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Dice Throne - Rulebook (v2-3-2) (July 2022)
Dice Throne - Rulebook (v2-3-2) (July 2022)
A heart-pumping, fast-playing game of skilled card play Spend & roll 1-2 to dodge an Attack:
When a player with Evasive receives damage, health
and dice manipulation. The game is played over a series they may choose to spend this token. If spent, roll 1 1.
If
the outcome is 1-2, no damage is received (although other
of rounds where you will be rolling your hero’s dice up to associated effects 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
of damage.
numbers to activate your hero’s abilities to attack your
revolver Bounty HunteR
opponent(s). reload Deal
Positive Status Effect Stack limit: 2 dmg
knockdown
tutorials Negative Status Effect Stack limit: 1
http://learn.dicethrone.com
bounty quick draw Take cover
Negative Status Effect Stack limit: 1 Bullet PASSIVE
Comic
Receive +1 dmg & Attacker gets :
gain Reload . Gain Evasive .
When a player afflicted with this token is Attacked by
an opponent, the attacker increases their dmg by Bullet Deal dmg.
and gains . Persistent.
dash “T
ultimate
8
2
game setup
7 Each player should place all of their chosen hero’s
5 components in front of them:
co
m s
ba t
1 t p oin 1 HERO BOARD
2 HERO LEAFLET
showdown deadeye 3 TOKENS
• Stack your Status Effect and Companion tokens on
SMALL STRAIGHT
HEALTH DIAL
Deal undefendable dmg.
If your roll is equal or greater,
deal dmg,
4
otherwise deal dmg. • Set your starting Health to 50 (for a 1v1 game).
6 6 DECK
• Shuffle your cards to create a deck.
fan the hammer duel • Draw the top cards from your deck. This is your
starting hand.
LARGE STRAIGHT
DEFENSE ROLL 1 1
co
m
ba ts
t p oin
• You may heal a maximum The Final Dice Result required to activate
GUNS 19 v1
2CP
Deal
an Offensive Ability.
dmg
Transference!
Deal dmg
Hero Upgrade
of 10 points above your starting health.
GUNS 01 v1
2CP On 4-of-a-kind (#’s),
inflict Knockdown .
~cards-unique.indd 19
2018-05-22 5:32:09 AM • Offensive Abilities generally require a
OFFENSIVE ROLL PHASE - Roll any specific set of symbols B to activate:
~cards-unique.indd 1
4
2018-05-22 5:31:49 AM
combat points
six-it!
GUNS 18 v1
1CP
A and B ). Any player may play Roll Phase Action cards. • Small Straight abilities C require
• You can have a maximum of . If
any 4 sequential numbers in a row
5 TARGETING ROLL PHASE - Skip this phase in a 1v1 you gain CP while you are already at
(e.g. 2-3-4-5) and are represented by 4
game. If you are playing with more than 2 players, see page 11. , do not increase your CP Dial.
• At the start of your Income Phase, escalating dice:
Any player may play Roll Phase Action cards.
increase your CP Dial by .
6 DEFENSIVE ROLL PHASE - If you activated an Important: The Start Player must
Attack during your Offensive Roll Phase, your opponent skip their first Income Phase.
co
m
activates their Defensive Ability H with a single Roll Attempt. ba ts • Large Straight abilities D require
Any player may play Roll Phase Action cards.
t p oin any 5 sequential numbers in a row (e.g.
1-2-3-4-5) and are represented by 5
7 MAIN PHASE (2) - Identical to Main Phase (1). escalating dice:
8 DISCARD PHASE - Sell (discard) cards for
each until you have or fewer cards in your hand.
×6
4
your hero board ABILITY DESCRIPTION
• The effects to be resolved when an ability is activated.
• Dice rolled as part of the ability’s effects may apply
multiple times during the resolution of the ability.
PASSIVE ABILITY E ULTIMATE ABILITY IMPORTANT: The damage and effects of an Ultimate Ability can be enhanced, but cannot be reduced,
F
prevented, avoided, responded to, or interrupted by anything (e.g. cards, Status Effects, Companions,
• 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
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.
5
your hero leaflet status effects
A I
Each hero has a unique set of Status Effects A ,
cursed doubloon STATUS EFFECTS FREQUENTLY ASKED QUESTIONS represented by tokens. If you need more tokens than
Unique Status Effect Stack limit: 5/3 are provided, represent them with something else.
AND COMPANIONS The answers to questions about
Receive dmg in Upkeep Phase (except Pirate):
Positive or Negative Status Effects can be gained or inflicted
• 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
Doubloon during their Upkeep Phase. Status Effects & Companions.
• These Persistent tokens may not be moved or
removed from any player except as a result of
inflicted through cards or Offensive Abilities.
abilities on the Pirate’s hero board.
• Whenever the Pirate would gain a Cursed Doubloon, When you gain or inflict a Status Effect, take the corresponding
she may choose not to.
• 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
Pirate and up to 3x on anyone else.
receiving player’s Hero Board F . This Status Effect is now
B The symbols on each
B powder keg F considered to be “in play”. If a player is defeated, Status Effects
Negative Status Effect Stack limit: 1 face of the hero’s dice. they inflicted on other players remain in play.
Roll 1 1 in Upkeep Phase.
On 1-2, receive dmg, on 6 pass it to anyone:
A player afflicted with this token must roll 1 1
during their Upkeep Phase. On 1-2, the Keg blows up.
On 3-5, nothing happens. On 6, the player afflicted COMPLEXITY RATING
with Powder Keg may transfer the token to a chosen
player. Additionally, if a player becomes inflicted with C A value between 1
Powder Keg while already inflicted with Powder Keg,
the first Keg immediately blows up. When a Keg blows and 6 that measures how
up, remove it and deal as an isolated source of
undefendable dmg. difficult a hero is to play. C frequently asked questions
Q: Is there any way to flip my board from the Cursed Pirate side back to
Attacker deals -1 dmg per token: master and require good won her a curse so dire that her life
hangs in the balance. To confront as normal.
Dealyou woulddmg
dmg. Then proceed to determine dmg from the Attack
Inflict Bounty . After targeting an opponent,
the soul splitting fury of the Cursed Q: Do I have toDeal
gain a Curseddmg you each roll 1 1:
strategy to play effectively.
Doubloon when an ability
Thensays “gain
deal undefendable dmg.
If a player with a Wither token would deal damage cutlass Pirate will likely result in a one-way Cursed Doubloon ”?
trip to Davey Jones’ locker. A: No. Gaining Cursed Doubloons is always optional for the Pirate. If your roll is equal or greater,
as a result of their Offensive Roll Phase, reduce that Q: If the Pirate is on her Cursed side and an opponent Attacks while deal dmg,
Credits: Design and development by
dmg by per Wither token. Persistent. cutlass Nate Chatellier, Manny Trembley, and
they are afflicted with Parlay , is the opponent then inflicted with otherwise deal dmg.
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
H
parlay
Trembley and Nicholas Malara. Graphic activate deals damage that targets another player, they do not receive
design by Gavan Brown. the Powder Keg (but Parlay still means the ability does not deal
booty
Negative Status Effect Stack limit: 1
HERO SETUP hero setup
D
any damage). Similarly, if they fail a Blinding Light roll, they still
Attacked, it just failed.
Deal no dmg when Attacking: booty Before you start the game, gain
A player afflicted with Parlay may not deal any D Some heroes require 3 Cursed Doubloons and place your
Hero Board “human” side up.
6 . Gain Evasive .
Gain 2 Evasive .
Deal dmg.
Deal dmg.
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
abilities that remove a specific number of Status Effects, remove the game. There are two types of cards: Hero Upgrade cards and Action
that many tokens. cards.
UNIQUE STATUS EFFECTS During your Income Phase, you draw a card from your deck. If
SPENDABLE STATUS EFFECTS These fundamentally break the standard Status you need to draw a card, but your deck is empty, shuffle your
Some Status Effects are removed when you spend them. Unless Effect rules (explained in their description). Discard Pile to create a new deck first.
otherwise specified, you may spend these status effects at any Unique Status Effects often have a custom shape Playing cards costs Combat Points . This cost is indicated on
time during any phase of any player’s turn and their effects are and/or size I . the left hand side of the card. Cards costing are free to play.
immediate.
INTERRUPTING STATUS EFFECTS You must conclude your Discard Phase with no more than
PERSISTENT STATUS EFFECTS If a Status Effect is spent, its effects cannot be interrupted. For cards in your hand. If you reach the Discard Phase with more
A Status Effect marked as “Persistent” remains in more information, see “timing conflicts” on page 15. than this, you must sell cards until you have or fewer. To sell
play until the end of the game, or until a card or a card, discard it and increase your CP Dial by (all cards are
ability causes its removal. worth when sold, no matter how much it costs to play).
STACK LIMITS companions The phase during which a card may be played is indicated by the
symbol on the left hand side of the card J .
Many Status Effects can be applied multiple times to a hero,
creating a stack of them. The Stack Limit G represents the Some heroes have Companions, which are
maximum number of tokens of a particular Status Effect that represented by tokens, dials, or other
candeadeye be on a single Hero Board at a given time (e.g. a Status Effect custom components. Companions are not
with a Stack Limit of 2 can have a maximum of 2 tokens on each Status Effects, and are therefore immune
Player).
Inflict Knockdown .
Deal undefendable dmg. to cards and abilities that alter Status J
Effects (e.g. K ).
Example (left): Cursed Pirate has inflicted a
Powder Keg F and two Wither H Status Effects on Companions feature custom rules on the
the Gunslinger. Wither is marked as Persistent in the Hero Leaflet A . They cannot be removed,
Status Effect description, so it will remain on the transferred, or destroyed, unless otherwise
Gunslinger’s Hero Board until the Gunslinger is able to specified in the Companion’s ruleset.
remove
duel it. Wither has a Stack Limit of 2 G , allowing
the Cursed Pirate to inflict it twice on the Gunslinger. K
1
DEFENSE ROLL 1
co
m
left side of the card. ba ts
Place the card onto the
t p oin depending on their color.
2
Offensive Ability upgrades have a white border, Defensive space of your Hero Board with the
Ability upgrades B have a green border, and Passive Ability same name. TO PLAY AN ACTION CARD
upgrades C have a purple border. Spend the required (shown on the left side of the
1
Hero Upgrade cards: card).
revolver Bounty HunteR showdown
• may only be played during your Main Phase (1) or 1 Deal dmg
2 Perform the described action and then place the card
Main Phase (2). Deal dmg onto your Discard Pile. SMALL STRAIGHT
Inflict Bounty .
• may not be sold after they have been played. Deal dmg
Then deal undefendable dmg.
After targeting an opp
you each roll 1 1
• may be upgraded directly to level III. If upgrading an already 2 INSTANT ACTION CARDS If your roll is equal or g
deal dmg,
upgraded ability (i.e. upgrading from level II to level III), play
• Identified by a red border and a otherwise deal d
the new card over the top of the previous Hero Upgrade and
icon.
pay only the difference in cost between the upgrades.
• May be played at any time,
during any player’s turn (as 1
indicated by the icon on the
left side of the card).
• May be played to interrupt
quick draw Take cover actions or abilities (except fan the hamm
PASSIVE
other Instant Action cards),
During your Upkeep Phase,
Gain Evasive .
and are resolved immediately. LARGE STRAIGHT
gain Reload .
Deal dmg. The interrupted action or 2
Gain 2 Evasive
Deal dmg.
B C ability completes afterward
(see “Timing Conflicts” on
“The gun is mightier than all of you.”
Offensive Ability Defensive Passive Ability
Upgrade page 15).
Ability Upgrade Upgrade
fill’em• with Instantlead! Action cards cannot be
interrupted.
8 Gain Evasive . Inflict
If you spend a Reload
Bounty & Knockdown . Then deal dmg.
, you may re-roll that die one time.
inflict Powder Keg . Draw × .
Gain 1 × Cursed Doubloons .
resolving text “THEN”
MAIN PHASE You may spend Status Effects and play Instant Action cards or
ACTION CARDS Roll Phase Action cards at the point of a ‘Then’ statement.
righteous combat The effect following amighty PRAYER
‘Then’ statement is performed after the
• Identified by a blue border “ROLL [#] 1” effects that came before it.
and a icon. Roll the indicated number of dice A a single time, then resolve
• Only playable on your own the effects that follow. Dice rolled previously cannot be used to
turn, during Main Phase (1) resolve the listed effects. Deal dmg & roll 2 1: Deal undefendable dmg.
or Main Phase (2) (as
Add × + × dmg. Then gain Crit & Accuracy .
indicated by the icon on “ON [SYMBOL]”
the left side of the card). Heal × .
If your roll contains the symbol shown B , you get the listed
Cursed
Gain walk the plank
benefits C . However, you only get these benefits once, even× if . “OR”
your roll contains the required result multiple times. PASSIVE
When statements are separated by an “or”, you may resolve
At the conclusion of your turn, only one of the options.
ROLL PHASE
remove a Cursed Doubloon .
A
If you don’t have any Cursed
Choose one:
Steal
r
Doubloons that you can remove,
ACTION CARDS D hero board over for the
flip your
- or - G
opponent discards
• Identified by an orange
border and a icon. B remainder of the game.
C of their choice.
u
• May only be played during Then deal dmg.
an Offensive Roll Phase, “STEAL”
Defensive Roll Phase, or
Targeting Roll Phase (as
Take the indicated resource from your opponent and give it to
yourself. p
indicated by the icon When stealing Health/ , increase your Health/CP Dial and
on the left side of the player-board-side1-step3-content 2020.06.12.indd 1 D
reduce their dial accordingly.
card).
• May be played during any
If your opponent does not have the specified amount, Steal as
much as they have.
u
player’s turn.
MULTIPLICATION (e.g. “4 × ”)
Multiply the [number] by the [quantity] of your dice displaying
the symbol D to determine the total.
9
PURE DAMAGE ULTIMATE DAMAGE
damage types • A specialquick
type ofdraw
with a number
undefendable damage denoted
in it (e.g.
Takebycover
) followed by “pure dmg”.
a red circle • A special type of undefendable damage dealt by your
PASSIVE Ultimate Ability A .
• Not Defendable, but Phase,
it is Avoidable and Preventable. • Denoted by a red circle with a number in it (e.g. ).
The current amount of damage waiting to be dealt to a player is During your Upkeep
GUNS 18 v1
1CP
Perform any of the options below in any order, and as many During this phase, any player may choose to play
out a 1v1 game. We recommend you return to • Place card from your hand onto your Discard Pile. • Roll all 5 of your dice.
this reference section when you have a question. • Increase your CP Dial by (all cards are worth • Optional: reroll any number of dice.
when sold, no matter how much it costs to play). • Optional: for a second time, reroll any number of dice.
The following is a detailed breakdown of each phase of a turn. 2 When you are satisfied with your roll, you may
B Play Main Phase Action cards either:
1. UPKEEP PHASE • Reduce your CP Dial by the • Announce the Offensive Ability that you intend to
1 Determine if any of your Status Effects or cost shown on the left side of Activate (your Final Dice Result must meet its Activation
abilities activate during your Upkeep Phase. the card. Requirement). Ask your opponent if they would like to
Then resolve these effects (note: this will not be alter your dice or allow the ability to activate successfuly.
• Perform the described action(s).
applicable for most heroes during the • Announce that you are not going to Activate an Offensive
beginning of the game). • Place the card onto your Discard
Pile. Ability at all.
2 If there are multiple effects, the Active Player may • Tip: Activating a weak Attack against an opponent with
choose the order in which they are resolved. C Play Hero Upgrade cards a powerful Defensive Ability is not always advisable.
• Reduce your CP Dial 3 If you, a teammate, or an opponent have altered any
3 All damage and/or healing effects are accumulated and
by the cost shown of your dice at this point (e.g. someone played ‘Twice
are applied simultaneously at the conclusion of the
on the left side of the card. As Wild’), you may either:
phase.
• If you are upgrading from • Announce a different Offensive Ability based on the new
2. INCOME PHASE level II to level III, only pay Final Dice Results.
Important: The Start Player skips the Income Phase of their the difference in cost. • Return to step 1 of the Offensive Roll Phase and use
first turn. • Place the card onto the any remaining unused rerolls.
+1
Increase your CP Dial by (skip correspondingly named space
1 on your Hero Board. 4 Activate the Offensive Ability (if one was chosen):
this step if you already have the
• Determine its variable effects (some abilities require
co
m
ba ts
p oin
maximum of ).
t
co
m
This die may be manipulated with cards, unless ba ts
t p oin
the Attack is an Ultimate Ability. Dice could have 1 die).
been manipulated before an Ultimate Ability 4 Based on the dice results, the Defender resolves all
Activated, but as this is now the Targeting Roll non-damage effects (e.g. gain Synth , inflict Shame
Phase, the Ultimate Ability has already Activated and gain , etc).
simply requires a target.
5 There is one last opportunity for any player to spend
2 Determine the Defender who will be receiving the
damage based on the result of your die roll:
Status Effects or play cards. Discard
• 1 or 2 - Target the opponent on your left. 6 Finally, all damage, prevention, and/or healing effects are Pile
accumulated and are applied simultaneously at the (face up)
• 3 or 4 - Target the opponent on your right. conclusion of the Roll Phase.
• 5 - Your opponents choose which of them you target. Note: If all remaining players are simultaneously
• 6 - Choose either opponent as your target. reduced to 0 health, the game is a draw.
Note: For targeting rules on other variants, visit: 7. MAIN PHASE (2)
http://variants.dicethrone.com Identical to Main Phase (1).
13
The following 2 pages are intended for 3. MULTIPLY & DIVIDE (FINAL TOTAL) BARBARIAN VS PALADIN EXAMPLE
advanced players and tournament play. Finally, calculate anything that affects Incoming Damage (CONTINUED)
This knowledge is not required to play the game casually. using multiplication or division. All division and multiplication A lot of stuff just happened. Let’s calculate damage:
is applied at the end, regardless of what order cards, status
effects, or Defensive Abilities were activated. 1. DETERMINE INCOMING DAMAGE
Incoming Damage from Barbarian’s Overpower (Event 1,
Also, in the case that you need to calculate more than one
Final DMG Total
above).
multiplier, each multiplier is calculated independently using
the original Incoming Damage Subtotal determined by Step 2.
2. ADD & SUBTRACT (SUBTOTAL)
Occassionally, calculating a Final Total of damage (the amount Anything else that uses Incoming Damage as part of a Incoming Damage (Event 1 - Overpower)
you reduce your health dial by at the conclusion of the roll multiplication or division calculation (e.g. Paladin’s - dmg (Event 4 - Divine Defense III)
phase) can become complex when the Incoming Damage Retribution status effect) is also calculated at this time. dmg (Event 5 - Get Some)
of the attack is affected by your Defensive Ability, cards, and - dmg (Event 6 - Absolution)
status effects played by you and your opponent. BARBARIAN VS PALADIN EXAMPLE
Below is an example of a series of events that transpire during Incoming Damage (Subtotal)
Luckily, you can easily calculate the Final Total by following
the Offensive and Defensive Roll Phase between the Barbarian
the steps below, in the order shown, after both players are
completely finished taking actions: (attacking) and the Paladin (defending). 3. MULTIPLY & DIVIDE (FINAL TOTAL)
1. Barbarian activates his Overpower Offensive Ability, which Determine the value of each multiplier simultaneously and
1. DETERMINE INCOMING DAMAGE will deal damage to the Paladin. independently (Note: all division in Dice Throne is always
Incoming Damage is the amount of Damage that is waiting to 2. Paladin spends his Retribution status effect, which will rounded up):
be dealt to you at any point during the game. Most frequently deal half of the Incoming Damage back to the Barbarian. Event 2 (Retribution ) = (Subtotal) ÷ 2 = dmg
this damage comes from Offensive and Defensive Abilities, but 3. Paladin spends his Protect status effect, which will Event 3 (Protect ) = (Subtotal) ÷ 2 =
Incoming Damage can also come from status effects like prevent of the Incoming Damage. Event 7 (Protect ) = (Subtotal) ÷ 2 =
Pyromancer’s Burn or Shadow Thief’s Poison . 4. Paladin activates his Divine Defense III ability, which will Then apply all of this to the Subtotal:
prevent dmg. He also gains another Protect .
2. ADD & SUBTRACT (SUBTOTAL) 5. Barbarian plays his Get Some Attack Modifier card which Incoming Damage - - = -1 Incoming Damage
We now apply anything that used addition or subtraction to
affect Incoming Damage. Defensive Abilities, status effects, or inflicts Concussion and adds dmg. Using Protect twice, Paladin prevents all damage, which
cards that would subtract (prevent) or add a specific amount 6. Paladin plays Absolution card which will prevent dmg. means the Final Total of damage the Paladin receives is .
of damage are applied to Incoming Damage during this step. 7. Paladin spends his other Protect status effect which
Additionally, the Barbarian will receive dmg in return since
The result is called the Incoming Damage Subtotal. again will prevent of the Incoming Damage.
the Paladin spent his Retribution token (Event 2).
14
timing conflicts credits
When multiple players perform Instant Actions that cause Game design: Nate Chatellier, Manny Trembley
confusion as to whose action is resolved first, the player Game development: John Heidrich, Gavan Brown
whose turn it is has priority, regardless of who initiated their
Product & graphic design: Gavan Brown, Gui Landgraf,
action first. And remember, spending a status effect token is
Gabriel Martin, Noah Adelman
considered an Instant Action.
Illustration: Manny Trembley, Nick Malara, Damien
For example, if your opponent wants to avoid Mammoliti
your Attack by spending an Evasive
token, and then you play a Buh Bye Main rulebook editors: Simon Rourke, Aaron Hein, John
(Instant Action card) to remove your Heidrich (and many others who helped)
opponent’s Evasive , your card would Current Playtesters: Aaron Hein, Adam Thies, Aaron
resolve first, because it’s your turn. Waltmann, Jonathan Herrera-Thomas, Kevin Heidrich,
Jacob Thies, Rick May, Joel Smart, Darnell Malone, Nick
Conversely, if your opponent has a
Lem, Blake Royall, Drake Finney, and the whole Beta Team.
Reload token when they Attack you, and you attempt to play
a Buh Bye card to remove it, they may still spend that Reload Special thanks: Aaron Waltmann, Kira Anne Peavley,
token successfully (because it’s their turn) and your Buh Bye card Aaron Hein, Adam Wyse, Paul Saxberg, Mr. Cuddington,
may not be played to remove that token or any other tokens Dan Tolczyk, Jonathan Herrera-Thomas, George
played by the Attacker. Georgeadis, Brenda & Paraic Mulgrew (Knight Watch
Games), Love Thy Nerd, Brett MacDonald, and to anyone
The player whose turn it is takes precedent regardless of how we missed who has helped us make Dice Throne a success.
many instants a player desires to use during an interaction.
For hero specific credits, see hero leaflets.
Cards/abilities that are not considered “instant” are
interruptable. For example, when you play a What Status Effects And the BIGGEST thanks goes to you for purchasing
card (Main Phase Action), your opponent may still spend valid this game and helping us to pursue our dream of
status effects before the card resolves completely (e.g. Tactical creating Dice Throne.
Advantage , Nyra’s Bond , etc).
Join our community:
Note: When playing with more than two players, the player http://community.dicethrone.com
whose turn it is has first priority, followed by subsequent players
Imported in the UK by GamesQuest:
in turn order. After all interruptions are complete, the previous Unit 15, Old Station Way, Bordon Trading Est GU35 9HH - UK
order of play continues normally. Imported in the EU by INTERMAIL GmbH:
Flughafenstr. 9, 64347 Griesheim - Germany 15
Inflict: Take the Status Effect’s corresponding token and place Small Straight: 4 of your dice show a sequence of numbers
quick reference 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
any time during any player’s turn. These cards can interrupt to spend them.
2/3/4/5-of-a-kind: When the dice show the same number normal play (but not Spendable Status Effects or another
(not symbol) 2/3/4/5 times. Spent / Spend: If a Status Effect is Spent, you discard the
Instant Action / Roll Phase Action card). token and receive the benefit. This has no cost. You may
Additionally: Statements following an “Additionally” resolve Large Straight: 5 of your dice show a sequence of numbers gain this Status Effect token again later in the game.
after the other listed effects. (i.e. 1-2-3-4-5 or 2-3-4-5-6).
Attack: An Offensive Ability that deals at least dmg that Stack Limit: Specifies how many tokens of the same type
Main Phase Action card: An Action card that may be played
targets an opponent (i.e. not collateral dmg). can be on any one hero at any time (unless a card or ability
during the Active Player’s Main Phase (1) or Main Phase (2).
increases that limit).
Attack Modifier: A Status Effect or card that adds an effect to On [symbol]: If your roll contains the required symbol(s),
an Attack and / or modifies its damage. you get the benefits. Even if your roll contains the required Steal: Take the indicated resource from your opponent
Collateral Damage: Damage that does not have a target and symbol(s) multiple times, you only get the benefits once. and give it to yourself. If your opponent does not have the
therefore does not qualify as an Attack. Not defendable, but Or: When statements are separated by an “Or”, you may specified amount, steal as much as they have.
it is avoidable. Cannot be Modified. resolve only one of the separated statements. Then: ‘Then’ statements create a break in play during which
Combat Points : Spent to play cards and activate abilities Persistent Status Effects: Remain in play until some other players may play Instant Action cards, Roll Phase Action cards,
from your Hero Board. Players can have a maximum of . card or ability causes their removal. or spend Status Effects. Statements following a “Then” are
Players Gain at the start of their turn (except the Start Pure Damage: Undefendable damage that can’t be changed always resolved after the statements preceding the “Then”.
Player’s first turn). by Attack Modifiers, but can be prevented or avoided. Ultimate Ability: Opponents CANNOT DO ANYTHING until
Companion: Reference your Hero Leaflet for their unique Roll Attempt: A dice roll performed by the player to activate the ability completes. This includes reducing, preventing,
definition (see “Companions” on page 7). an Offensive or Defensive Ability. responding to, or interrupting its damage and effects. The
Defender: The player who is being targeted by an Attack. Roll Phase Action card: An Action card that may be played ability also ignores any Status Effects in play that would
Final Dice Result: The result of your five dice after all rerolls during the Offensive / Targeting / Defensive Roll Phase. These reduce the effectiveness of the ability. However, the ability
and dice modification are finished. cards can interrupt normal play (but not Spendable Status can be enhanced. The only way to prevent an Ultimate Ability
Effects or another Instant Action / Roll Phase Action card). or avoid its damage is to alter a die roll to stop its activation.
Gain: For Status Effects, take the corresponding token and
place it on the middle of your Hero Board. For Health or , Roll Phase: If an ability references “the conclusion of the Roll Undefendable Damage: Damage which players cannot
increase your Health or CP Dial by the specified amount. Phase,” this occurs just before Main Phase (2) begins. activate a Defensive Ability against. However, the damage may
Heal: Increase your Health Dial by the specified amount. You Roll [#] 1: Roll the indicated number of dice to resolve the still be avoided, reduced, or enhanced.
may heal up to 10 Health beyond your starting Health. listed effects.
Unique Status Effects: Contain rules in their description
Sell: During a player’s Main Phase, they may take any card that break the normal rules for Status 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 .
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