GEN CON & YOUR PRE-ORDER STATUS!
Gen Con 2016 was a blast!
This was Dimension's first year exhibiting our new game Mechana Rising and we couldn't be happier with the results. We'd like to thank everyone who came out for a demo and anyone who pre-ordered Mechana Rising. We'll be shipping your pre-orders this September, so hang tight!
Gen Con Indy 2016 was just the begining for Dimension Games, so stay tuned for all the new and innovative games we have planned this year!
PLAY MECHANA RISING AT GENCON!
Join us August 4-7th for the best 4 days in gaming! Dimension Games will be at Gen Con promoting our innovative new game Mechana Rising.
Get a sneak peek at Mechana Rising and try it out before it ever hits store shelves! Like us on Facebook and stop by one of our booths for free cards and a game demo!
PLAY DIMENSION ONLINE!
We’re excited to announce that UnTap.in has added support for Dimension. All of our cards are currently available in their deck builder and you can play for free right now. To make your first few games even easier we’ve provided 4 Deck lists formatted for use in UnTap.in.
HOW TO SET UP YOUR DECK
1. You need to create an account with UnTap.in
2. Click the decks tab at the top.
3. Select the “New Deck” button and pick “Dimension” from the drop down.
4. From here you can use UnTap.in’s deck builder or import a deck list. To import a deck list click the green menu button at the middle top of the deck builder and select “Paste Deck” then copy and paste your deck list into the field. Then click “Insert Deck.”
5. You need to press the blue drop down menu next to Map of the Void and select “starts in play.” This is the best way to use Oblivion cards. The player that goes first needs to remove their Map of the Void from the game. This is because only the player on the draw receives Map of the Void.
6. The last step is to change your life total to 21. You do this by clicking on the green menu button and selecting “Advanced” and clicking on “game counter 1” to set our total to 21 life.
7. Now just save your deck and you are ready to play!
We have 4 deck lists all ready to go.
1 Electrica's Desert
23 Fire Resource
4 Goblin Mercenary
4 Criminal Death Squad
4 Goblin Siege Boss
2 Shock Troop
3 Goblin Summoner
2 Clean up Crew
1 Rage Builder
3 Pathfinder Goblin
4 Lodgul, Orc King
4 Goblin Fodder
1 Jolt of Pure Electrica
2 Stasis Field
1 Complete the Circuit
2 Electrica's Desert
1 Metallic Sprouts
21 Life Resource
4 Gear Speaker
3 Marbleskull Beast
4 Bross, Waste Prowler
4 Melin, Beast Caller
4 Rageskull Crasher
1 Hungry Sparkeater
1 Hockis, Megamind of Mana
1 Lifeforged Behemoth
1 Electrogenesis Behemoth
1 Ceptius, Soul Eater
1 Carnus, Faceless Butcher
4 Scavenging Grounds
2 Stasis Field
1 Jolt of Pure Electrica
4 Electrica's Desert
21 Death Resources
4 Corpse Collector
4 Ravenous Ghoul
3 Plague Spreader
2 Nanopoison Drone
4 Death Dealer
2 Dr Zaxu, Necrotic Engineer
1 Corpse Harvester
3 Autocannibalistic Zombie
3 Undead Agitator
4 Break Bodies
1 No Innocents Before the Void
2 Rot Study
1 The Dead World Calls
1 The Void Feeds
1 Map of the Void
22 Water Resource
4 Ultara, Life Drowner
4 Fiona, Ambassador to Elfrond
4 Rebma Scout
3 Mindflow Android
3 Slippery Sleuth
3 Merfolk Archeologist
4 Noble of Rebma
2 Jolt of Pure Electrica
4 Titanic Failure
3 Aquila, Sovereign of the Deep
ALTERNATE DIMENSIONS TALENT SEARCH!
The Alternate Dimensions are a series of talent searches to find great community members to work on the game. We are looking to fill actual jobs at Dimension. We have great prizes for participants, and winners will have an incredible opportunity to work in the game industry. We have 3 Alternate Dimensions going on during our Kickstarter: Design, Development and Art.
All three are structured similarly. After the initial submission round ending June 16th for developers, May 31st for artists and June 16th for designers. The Dimension team will narrow contestants down to the top 8 entries. Those 8 contestants will compete in a one month long series of challenges with one person being eliminated each week until there are four. The final four will then complete a month long challenge with bonus challenges narrowing the group to the final two. There will be one huge final challenge at Dimension HQ for the 2 final participants. There is community voting every week, so keep up and support your favorite contestants! You must be 18 years or older to enter.
Are you the kind of person that theorizes what new cards Dimension might release? Do you tend to day dream about incredible fantasy and sci-fi worlds populated with diverse and exciting characters? When you play games do you make up your own house rules? You might have exactly what it takes to be a game designer and we want you. We’re looking for a talented game designer who will make new mechanics and cards and build their very own world, and eventually see that world come to life in an official Dimension set.
Are you better than everyone you know at playing games? Do you have an immense knowledge of how different Dimension cards interact with each other? Then you are developer material. Developers are some of the most knowledgable and skilled TCG players in the entire world. They know everything about how games work and they use their knowledge to balance the game and make sure that Dimension cards are fun and fair.
Are you a true artistic talent? Can you bring elves, goblins, robots, and dragons to life? Do you love conveying a story, and drama with your art? Then you should definitely enter this contest. Dimension is looking for skilled sci-fi and fantasy artists who want tens of thousands of players to enjoy their art on our cards.
Follow the links above to read more about each position and get your entries emailed to firstname.lastname@example.org, email@example.com and, dimensionartistsearch.com as soon as possible! Remember, You must be 18 years or older to enter. Feel free to participate in as many different contests as you would like. Good luck!
JOIN US ON KICKSTARTER!
Our Kickstarter is now live! Check out the great deals we are offering to our supporters, and consider backing us today!
THE BIRTH OF REM
A silver-haired woman walked down the dusty lane. A cold chill kissed her cheek, and she gripped her cloak about her tighter. It was a fierce night, harsher than she had expected, though not bad enough to summon a magical transport. The celestial beings didn't like being summoned for mundane tasks, and witches that called on them often soon lost the use of their services.
She glanced up and saw the outline of a building ahead. She hunched forward into the wind, counted her steps, and tried to guess how close she was. Her right leg felt heavier, weighted down by an enchanted blade. She wore it out of habit, as the metallic beasts in the area had long ago learned to leave her alone.
She heard an electric hum, and turned to see a large, black machine approaching. Despite its thick, tank-like treads, it glided smoothly over the ground. It passed, coming to a hard stop in front of the building.
A tall man got out of the back of the vehicle, which shut off naturally. He stood there looking back at her, his white-gloved hands resting on a silver-topped walking cane.
She thought about shouting "hello," but didn't know what to say after that, and she was having a hard time keeping her breath. Finally, they stood next to each other.
"Felicia," he said, "good to see you."
"Blythe," she said, and began walking past him towards the building's steel doors.
Blythe matched step.
"Why do you think Leucyd called us here? A breakthrough in the portals?" he said.
"I doubt it. He wouldn't be this mysterious," she said.
"He could need help."
The doors slid open in front of them. Long strips of neon-blue bulbs switched on, revealing a wide and tall corridor. The lighting was electric, not magic. Due to their respective backgrounds, Blythes and Felicia were two of the rare few that could tell by looking.
A panel slid out of the wall, and a man stepped out. He had the long hair and white robes of a wizard, but the piercing, curious eyes of a scientist.
"Good afternoon Dr. Blythe," Leucyd said, shaking his hand. "Mother," he said, giving Felicia a hug.
He stood back for a second, sizing them up. He turned, and they followed.
Three pairs of orange goggles hung by the door of Leucyd's workroom. Leucyd grabbed a pair and kept walking, and the others followed suit. The room was well-lit, though cluttered with graphs, models, tools, and bits of circuitry.
At the center of the room, an android lay stretched out on its back, eyes dull and stomach opened up as if for surgery. Its head was large, inhuman yet shaped in man's image. A machine would have no need for the large, steel jaw.
"Meet Rem," Leucyd said, smiling, "his brother, Rom, had to be put down, but I'm pretty sure I solved the, ah, bug in the aggressive index."
"It's just a robot?" Blythe asked.
In the distance, a loud, metallic clang-clang-clang started up. Leucyd didn't pause.
"Robots, sure. We all know robots. AI and all that. But that's not what this is. This is sentience—true sentience, a self-aware being that can learn and explore as a human does. And I'm not talking about learning as I programmed it to learn, or-"
"And how did you manage that?" Blythe wasn't excited anymore. He looked irritated, bored. He'd come on the promise of a grand discovery, and what he got was Leucyd being Leucyd. Perhaps he had made a smarter machine, but even so the Scientific Council would just reclassify AI to include whatever progress he'd made, and that would be that.
"You see," Leucyd said, "there's an element of Rem's composition that's been missing from quantum robotics."
Felicia looked up from the android. "Leucyd, did you capture the soul of a Tree wanderer?"
"No. That is what it looks like though, isn't it? It took more energy than it takes to run this entire building, but that soul is home-grown, forged."
"That's impossible," Blythe said, crossing his arms.
"Everything's impossible, until it's tested," Leucyd said. He punched a few keys on a control panel, and Rem started whirring to life, its eyes blinking with static.
Felicia jumped back, her hand on her sword.
"What kind of safety mechanisms are in place?" she asked.
"Good question. The nanocooler uses tiny electromagnetic prongs, which I polarized and placed on opposing ends of a quantum dot crystal. Electrons have to change their spin when bouncing back and forth between the prongs, which burns the energy (and thus the heat), of the crystal. So the quantum computer core should be perfectly safe," Leucyd said.
"I meant for us. What kind of safety mechanisms are in place for us."
"You have your goggles?"
"Nothing built into the robot? Any kind of overarching laws to only serve and protect humanity?"
Leucyd threw back his head and cackled.
"Heavens no! Where did you get such a funny notion?" he said.
The whirring climaxed, and Rem's eyes glowed to life. From its chest cavity, long, spirally strands of white light twisted and flickered.
Felicia stared. She recognized the strands, the magical essence of life, though she had never seen them this clear, and never outside an organic form.
"Fascinating!" Blythe said, "Computers and magic intertwined. Only you could do this, Leucyd. Say, what if we-"
"Chhhhhhhhkqrrrkkk," Rem said.
Leucyd beamed as a father watching his newborn.
"That's adorable. Rem's learning to use his vocals," Leucyd said.
"Chhhhheeelp... Chhhest...," Rem said.
"Right, my apologies, Rem, but I don't quite have your torso finished," Leucyd said.
He turned to Blythe and Felicia.
"I have him connected to the quantum computer, so he can think and feel, but I haven't designed anything to keep the soul in place without damaging it, and I haven't motorized his limbs yet," Leucyd said.
"Wouldn't it have made more sense to finish the other stuff first, and then the soul?" Blythe said.
"Ah, but the order of convenience is not necessarily the order of discovery," Leucyd said.
Blythe nodded. For a moment, no one said anything. The scientist and the witch stood in awe, and Leucyd in flush exultation. This was the invention of the wheel, the capture of fire. This was man reaching for the heavens, and bringing his hands down from the clouds gripping lightning bolts.
And just like that, Leucyd's energy left him. His face looked pale, worn out, as though he had aged five years in a single moment.
"I'm tired," he said, turning to Rem, "Goodnight, friend."
He kissed the side of Rem's large, metallic cheek, flicked a switch, and Rem powered down.
Leucyd lay down where he stood. Felicia found a dirty pillow and blanket in the corner and tucked him in.
Felicia and Blythes took off their goggles at the door, and left the way they came in. Doors shut behind them, and lights turned off as they left. They said nothing until they were under the open wild of Electrica's sky.
"I'm surprised you didn't Magic your way over, on a night this cold." Blythe said.
"I don't have so much of the stuff that I can spend it willy-nilly. Just wait, one day you'll run out of whatever powers that damn machine of yours."
"Speaking of which, my, ah, chariot could seat one more, if the lady wants a lift."
She smiled, and felt her eyes water from something more than the wind, but shook her head. "Never again."
He nodded, and turned towards his machine. It started naturally, and the back door opened for him.
She hunched forward, and began trudging home.
Make sure you remove the Map of the Void before drafting, there are 4 included with every draft set. They are not drafted, but players who are On the Draw get to use them during the game
In Dimension, limited is played with a set cube of 312 cards. All of the cards are shuffled together, and players put together three face-down packs of 13 cards. These packs are completely random, and may have multiple cards with the same name or rarity.
Each player looks at their first pack at the same time, picking a card and passing to the left until the packs are empty. The second pack passes to the right, and then the third back to the left again.
Once the draft is finished, players build decks out of the cards they drafted, adding as many simple resource cards as they like. Decks must have at least 40 cards.
You're good to go! Good luck and have fun!
AN INTRODUCTION TO THE RULES
DECKBUILDING & FORMATS
One aspect of deckbuilding that's unique to Dimension is point values. Depending on the tournament format, you might see different point restrictions, but casual play has no restrictions. The Standard tournament format allows 20 points per deck. You can find where point values are located on our card example here, and any changes to point values will be posted on our web site.
Dimension will never ban cards. Instead, point values give us the ability rebalance cards over time to keep competitive play fresh. Ideally, a deckbuilder will never be locked into running the top tier draw spells, win conditions, and enablers just to stay competitive, instead of having to make interesting decisions between them.
In Dimension, the player on the play doesn't draw for the start of their first turn. In addition to the extra card, each following player starts the game with a special On the Draw card. Currently, the On the Draw card is called the Map of the Void, but new On the Draw cards will be released as we travel to new worlds.
In constructed tournaments, you're allowed a sidedeck that can be used after game one of a multi-game match. In Standard, you are allowed to have up to 18 cards in your sidedeck.
In limited, decks have a minimum of 40 cards. Unless you're an experienced deckbuilder, we recommend starting with 17 resource cards.
In Dimension, limited is played with a set cube of 312 cards. The cards are shuffled, and players put together three face-down packs of 13 cards. Each player looks at their first pack at the same time, picking a card and passing to the left until the packs are empty. The second pack passes to the right, and then the third back to the left again. Once the draft is finished, players build decks out of the cards they drafted, adding as many simple resource cards as they like.
STARTING THE GAME
To set up for a game of Dimension, randomly decide who goes first, shuffle your deck, and allow the opponent to shuffle or cut it.
Each player draws seven cards. If a player doesn't like their opening hand, they can take a free mulligan, redrawing seven. After that, if they still don't like their hand they can mulligan down to six cards, losing a card each time until they keep a hand.
Players start the game with 21 life.
PARTS OF A TURN
Start: Two things happen at the start of turn: Drawing your card for the turn and resetting your permanents in play. Players can't play cards or activate abilities during the start of turn until after they have reset their permanents and drawn their card. Players can choose to either draw their card or reset their permanents first.
First build: This is when players play their resource for the turn and tilt resources to play cards. When you play a card, the opponent has a chance to respond (say with a cancel effect), and in a multiplayer game people have a chance to respond going clockwise around the table.
Attack: Tilt characters to attack opposing players or champions. You may only attack with characters that you controlled at the start of your turn (when you play a character, it has to wait a turn to attack or use its tilt abilities).
After you tilt attackers, the opponent you are attacking may defend with any untilted characters they control. They may use multiple characters to defend one attacker, but each character may only defend once per turn. The attacking player chooses how to distribute their character's damage among the characters defending it.
Second build: As in the first build, you can tilt resources to play cards.
End of Turn: There is no maximum hand size, and it's now the opponent's turn. If you're playing a multiplayer game, the turn passes in a clockwise order.
TYPES OF CARDS
Cards are played on either of your two builds.
Resources are what you use to pay for cards. Death cards need death mana, life cards need life mana, and so on. You may only play one resource per turn.
Characters are the most straightforward way of winning a game of Dimension, and may attack either players or champions. A character may only attack if it started the turn under your control. Characters tilt to attack, and because of that a tilted character may not be chosen as an attacker. When a character is dealt damage equal to or greater than its defense in a single turn, it dies.
Mechanisms, like characters, stay in play after you play them. Sometimes, "mechanism" is added to other card types in order to augment its attributes for various cards and abilities.
Spells are your main way of working the magic of the Dimension universe. When you play a spell, its effect happens and then it goes straight to the bin.
Champions are like mechanisms, except they have a starting health total and a set of abilities that use that health for powerful effects. When you use a Champion's ability, you add or remove the amount of health that is next to that ability. If a champion has zero or less health, it goes to the bin. Champions may only be used once per turn, and you may have any number of the same champion in play. Like players, champions may be attacked during the attack part of turn. If a player controls a spell, mechanism, or character ability that's dealing damage to an enemy player, they can choose to hit a champion that enemy controls instead, in which case a corresponding amount of health will be removed.
Aggressive: A character with aggressive must attack every turn if it can.
Concealed: Cards with concealed can't be chosen as part of a card or ability (say you have a card that destroys a character. It can't "see" the concealed character). Cards with concealed can still be sacrificed or effected by cards that don't choose (say with a card that destroys all characters).
Deadly: A character with deadly will instantly kill any other character or champion it deals damage to.
Defensive: A character with defensive cannot attack.
Der Infy: Build with as many of this card as you like, ignoring the four-of deckbuilding rule.
Evasive: A character with evasive can't be defended in combat.
Feed the Fires: Cards with feed the fires have their own separate deckbuilding requirements before you can play them. Cards with feed the fires are designed purely for constructed play.
Flight: A character with flight can't be defended except by another character with flight.
Impervious: A character with impervious can't be destroyed by spells, effects, or damage.
Instantaneous: A card with instantaneous may be played outside of the Build, including on an opponent's turn.
Leech: A card with leech gains you life for the amount of damage it does. A character with leech gains you life at the same time it deals the damage. This means that, if you're at 2 life and being attacked by two 2/2s, if you defend from one of them with a 2/2 with leech you'll stay at 2 life when damage is dealt.
Magnetic Attraction: Cards with magnetic attraction cost 1 less for each mechanism you control.
Oblivion: Cards with Oblivion may start the game in the void. They may be played from the void as if they were in your hand. Note that the void is different from removed from the game. Cards removed from the game can never be returned to the current game.
On the Draw: You start the game with this card each game you are on the draw.
Overrun: An attacking character with overrun may push through any leftover damage from the defenders to the defending player. For example, if a character with three attack is defended by a character that has one defense, two damage can be pushed through to the defending player.
Quantum Uncertainty: A card with quantum uncertainty has two separate costs, and you can choose to play it with either one.
Range: A character with range can defend as though it has flight.
Reforged: A card with reforged can be marked during deckbuilding. If you do so, double its point value and it gains additional attributes. Reforged is a purely competitive mechanic--players can make their own decisions as to whether or not to allow reforged cards in casual games.
Rejigger: A card with Rejigger can be played from the bin as if it were in your hand if you discard a card that fills its Rejigger Cost. You still pay the normal cost of the card.
Resolute: A character with resolute doesn't tilt to attack.
Rush: A character with rush can attack and use its tilt abilities the first turn it enters play.
Singularity: You may only put one of these in your deck during deckbuilding.
Titanic: Whenever a character with titanic attacks, double its attack and defense and all numbers in its abilities except costs. This effect does not end at the end of turn.