A walkthrough aimed for lower difficulty levels.
Lock or use dice when they have gathered (tools), worked (cogs), built (hammer, keep 2 max), or explored (compass, keep 1 max) face at the start. Roll dice if they have a fight (sword) face, as you won’t need it at the beginning.
Once you have finished salvaging the shipwreck remnants around your harbour, start rolling that work faces too.
It is often more important to lock dice (alt + left click) to save durability rather than play fast and roll a lot of dice at once.
Build a house next to your town hall for extra efficiency. Once the house is completed, you can start putting dice there to create new dice. Use the dice with faces. You don’t need them for that (instead of rolling them). Stop creating new dice once you have 10 in total. This should be enough to make your peasants happy, which will increase their gathered output.
Begin by constructing districts and exploring them.
When placing districts, try to place them near as many forests as possible, as well as iron mines and stone mines. Ideally, towards the end, you would have at least one peasant district next to each available forest or mine.
If you need food, use Gather on the hunting grounds.
Do not deplete forests/iron mines/stone mines, but you can deplete hunting grounds and meadows as they have relatively limited use with policies.
When you reach your first winter, pick the following policies in priority:
- Mandatory mining
- Mandatory cutting
- Mandatory harvesting
- Fur coats
- Mandatory exercise
- Sharing experience
- Expert workers
- Solstice celebration
Once you get mandatory mining, start upgrading your districts next to mines to peasant districts.
Once you get mandatory cutting, start upgrading your districts next to trees to peasant districts.
Once you get mandatory harvesting, place 6 wheat farms next to peasant districts.
During the beginning of winter (hover the mouse pointer on the season wheel to see where you’re at), the freeze chance is only 5%, so keep using your dice normally.
Stop playing dice during the middle of winter (30% freeze chance) and start playing them again at the end of winter (15% freeze chance). At the end of the first winter, they placed a wheat farm and a mill next to a district hall.
From now on, when you roll a work face, put it in the mill or on the farm. Also, start locking sword faces (up to 2) when you roll them.
Build a School and a Workshop next to a district hall. Start placing dice with low durability in the school to get up to 4 citizens.
Once you start getting attacked, defend as follows:
- Fight raiders that would destroy a building with a die (sword).
- Do not fight arsonists, but prepare a work face and place it on the building as soon as it is on fire. (If you wait, the fire can spread and also require more work power to be removed).
- You can optionally fight thieves if you have a sword available, but their impact is limited.
- Fight poisoners as they can get your dice sick.
- If a die gets wounded, try not to use it in a fight again. Also, use it as a priority if you need to create new citizens, for instance.
Start researching. A suggested order would be:
- Civic – Rations (once done you can heal your existing low durability dice)
- Production – Harrow
- Production – Improved Sails
- Religion – Unlock Shrine
- Religion – Bandages
- Religion – Divine Protection (once you unlock tier 2)
- Religion – Frost Protection (once you unlock tier 2)
- Gathering – Felling Axe
- Gathering – Fletching
- Production – Barrel Aging (once you unlock tier 2)
- Military – Unlock Tower
- Military – Battlements
- Civic – Scouts
- Gathering – Geology
In the meantime, train 2 more peasants. Continue to expand using districts. When available, choose peasant policies.
Third Year and After
Unlock tier 2 in the technology tree.
During your 3rd winter, start saving gold to build the Town Square later. Build a brewery and then a tavern.
During your 4th summer, build 2 or 3 towers at the top, ideally being able to deal at least 2 damage to all entry points your opponent can use.
If you already have the top 3 peasant policies, you can place the Town Square and start increasing citizen happiness.
Otherwise, build a hospice and put the four citizens in that one to reset the citizen class happiness as well as increase your chances of getting the correct peasant policies.
Once you get these top 3 peasant policies, start researching again with 3/4 of the citizens.
Get the citizen class happy for extra output.
Unlock technology tier 3 and tier 4 later on.
Continue placing peasant districts over the map, as long as they are adjacent to some wood, stone, or iron location that is not within a peasant district yet.
- Production > Block Printing
- Production > Scholars
- Military > Crossbows
- Military > Sights
- Production > Brass gears
- Production > Filtering
If you start to lack gold, place a tax office next to a peasant district hall, use it with the citizens, and rebuild happiness using Town Square. From there, you can pretty much win relatively easily. Either start turning into soldiers to finish the game, or place 3 additional towers at the top to be protected.
If you want to play a longer game or ascend dice, you can start increasing your gold income either by going for the monk policy “Mandatory Offerings” or going for the merchant policy “Domestic Trading”.
In both cases, you can remove all your citizen dice to increase your chance of getting the needed policy. Also, try to get the 12 peasant policies just so that they are not part of the choice for the next year anymore.
And that concludes this Dice Legacy guide. Do you have any suggestions to improve this guide? Please let us know by leaving a comment below. For any other concerns, please reach us using the contact details found on the contact page.