Judgement does something unique with their dice mechanics. Rather than stacking probability on top of probability like other games (e.g. roll to hit then roll to damage then roll to save) there is only one dice roll, and the quality of that roll determines everything.
Judgement does use custom dice, but it is easy to play with normal D6’s if you follow the below image. On these dice there is the Judgement “J” (normally a 6), a Hit symbolised by the crossed swords (normally 4 & 5), a Manoeuvre symbol displaying an arrow (normally a 3), and blank (normally 1 & 2).
When you are called to roll the dice for anything, you first work out your dice pool to determine the number of dice being rolled, and then once rolled, you select the 3 dice you wish to keep – the rest are discarded. As with other games, more dice is always better, but they don’t run away with success – it just generates a far more consistent roll as you can only keep 3 dice.
Going back to my previous post highlighting Rakkir and Gloom, if Rakkir were to Charge at Gloom, the sequence is:
Rakkir’s Mel stat (7) subtract Gloom’s Agi stat (4) = 3
Rakkir then gets +2 as a benefit of Charging, bringing his final dice pool to 5.
Rakkir’s controlling player rolls 5 dice, and chooses which 3 dice to keep. To then work out the damage, you simply count the number of Hits. 1 Hit is a Glance, 2 is a Solid and 3 is a Crit. That damage is then applied to Gloom. Gloom does not have any Res, but if he did, this would reduce the damage applied (a model with 1 Res would reduce a hit dealing 4 damage to 3 damage).
Before applying damage, the active player can also trigger Combat Manoeuvres, depending on their roll. The cost of 2S seen on Rakkir’s card to Poison the target means that it requires 2 Manoeuvre Symbols in order to be triggered. Typically you can see players opting to do less damage on a hit in order to be able to get a favourable Combat Manoeuvre played.
Important to note; The J is worth both a Hit and a Manoeuvre at the same time, which means this is a valuable result!
Combat Manoeuvres that are available to everyone (but not printed on their card) are Triple-J, which deals Knock Down, or the ability to Push yourself (or your target if in Melee) up to 1 inch per Manoeuvre symbol rolled. This ability to move pieces on the board even without dealing damage can be incredibly powerful if you are pushing enemies towards Monsters…