junior

Mind attacks can only use + and −. Everything else is standard.

A good first game for younger players (about 6 to 8), especially against the computer on Easy.

Example

Your 9 and 4 can take a 13 (9 + 4) or a 5 (9 − 4), but not a 36.

Play it: against the computer, with a friend here or in an online room.

Powers

Mind attacks may also use powers, written ^. 2 ^ 3 means 2 × 2 × 2, which is 8.

The power has to be a whole number from 0 to 6, and powers are worked out before × and ÷, as on a calculator. Brackets work as usual.

Example

Your 3 and 2 can take a 9 (3 ^ 2) or an 8 (2 ^ 3). With a 5, a 3 and a 4 you can make 16: (5 − 3) ^ 4.

Play it: against the computer, with a friend here or in an online room.

Recruit

A die you capture joins your side with a fresh roll, and can attack straight away.

A die can only change sides once. If a die that has already switched is captured again, it is out of the game.

Take all of their dice to win. If nobody has after 100 moves, or the clock runs out, whoever holds more dice wins.

Play it: against the computer, with a friend here or in an online room. Inspired by Crazyhouse on lichess.

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