Yu-Gi-Oh! Dungeon Dice Monsters/Strategies

Learn to win, without all the hassle Blocking

As players need to 'dimension the dice' in order to summon a monster, monsters cannot be summoned unless there is sufficient space in which to dimension the dice. A good tactic to cut off any player at the knees is to use Lv1 monsters to quickly build towards your opponent, and then build sideways, and around the perimeter of his dungeon path, cutting it off. If the dungeon path is cut off, and a player can no longer place new pieces of path, then they cannot summon monsters. This is exceptionally useful against players like Kaiba, who rely on rolling high level monsters, as you can usually block them off, before they have the chance to summon.

Defending The Player

The player's piece can be attacked from 3 sides. To best protect him, build dungeon path 2 blocks to his left and right, so that the opponent can't build in the spaces directly to his left and right. This means he can now only be attacked from 1 space on the board (directly in front of him) - the perfect place to position your strongest defensive monster.

Rushing --- As with most real-time strategy games, the easiest (and cheapest) way of beating your opponent is to over-run them with Lv1 monsters, before they have a chance to summon anything. Stack your dice pool with 7 Lv1 monsters (to create dungeon path as quickly as possible), and 6 Lv3 Monsters (to provide crests, and summon in the event that something goes wrong). From the off, summon s many Lv1 monsters as possible, building a path straight to your opponent's life points. When you get within striking distance of your opponent, start rolling the Lv3s, in order to get movement and attack crests required to kill the opponent. Of course, things can go wrong, so make sure you have one or two powerful Lv3s to call out in an emergency, and beat-down anything your opponent manages to summon. If things go VERY wrong (Someone calls out a Red-Eyes, or an equally powerful monster), then bide your time, let the powerful monster head towards your life points, and then summon a few lv1 monsters, to finish off your opponent, while his monster is too far away to run back and help him.

SonicShuffler's Japanese Starter Deck -

Monster                       Type (T)         Lv  HP  AT  DE Cost

Mystical Elf                  Spellcaster (N)   1  20  10  20 2000 Penguin Soldier               Beast (N)         1  10  10  10 Cheap Thousand Dragon               Dragon (N)        2  20  30  20 3000* Zoa                           Spellcaster (N)   3  20  30  20 ???? Metalzoa                      Spellcaster (N)   4  30  30  30 1500* Twin Headed Dragon            Undead (T)        1  20  10  10 Cheap Gator Dragon                  Dragon (N)        2  30  10  10 Cheap Knight Of Twin Swords         Warrior (N)       2  30  10  10 9800 Blast Lizard                  Beast (N)         2  20  10  10 13000* Thunder Ball                  Spellcaster(N)    3  30  10  10 13000* Strike Ninja                  Warrior (N)       3  20  20  10 8800 Magician Dragon               Dragon (N)        3  40  20  10 48000 Crocozaurus                   Beast (N)         4  50  30  20 15000 Mighty Mage                   Spellcaster (N)   4  50  30  20 6000* Orgoth The Relentless         Warrior (N)       3  30  20  20 20000

First, go for Twin Headed (only use the last 10 dice if possible). move him against your LP. Next go for Gator, then Knight of Twin. Then go for Strike/ Thunder. Then go for Orgoth and if you need more monsters go for the rest of the last 10. If you use them all you will have gone through the japanese starter set.

Thanks to SonicShuffler92@aol.com for this potent (if expensive) tactic.