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Double Double, Toil And Trouble

A Dice Game

Create the most evil potion imaginable with a combination of luck, skill and knowledge.

CONTENTS:
5 Green ‘Drop’ Markers
1 Instruction Manual (this booklet)
1 Black Stick
1 Cauldron
1 Blue D6
1 Black D6
1 Blue D10
1 Black D10

Welcome to Double Double Toil & Trouble! In this game, you’ll play as an evil witch brewing the most
malefic potion imaginable and using it on innocent townsfolk! What could be more fun?
Expect tricky choices, lucky dice rolls and multiple endings in this dice-generated game that takes less
than 30 minutes to play!
Begin your witchy adventures by turning to Phase I.

P H A S E I:

'You are a Witch Of Evil, and your plan of creating the most destructive potion the world has ever
seen is nearing completion. You have narrowed out a list of ingredients, each with unique effects on
your potion. But there's a problem - the local Witch Of Good is trying to sabotage your potion by
dropping a variety of faulty ingredients into it!'

1: Consult the list of ingredients on the next page. Each of these ingredients will have an effect on all
your future rolls this game. Ingredients can make your game easier or harder depending on what you
choose. We recommend going for Eye Of Frog or Fur Of Wolf for your first playthrough.

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1: Eye Of Frog: +1 to every roll, including Positive/Negative effect rolls (see Phase II)
2: Slime Of Snail: -1 from every roll, including Positive/Negative effect rolls (see Phase II)
3: Leaf Of Vine: 1 is added to Influential Townsfolk effects.
4: Fur Of Wolf: You may reroll a dice once per game.
5: Stem Of Fungus: If you get a 6 on a roll, count it as a 1. If you get a 1, count it as a 6.
6: Tooth Of Beaver: When you roll for Positive/Negative effects, you can change the number by 1.
7: Tongue Of Cat: You may add 2 to 3 rolls, but must remove 3 from 2 more.
8: Root Of Mandrake: Remove 1 negative effect per game (see Phase II)
9: Bone Of Elk: Ignore all Positive & Negative effects (see Phase II)
10: Skin Of Chameleon: Roll a D10 and, depending on the number you got, choose the equivalent
ingredient. For those who want to randomise their game.

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You may choose 1 of these to add to your potion. Once you have chosen, you are ready to begin
brewing your potion!
It is recommended to write down the ingredient you chose (and its effect) in the Notepad.

2: Drop all the dice into the 'Cauldron', mix them with the stick, shake the 'Cauldron' and pour out its
contents! The Black Dice are yours and the Blue Dice are the Good Witches.
Roll both the Black dice, and multiply the D10 (Ingredients Of Evil) by the D6 (Potion Power) to get
your total EVIL POINTS. Also add any effects from the ingredient you chose in the last section.
Now, it's the Good Witches turn. Roll both the Blue dice, and multiply the D10 (Ingredients Of Good)
by the D6 (Potion Power) to get the Good Witches total GOOD POINTS.

If your Evil Points are greater than the Good Witches GOOD POINTS, you may progress to Phase II.
If they aren't, repeat the process. If they still aren't, repeat again. If you fail to outnumber the GOOD
POINTS with your EVIL POINTS on your 3rd try, you lose the game. Try again!

Write down your EVIL POINTS! They'll be useful later!


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P H A S E II:

'You have thwarted the Good Witches' plans! But one thing remains before you can begin testing your
potion: You must hide it until the mixture stills and is ready for use. What will happen during this time?'

1: Roll your Black D10. Depending on the number you get, apply one of these
Positive/Negative effects to your rolls for Phase III.

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1: The Council Of Evil approves of your actions: Gain 2 on future rolls


2: The Council Of Good hears of your potion and sends spies: Lose 2 on future rolls
3: A fellow Evil Witch aids you in your potion making: Gain 1 on future rolls
4: A fellow Evil Witch aids you in your potion making: Gain 1 on future rolls
5: A Good Witch finds your potion and destroys it: Lose the game
6: A mob of villagers find your hut and burn it down: Lose 1 on future rolls
7: A mob of villagers find your hut and burn it down: Lose 1 on future rolls
8: Nothing happens
9: Nothing happens
10: No one notices your potion: Gain 3 on all future rolls

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Write this down below your chosen ingredient and the Evil Points you got in Phase I. Now, you are
ready to move on to the final phase!
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P H A S E III:

‘Your potion is complete! The whole world will bow down to you! You have decided to test
your potion on a nearby village. Let the toil and trouble begin!’

1: Now that the potion is complete, you have 5 vials of it (the green drops). Remember to
use the effects you got from both Phase I and Phase II for your rolls.
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1: You must choose carefully. Which of these Influential Townsfolk will you poison with the first drop?
- Mayor: Double the “Affected” roll each turn
- Priest: Once per game, you may triple the “Affected” roll.
- Hunter: Add 2 to the “Affected” roll each turn.
- Innkeeper: If you get a roll below 3, add 3 to the “Affected” roll on the next turn.

2: You have 4 turns to control the entire village. After you’ve chosen your initial target, roll your black
D6. The result will be the amount of villagers you’ve afflicted with your potion. Add any effects from
the Influential Townsfolk you picked last turn. You use one drop of the potion per turn.

3: Repeat this process until you don’t have any drops left. Add up the amount you got on all “Afflicted”
rolls. Remember to use the effects you got from Phase I and Phase II for your Afflicted count!
Keep reading to calculate the ending you got this game.
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To calculate endings, start with the Base Endings. If you get the 1-10 Afflicted count, you instantly lose
and don’t count any more endings. If you get an Afflicted Count higher than 1-5, write down that
ending and move on to Evil Points Endings. Using the Evil Points you got in Phase I, calculate what
ending you got. Lastly, for the Influential Townsfolk Endings, choose the one with the Influential
Townsperson you chose. Write all these down as well as anything else from this game you would like
to remember and move on to the next game! Try to get every ending!

ALL ENDINGS:
Base Endings:
1-5 Afflicted: Your potions affliction is wiped out very quickly. (you lose)
6-16 Afflicted: The affliction spreads through most of the townsfolk, killing half of all of them.
17-25 Afflicted: The affliction spreads through most of the townsfolk, killing almost all of them.
26-35 Afflicted: The affliction leaves one villager standing, who pledges allegiance to you.
36+ Afflicted: The village is absolutely destroyed.

Evil Points Endings:


1-10 Evil Points: Your potion is weak, but somehow manages to affect the village.
11-20 Evil Points: Your potion is fairly strong, and does its job.
21-31 Evil Points: Your potion has a kick to it, and takes out the village quickly.
32-42 Evil Points: Your potion is quite potent and exceeds your expectations.
43-50 Evil Points: Your potion is extremely potent.
51+ Evil Points: Your potion is unstoppably potent and quickly completes its purpose.
Influential Townsfolk Endings:
Mayor: The Mayor of the town issues “safety precautions” that lead to even more destruction.
Priest: The Priest falsely blesses the townsfolk, lulling them into a false sense of security.
Hunter: The Hunter brutally slaughters the townsfolk, speeding up the Affliction.
Innkeeper: The Innkeeper poisons the mead of the Inn, quickly spreading the Affliction.

When you’re done calculating the endings, congratulations! You’ve finished the game!
Thanks for playing Double Double, Toil & Trouble and we hope that you play this
game many, many times and share it with your friends and family!

CREATORS:
- Mark Griffin: Idea
- Arthur David: Marketing
- Lucia Huffman: Art Assistant
- Tristan Santos: Brainstorming

Email PocketBoardGames@gmail.com if you have any questions, suggestions or just for a friendly
chat!

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