Roll The Dice
an Age of Empires 2 the Conquerors Scenario

Roll The Dice

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How To Play

What is Roll The Dice?

Roll The Dice(RTD) is a scenario with an unique gameplay concept. The main idea is to surprise players with different and ever changing gameplay situations. 

No two RTD games are identical or predictable.

The many events and situations in the map are randomly generated, and players have to adjust their strategy and playstyle accordingly.

RTD is a moba-like scenario, playable in FFA or teams, supporting a maximum of 8 players.

Each player spawns at the edge of the arena with a random unit. 

Should that unit die, another random unit is spawned for you. There is no respawn limit and you can re-roll unfavourable units for another one at a small fee. 

Getting kills earn you gold that you can use to buy various upgrades.

There are a maximum of 8 outposts in the centre of the arena, one for each player. 

Players lose when their outpost is destroyed. 

Last player remaining wins. 

Attack and gold bonus appear randomly on the map as relics and broken carts that you can collect.

10% Luck, 90% Skill

In some ways, RTD is similar to playing poker. On the surface, the game seems to be all about luck. 

In reality, there are many strategic elements and many different paths to victory. 

Gameplay is dynamic and fluid, and the best RTD players do not stubbornly stick to one strategy throughout the match.

Flexibility and cunning are important skills in RTD. 

Players who are unable to recognise subtle changes in the arena will pay the price later on.

That said, you would be a fool to ignore Lady Luck. Experts can lose because of bad luck, and 

noobs can sometimes win because of a lucky streak. 

This is part of the beauty of RTD, game leaders are not guaranteed victory and losers can unexpectedly win. 

Nothing is for certain, and players who let down their guard because they have a big lead sometimes pay the ultimate price. 

The reverse is also true, do not give up even if you are way behind! 

Lady Luck might be smiling on you!

However, in the long run, players who are experienced and are able to adapt accurately and quickly will win most of the time.

Roll The Dice 14.4 [1.4 RC]:

Available at voobly:

Roll The Dice v13.7:

Good skills to develop are:

get kills with any unit

Maximising good situations and minimising bad situations for yourself

Being alert and reacting fast to situations

Knowing what to buy in the store, depending on the current situation

Knowing which player is leading and which players are potentially dangerous. (Remember that 

because there are many ways to win, there can be different types of game leaders)

Knowing which player to target and prevent from getting too strong.

In another scenarios, these are very straightforward and easy. But in RTD, it takes some experience 

to accurately decide. A common mistake among players is reading the game wrongly and hence making poor decisions. Fighting amongst themselves when another player has taken a clear lead, or perhaps targeting a particular player too early in the game.

The randomness of the arena means that there isn't a constant best strategy, flexibility is needed and rewarded.

8 players preferred. Typically played FFA, team games have a different dynamic from FFA games and are best if played with people of equal skill.

Map Settings:

Lock Teams: Yes

All Tech: Disable

Age: Standard

Resource: Standard

Map: All Visible

Triggers statistics:

16 421 Triggers

53 770 Conditions

93 705 Effects


Game Full Hints:

How to win:

You have to be the last player alive, a player dies when he loses his outpost. Prioritise getting kills. 

Kills earn you resources that allow you to upgrade, making kills easier and faster. Try your best to 

stay high up in the food chain. Players at the bottom of the food chain have to find other creative ways to win.

Teaming up vs the game leader is often a bad idea. From early to mid game, the game leader 

changes often and events can suddenly surge another player into the lead. Remember that 

depending on the situation, there are many types of game leaders too.

Don't forget that you help other players to kill you, if you weaken the player that can kill them. Its a constant balance of power.

The exception is when a player has gotten a clear and substantial lead and might win the game soon. 

Then it is crucial to quickly stop fighting amongst yourselves and quickly get rid of him.

You have to survive and always check if you can handle the final 1v1 against the last player alive. 

During the game you shouldn't attack any player weaker than you, because if they are the last to 

survive, you will win easily. So keeping weaker players alive will increase your odds of survival too. 

This is a very sneaky strategy and important point which has the most impact on your winning chances.

It is also very important to protect your outpost, having a low outpost HP is a big handicap, as anybody can kill you easily. 

Random game conditions:

Start messages: Every RTD match has different starting conditions, so pay attention to the game messages at the start which will alert you to the game alterations.

Outpost starting HP, store prices, and outpost burning start time change from game to game. All prices alterations are listed after your civ bonuses.

Green indicates a discounted price and Orange indicated a raised price.

Outpost burning start time: This is the in-game time where outposts begin to be damaged by random explosions. 

This is indicated, at the start of the game, by explosions forming a dice pattern in the middle of the arena. (EG: 6 = 60 min, 3 = 30 min, etc.). 

The frequency of the outpost burning explosions are increased every 10 minutes until 30 minutes has elapsed. 

For example, if the first step begins at 30 min, then the second step will begin at 40 min.

An outpost burning explosion does 89 damage to your outpost.

Average damage per second:

- First step (0 => 10 minutes) => 0.7/sec

- Second step (10 => 20 minutes) => 1.4/sec

- Third step (20 => 30 minutes) => 2.8/sec

- Fourth step (30 => 60 minutes) => 5.6/sec

- Final step (60+ minutes) => 11.2/sec


Wood: +1/Kill

Food: +1/Kill (Usable at food island or by deleting fish trap to get new units)

Gold: +1/Kill, +3/Convert, +5/Raze (5 Gold = 1 Store cart)

Stone: Kill Streak (Usable at stone island, to select kill streak bonuses)

Actual Pop: Carts counter

Max Pop: 90% damage resistance timer

Relics: Get 1 to 10 AP

Broken carts: Get 1 to 5 Gold

Kill or Wood Rewards:

(doesn't matter if you earned the wood by kills, or bought the wood)

10: 5 Gold and 10 Food

20: +750 HP

25: +1 Gold/min and 20 Food

30: 5 Gold

40: +750 HP

50: 10 Gold

75: +1000 HP

100: +1000 HP and 10 Gold

125: Ultimate Power (+1 AP / +3 HP per second)

250: Mega Power (+5 AP / +15 HP per second)

You can see approximate wood levels of enemy players by their outpost name. (EG: Power 1 = 10+ 

kills, Power 2 = 20+ kills, etc.)

Useful Things:

=> You get a cart in the store for 5 gold.

=> You have a panic to kill all units in the arena. (by deleting burning palisade at top)

=> You have a micro panic to kill all units around your outpost. (by deleting pavilion under burning 


=> You have a fish trap that you can delete to change your current unit. (under micro panic 


=> You have a shortcuts system to use panic / micro panic / reroll quickly. (top of map)

=> You have a food trader at food island to buy bonus with your food. (left of map)

=> You have a stone reward selector at stone island to buy bonus with your stone. (left top of map)

=> You can see damage resistance timer at the right of map (Moving petard).

=> You can disable / enable auto change view when spawn with the 4th shortcut.

=> There is a heal bonus at the middle of the arena.

=> Deleting your arena unit manually is an illegal move and will result in an auto boot. Reroll using the fish trap instead.


There are 3 main stores:

The Classic Store: You will get 1 cart for 5 gold.

The Super Store: You can buy 1 super cart for 3 classic carts.

The Food Store: This store is composed of side upgrades that you can only buy with food.

Units Power Up:

There are many possible ways to power up your unit. The following Powers increase your HP and AP by X per second.

- Medium Power (+8HP | +1AP / 10 sec) (Buy in super store)

- Final Power (+4HP | +1AP / 5 sec) (Buy in classic store)

- Ultimate Power (+3HP | +1AP / 1 sec) (Earned at 125 wood)

- Mega Power (+15HP | +5AP / 1 sec) ( Earned at 250 wood)        

- Dysfunctional Power (Random substantial increases of AP) (Available only from random upgrade in super store)

- Middle Power (+6HP | +1AP / 1 sec at middle of arena) (Buy it in super store, two separate upgrades)

Frequently Asked Questions:

=> What is the island with relics above the arena?

This is the stone island, where you can trade stone for bonuses. Stone indicates your current kill 

streak. Re-rolling or dying will reset your stone back to zero. Once you have reached the amount of 

stone needed, the bonus is awarded immediately. You can earn the same reward repeatedly as long 

as you have the required stone. Select your kill streak bonus by moving the VLDM to the 

appropriate square.

=> How to use the VLDM shortcuts?

Shortcuts are really easy to use and are important during gameplay. Assign a number to them, and 

during the game, for panic or reroll press the assigned number and right click anywhere in map. The 

VLDM will go down and trigger a reroll or panic, then reset to be triggered again if needed.

=> What are those upgrades at the bottom of the store?

These upgrades your age technologies to have better units.

=> How unlock Final Power?

You must buy all the blacksmith upgrades (right) and age tech upgrades (bottom). You will need 12 

carts in total. (4 for blacksmith upgrades, 5 for age upgrades, 3 for Final Power itself)

=> What is a sniper (in classic store)?

Buying a sniper gives you 1 cart on the sniper island (left of classic store)

A sniper will damage the chosen player's outpost by a random amount, typically 1K – 5K damage, 

rarely as high as 10K damage. Simply move the sniper cart to the player coloured flag you wish to 


=> What are the possible outpost HP increase/decrease values?

- +6/sec max from store

- -6/sec max from a player (-42 max from all players)

=> What does the "HP Decrease Divided by 2" upgrade do?

This upgrade cuts all HP decrease from other players in half. E.G: 2 players bought -3HP/sec, then 

you lose -6HP/sec. If you buy "HP Decrease Divided by 2" you will lose only -3HP/sec.

=> What are rate multiplicators in super store?

These upgrades multiplies the speed of your bank income, HP increase/decrease or middle bonus. 

E.G: If you buy Bank Rate x3 your bank will gives 1 gold/20 sec instead 1 gold/min.

=> What is this old stone head in the super store?

This is the random upgrade, it gives you an upgrade randomly, see the "Random Upgrade Details" 


=> I don't understand how work some upgrades from the random upgrade.

See the "Random Upgrade Details" section.

=> Are teams supported?

Yes all possibilities are detected: Panic and HP decreases do not affect your teammates.

=> What is the Noob Store?

The last player to get 10 wood gets a cart in the noob store to help. Available only for games with 6 

or more players.

I really don't know what to buy, there are too many things!

Don't worry, you will get used to all the upgrades with time. Try to add, progressively, new 

upgrades to your strategy. Basically you can follow this buy order which is not bad and easy to 


Food Store:

1/ Get Exchanger Resistance (70 food) to prevent people from stealing your unit.

2/ Just exchange all your food for gold, and try to use the exchanger to steal enemies units.

Stone Island:

1/ Do not touch it, this "store" has a very minor impact on your game.

Gold Store:

1/ Food Bonus (+1Food/30Sec) -> Good for economy always, except in 1v1 or low HP games.

2/ Bank (+1Gold/Min) -> You will get more gold to buy new upgrades faster.

3/ Blacksmith upgrades -> It will help you to get kills, each kill gives +1 of each resources so 

it's very important.

4/ Units upgrades -> You need it to have stronger units, and to unlock final power.

5/ Final power (+1AP/+4HP/5Sec) -> Your core upgrade, you can get lot of kills.

6/ Ballistics + Chemistry -> ...

7/ HP Increase (+3HP/Sec) -> To have a stronger outpost to resist to attacks and snipers.

8/ Medium Power (+1AP/+8HP/10Sec) -> Good HP complement for final power.

9/ Then three possible ways:

=> Just get kills and try save enough gold to fight when you will go ultimate and mega.

=> Buy wood to rush ultimate and mega, but you will have no gold so it could be harder.

=> Just survive and save your gold to kill the last remaining player (Getting bank x3 is good in this 


If many players target or try to snipe your outpost, you have to get 90% damage resistance(in 

classic store) to prevent losing too much outpost HP, it is the most important upgrade of the game to 


Achievements: Match Statistics

=> Feudal time -> Final power time

=> Castle time -> Ultimate power time

=> Imperial time -> Mega power time

=> Food -> Outposts starting HP

=> Wood -> Outpost burning starting time in minutes

=> Stone -> Inflicted damages with -200HP, -2kHP and -HP/sec

=> Gold -> HP gained with +300HP, +3k and +HP/sec

=> Trade Profit -> Total amount of carts owned

=> Relics Captured -> Power reached at player's death

=> Relic Gold -> Maximum gold income per minute

=> Total Castle -> True kill counter (does not count bought wood)

=> Total Wonder -> Razes counter

=> Tribute Received -> Advanced match details

The advanced match details number describe much things about how the player played his game, 

it's used by me to make stats and balance the map, I may publish a documentation about this if 

people are interested.

** Note v13.7 Civ bonuses are missing. **

Other tips and tricks:

- Micro panic kills also give standard rewards.

- If a player reaches the max amount of carts (10), he will start to accumulate gold, this is indicated 

by an explosion over his store flag every 30 secs.

25+ gold = 1 explosion

50+ gold = 2 explosions

75++ gold = 3 explosions

Be careful as players with a lot of gold have a big advantage.

- If you are trying to earn a high stone kill streak contract, you can block your spawn to prevent 

losing your stone should you die, and quickly trade in a smaller stone contract instead.

- The area where you can buy 90% damage resistance is randomly bombarded to prevent cart 


- Wolves have a random attack power.

- Micro panic will also kill any allies.

- Panic dodger can't dodge a micro panic.

- If the statue isn't here, nobody can get admiral or crazy women, and attack bonus explosions can't 


- The spawn priority is random, for example at start your chance to get your unit in first is 1/8. 

The maximum time that you can wait is 8 seconds.

- You get gold bonus when you do combo kills, that means when you do several kills in same time.

Combo kills bonus:

x2 => 3 Gold

x3 => 5 Gold

x4 => 10 Gold

x5 => 25 Gold

x6 => 50 Gold

x7 => 100 Gold

Advanced Probabilities:

Here you can see exact probabilities about some random things.

Units numbers:

85% to get a standard unit

6,25% to get an hero class B

4,16% to get an hero class A

2,78% to get Imam

2,08% to get a double unit spawn

0,69% to get a missionary

0,34% to get the strongest wolf

0,077% to get a cobra car

0,022% to get a double hero spawn

0,016% to get a triple unit spawn

0,0061% to get the monkey boy

0,0027% to get a triple hero spawn

Less than 0,0027% to get epic and secrets spawns

Rarest is 0,00008477% !

Events Numbers:

Each 85 min constant units event happen

Each 170 min an hero time happen

Each 540 min flying wolfs come

Each 660 min hay stacks dissapear

Each 8 games a start event happen

Each 64 games deep game mode is loaded

Over 64 games to see secrets games modes

Rarest is each 1024 games !

Random Upgrade Numbers:

12% to get dysfunctional power up

12% to get dysfunctional gold machine

12% to get dysfunctional wood machine

12% to get double towers

12% to get panic dodger

12% to get lucky enchantment

12% to get lot of food

4% to get outpost burning immunity

4% to get the accursed tower

4% to get the garrison tower

0,69% to get +3000 HPs

0,69% to get -2000 HPs

0,69% to get the merchant

0,69% to get the gold dice

0,26% to get the exterminator

0,26% to get 3000 HPs for enemies

0,26% to get +50 gold to all

0,13% to get the kamikaze power up

0,13% to get the submachine gun

0,13% to get 66 extra wood

Less than 0,13% to get secret upgrades

Rarest is 0,02441% !

Random Upgrade Details:

Dysfunctional power up: Your unit have 1.5% chance per second to get +17 AP.

Gold machine: You have 0.4% chance per second to get +2 Gold, and 0.4% chance per second to 

get +6 Gold.

Wood machine: You have 1.5% chance per second to get +2 Wood.

Double towers: You get 2 bombards tower behind your outpost.

Panic dodger: You have 50% chance to dodge each panic.

Lucky enchantment: Heroes/Double units => +66% , Died Carts => +1000% chance for +3 gold, 

Relics =>  +1000% chance for +10 AP.

Lot of food: You get +250 Food.

Outpost burning immunity: Outpost burn won't damage you.

The accursed tower: 1777 HP / 18 AP / +1 AP each 5 seconds.

The garrison tower: 100 HPs / Infinite Armor / Immune to all projectiles / Slow HP Regeneration / 

+3 HP per sec to garrisoned unit.

+3000 HPs: +3000 HPs to your outpost.

-2000 HPs: -2000 HPs to all enemies' outposts.

The merchant: You can sell 4 wood or 4 food against 1 gold as many times as you want.

The gold dice: +500% chance to get heroes / double units

Exterminator: You get 3 free snipers in sniper area.

Buy 3000 HPs for all: All players get +3000 HPs to their outpost, except you.

+50 gold to all: All players get +50 Gold, including you.

Kamikaze power up: +7 AP/sec and 3% chance to die each second.

                   = = = = => CIV BONUS <= = = = =

AZTECS (Gold Civ)___________________________

- +8% Chance To Get The Gold Machine

- Bank x3 +5% Efficient

- Start With 5 Gold

BRITONS (Archers Civ)___________________________

- Archers +3 Ranges

- Micro Panic Cost 50 Food

- Towers +2 APs

BYZANTINES (Defence Civ)___________________________

- +300 HPs / +3000 HPs Are 10% More Efficient

- Monks +15 HPs / Heal Rate x3 / Heal Range +4

- Start With 500 Extra HPs

CELTS (Infantry Civ)___________________________

- +100 HPs 75% More Efficient On Infantry

- Exchanger Immunity Cost 30 Food

- Infantry +15% Move Speed / +25 HPs

CHINESE (Food Civ)___________________________

- Food Help Is 33% More Efficient

- Reroll Cost 4 Food

- Start With 50 Food

FRANKS (Pyrotechnic Civ)___________________________

- Middle Boom Happen More Often When You Are At Middle

- +33% Chance To Get Outpost Burning Immunity

- Immune To All Game Explosions

GOTHS (Wood Civ)___________________________

- Died Carts Give Always Gold + 2 Wood

- +12% Chance To Get Wood Machine

- Start With 5 Wood

HUNS (Raze Civ)___________________________

- -200 HPs / -2000 HPs Are 10% More Efficient

- -200 HPs Contract Need Only 5 Stone

- 8 Gold Per Raze

JAPANESE (Rush Civ)___________________________

- Lucky Dice Cost 50 Food

- Infantry +33% Attack Speed

- +1% Chance To Get Kamikaze Power Up

KOREANS (Archers Civ)___________________________

- Medium Power +20% Efficient On Archers

- Archers 100% Accurate And Fire Faster

- Archers +4 APs

MAYANS (Economy Civ)___________________________

- 3 Gold / 3 Wood Cost 20 Food

- Exchanger Cost 40 Food

- Decrease Score Cost 10 Food

MONGOLS (Lucky Civ)___________________________

- +3% Chance To Win Mini Lotery

- +15 Gold To Lotery Jackpot

- Siege Weapons +50% Move Speed / +1 Range / +20% Damages

PERSIANS (Cavalry Civ)___________________________

- Food Bonus Give 15 More Food (Except With Merchant)

- Cavalry +10% Move Speed / +20 HPs

- Elite War Elephant +30% Move Speed

SARACENS (Sniper Civ)___________________________

- Immune To Snipers Reflexions

- Sniper Do 500 More Damage

- Cavalry +10% Move Speed / +20 HPs

SPANISH (Final Power Civ)___________________________

- Monks Faith Regain +50% / Convertion Range +3

- 1 More Gold Per Convertion

- Free Feudal Blacksmith

TEUTONS (Resistance Civ)___________________________

- Middle Absolute Heal Speed +0.5 HP Per Seconde

- Units Resistant To Convertions / Die When Converted

- Infantry +10% Move Speed

TURKS (Tower Civ)___________________________

- Bombard Towers +250 HP / +60 AP

- Free Ballistics + Chemistry

- +8% Chance To Get Double Bombard Towers

VIKINGS (Streak Kills Civ)___________________________

- +1 AP Per Kill

- Relics Give Always APs + 2 Stone

- Berserks Ultra Fast Regeneration