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For a thousand years, the Mad King has sat atop his Over a thousand tournaments, the Mad King has never lost. high throne seeking a worthy challenger. Heroes come from all corners of the globe, each with Each year, he hosts a tournament of champions with their own reasons for seeking supreme power. the greatest prize a hero could ever want: The Throne. Will you be the one bold enough to take the throne?

This rulebook is a living document. Copyright 2018 Roxley Games. Download the latest version at rules.dicethrone.com RULES OF PLAY V2.0 All rights reserved worldwide. 1 4 dice thRone 2 game setup evasive 3 GAMEPLAY OVERVIEW Positive Status E ect Stack limit: 3 7 Each player should place all of their chosen hero’s

A heart-pumping, fast-playing game of skilled card play Spend & roll 1-2 to dodge an Attack: c components in front of them: health o 5 and dice manipulation. The game is played over a series When a player with this Evasive receives damage, m s they may choose to spend this token. If spent, roll 1 1. If bat point 1 HERO BOARD of rounds where you will be rolling your hero’s dice up to the outcome is 1-2, no damage is received (although other 1 associated e ects may still apply). Multiple Evasive tokens 3 times. You will use the combination of dice symbols or may be spent in an attempt to prevent the same source 2 HERO LEAFLET numbers to activate your hero’s abilities to attack your of damage. revolver Bounty HunteR 3 opponent(s). showdown deadeye TOKENS reload Deal dmg Positive Status E ect Stack limit: 2 • Stack your Status Effect and Companion tokens on Deal dmg WINNING THE GAME 1 SMALL STRAIGHT your leaflet in their associated places. Spend & add ½ of 1 to Attack dmg: In ict Bounty . Defeat your opponents by reducing their health to 0. If a player concludes their O ensive Roll Phase with an Deal dmg After targeting an opponent, In ict Knockdown . Then deal undefendable dmg. 1 Attack, they may spend this token. If spent, roll 1 1 and you each roll 1 : Deal undefendable dmg. add ½ the value as dmg (rounded up). Attack Modier. If your roll is equal or greater, 4 HEALTH DIAL deal dmg, otherwise deal • Set your starting Health to 50 (for a 1v1 game). knockdown dmg. tutorials Negative Status E ect Stack limit: 1 Spend 2 CP or skip O ensive Roll Phase: 5 COMBAT POINTS (CP) DIAL To remove this token, a player a icted • Set your starting CP to 2. with it must spend 2 CP before the start of HATE READING RULES? their O ensive Roll Phase. If the player does not, they must skip their O ensive Roll Phase and then remove this 6 We got you covered. Watch a Video Tutorial: token. 6 DECK http://learn.dicethrone.com • Shuffle your cards to create a deck. bounty quick draw Take cover • Draw the top 4 cards from your deck. This is your 1 Bullet fan the hammer duel Negative Status E ect Stack limit: PASSIVE starting hand. During your Upkeep Phase, Receive +1 dmg & Attacker gets 1 CP: Bullet LARGE STRAIGHT Gain Evasive . DEFENSE ROLL 1 1 When a player a icted with this token is Attacked by gain Reload . Gain 2 Evasive You and your attacker Comic an opponent, the attacker increases their dmg by Bullet Deal dmg. . 7 DICE each roll 1 1: and gains 1 CP. Persistent. Deal dmg. If your roll is greater, you may • Roll 1 die. The player who rolls the highest dash Discard “The gun is mightier than all of you.” choose to either deal dmg number is considered the Start Player and gets to or prevent dmg (rounded up). dash Pile HUNGRY FOR LORE? If your roll is not greater, go first. Download a free digital comic: deal dmg. (face up) Bullseye fill’em with lead! http://comic.dicethrone.com 8 Gain Evasive . In ict Bounty & Knockdown . Then deal dmg. ADDITIONAL SETUP If you spend a Reload , you may re-roll that die one time. • Some heroes require unique setup steps. If Dice may be altered to prevent an Ultimate. Otherwise, no action of any 8 ultimate kind may be performed by any opponent until the ability fully completes. applicable, these steps will be located on the back 2 of your Hero Leaflet. 3 turn phases health OFFENSIVE ABILITY A ABILITY DESCRIPTION • May be activated at the end of your your hero board • The effects to be resolved when an ability is activated. Beginning with the Start Player, take turns as the • The moment your health Offensive Roll Phase. • Dice rolled as part of the ability’s effects may apply Active Player, with each turn progressing through the following phases: is reduced to 0, you have • You may only activate a single ability as multiple times during the resolution of the ability. been defeated. the result of your Offensive Roll Phase. 1 UPKEEP PHASE - Resolve any Upkeep Phase maintenance • If all remaining players are (generally specified by Status Effects or Passive Abilities E ). simultaneously reduced A showdown deadeye to 0 health, the game is a revolver Bounty HunteR DEFENSIVE ABILITY H 2 INCOME PHASE - Gain 1 CP & draw 1 card from Deal dmg C draw (an opponent cannot B SMALL STRAIGHT • Activated when you are Attacked by c health +1o Deal dmg m s In ict Knockdown . your deck. Start Player skips their first Income Phase. bat point ACTIVATION REQUIREMENT In ict Bounty . After targeting an opponent, be ‘more dead’ than you). you each roll 1 1: Deal undefendable dmg. an opponent. Deal dmg Then deal undefendable dmg. revolver II

Deal dmg GUNS 19 v1 v1 19 GUNS If your roll is equal or greater, 2CP The Final Dice Result required to activate Deal dmg 3 - Spend CP to play Hero Transference! Deal • You may heal a maximum MAIN PHASE (1) dmg dmg, GUNS 01 v1 v1 01 GUNS deal • If you have the choice of more than one Defensive 2CP On 4-of-a-kind (#’s),

Hero Upgrade inflict Knockdown . an Offensive Ability. otherwise deal dmg. Upgrade cards or Main Phase Action cards. Main Phase Action of 10 points above your starting health. Ability, choose one before rolling your dice.

Transfer 1 status effect token from a chosen player to Sell (discard) unwanted cards for 1 CP each. another chosen player.

~cards-unique.indd 19 2018-05-22 5:32:09 AM • Offensive Abilities generally require a • The Defensive Ability is not activated if the

~cards-unique.indd 1 2018-05-22 5:31:49 AM specific set of symbols B to activate: incoming damage type is undefendable, pure, 4 - Roll any six-it! OFFENSIVE ROLL PHASE v1 18 GUNS 1CP collateral, or is the result of an opponent’s Ultimate number of your dice up to 3 times and activate a single Roll Phase Action combat points (cp)

Change the value of Ability (see “Damage Types” on page 10). Offensive Ability that your Final Dice Result meets the one of your dice to a 6. H

~cards-unique.indd 18 Activation Requirement for (reference A and B ). 2018-05-22 5:32:07 AM fan the hammer duel • CP is spent primarily to pay for cards. quick draw Take cover B I I PASSIVE DEFENSIVE DICE Any player may play Roll Phase Action cards. • Small Straight abilities C require D LARGE STRAIGHT 1 • You can have a maximum of 15 CP. If During your Upkeep Phase, DEFENSE ROLL 1 Gain Evasive . You and your attacker • The number of dice you roll when any 4 sequential numbers in a row . Gain 2 Evasive . you gain CP while you are already at gain Reload each roll 1 1: 5 TARGETING ROLL PHASE - Skip this phase in a 1v1 Deal dmg. Deal dmg. (e.g. 2-3-4-5) and are represented by 4 If your roll is greater, you may activating your Defensive Ability. game. If you are playing with more than 2 players, see page 11. 15 CP, do not increase your CP Dial. choose to either deal dmg escalating dice: “The gun is mightier than all of you.” or prevent dmg (rounded up). • For example, DEFENSE ROLL 1 1 Any player may play Roll Phase Action cards. • At the start of your Income Phase, F If your roll is not greater, means the Gunslinger rolls 1 die during increase your CP Dial by 1. deal dmg. 6 DEFENSIVE ROLL PHASE - If you activated an fill’em with lead! her Defensive Roll Phase. Important: The Start Player must Gain Evasive . In ict Bounty & Knockdown . Then deal dmg. Attack during your Offensive Roll Phase, your opponent rolls c If you spend a Reload , you may re-roll that die one time. • These dice are only rolled a single time. skip their first Income Phase. o Dice may be altered to prevent an Ultimate. Otherwise, no action of any their dice once to activate their Defensive Ability H . m • Large Straight abilities D require ultimate kind may be performed by any opponent until the ability fully completes. b ts Any player may play Roll Phase Action cards. at poin any 5 sequential numbers in a row (e.g. E 1-2-3-4-5) and are represented by 5 7 MAIN PHASE (2) - Identical to Main Phase (1). escalating dice: PASSIVE ABILITY E ULTIMATE ABILITY F IMPORTANT: The damage and effects of an Ultimate Ability can be enhanced, but cannot be reduced, 8 - Sell (discard) cards for prevented, avoided, responded to, or interrupted by anything (e.g. cards, Status Effects, Companions, DISCARD PHASE • Always active and/or Your hero’s most powerful attack! If activated, etc). Opponents may take no action of any kind from the time it is Activated until the conclusion of the Roll 1 CP each until you have 6 or fewer cards in your hand. ×6 available for use. the effects are completely unstoppable. Phase. The only way to prevent an Ultimate Ability is to alter a die roll before its activation. 4 5 your hero leaflet status effects REMOVING STATUS EFFECTS INCREASING STACK LIMIT hero cards When a Status Effect is removed, return the token to the If a player increases the Stack Limit of a Status Effect, the appropriate space on its Hero’s Leaflet. When using cards or increase only applies to that player, and lasts for the duration of Each hero has a unique set of Status Effects A , abilities that remove a specific number of Status Effects, remove the game. There are two types of cards: Hero Upgrade cards and Action A I cards. cursed doubloon STATUS EFFECTS FREQUENTLY ASKED QUESTIONS represented by tokens. If you need more tokens than that many tokens. Unique Status Effect Stack limit: 5/3 AND COMPANIONS are provided, represent them with something else. UNIQUE STATUS EFFECTS During your Income Phase, you draw a card from your deck. If Receive dmg in Upkeep Phase (except Pirate): The answers to questions about Positive or Negative Status Effects can be gained or inflicted SPENDABLE STATUS EFFECTS These fundamentally break the standard Status you need to draw a card, but your deck is empty, shuffle your • Any player other than the Pirate afflicted with A Rules for your hero’s complex rules for this hero. Cursed Doubloons is dealt dmg per Cursed on yourself or other players. Status Effects are usually gained or Some Status Effects are removed when you spend them. Unless Effect rules (explained in their description). Discard Pile to create a new deck first. Doubloon during their Upkeep Phase. Status Effects & Companions. • These Persistent tokens may not be moved or inflicted through cards or Offensive Abilities. otherwise specified, you may spend these status effects at any Unique Status Effects often have a custom shape removed from any player except as a result of Playing cards costs Combat Points (CP). This cost is indicated on abilities on the Pirate’s hero board. time during any phase of any player’s turn and their effects are and/or size I . • Whenever the Pirate would gain a Cursed Doubloon, When you gain or inflict a Status Effect, take the corresponding the left hand side of the card. Cards costing 0 CP are free to play. she may choose not to. immediate. • Cursed Doubloon tokens may stack up to 5x on the DICE KEY token from your Hero Leaflet and place it in the middle of the INTERRUPTING STATUS EFFECTS You must conclude your Discard Phase with no more than 6 Pirate and up to 3x on anyone else. receiving player’s Hero Board F . This Status Effect is now B The symbols on each PERSISTENT STATUS EFFECTS If a Status Effect is spent, its effects cannot be interrupted. cards in your hand. If you reach the Discard Phase with more B powder keg F considered to be “in play”. If a player is defeated, Status Effects A Status Effect marked as “Persistent” remains in than 6 cards, you must sell cards until you have 6 or fewer. To Negative Status Effect Stack limit: 1 face of the hero’s dice. they inflicted on other players remain in play. play until the end of the game, or until a card or sell a card, discard it and increase your CP Dial by 1 (all cards are Roll 1 1 in Upkeep Phase. On 1-2, receive dmg, on 6 pass it to anyone: ability causes its removal. worth 1 CP when sold, no matter how much it costs to play). A player afflicted with this token must roll 1 during their Upkeep Phase. On 1-2, the Keg blows up. The phase during which a card may be played is indicated by the On 3-5, nothing happens. On 6, the player afflicted COMPLEXITY RATING companions with Powder Keg may transfer the token to a chosen STACK LIMITS symbol on the left hand side of the card J . player. Additionally, if a player becomes inflicted with C A value between 1 Powder Keg while already inflicted with Powder Keg, Many Status Effects can be applied multiple times to a hero, the first Keg immediately blows up. When a Keg blows and 6 that measures how creating a stack of them. The Stack Limit G represents the up, remove it and deal as an isolated source of C frequently asked questions Some heroes have Companions, which are undefendable dmg. difficult a hero is to play. Q: Is there any way to flip my board from the Cursed Pirate side back to Complexity: revolverthe “human” side? Bounty HunteR showdown maximumdeadeye number of tokens of a particular Status Effect that A: No. Once flipped, it stays that way for the remainder of the game. represented by tokens, dials, or other Higher complexity heroes Weapon of choice: Cutlass Deal dmg with an Attack when the G Bio: Her passion for adventure & the Q: If the Pirate inflicts aPowder Keg can be on a single Hero Board at a given time (e.g. a Status Effect B opponent already has a Keg , is the dmg added to the final wither SMALL STRAIGHT Seven Seas has won her riches untold. total or is it anDeal isolated instance dmg of dmg? custom components. Companions are not Negative Status Effect Stack limit: 2 often take more time to Unfortunately, her exploits have also F cutlass A: It is an isolated instance. The opponent would immediately receiveIn ict Bounty . After targeting an opponent, withIn ict Knockdown a Stack . Limit of 2 can have a maximum of 2 tokens on each won her a curse so dire that her dmg. Then you would proceed to determine dmg from the Attack Deal dmg you each roll 1 1: Status Effects, and are therefore immune Attacker deals -1 dmg per token: master and require good hangs in the balance. To confront as normal. Then deal undefendable dmg. Deal undefendable dmg. the soul splitting fury of the Cursed Q: Do I have to gain a Cursed Doubloon when an ability says “gain If your roll is equal or greater, Player). If a player with a Wither token would deal damage cutlass Pirate will likely result in a one-way Cursed Doubloon ”? deal dmg, to cards and abilities that alter Status strategy to play effectively. A: No. Gaining Cursed Doubloons is always optional for the Pirate. J as a result of their Offensive Roll Phase, reduce that trip to Davey Jones’ locker. otherwise deal dmg. Q: If the Pirate is on her Cursed side and an opponent Attacks while K dmg by per Wither token. Persistent. Credits: Design and development by they are afflicted with Parlay , is the opponent then inflicted with Effects (e.g. ). cutlass Nate Chatellier, Manny Trembley, and Powder Keg due to my Passive Ability? Aaron Waltmann. Illustrations by Manny A: No. It states “...does not result in an Attack”. As long as the ability they Example (left): Cursed Pirate has inflicted a Trembley and Nicholas Malara. Graphic activate deals damage that targets another player, they do not receive H parlay design by Gavan Brown. the Powder Keg (but Parlay still means the ability does not deal booty any damage). Similarly, if they fail a Blinding Light roll, they still Powder Keg F and two Wither H Status Effects on Companions feature custom rules on the Negative Status Effect Stack limit: 1 D Attacked, it just failed. HERO SETUP hero setup Hero Leaflet A . They cannot be removed, booty Before you start the game, gain the Gunslinger. Wither is marked as Persistent in the Deal no dmg when Attacking: 3 Cursed Doubloons and place your D Hero Board “human” side up. A player afflicted with Parlay may not deal any Some heroes require Status Effect description, so it will remain on the transferred, or destroyed, unless otherwise damage as a result of their Offensive Roll Phase skull (although other effects may still apply). At the conclusion additional setup steps before Components Gunslinger’s Hero Board until the Gunslinger is able to specified in the Companion’s ruleset. of the Roll Phase, remove this token. Dice × 5 • Health Dial × 1 • Combat Point (CP)quick Dial × 1 • Folding draw Hero Board × 1 • Hero Leaflet × 1 • Hero Cards × Take33 cover fan the hammer duel Turn Order Card × 1 • Cursed Doubloon × 6 • Powder Keg × 4 • Parlay × 3 • Wither × 4 the game begins. PASSIVE remove it. Wither has a Stack Limit of 2 G , allowing

During your Upkeep Phase, LARGE STRAIGHT DEFENSE ROLL 1 1 K Gain Evasive . the Cursed Pirate to inflict it twice on the Gunslinger. gain Reload . Gain 2 Evasive . You and your attacker Deal dmg. 1 Leaflet Front Leaflet Back Deal dmg. each roll 1 : 6 If your roll is greater, you may 7 “The gun is mightier than all of you.” choose to either deal dmg or prevent dmg (rounded up). If your roll is not greater, deal dmg. fill’em with lead!

Gain Evasive . In ict Bounty & Knockdown . Then deal dmg. If you spend a Reload , you may re-roll that die one time. Dice may be altered to prevent an Ultimate. Otherwise, no action of any ultimate kind may be performed by any opponent until the ability fully completes. player-board-side1-2018.06.25.pdf 1 2018-06-25 3:47:55 PM

cutlass strike x marks the spot light the fuse black spot Deal dmg

Deal dmg MA A ain CP and ten oll 1 nflict Powder Keg . ain Cursed Doubloon . Deal dmg Deal undeendable dmg. en deal dmg. nflict Parlay . On 4-of-a-kind (#’s), Deal undeendable dmg. inflict Powder Keg . Da cads.

C ain Cursed Doubloons . A A 1 M TO PLAY AN resolving text MULTIPLICATION (e.g. “4 × ”) nflict Powder Keg . hero upgrades Action cards Y UPGRADE CARD MAIN PHASE Multiply the [number] by the [quantity] of your dice en deal dmg. CM displaying the symbol D to determine the total. 1 Spend the required CP ACTION CARDS Hero Upgrade cards permanently upgrade the space with the MY (shown on the left side of Action cards (identified by a icon) are single use cards that • Identified by a blue border “ROLL [#] 1” same name on your Hero Board. Identified by a icon on the CY “THEN” the card). c provide a benefit. Action cards may be played at different times, and a icon. o Roll the indicated number of dice A a single time, then resolve m CMY You may spend Status Effects and play Instant Action cards or left side of the card. ba nts depending on their color. • Only playable on your own Place the card onto the t poi the effects that follow. Dice rolled previously cannot be used to Roll Phase Action cards at the point of a ‘Then’ statement E . 2 turn, during Main Phase (1) K Offensive Ability upgrades have a white border, Defensive space of your Hero Board with the resolve the listed effects. or Main Phase (2) (as The effect following a ‘Then’ statement is performed after the B same name. TO PLAY AN ACTION CARD effects that came before it. Ability upgrades have a green border, and Passive Ability indicated by the icon on “ON [SYMBOL]” upgrades C have a purple border. the left side of the card). Cursed walk the plank 1 Spend the required CP (shown on the left side of the If your roll contains the symbol shown B , you get the listed “OR” shiver me timbers ahoy matey card). PA When statements are separated by an “or”, you may resolve Hero Upgrade cards: revolver Bounty HunteR showdown deadeye benefits C . However, you only get these benefits once, even if • may only be played during your Main Phase (1) or 1 Perform the described action and then place the card t te conclsion of o tn, only one of the options. Deal dmg 2 your roll contains the required result multiple times. 1 emoe a Cursed Doubloon . Main Phase (2). Deal dmg onto your Discard Pile. SMALL STRAIGHT Coose one In ict Bounty . After targeting an opponent, In ict Knockdown . Deal undeendable dmg. Deal dmg. • may not be sold after they have been played. Deal dmg E A f o don’t ae an Cursed teal CP Then deal undefendable dmg. you each roll 1 1: Deal undefendable dmg. Doubloons tat o can emoe, - o - • may be upgraded directly to III. If upgrading an already 2 INSTANT ACTION CARDS If your roll is equal or greater, o ma emoe as man deal dmg, ROLL PHASE fli o eo oad oe fo te oonent discads cad ain CP. upgraded ability (i.e. upgrading from level II to level III), play otherwise deal dmg. Cursed Doubloons as desied. • Identified by a red border and a ACTION CARDS emainde of te game. of tei coice. the new card over the top of the previous Hero Upgrade and D “Whatever it Peent dmg. icon. takes, th’ booty will be mine.” pay only the difference in CP cost between the upgrades. • Identified by an orange B C en deal dmg. • May be played at any time, border and a icon. On , during any player’s turn (as “STEAL” 1 • May only be played during gain Cursed Doubloon . indicated by the icon on the Take the indicated resource from your opponent and give it to an Offensive Roll Phase, left side of the card). yourself. pirate’s touch! Defensive Roll Phase, or When stealing Health/CP, increase your Health/CP Dial and • May be played to interrupt Targeting Roll Phase (as Deal dmg. ain 2 Cursed Doubloons . nflict Parlay Powder Keg . quick draw Take cover fan the hammer duel reduce their dial accordingly. actions or abilities (except indicated by the icon PASSIVE other Instant Action cards), Dice may be altered to prevent an Ultimate. Otherwise, no action of any on the left side of the If your opponent does not have the specified amount, Steal as ultimate kind may be performed by any opponent until the ability fully completes. During your Upkeep Phase, and are resolved immediately. LARGE STRAIGHT DEFENSE ROLL 1 1 Gain Evasive . much as they have. gain Reload . Gain 2 Evasive . card). You and your attacker Deal dmg. The interrupted action or 1 2 Deal dmg. • May be playedeach duringroll 1 : any B C ability completes afterward If your roll is greater, you may player’schoose turn. to either deal dmg “The(see gun “Timing is mightier Conflicts than all of and you.” Offensive Ability Defensive Passive Ability or prevent dmg (rounded up). Interrupting” on page 14). If your roll is not greater, Upgrade Ability Upgrade Upgrade deal dmg. fill’em• withInstant lead! Action cards cannot be

Gain Evasive . In ictinterrupted. Bounty & Knockdown . Then deal dmg. 8 If you spend a Reload , you may re-roll that die one time. 9 Dice may be altered to prevent an Ultimate. Otherwise, no action of any ultimate kind may be performed by any opponent until the ability fully completes. revolver Bounty HunteR showdown deadeye Deal dmg

Deal dmg SMALL STRAIGHT In ict Bounty . After targeting an opponent, In ict Knockdown . Deal dmg Then deal undefendable dmg. you each roll 1 1: Deal undefendable dmg. If your roll is equal or greater, deal dmg, otherwise deal dmg.

PURE DAMAGE ULTIMATE DAMAGE • A special type of undefendable damage denoted by a red circle • A special type of undefendable damage dealt by your damage types quick draw Take cover fanattack the hammer modifiersduel 4 player games with a number in it (e.g. ) followed by “pure dmg”. 3 player games PASSIVE Ultimate Ability A . • Not Defendable, but it is Avoidable. During your Upkeep Phase, • Denoted by a red circle with a number in it (e.g. ). LARGE STRAIGHT The current amount of damage waiting to be dealt to a player is Any card or Status Effect that modifiesDEFENSE an Attack ROLL 1 1 is • Not Enhanceable. Gain Evasive . considered “incoming damage”. gain Reload . • Not Defendable or Avoidable. Gain 2 Evasive . You and your attacker 2V2 TEAM GAME KING OF THE HILL Deal dmg. considered an “Attack Modifier.” 1 • No Special Targeting Rules. • Enhanceable. Deal dmg. each roll 1 : When playing with 4 players, apply the following rule changes: When playing with 3 players, apply the following rule changes: There are 5 damage types: normal (denoted as simply “dmg”), If your roll is greater, you may They can be played before or after the Defensive Ability is • Each player begins the game with 35 Health. undefendable, pure, collateral, and ultimate. • No Special Targeting“The gun Rules. is mightier than all of you.” choose to either deal dmg • The game is played in teams of two. COLLATERAL DAMAGE activated. or prevent dmg (rounded up). • Teammates sit next to each other • Roll to determine the Start Player. • A special type of undefendable damage denoted by a red circle A Damage added by Attack ModifiersIf youris considered roll is not greater, to be of the DAMAGE TYPE ATTRIBUTES with a number in it (e.g. ) followed by “collateral dmg”. deal dmg. and are encouraged to view each • Players take turns in a clockwise order. fill’em with lead! same damage type as the original damage being dealt. Each damage type has one or more of the following attributes: • Not Defendable, but it is Avoidable. other’s hands & strategize. • When Attacking, you may target any player desired. However, • Defendable - If the damage is the result of your opponent’s • Not Enhanceable. Gain Evasive . In ict Bounty & Knockdown . Then deal dmg. Attack Modifiers can only be used on Attacks (i.e. an • Roll to determine the Start Player. you receive a bonus card if you choose to Attack the Leader. If you spend a Reload , you may re-roll that die one time. Offensive Ability that targets an opponent with at least Offensive Ability, you may perform your Defensive Ability. • Has Special Targeting Rules (specified on the ability/card). Dice may be altered to prevent an Ultimate. Otherwise, no action of any • Turn order alternates between • The player(s) with the most Health remaining are considered ultimate kind may be performed by any opponent until the ability fully completes. dmg). • Avoidable - Can be reduced, prevented, avoided, or • Does not qualify as an “Attack” since it does not directly target. teams in a zigzag pattern. the Leader(s). interrupted by cards and/or Status Effects. • When dealt to multiple players of the same team at the same • Teammates share one Health Dial • If you target a Leader with an Attack, you draw 1 card Gunslinger’s Ultimate Ability • Enhanceable - Can be improved with Attack Modifiers. time, reduce the Health Dial by the combined total dealt. beginning with 50 health. from your deck. The card draw happens immediately after choosing your target (before any other effects occur). • Special Targeting Rules - The player to receive the damage is • The Start Player skips the Income Phase of their first turn. specified in the description. No Targeting Phase is necessary to • If you Attack an opponent who is tied with you for the lead, Special Targeting • When one teammate receives damage, reduce the shared (e.g. you and another player both have 30 Health), you still determine who will receive this damage. Defendable Avoidable Enhanceable DAMAGE TYPE CHART Rules Health Dial by the corresponding amount. If both teammates draw 1 bonus card. NORMAL DAMAGE take damage at the same time, reduce the Health Dial by the • If you are the only Leader (i.e. you alone have the most • This is the most common type of damage, denoted by a black NORMAL DAMAGE combined total of damage taken by both teammates. Health), you cannot earn a bonus card. circle with a number in it (e.g. ) followed by “dmg”. • Teammates still have their own individual CP Dials. A player’s CP may only be spent on their own cards and abilities. • Defendable, Avoidable, and Enhanceable. UNDEFENDABLE DAMAGE • No Special Targeting Rules • Players cannot intervene to reduce their teammate’s Other modes incoming damage unless specified by a card/status effect UNDEFENDABLE DAMAGE (e.g. the card ‘Not This Time!’ can be played on teammates • Another common type of damage denoted by a red circle with PURE DAMAGE Dice Throne can be played in both King Of The Hill and Team because it refers to “A chosen player”). Game modes with up to 6 players. We strongly recommend that a number in it (e.g. ) followed by “undefendable dmg”. • Players may alter dice to prevent a teammate from taking your group does not attempt this until everyone is very familiar • Not Defendable, but it is Avoidable (with cards / Status Effects). COLLATERAL DAMAGE damage in the first place or to improve their dice outcome. with the game. 5-6 player games are fun and intense for • Enhanceable. seasoned players, but will drag on if attempted by new players. • No Special Targeting Rules. ULTIMATE DAMAGE For full rules on 5-6 player games (and other variants), visit: 10 http://variants.dicethrone.com 11 six-it! 8. DISCARD PHASE 3. MAIN PHASE (1) 4. OFFENSIVE ROLL PHASE v1 18 GUNS 5. TARGETING ROLL PHASE 6. DEFENSIVE ROLL PHASE turn breakdown 1CP

ll Phase Action Perform any of the options below in any order, and as many During this phase, any player may choose to play Ro If you have more than one opponent, you must determine your If the Active Player’s Offensive Roll Phase results in an 1 Sell cards from your hand, until you have 6 Change the value of times as you like: Roll Phase Action cards after any step listed below. one of your dice to a 6. target. Attack, then the Defender now begins the Defensive or fewer cards. At this point you should have enough ~cards-unique.indd 18 2018-05-22 5:32:07 AM Roll Phase. knowledge of how Dice Throne works to try A Sell any card 1 Perform up to 3 dice rolls: Note: Targeting an opponent still 2 Increase your CP Dial by 1 for each card sold ×6 applies even if you have activated Resolve any effects from the Offensive Ability (more expensive cards are not worth more out a 1v1 game. We recommend you return to • Place 1 card from your hand onto your Discard Pile. • Roll all 5 of your dice. 1 an ability that does no damage, that require a target and are not Damage related CP). this reference section when you have a question. • Optional: reroll any number of dice. • Increase your CP Dial by 1 (all cards are worth 1 CP but has effects that must be (e.g. inflict Status Effects such as Wither or Bounty , when sold, no matter how much it costs to play). • Optional: for a second time, reroll any number of dice. reconciled (e.g. ‘Mark the Target’ Steal CP, etc). 3 Place any sold cards onto your Discard Pile. The following is a detailed breakdown of each phase of a turn. 2 When you are satisfied with your roll, you may inflicts Bounty ). B Play Main Phase Action cards 2 If the Offensive Ability results in an Attack and if that +1 either: In King of the Hill variants, simply choose an opponent to Attack Attack’s damage type is defendable, the Defender may 1. UPKEEP PHASE • Reduce your CP Dial by the CP Determine if any of your Status Effects or • Announce the Offensive Ability that you intend (see “King of the Hill” on page 11). activate their Defensive Ability. 1 cost shown on the left side of to Activate (your Final Dice Result must meet its abilities activate during your Upkeep Phase. To decide who the Defender will be in 2v2 games: Note: Most heroes only have 1 Defensive Ability. the card. Activation Requirement). Then resolve these effects (note: this will not be However, if a hero has 2, they must choose one now. • Perform the described action(s). 1 Roll 1 die. applicable for most heroes during the • Announce that you are not going to Activate an c o Defender rolls the indicated number of dice (e.g. m beginning of the game). • Place the card onto your Discard Offensive Ability at all. This die may be manipulated with cards, unless 3 ba nts DEFENSE ROLL 1 1 means roll 1 die). t poi Pile. • Tip: Activating a weak Attack against an opponent the Attack is an Ultimate Ability. Dice could have 2 If there are multiple effects, the Active Player may C Play Hero Upgrade cards with a powerful Defensive Ability is not always been manipulated before an Ultimate Ability 4 Based on the dice results, the Defender resolves all choose the order in which they are resolved. Activated, but as this is now the Targeting Roll • Reduce your CP Dial by the advisable. non-damage effects (e.g. gain Synth , inflict Shame All damage and/or healing effects are accumulated and Phase, the Ultimate Ability has already Activated and 3 CP cost shown on the left If you, a teammate, or an opponent have altered gain CP, etc). are applied simultaneously at the conclusion of the 3 simply requires a target. side of the card. any of your dice at this point (e.g. someone There is one last opportunity for any player to spend phase. Determine the Defender who will be receiving the 5 played ‘Twice As Wild’), you may either: 2 Status Effects or play cards. • If you are upgrading from damage based on the result of your die roll: Discard level II to level III, only pay • Announce a different Offensive Ability based on the 2. INCOME PHASE Finally, all damage, prevention, and/or healing effects are Pile the difference in cost. new Final Dice Results. • 1 or 2 - Target the opponent on your left. 6 Important: The Start Player skips the Income Phase of their accumulated and are applied simultaneously at the (face up) first turn. • Place the card onto the • Return to step 1 of the Offensive Roll Phase and use • 3 or 4 - Target the opponent on your right. conclusion of the Roll Phase. correspondingly named space any remaining unused rerolls. • 5 - Your opponents choose which of them you target. Increase your CP Dial by 1 (skip this • Note: If all remaining players are simultaneously 1 on your Hero Board. 4 Activate the Offensive Ability (if one was chosen): step if you already have the c +1o • 6 - Choose either opponent as your target. mb s reduced to 0 health, the game is a draw. maximum of 15 CP). at point • Determine its variable effects (some abilities require additional steps to determine their full effects). 2 Draw 1 card from the top of your deck and add it to your Note: For targeting rules on other variants, visit: hand. If your deck is empty, shuffle your Discard Pile to • Resolve any effects that do not require a target (e.g. http://variants.dicethrone.com 7. MAIN PHASE (2) create a new deck. gain Evasive , gain Back Strike , Heal , etc). Identical to Main Phase (1). 12 13 SHADOW THIEF SAMURAI ARTIFICER other rules credits achievements! Reach 15 CP by the end of your second turn. Deal dmg, inflict Shame , and gain Honor as a Build all three Bots on your first turn. Defeat someone with a Sneak Attack roll of 6. result of ‘Katana Slice’. Deal at least dmg with Nanites in one turn. REDUCING DAMAGE : Nate Chatellier and Manny Trembley When someone in your gaming group performs one of the following Defeat an opponent as a result of Poison damage. Inflict 4 Shame in one turn. Spend 8 Synth in one turn. Effects that reduce damage apply to the cumulative total of Product & graphic design: Gavan Brown, feats, have them initial the box below to be remembered forever in Use ‘Shadow Defense’ to avoid at least dmg in one turn. End your first turn with 2 Honor . Inflict 3 Nanites in one turn. damage dealt during the phase in which they are played. your Great Charter! Don’t want to defile your rulebook? Noah Adelman (GameTrayz), Mr. Cuddington, Damien Have two opponents simultaneously afflicted with Deal dmg during your Defensive Roll Phase. Roll one of each symbol after activating ‘Spanner Strike’. Mammoliti Download this at http://achievements.dicethrone.com 3 Poison each. Example: You have dealt dmg to your opponent. Their Survive an Attack that would have otherwise killed you, CURSED PIRATE Defensive Ability prevented of the incoming damage. Illustration: Manny Trembley, Nick Malara MONK because Shame reduced the damage. BATTLEFIELD ACHIEVEMENTS Win a game after flipping your Hero Board on your first turn. You then play a card that adds dmg. The total amount Main rulebook editors: Simon Rourke, Aaron Hein, John Draw 6 cards in a turn. Spend 2 Chi on ‘Tempest Rush’ to change a 1 to a 6. GUNSLINGER Win a game without flipping your Hero Board. prevented would be . Heidrich (and many others who helped) Win a “Mirror Match” (any Hero versus itself). Roll all 6’s for ‘Tempest Rush’ damage (without card assist). Add dmg in a single turn with Reload tokens. Have Powder Keg on all players simultaneously (even you). Playtesters: Aaron Hein, John Heidrich, Adam Thies, Aaron Use ‘Twice as Wild’ to stop an Ultimate Ability. Win a game with at least 6 unused Chi . TIMING CONFLICTS AND INTERRUPTING Reroll two Reload tokens in a single turn. Gain a Cursed Doubloon on a turn you started with none. Waltmann, Jonathan Herrera-Thomas, Kevin Heidrich, Jacob Use ‘Tip It’ to Activate an Ultimate Ability. Prevent all incoming damage using only Chi . Occasionally, players will want to perform actions at the Thies, and the whole “Season Two Beta Team” Win ‘Showdown’ by rolling a 6 when the opponent rolls a 1. Win a game the turn before you would’ve died due to ‘Cursed’. same time. If this happens, resolve the actions in clockwise Win a game with more than 25 Health remaining. Cleanse a Status Effect that would have killed you next Use ‘Better D’ to win ‘Duel’. Special thanks and contributions: turn. order, beginning with the Active Player. Any player can, also Have 2 opponents afflicted with Bounty simultaneously. SERAPH in clockwise order, interrupt this regular flow of play with Aaron Hein, Dan Tolczyk, Jonathan Herrera-Thomas, John BARBARIAN Heidrich, Lisa Trembley, Jasper and Jared, Megan Chatellier, PYROMANCER Survive an Attack with Flight that would have killed you. Instant Action cards, Roll Phase Action cards, or Spendable Stun an opponent two times in one turn. HUNTRESS Ty, Adele, Ivy, Aaron Waltmann, Shaun Carlson, Charlie Defeat an opponent as a result of Burn damage. Win a game the turn after Blessing of Divinity is triggered. Status Effects. After all interruptions are complete, the Roll all 6’s for ‘Overpower’ damage (without card assist). Win a game without Nyra ever being Downed. previous order of play continues normally. Kaminsky, Adam Wyse, Paul Saxberg, Kashton, Malachi, Deal at least dmg in one turn. Gain 2 Holy Presence in one turn. Zephan, Sharmilla Brown, Jamey Stegmaier, George Roll all 1’s for ‘Overpower’ damage. Heal Nyra in one turn. Example: The Gunslinger defends an Stun an opponent two times in one turn. Make an Attack undefendable after spending 2 Flight . Georgeadis, Hamidreza Ansari, Adrian Vaughan, Heather Deal undefendable dmg with ‘Smack III’. Deal dmg during your Defensive Roll Phase. Attack with her ‘Duel’ Defensive Ability. Murray Anderson, Drake & Julia Finney, Rick May, Blake Win with a Fire Mastery stack limit of at least 7. Have a teammate prevent damage using Flight . She rolls a 1 and loses the “duel.” She Royall, Timothy Berens, Nicholas Lem, Matt Stegeman, Deal more damage to yourself than to your opponent with Have Nyra receive at least dmg from a single Attack. ‘Reckless’. Deal dmg during your Defensive Roll Phase. then interrupts her Defensive Ability Leo Settipani, Leland McKenzie, Kevin Nguyen, Jesse Down Nyra to survive an Attack that would have killed you. VAMPIRE LORD by playing a ‘So Wild’ card to change Carr, Jeremy Huish, Eric Morrissette, Derek O’Neil, Colin MOON ELF PALADIN Spend Blood Power to add dmg to kill an opponent her die to a 6. Play then continues Weir, Brenda & Paraic Mulgrew (Knight Watch Games), Al TACTICIAN who would have survived otherwise. Spend Evasive to survive an Attack that would have killed Deal more damage than you receive while defending. normally and she is now winning the Leduc, Michael Cox, Glen Dresser, Onuralp Cakir, Thomas Use ‘Carpet Bomb’ on at least two opponents. you. Win a game the turn after Blessing of Divinity is triggered. Have 4 Bleed tokens on opponents simultaneously. “duel” as a result of her interruption. Covert, Board Game Revolution, Martyn Poole, Board Game Activate ‘Profiteer’ three times in one turn. Exposure, Brett MacDonald, Landon Rawson, Nik Tsolomitis, Avoid damage with your 3rd consecutive Evasive attempt. Have all 5 of your Status Effects on you simultaneously. Defeat an opponent as a result of Bleed damage. Use Tactical Advantage to transfer another player’s Status Jake Wright, Sean Thomas, Tony Sterago, the members of Have 6 of your status effects in play at one time. Heal at least in one turn. Use ‘Tithe’ to save an Offensive Roll Phase that you would Effect to a teammate. the Dice Throne Community Facebook group and to anyone Have 2 opponents simultaneously afflicted with Targeted . have failed otherwise. Spend Mesmerize to cause an opponent to fail their we missed who helped us make Dice Throne Season Two a Spend Tactical Advantage to reroll 4 dice in one turn. Offensive Roll Phase. Use ‘Better D’ after your first Defensive Roll has no Feet. Heal with ‘Holy Light’. 14 success. Increase your Tactical Advantage stack limit to 7. 15 quick reference Inflict: Take the Status Effect’s corresponding token and place Small Straight: 4 of your dice show a sequence of numbers it in the middle of the receiving player’s Hero Board. (i.e. 1-2-3-4 or 2-3-4-5 or 3-4-5-6). Instant Action card: An Action card that may be played at Spendable Status Effects: Remain in play until you choose 2/3/4/5-of-a-kind: When the dice show the same number any time during any player’s turn. These cards can interrupt to spend them. (not symbol) 2/3/4/5 times. normal play (but not Spendable Status Effects or another Spent / Spend: If a Status Effect is Spent, you discard the Additionally: Statements following an “Additionally” resolve Instant Action / Roll Phase Action card). token and receive the benefit. This has no CP cost. You may after the other listed effects. Large Straight: 5 of your dice show a sequence of numbers gain this Status Effect token again later in the game. Attack: An Offensive Ability that deals at least dmg that (i.e. 1-2-3-4-5 or 2-3-4-5-6). Stack Limit: Specifies how many tokens of the same type targets an opponent (i.e. not collateral dmg). Main Phase Action card: An Action card that may be played can be on any one hero at any time (unless a card or ability Attack Modifier: A Status Effect or card that increases the during the Active Player’s Main Phase (1) or Main Phase (2). increases that limit). damage or adds an effect to an Attack. On [symbol]: If your roll contains the required symbol(s), Steal: Take the indicated resource from your opponent Collateral Damage: Damage that does not have a target you get the benefits. Even if your roll contains the required and give it to yourself. If your opponent does not have the and therefore does not qualify as an Attack. Not defendable, symbol(s) multiple times, you only get the benefits once. specified amount, steal as much as they have. but it is avoidable. Cannot be enhanced. Or: When statements are separated by an “Or”, you may Combat Points (CP): Spent to play cards and activate resolve only one of the separated statements. Then: ‘Then’ statements create a break in play during which players may play Instant Action cards, Roll Phase Action cards, abilities from your Hero Board. Players can have a maximum Persistent Status Effects: Remain in play until some other or spend Status Effects. Statements following a “Then” are of 15 CP. Players Gain 1 CP at the start of their turn (except card or ability causes their removal. the Start Player’s first turn). always resolved after the statements preceding the “Then”. Pure Damage: Undefendable damage that cannot be Companion: Reference your Hero Leaflet for their unique enhanced, but can be avoided. Ultimate Ability: Opponents CANNOT DO ANYTHING until definition (see “Companions” on page 7). the ability completes. This includes reducing, preventing, Roll Phase Action card: An Action card that may be played responding to, or interrupting its damage and effects. The Defender: The player who is being targeted by an Attack. during the Offensive / Targeting / Defensive Roll Phase. These ability also ignores any Status Effects in play that would Final Dice Result: The result of your five dice after all rerolls cards can interrupt normal play (but not Spendable Status reduce the effectiveness of the ability. However, the ability and dice modification are finished. Effects or another Instant Action / Roll Phase Action card). can be enhanced. The only way to stop an Ultimate Ability is to Gain: For Status Effects, take the corresponding token and Roll Phase: If an ability references “the conclusion of the Roll alter a die roll to stop its activation. place it on the middle of your Hero Board. For Health or CP, Phase,” this occurs just before Main Phase (2) begins. Undefendable Damage: Damage which players cannot increase your Health or CP Dial by the specified amount. Roll [#] 1: Roll the indicated number of dice to resolve the activate a Defensive Ability against. However, the damage may Heal: Increase your Health Dial by the specified amount. You listed effects. still be avoided, reduced, or enhanced by cards and/or Status may heal up to 10 Health beyond your starting Health. Sell: During a player’s Main Phase, they may take any card Effects. Incoming damage: The current amount of damage waiting from their hand, place it onto their Discard Pile, and then to be dealt to a player. increase their CP Dial by 1. Unique Status Effects: Contain rules in their description 16 that break the normal rules for Status Effects.