🎲 Dungeon Dice Monsters — Companion

a player's companion to the comfypilled cart, and to the game underneath it

🛠 What the cart is

This is a reference work for a romhack that tries to make DDM (GBA) good rather than bad. What it does:

  • Makes it a lot faster by speeding up many animations.
  • Teaches the AI to be smarter.
  • Teaches the AI how to, and to use the following monsters’ abilities: 🎴Time Wizard, 🎴Harpie Lady, 🎴Harpie Lady Sisters, 🎴Yaranzo, 🎴Rogue Doll, 🎴The 13th Grave, 🎴Swamp Battleguard, 🎴Rabid Horseman, 🎴Crocozaurus, 🎴Giant Rock Soldier, 🎴Mystic Horseman, 🎴Relinquished, 🎴Thousand-eyes Restrict, 🎴Blast Lizard, 🎴Knight of Twin Swords, 🎴Thunder Ball, 🎴Magician Dragon, 🎴Mighty Mage, 🎴Saggi the Dark Clown, 🎴Castle of Dark Magic, 🎴Pumpking, 🎴Sanga, 🎴Kazejin, 🎴Suijin, 🎴Gate Guardian, 🎴Dark-eyes Illusionist, 🎴Magician Dragon again, 🎴Gator Dragon, 🎴Strike Ninja.
  • Adjusts the shop’s unlock curve: playing each tournament once is enough to unlock all but the last two shop dice. (Replay any tournament one time to get the stragglers).
  • Re-normalizes the droprates. The commons are less common. The rares are less rare. The sale prices are adjusted accordingly. (🎴Dark Magician Girl now drops from Yami Yugi about once in 106 wins, 0.95% a win, rather than once in 2,900, 0.035%.)
  • Uses the japanese opening video & the european title screen.
  • Stops the title screen from looping back around to replaying the opening video.
  • Un-censors 🎴Barrel Dragon. (Japanese version wasn’t censored in the first place)
  • Hardcodes the language of your choice, skipping the language select screen.
  • Optionally, uses ‘deckbuilding’ rules. Levers offered: ‘at most two of any die’, ‘singleton’, ‘ban time wizard’.

🎲 Reading a die

What the words on this site mean when they describe a die.

Hover a die’s name, or tab to it, and its card pops up next to it, with its six faces underneath: 🎴D. Magician Girl.

Every die has a level from 1 to 4 and a type (Dragon, Spellcaster, Warrior, Beast and so on, or Item). Its life is drawn as hearts, and it has an attack and a defence number, marked with the game’s own sword and shield: 40 🛡 20 is Dark Magician.

Its six faces decide what a roll gives you, and the site shows them as the shop draws them: SumAtkMov2Def2TraMag is Dark Magician. A star is a summon crest; an arrow is move, crossed swords attack, a shield defence, a bell magic, and the green web a trap; a small numeral means that many crests on one face. A die has as many summon faces as five minus its level, so a level-1 die summons on four faces in six and a level-4 die on one.

Some dice have an ability, given in the game’s own words. A few also fly, tunnel, or have reach (they can attack fliers from the ground); those are noted beside the type.

🎁 Getting dice

The two ways a die reaches you.

Winning a duel awards one die from the opponent’s list. Each die on the list has a hidden rarity, and the prize is drawn from the whole list weighted by it, so an opponent hands out their commons most of the time and their signature dice rarely. 🏆 every duellist’s list and your odds

Grandpa’s shop stocks the shelf a band at a time as you win tournaments. 🏪 the shelf, band by band

Of the game’s 201 dice, 124 can be had. The rest were cut during development: nothing drops them and nothing sells them.

🃏 Two sets of numbers

The site can show the stock cartridge’s numbers or ours; a switch on each page picks, and remembers.

The comfypilled cart makes rare dice come sooner and commons a little less often, without changing which is rarer than which; eases sell prices to match; pays more for cups; and opens the shop faster. each lever, in a paragraph

Combat, in short

What happens when one die attacks another, and which families have the edge.

Attacking costs attack crests and hits for the attacker’s attack. If the defender spends defence crests to guard, their defence is taken off the blow; if they don’t, the whole blow lands on their hearts. Fliers can only be hit by other fliers and by dice with reach; tunnellers pass under walls.

Families sit on a wheel, and each hits the next one for 10 more and the one before it for 10 less: Dragon beats Spellcaster, which beats Undead, which beats Beast, which beats Warrior, which beats Dragon. Two apart on the wheel, nothing changes. Items and the few dice whose card says “no family pros or cons” ignore the wheel entirely.