Troyes
2010 · 2-4 Players · ~90 min · Competitive
Troyes is a dice game for people who don’t like dice games. That sounds like a contradiction, but it captures the essential appeal of what designers Sébastien Dujardin, Xavier Georges, and Alain Orban built in 2010. You roll dice. Lots of dice. But the rolling is almost beside the point. What matters is what you do with them afterward: grouping them, buying your opponents’ dice, converting colors, and deploying them across three domains of medieval city-building in ways that make the randomness feel like a resource rather than a constraint.
The community has kept Troyes in steady regard for over a decade. Players who click with the system tend to stay clicked, describing it as a game where they constantly see multiple excellent options but can only pursue one. Those who bounce off it cite the complexity, the punishing economy, and a potential runaway leader problem. This is not a game that tries to please everyone, and it’s better for that focus.
Dice as Currency, Not Luck
The central innovation in Troyes is treating dice as a commodity that can be bought, sold, and manipulated rather than as a random outcome you’re stuck with. Each round, players roll dice in three colors representing the military (red), religious (white), and civil (yellow) domains. These dice are placed in a common area, and here’s where it gets interesting: you can buy other players’ dice. Need a high-value yellow die for a lucrative civil action? Pay the owner and take it. This single rule transforms every roll from a private outcome into a shared market.
The three-domain structure keeps each round feeling varied without overwhelming players with options. Military dice fight off event cards that threaten the city. Religious dice advance workers in the cathedral. Civil dice activate citizen cards that provide ongoing benefits or points. Each domain offers distinct rewards, and the activity cards that cycle through the game ensure that no two plays prioritize the same combinations.
Manipulating dice values adds another layer of control. Spending influence points to increase or decrease die values means that a seemingly bad roll can be reshaped into exactly what you need. Combined with the ability to purchase opponents’ dice, this creates a system where skilled play consistently beats lucky rolling. You still want high numbers, but you’re never completely at their mercy.
Hidden scoring objectives, dealt at the start and revealed only at game’s end, prevent strategies from becoming too obvious. You know what you’re trying to score, but you don’t know what your opponents are chasing. This uncertainty adds a reading component where experienced players try to deduce objectives from behavior, creating subtle interaction beyond the dice market itself.
Where Troyes Tests Your Patience
Complexity hits hard on the first play. The three domains, multiple action types, event cards, activity cards, building tracks, influence points, and hidden objectives create a lot of moving parts. Players who thrive on heavy euros will find their footing within a game or two, but teaching Troyes to a mixed group is an exercise in patience. The rules aren’t complicated individually, but their interactions take time to internalize.
A runaway leader can emerge if one player secures an early advantage in both dice and money. More dice means more actions. More actions means more points and more money. More money means buying even more dice. The feedback loop isn’t guaranteed to kick in, but when it does, catching up is difficult. Experienced groups learn to counter this through targeted dice purchases that deny the leader their best options, but newer groups may not recognize the problem until it’s too late.
Analysis paralysis finds fertile ground here. With three domains of actions, purchasable dice from multiple players, variable costs, and the constant question of whether to invest in short-term points or long-term engine building, the decision space expands rapidly. Four-player games with deliberate thinkers can push well past the 90-minute estimate on the box.
The theme, while historically rich, doesn’t do much mechanical work. You’re building a medieval French city, staffing its military and clergy, and constructing a cathedral. None of these activities feel particularly different from any other euro game’s resource conversion. If theme integration matters to you, Troyes offers window dressing on a strong mechanical frame.
Reading the Table Through the Dice
The hidden scoring objectives are what elevate Troyes from a very good dice game to a great one. They create a meta-game where your actions reveal information about your goals whether you want them to or not. Experienced players learn to disguise their objectives by taking suboptimal actions, or to read opponents by tracking which domains they invest in most heavily. This layer of deduction adds depth that pure optimization games lack.
It also means that the game scales with player skill in a way that keeps it interesting over dozens of plays. A first game of Troyes is about learning the systems. A tenth game is about outmaneuvering opponents who know the systems as well as you do. That progression from tactical to strategic to psychological is the mark of a design with real staying power.
Should You Play Troyes?
Troyes is built for groups who enjoy heavy euros with strong player interaction and don’t mind dice as a central mechanism. If your table appreciates games where you can always do something useful but rarely do everything you want, and where buying your opponent’s resources is as satisfying as using your own, this belongs in your collection.
Walk away if your group dislikes heavy learning curves, if runaway leaders tend to ruin your game nights, or if you need your theme to be more than decorative. Troyes also requires at least three players to shine. The two-player game works, but the dice market loses much of its appeal when there’s only one opponent to buy from.
The Verdict on Troyes
Troyes remains one of the smartest dice games in the hobby. The ability to buy opponents’ dice, the three-domain action system, and the hidden scoring objectives create a game that feels different every time you play it while rewarding the players who best understand its interlocking systems. It’s not welcoming, it’s not quick to teach, and it can occasionally let one player run away with the game. But when it works, and it works more often than not, Troyes delivers a strategic depth that makes most dice games look like they’re leaving money on the table.