Upkeep Phase: Resolve any Upkeep Phase maintenance (generally specified by Status Effects or Passive Abilities).
Income Phase: Gain & draw card from your deck. Start Player skips their first Income Phase.
Main Phase (1): Spend to play Hero Upgrade cards or Main Phase Action cards. Sell (discard) unwanted cards for each.
Offensive Roll Phase: Roll any number of your dice in up to 3 Roll Attempts and activate a single Offensive Ability that your Final Dice Result meets the Activation Requirement for. Any player may play Roll Phase Action Cards.
Targeting Roll Phase: Skip this phase. Roll 1 die… Target any player. However, you receive a bonus card if you Attack the Leader.
Any player may play Roll Phase Action Cards.
Defensive Roll Phase: If you activated an Attack during your Offensive Roll Phase, your opponent activates their Defensive Ability with a single Roll Attempt. Any player may play Roll Phase Action Cards.
Main Phase (2): Identical to Main Phase (1).
Discard Phase: Sell (discard) cards for each until you have or fewer cards in your hand.
Learn more about the heroes at dicethrone.com
Defendable |
Avoidable |
Enhanceable |
Special Targeting |
|
---|---|---|---|---|
Normal Damage | Yes | Yes | Yes | No |
Undefendable Damage | No | Yes | Yes | No |
Pure Damage | No | Yes | No | No |
Collateral Damage | No | Yes | No | Yes |
Ultimate Damage | No | No | Yes | No |
Note: Damage that occurs outside of an attack (via Status Effect or Defensive Ability) does not have a damage type. That damage can be avoided, but you can’t use an Attack Modifier to enhance it or use a Defensive Ability against it.
Each player should place all of their chosen hero’s components in front of them:
Tokens: Stack your Status Effect and Companion tokens on your leaflet in their associated places.
Health Dial: Set your starting Health to 50 (for a 1v1 game).
Combat Points Dial: Set your starting CP to .
Deck: Shuffle your cards to create a deck. Draw the top cards from your deck. This is your starting hand.
Dice: Roll 1 . The player who rolls the highest number is considered the Start Player and gets to go first.
Additional Setup: Some heroes require unique setup steps. If applicable, these steps will be located on the back of your Hero Leaflet.
Note: Each Hero also has their own FAQ.
The “Complexity Rating” is a number indicating how difficult a Hero is to master. The lower the rating, the more straightforward and easy to use a Hero is. This is not indicative of a Hero’s power or strength, simply their ease of use. Higher complexity Heroes require more intimate knowledge of rules and game mechanics to play well.
It means you pick the person and that includes yourself, a teammate, or an opponent.
It means any player that is not you or on your team.
Yes. Status effects are considered Instant Actions.
No. If a status effect is spent its effects cannot be interrupted.
Yes.
Yes, 15.
Yes, up to 10 above starting Health.
No.
Yes. If you do so, you pay the full cost of the Level 3 upgrade. If you upgrade a Level 2 to a Level 3, you only pay the difference in costs between the upgrades.
Just one token. Each token is treated as its own discrete instance of the status effect it represents.
All means all, good or bad.
Stack limit is the maximum number of tokens for a status effect that each player may have on them at any given time. e.g. Stack limit 1 means each player may have no more than 1 of that status effect on them.
Yes. So long as the source of transference/removal is not an Instant Action card or spendable status effect itself. See specific Hero FAQ’s regarding certain status effects.
No. In order to activate your Defensive ability, you must be Attacked for at least 1 point of defendable damage.
Yes. Undefendable damage only excludes activation of a champion’s Defensive ability. The damage chart is a great reference.
Any added damage via Attack Modifiers is the same type as the base damage.
You can play them either before or after the defense roll is made.
No. In order to use Attack Modifiers the ability must be an Attack that would deal at least 1 damage.
No. Collateral damage is undefendable damage that cannot be enhanced. It has special targeting rules. It does not count as an Attack.
Heroes in team games share a single Health dial between them. Damage to all opponents damages each champion individually (e.g. In a 2v2 game, 2 damage to all opponents equals 4 damage to your opponent’s shared Health dial).
No. Sometimes choosing not to Activate an ability is a valid strategy.
Yes. Your dice are not locked in.
Yes. You always have 3 Roll Attempts. Unless an in-game effect reduces your Roll Attempts.
You do everything. Your dice are never “spent”, so one die might be used in multiple combinations on a defensive roll.
All damage and Healing accumulate and resolved simultaneously on both players at the end of the phase unless otherwise noted.
You both die at the same time. It’s a draw.
No. If you want to modify your opponent’s dice (like trying to stop an Ultimate from happening) you need to do so in their Offensive Roll Phase before they Activate the ability and before Targeting.
Undefendable damage that is considered an Attack that is not enhanceable but is preventable.
No. No status effects or cards can stop an Ultimate. In fact, you can’t even respond to the Ultimate. No Healbot, no instant cards, no blocking any damage or effects in any way whatsoever, no Back Strike or Retribution . If an Ultimate is activated, put down your cards, pick up your Health dial, and ask “how much damage?
Alter your opponent’s dice during their Offensive Roll Phase before the ability is Activated.
Yes. An Ultimate is Enhanceable.
No. But if you activate an Ultimate you may change the Targeting Roll result with cards or effects.
No.
No. Both cards state you may change the value of one of your dice.
The rulebook states that if you need to draw a card but your deck is empty, shuffle your discard pile to create a new deck first.
Yes.
No. The card states “A chosen player may perform an additional Roll Attempt…” They are not forced to.
No. The card states “ A chosen player may perform an additional Roll Attempt…” They are not forced to.
No. you cannot play it on an opponent. The card states “you or a chosen teammate…”
Yes. You must have 6 or fewer cards in your hand at the conclusion of your Discard Phase.
The rulebook states that you gain per card sold. Not the value of the card.
Dice Throne Adventures is a genre-bending cooperative expansion for Dice Throne. You can take 1 to 4 Heroes and delve into randomly generated worlds, beautiful environments, intense boss battles, innovative Diablo-inspired loot, and non-destructive legacy elements.
The Active Player should make the most effective decision for the Minion or Boss.
Yes. Bonus Damage tokens are Attack Modifiers, which may be spent before or after the opponent Activates their Defensive Ability.
Infinity.
No. First you go to Rosella’s Shop and you have to reset your Hero board.
Yes.
No, you always return all cards to your deck after each session.
Yes.
No, these are not added to your Starting Salves for your replay of the same scenario.
Draw from the next highest rarity Loot deck instead.
Action cards (identified by a icon) are single use cards that provide a benefit. Action cards may be played at different times, depending on their color.
Instant Action
Main Phase Action
Roll Phase Action
Identified by a red border and a icon.
May be played at any time, during any player’s turn (as indicated by the icon on the left side of the card).
May be played to interrupt actions or abilities (except other Instant Action cards), and are resolved immediately. The interrupted action or ability completes afterward.
Instant Action cards cannot be interrupted.
Identified by a blue border and a icon.
Only playable on your own turn, during Main Phase (1) or Main Phase (2) (as indicated by the icon on the left side of the card).
Identified by an orange border and a icon.
May only be played during an Offensive Roll Phase, Defensive Roll Phase, or Targeting Roll Phase (as indicated by the icon on the left side of the card).
May be played during any player’s turn.
Any card or Status Effect that modifies an Attack is considered an “Attack Modifier.”
They can be played before or after the Defensive Ability is activated.
Damage added by Attack Modifiers is considered to be of the same damage type as the original damage being dealt.
Attack Modifiers can only be used on Attacks (i.e. an Offensive Ability that targets an opponent with at least dmg).
CP Dial
Combat Points (CP) are spent to play cards and Activate abilities from your Hero Board.
You can have a maximum of . If you gain CP while you are already at , do not increase your CP Dial.
At the start of your Income Phase, increase your CP Dial by .
Important: In a 1v1 game, the Start Player must skip their first Income Phase.
Some heroes have Companions, which are represented by tokens, dials, or other custom components. Companions are not Status Effects, and are therefore immune to cards and abilities that alter Status Effects.
Companions feature custom rules on the Hero Leaflet. They cannot be removed, transferred, or destroyed, unless otherwise specified in the Companion’s ruleset.
The current amount of damage waiting to be dealt to a player is considered “incoming damage”.
There are 5 damage types: normal (denoted as simply “dmg”), undefendable, pure, collateral, and ultimate.
Each damage type has one or more of the following attributes:
Defendable - If the damage is the result of your opponent’s Offensive Ability, you may perform your Defensive Ability.
Avoidable - Can be reduced, prevented, avoided, or interrupted by cards and/or Status Effects.
Enhanceable - Can be improved with Attack Modifiers.
Special Targeting Rules - The player to receive the damage is specified in the description. No Targeting Phase is necessary to determine who will receive this damage.
This is the most common type of damage, denoted by a black circle with a number in it (e.g. ) followed by “dmg”.
Defendable, Avoidable, and Enhanceable.
No Special Targeting Rules
Another common type of damage denoted by a red circle with a number in it (e.g. ) followed by “undefendable dmg”.
Not Defendable, but it is Avoidable (with cards / Status Effects).
Enhanceable.
No Special Targeting Rules.
A special type of undefendable damage denoted by a red circle with a number in it (e.g. ) followed by “pure dmg”.
Not Defendable, but it is Avoidable.
Not Enhanceable.
No Special Targeting Rules.
A special type of undefendable damage denoted by a red circle with a number in it (e.g. ) followed by “collateral dmg”.
Not Defendable, but it is Avoidable.
Not Enhanceable.
Has Special Targeting Rules (specified on the ability/card).
Does not qualify as an Attack since it does not directly target.
When dealt to multiple players of the same team at the same time, reduce the Health Dial by the combined total dealt.
A special type of undefendable damage dealt by your Ultimate Ability.
Denoted by a red circle with a number in it (e.g. ).
Not Defendable or Avoidable.
Enhanceable.
No Special Targeting Rules.
The Gunslinger’s Ultimate Ability
If the Active Player’s Offensive Roll Phase results in an Attack, then the Defender now begins the Defensive Roll Phase.
Resolve any effects from the Offensive Ability that require a target and are not damage related (e.g. gain Evasive , inflict Bounty , steal , etc).
If the Offensive Ability results in an Attack and if that Attack’s damage type is defendable, the Defender may activate their Defensive Ability.
Note: Most heroes only have 1 Defensive Ability. However, if a hero has 2, they must choose one now.
Defender performs one Roll Attempt with the indicated number of dice (e.g. means roll 1 die).
Based on the dice results, the Defender resolves all non-damage effects (e.g. gain Synth , inflict Shame , gain CP, etc).
There is one last opportunity for any player to spend Status Effects or play cards.
Finally, all damage, prevention, and/or healing effects are accumulated and are applied simultaneously at the conclusion of the Roll Phase.
Note: If all remaining players are simultaneously reduced to 0 health, the game is a draw.
Occasionally, calculating a Final Total of damage (the amount you reduce your health dial by at the conclusion of the roll phase) can become complex when the Incoming Damage of the attack is affected by your Defensive Ability, cards, and status effects played by you and your opponent.
Luckily, you can easily calculate the Final Total by following the steps below, in the order shown, after both players are completely finished taking actions:
Determine incoming damage
Incoming Damage is the amount of Damage that is waiting to be dealt to you at any point during the game. Most frequently this damage comes from Offensive and Defensive abilities, but Incoming Damage can also come from status effects like Pyromancer’s Burn or Shadow Thief’s Poison .
Add & Subtract (subtotal)
We now apply anything that used addition or subtraction to affect Incoming Damage. Defensive Abilities, status effects, or cards that would subtract (prevent) or add a specific amount of damage are applied to Incoming Damage during this step. The result is called the Incoming Damage Subtotal.
Multiply & Divide (Final Total)
Finally, calculate anything that affects Incoming Damage using multiplication or division. All division and multiplication is applied at the end, regardless of what order cards, status effects, or Defensive Abilities were activated.
Also, in the case that you need to calculate more than one multiplier, each multiplier is calculated independently using the original Incoming Damage Subtotal determined by Step 2.
Anything else that uses Incoming Damage as part of a multiplication or division calculation (e.g. Paladin’s Retribution status effect) is also calculated at this time.
Below is an example of a series of events that transpire during the Offensive and Defensive Roll Phase between the Barbarian (attacking) and the Paladin (defending).
Barbarian activates his Overpower Offensive Ability, which will deal damage to the Paladin.
Paladin spends his Retribution status effect, which will deal half of the Incoming Damage back to the Barbarian.
Paladin spends his Protect status effect, which will prevent of the Incoming Damage.
Paladin activates his Divine Defense III ability, which will prevent dmg. He also gains another Protect .
Barbarian plays his Get Some Attack Modifier card which inflicts Concussion and adds dmg.
Paladin plays Absolution card which will prevent dmg.
Paladin spends his other Protect status effect which again will prevent of the Incoming Damage.
A lot of stuff just happened. Let’s calculate damage:
Determine incoming damage
Incoming Damage from Barbarian’s Overpower (Event 1, above).
Add & Subtract (subtotal)
Multiply & Divide (Final Total)
Determine the value of each multiplier simultaneously and independently (Note: all division in Dice Throne is always rounded up):
Event 2 (Retribution ) = (Subtotal) ÷ 2 = dmg
Event 3 (Protect ) = (Subtotal) ÷ 2 =
Event 7 (Protect ) = (Subtotal) ÷ 2 =
Then apply all of this to the Subtotal:
Incoming Damage −− = −1 Incoming Damage
Using Protect twice, Paladin prevents all damage, which means the Final Total of damage the Paladin receives is .
Additionally, the Barbarian will receive dmg in return since the Paladin spent his Retribution token (Event 2).
Apply the following rule changes:
Your starting Health depends on the number of players:
Roll to determine the Start Player.
Players take turns in a clockwise order.
When Attacking, you may target any player desired. However, you receive a bonus card if you choose to Attack the Leader.
The player(s) with the most Health remaining are considered the Leader(s).
If you target a Leader with an Attack, you draw card from your deck. The card draw happens immediately after choosing your target (before any other effects occur).
If you Attack an opponent who is tied with you for the lead, (e.g. you and another player both have 30 Health), you still draw bonus card.
If you are the only Leader (i.e. you alone have the most Health), you cannot earn a bonus card.
2v2 teams turn order
When playing with 4 players, apply the following rule changes:
The game is played in teams of two.
Teammates sit next to each other and are encouraged to view each other’s hands & strategize.
Roll to determine the Start Player.
Turn order alternates between teams in a zigzag pattern.
Teammates share one Health Dial beginning with 50 health.
The Start Player skips the Income Phase of their first turn.
When one teammate receives damage, reduce the shared Health Dial by the corresponding amount. If both teammates take damage at the same time, reduce the Health Dial by the combined total of damage taken by both teammates.
Teammates still have their own individual CP Dials. A player’s may only be spent on their own cards and abilities.
Players cannot intervene to reduce their teammate’s incoming damage unless specified by a card/status effect (e.g. the card ‘Not This Time!’ can be played on teammates because it refers to “A chosen player”).
Players may alter dice to prevent a teammate from taking damage in the first place or to improve their dice outcome.
When selecting a target for an attack in Targeting Roll Phase, determine the Defender who will be receiving the damage based on the result of your die roll:
3v3 teams turn order
When playing a 3v3 game with 6 players, apply the following rule changes to a 2v2 team game:
The game is played in teams of three.
Teammates sit next to each other and are encouraged to view each other’s hands & strategize.
Roll to determine the Start Player.
Turn order alternates between teams in a zigzag pattern.
Teammates share one Health Dial beginning with 50 health.
When selecting a target for an attack in Targeting Roll Phase, determine the Defender who will be receiving the damage based on the result of your die roll:
2v2v2 teams turn order
When playing a 2v2v2 game with 6 players, apply the following rule changes to a 2v2 team game:
The game is played in teams of two.
Teammates sit 3 seats away from each other and are encouraged to view each other’s hands & strategize.
Roll to determine the Start Player.
Player 1 from from each team completes their turn followed by the Player 2 from each team.
Teammates share one Health Dial beginning with 50 health.
When selecting a target for an attack in Targeting Roll Phase, determine the Defender who will be receiving the damage based on the result of your die roll:
Health Dial
The moment your health is reduced to 0, you have been defeated.
If all remaining players are simultaneously reduced to 0 health, the game is a draw (an opponent cannot be ‘more dead’ than you).
You may heal a maximum of 10 points above your starting health.
Increase your Health Dial by the specified amount (e.g. Heal ).
The Final Dice Result required to activate an Offensive Ability.
Activation Requirement
Offensive Abilities generally require a specific set of symbols to activate.
Small Straight
Small Straight abilities require any 4 sequential numbers in a row (e.g. 2,3,4,5) and are represented by 4 escalating dice.
Large Straight
Large Straight abilities require any 5 sequential numbers in a row (e.g. 1,2,3,4,5) and are represented by 5 escalating dice.
Your hero’s most powerful attack! If activated, the effects are completely unstoppable.
Important: The damage and effects of an Ultimate Ability can be enhanced, but cannot be reduced, prevented, avoided, responded to, or interrupted by anything (e.g. cards, Status Effects, Companions, etc). Opponents may take no action of any kind from the time it is Activated until the conclusion of the Roll Phase. The only way to prevent an Ultimate Ability is to alter a die roll before its activation.
There are two types of cards: Hero Upgrade cards and Action cards.
During your Income Phase, you draw a card from your deck. If you need to draw a card, but your deck is empty, shuffle your Discard Pile to create a new deck first.
Playing cards costs Combat Points . This cost is indicated on the left hand side of the card. Cards costing are free to play.
You must conclude your Discard Phase with no more than cards in your hand. If you reach the Discard Phase with more than this, you must sell cards until you have or fewer. To sell a card, discard it and increase your CP Dial by (all cards are worth when sold, no matter how much it costs to play).
The phase during which a card may be played is indicated by the symbol on the left hand side of the card.
Status Effects and Companions: Rules for your hero’s Status Effects & Companions.
Dice Key: The symbols on each face of the hero’s dice.
Complexity Rating: A value between 1 and 6
that measures how difficult a hero is to play. Higher complexity heroes often take more time to master and require good strategy to play effectively.
Hero Setup: Some heroes require additional setup steps before the game begins.
Frequently Asked Questions: The answers to questions about complex rules for this hero.
Hero Upgrade cards permanently upgrade the space with the same name on your Hero Board. Identified by a icon on the left side of the card.
Offensive Ability upgrades have a white border, Defensive Ability upgrades have a green border, and Passive Ability upgrades have a purple border.
Hero Upgrade cards…
may only be played during your Main Phase (1) or Main Phase (2).
may not be sold after they have been played.
may be upgraded directly to level III. If upgrading an already upgraded ability (i.e. upgrading from level II to level III), play the new card over the top of the previous Hero Upgrade and pay only the difference in cost between the upgrades.
Increase your CP Dial by (skip this step if you already have the maximum of ).
Draw card from the top of your deck and add it to your hand. If your deck is empty, shuffle your Discard Pile to create a new deck.
Important: The Start Player skips the Income Phase of their first turn except for Minion Battles, Boss Battles, and Boss vs Many mode.
Perform any of the options below in any order, and as many times as you like:
Sell any card
Place card from your hand onto your Discard Pile.
Increase your CP Dial by (all cards are worth when sold, no matter how much it costs to play).
Play Main Phase Action cards
Reduce your CP Dial by the cost shown on the left side of the card.
Perform the described action(s).
Place the card onto your Discard Pile.
Play Hero Upgrade cards
Reduce your CP Dial by the cost shown on the left side of the card.
If you are upgrading from level II to level III, only pay the difference in cost.
Place the card onto the correspondingly named space on your Hero Board.
During this phase, any player may choose to play Roll Phase Action cards after any step listed below.
Perform up to 3 Roll Attempts:
Roll all 5 of your dice.
Optional: reroll any number of dice.
Optional: for a second time, reroll any number of dice.
When you are satisfied with your roll, you may either:
Announce the Offensive Ability that you intend to Activate (your Final Dice Result must meet its Activation Requirement). Ask your opponent if they would like to alter your dice or allow the ability to activate successfully.
Announce that you are not going to Activate an Offensive Ability at all.
Tip: Activating a weak Attack against an opponent with a powerful Defensive Ability is not always advisable.
If you, a teammate, or an opponent have altered any of your dice at this point (e.g. someone played ‘Twice As Wild’), you may either:
Announce a different Offensive Ability based on the new Final Dice Results.
Return to step of the Offensive Roll Phase and use any remaining unused rerolls.
Activate the Offensive Ability (if one was chosen):
Determine its variable effects (some abilities require additional steps to determine their full effects).
Resolve any effects that do not require a target (e.g. gain Evasive , gain Back Strike , Heal , etc).
Roll the indicated number of dice a single time, then resolve the effects that follow. Dice rolled previously cannot be used to resolve the listed effects.
Multiply the [number] by the [quantity] of your dice displaying the symbol to determine the total.
If your roll contains the symbol shown , you get the listed benefits . However, you only get these benefits once, even if your roll contains the required result multiple times.
You may spend Status Effects and play Instant Action cards or Roll Phase Action cards at the point of a ‘Then’ statement. The effect following a ‘Then’ statement is performed after the effects that came before it.
When statements are separated by an “or”, you may resolve only one of the options.
Take the indicated resource from your opponent and give it to yourself.
When stealing Health/, increase your Health/CP Dial and reduce their dial accordingly.
If your opponent does not have the specified amount, Steal as much as they have.
Statements following an “Additionally” resolve after the other listed effects.
Each hero has a unique set of Status Effects listed on their hero leaflet, represented by tokens. If you need more tokens than are provided, represent them with something else.
Positive or Negative Status Effects can be gained or inflicted on yourself or other players. Status Effects are usually gained or inflicted through cards or Offensive Abilities.
When you gain or inflict a Status Effect, take the corresponding token from your Hero Leaflet and place it in the middle of the receiving player’s Hero Board. This Status Effect is now considered to be “in play”. If a player is defeated, Status Effects they inflicted on other players remain in play.
When a Status Effect is removed, return the token to the appropriate space on its Hero’s Leaflet. When using cards or abilities that remove a specific number of Status Effects, remove that many tokens.
Some Status Effects are removed when you spend them. Unless otherwise specified, you may spend these status effects at any time during any phase of any player’s turn and their effects are immediate.
A Status Effect marked as “Persistent” remains in play until the end of the game, or until a card or ability causes its removal.
Many Status Effects can be applied multiple times to a hero, creating a stack of them. The Stack Limit represents the maximum number of tokens of a particular Status Effect that can be on a single Hero Board at a given time (e.g. a Status Effect with a Stack Limit of 2 can have a maximum of 2 tokens on each Player).
If a player increases the Stack Limit of a Status Effect, the increase only applies to that player, and lasts for the duration of the game.
These fundamentally break the standard Status Effect rules (explained in their description). Unique Status Effects often have a custom shape and/or size.
If a Status Effect is spent, its effects cannot be interrupted.
Cursed Pirate has inflicted a Powder Keg and two Wither Status Effects on the Gunslinger. Wither is marked as Persistent in the Status Effect description, so it will remain on the Gunslinger’s Hero Board until the Gunslinger is able to remove it. Wither has a Stack Limit of 2, allowing the Cursed Pirate to inflict it twice on the Gunslinger.
If you have more than one opponent, you must determine your target.
In King of the Hill variants, simply choose an opponent to target. In Team vs. Team variants, roll 1 to determine the target.
Note: Targeting an opponent still applies even if you have activated an ability that does no damage, but has effects that must be reconciled (e.g. ‘Mark the Target’ inflicts Bounty ).
When multiple players perform Instant Actions that cause confusion as to whose action is resolved first, the player whose turn it is has priority, regardless of who initiated their action first. And remember, spending a status effect token is considered an Instant Action.
For example, if your opponent wants to avoid your Attack by spending an Evasive token, and then you play a Buh Bye (Instant Action card) to remove your opponent’s Evasive , your card would resolve first, because it’s your turn.
Conversely, if your opponent has a Reload token when they Attack you, and you attempt to play a Buh Bye card to remove it, they may still spend that Reload token successfully (because it’s their turn) and your Buh Bye card may not be played to remove that token or any other tokens played by the Attacker.
The player whose turn it is takes precedent regardless of how many instants a player desires to use during an interaction.
Cards/abilities that are not considered “instant” are interruptable. For example, when you play a What Status Effects card (Main Phase Action), your opponent may still spend valid status effects before the card resolves completely (e.g. Tactical Advantage , Nyra’s Bond , etc).
Note: When playing with more than two players, the player whose turn it is has first priority, followed by subsequent players in turn order. After all interruptions are complete, the previous order of play continues normally.
Determine if any of your Status Effects or abilities activate during your Upkeep Phase. Then resolve these effects (note: this will not be applicable for most heroes during the beginning of the game).
If there are multiple effects, the Active Player may choose the order in which they are resolved.
All damage and/or healing effects are accumulated and are applied simultaneously at the conclusion of the phase.
When the dice show the same number (not symbol) 2/3/4/5 times.
An Ability is printed on the hero board, minion card, or boss board. See each different ability description for more information.
Some Abilities, Status Effects, and Companions may be activated when their Activation Requirement is met.
Once a Final Dice Result is determined, a player may activate an Offensive or Defensive Ability.
Determine its variable effects (some abilities require additional steps to determine their full effects).
Resolve any effects that do not require a target (e.g. gain Evasive , gain Back Strike , Heal , etc).
This term is used in several places throughout Dice Throne. In regards to board abilities, the Activation Requirement is the die faces required to Activate the ability. In regards to status effects or companions, the Activation Requirement will vary based on the description of each. Please read each ability, status effect, or companion description carefully to understand each Activation Requirement.
The player who’s turn it currently is.
An Attack is an Offensive Ability that deals at least dmg that targets an opponent (i.e. not collateral dmg).
The player who is being targeted by an Attack.
Abilities that can be activated by a hero during their Defensive Roll Phase if their opponent has activated an Offensive Ability that can deals Normal Damage.
Defensive Abilities are denoted by an ability name and number of dice used for the ability over a green shield background.
The result of your five dice after all Roll Attempts and dice modifications are finished.
For Status Effects, take the corresponding token and place it on the middle of your Hero Board. For Health or , increase your Health or CP Dial by the specified amount.
Take the Status Effect’s corresponding token and place it in the middle of the receiving player’s Hero Board.
5 of your dice show a sequence of numbers (i.e. 1,2,3,4,5 or 2,3,4,5,6).
Abilities that can be activated by a hero, minion or boss during their Offensive Roll Phase.
These abilities are denoted with an ability name and the Activation Requirement (Final Dice Result) needed to activate that ability.
Only one Offensive Ability can be activated during a player's Offensive Roll Phase.
Some characters have a Passive Ability, denoted on the board with an ability name and the effect of the ability. Passive abilities will describe their effects on the ability, and vary in how they are used. Please read each passive ability carefully.
A dice roll performed by the player to Activate an Offensive or Defensive Ability.
Any or all of: Offensive Roll Phase, Targeting Roll Phase, and Defensive Roll Phase.
If an ability references “the conclusion of the Roll Phase,” this occurs just before Main Phase (2) begins.
Take a card from your hand, place it onto your Discard Pile, and then increase your CP Dial by .
During a Main Phase, you may sell any number of cards from your hand.
During the Discard Phase, you must sell cards from your hand, until you have or fewer cards.
4 of your dice show a sequence of numbers (i.e. 1,2,3,4 or 2,3,4,5 or 3,4,5,6).
If a Status Effect is Spent, you discard the token and receive the benefit. This has no cost. You may gain this Status Effect token again later in the game.
Each hero and boss has an Ultimate ability that can be activated only during the Offensive Roll Phase, requiring five 6's to activate.
Opponents can use dice-modifying cards to prevent the Ultimate from being activated, but may take no other actions of any kind if the activation is successful. This means that no cards may be played, no status effects may be used, no companions may be activated, no Defensive Rolls may be taken, or any other action.
To underestimate the Artificer is to invite destruction by a cold & calculated robotic assault. His deranged love for metallic tools-of-destruction is second only to his desire to see all combatants reduced to nothing.
Weapon of choice: Robot Army
No. You may never respond to an Ultimate.
No, they are Companions.
At any time. Even during the Upkeep Phase before you might activate the Nanobot to Detonate Nanites .
Overclock, Zapppp!, and Maximum Power all allow you Activate Bots without using Synth . You get a free use with any Bots Activated that way.
No. Unless otherwise stated, all damage dealt during an Offensive Roll Phase is cumulative.
Yes, as long as the incoming dmg is at least .
The damage is accumulated with the rest of the damage being dealt. The damage type (normal/undefendable) matches that of the Offensive Ability that was activated.
No, you must have and spend the 5 Synth needed to both build the Basic Bot and then upgrade to the Advanced Bot.
No. Once built, Bots stay in play for the rest of the game.
They cannot be removed.
Activation limit is noted in the text associated with each Bot.
No. Bots must be built to be activated, even when ignoring normal activation requirements.
Yes and no. If it’s removed by an Instant Action (such as Buh, Bye!), then you are not able to spend Synth first. However, for any non-Instant removal (such as Get That Outta Here!), the token may be spent to inflict a Nanite before the removal occurs.
No. Bots are unique to the Artificer.
Yes. Spending Synth is an Instant Action.
No. Shock Bot states that it may never be activated more than once per turn (you can ignore activation requirements, not limits).
No. Defensive Abilities only activate as a result of an Attack from an Offensive Roll Phase. They may still use cards and status effect to mitigate or avoid the damage.
No. Heal Bot is activated after being Attacked and collateral is not an Attack.
All Healing and damage are accumulated and resolved simultaneously at the end of the Defensive Roll Phase.
The Barbarian isn’t the most elegant hero around. He loves to smash things. He is known for hitting his opponents so hard, they are left stunned and concussed. His endless barrage of heavy-hitting attacks shows that even the most simple fighting style can be deadly.
Weapon of choice: Anything that goes chop or smash
Yes. You’re still in the Offensive Roll Phase. But if you move into the Targeting or Defensive Roll Phase, then it becomes too late.
Yes, because all damage and Healing is calculated simultaneously at the conclusion of the Roll Phase.
Yes, Stun is removed when you begin your second Offensive Roll Phase.
All non-damage effects are resolved first. So you apply Stun , and once it is applied, the recipient may not take any actions until it is removed. It takes effect immediately.
Yes. Every time you Stun your opponent you are granted a new Offensive Roll Phase. So long as you roll well enough to inflict another Stun you may continue Attacking.
You can prevent the incoming Blind , but you would still be inflicted with the first one. The status effect is already in place before the Defensive Ability was Activated.
Her passion for adventure & the Seven Seas has won her riches untold. Unfortunately, her exploits have also won her a curse so dire that her life hangs in the balance. To confront the soul splitting fury of the Cursed Pirate will likely result in a one-way trip to Davey Jones’ locker.
Weapon of choice: Cutlass
No.
No, You always start on her human side.
No. Once flipped, it stays that way for the remainder of the game.
No. Gaining Cursed Doubloons is always optional for the Pirate.
No. It states “…does not result in an Attack”. As long as the ability they activate deals damage that targets another player, they do not receive the Powder Keg (but Parlay still means the ability does not deal any damage). Similarly, if they fail a Blinding Light roll, they still Attacked, it just failed.
No, you flip your board at the end of your turn when your passive would remove one but you do not have one to remove.
No.
No. Only abilities on her board can.
Yes.
Yes.
Since all dmg is accumulated at the conclusion of each Phase, you lose when your Health is reduced to at the conclusion of the Upkeep Phase.
Neither. On a 1–2 it is removed and you take damage immediately. On a 6 you transfer the token to a player of your choice.
Typically, yes, but Powder Keg is an exception to the rule because Powder Keg states that the damage is done immediately and as an isolated source of undefendable damage. If the damage occurs as the result of an Attack inflicting a second keg, the recipient resolves the damage before determining the damage dealt from the Attack.
No.
Yes, if it is from an Offensive Ability. Wither is not an Attack Modifier, and so may reduce collateral damage.
Yes.
No. Parlay prevents the damage entirely. No defense roll.
No. Each pirate’s Cursed Doubloons are only able to be affected by their source.
No. Pirate flips if she has no more of her own Cursed Doubloons at the end of her turn.
Driven by the ruin brought to her family, the Gunslinger now spends her life pursuing all those who are vile and corrupt within the world. Each time she deftly reloads her twin pistols, she takes one step closer to vengeance.
Weapon of choice: Twin pistols
No. Ultimates cannot be prevented in any way.
Yes. Evasive stack limit is 3, so you can attempt to evade damage using as many tokens as you have available.
Yes. Undefendable only means you cannot activate your Defensive Ability.
Yes. The Reload stack limit is 2.
Anytime after you declare an Attack and before the end of the Roll Phase.
Yes.
No. You must activate an Attack dealing at least 1 dmg.
No.
No.
No.
At any point before their Offensive Roll Phase.
Rescued as an infant by Nyra (a female sabertooth tiger), the Huntress was taken in as if she was Nyra’s own cub. Their bond is beyond that of a human to her pet. They are connected–soul to soul. The ferocity and agility with which they fight intimidates all who would dare to challenge them.
Weapon of choice: Nyra
No.
Near-ah.
No. If you choose to have Nyra take even a single point of damage, you forfeit your defensive roll.
Yes and no. If it’s removed by an Instant Action (such as Buh, Bye!), then you are not able to spend Nyra’s Bond first. However, for any non-Instant removal (such as Get That Outta Here!), the token may be spent before the removal occurs.
No. Once you roll for defense, the Huntress must take all of the damage.
No. She is a “Companion” and cannot be the target of cards or abilities that specify “player” or “opponent”.
No. The Huntress is always the target of an Attack (and therefore receives any Negative Status Effects). It is only the damage that may be passed on to Nyra and never Positive or Negative Status Effects.
Yes.
No. Nyra can only take damage from an Attack and collateral damage is not an Attack.
No.
No. They do not have a Nyra to redirect damage to, and may not use yours. If you are playing a mirror match your opponent may spend it as normal but it still only affects their Nyra.
No.
No, because Nyra would be at full Health when you spend the token. For the Healing to be added into the damage calculation it must be possible and Nyra cannot Heal above 7.
She Heals to 5 but does not flip. The dial says to flip if it reads 5, otherwise Heal 1. She will flip next turn.
Neither. Bleed remains (and does 1 damage) until a 5 or 6 is rolled during the Upkeep Phase.
Roll for each individually. Status effects are discreet instances for each token.
Yes. The effect was rolled for, and must be resolved, even if the token is removed.
Yes, your opponent can add damage after you select Nyra to take the damage and choose not to roll your Defense. But once you have selected Nyra to take the damage you cannot change your mind and roll Defense.
The Monk is a master in the art of Chi. He can channel this ancient energy to absorb incoming attacks from his opponents. He can also use Chi to unleash a maelstrom of pain. The Monk is not only the calm before the storm but the storm itself.
Weapon of choice: Chi
No. An Ultimate cannot be avoided in any way.
Yes. Status effects may be spent as an Instant Action.
Yes.
Yes. Status effects may be spent as an Instant Action.
Yes.
Yes.
Permanent. Your Stack Limit is increased till the end of that game.
We recommend that you only remove enough Chi tokens from the tray that represent your current Stack Limit.
At any point before their Offensive Roll Phase.
Yes. Also, Evasive can be used on undefendable Attacks because undefendable only means you cannot activate your Defensive Ability.
No.
Yes. However, Chi cannot be used to boost damage the turn it was gained.
The Moon Elf’s damage may not match hit for hit with her opponents. However, her ability to repeatedly dodge attacks while simultaneously using the power of the moon to blind and entangle her foes, makes her a frustratingly dangerous opponent to face.
Weapon of choice: Bow & Arrows
No. An Ultimate cannot be avoided in any way.
No. Nothing except changing the dice result can stop an Ultimate. Blind still goes away at the end of that Roll Phase.
Yes. You’re still in the Offensive Roll Phase. But if you move into the Targeting or Defensive Roll Phase, then it becomes too late.
It happens during step one the Defensive Roll Phase. They may spend it if they have a card or ability to use it on.
Yes.
Yes.
No. You must begin and conclude your Offensive Roll Phase to remove Blind .
Evasive avoids all damage taken from the Attack. Since all damage and Healing is calculated simultaneously at the conclusion of the Roll Phase, Evasive still makes the final total of damage 0.
Yes.
Yes. Also, Evasive can be used on undefendable Attacks because undefendable only means you cannot activate your Defensive Ability.
Yes. As long as the card can be played during the phase you’re in, you can change the outcome of an Evasive die roll.
Evasive may be spent before or after a Defensive roll.
Yes. Also, 1 token avoids all cumulative damage taken during your Upkeep Phase (e.g. your Hero is Burned and Poisoned ).
All damage is calculated simultaneously at the conclusion of the Roll Phase.
No. The ability states “On” instead of “for every”. So when you resolve your Defensive Ability dice, only one set of will halve the incoming damage.
The Ninja knows that victory is never truly certain, so she has spent countless hours to hone her craft. As a master of ninjutsu, she deals massive amounts of damage using unconventional methods. When she’s prepared, she can even dodge incoming attacks with more consistency than any other hero.
Weapon of choice: Ninjatō
No. If a spent Ninjutsu token rolls a 6 result after your opponent rolls for defense, you may only choose to boost the damage or inflict Delayed Poison .
Anytime after you declare an Attack & before the end of the Roll Phase.
Yes, as long as the card can be played during the phase you’re in, you (or your opponent) can change the outcome.
Yes. Because damage is always accumulated and resolved at the conclusion of the phase in which it was dealt.
Yes. Also, 1 token avoids all cumulative damage taken during your Upkeep Phase (e.g. your Hero is Burned and Poisoned ).
No. An Ultimate cannot be avoided in any way.
Yes. Status effects may be spent as an Instant Action.
No. Since the Ninjas Health was reduced to zero first before the conclusion of the turn the opponent would win before the Delayed Poison takes affect.
The Paladin’s sword of righteousness strikes hard and true. Through faithful devotion, he is capable of celestial defense. The Paladin wades into battle assured that the Divine is with him and that victory is his sovereign right.
Weapon of choice: Sword
Blessing of Divinity does not reduce or prevent any of the damage from the Ultimate. Afterward, your Health is set to .
See Final Dmg Total.
Yes, Tithe can be activated to re-roll any of your dice at any time.
No. Crit may be used as long as the damage from the ability is or more before it is modified.
No. Blessing of Divinity stops your Health from ever reaching .
All damage is calculated simultaneously at the conclusion of the Roll Phase. So if you are receiving dmg, each Protect would be calculated to prevent dmg. Thus, all dmg would be prevented.
Yes. Status effects may be spent as an Instant Action.
All damage is calculated simultaneously at the conclusion of the Roll Phase. So, both values are calculated independently of each other. Protect will prevent half of the Incoming Damage Subtotal and Retribution will also deal half of the Incoming Damage Subtotal back to the Attacker.
Yes. You’re still in the Offensive Roll Phase. But if you move into the Targeting or Defensive Roll Phase, then it becomes too late.
No, it only affects Health.
The Pyromancer has only one way to deal with her enemies: swift, hot destruction. Even her defense is offensive. She is a glass cannon who deals massive amounts of damage, turning her foes to ash.
Weapon of choice: Fire and explosions
Yes. The following collateral dmg states “all opponents” rather than “all other opponents”.
Nothing by itself. It is used in some cards and Offensive abilities to inflict or increase damage.
Yes. However, it has no value unless you are playing a Pyromancer vs. Pyromancer game.
No.
No. Collateral damage is a type of undefendable damage that cannot be increased and does not count as an Attack.
Yes. Each individual opponent receives the damage even though they share the same Health pool.
At any point before their Offensive Roll Phase.
Yes. You Activate both effects as you have satisfied both conditions.
No. A Defensive Ability is only activated in response to an Attack.
Yes, Stun is removed when you begin your second Offensive Roll Phase.
All non-damage effects are resolved first. So you apply Stun , and once it is applied the recipient may not take any actions until it is removed. It takes effect immediately.
Yes. Every time you Stun your opponent you are granted a new Offensive Roll Phase. So long as you roll well enough to inflict another Stun you may continue Attacking.
No. While you are Stunned , you can’t take any actions at all. However, a teammate who is not Stunned could.
Driven by an endless pursuit of honor, the Samurai will stop at nothing to drive all who are not worthy from his sight. He marks with shame those who are small, petty, and insignificant. In the end, the shameful must be put to the sword, even if this means taking his own life.
Weapon of choice: Katana
Back Strike can be used on undefendable damage, but not in response to an Ultimate.
No. You can only gain 1 Honor maximum from your Passive Ability.
No. You must activate an Offensive Ability that would deal damage in order to remove a Shame token.
Yes.
No.
No.
Yes for undefendable, no for collateral.
No.
No.
Both.
Yes. Status effects may be spent as an Instant Action.
Yes. Anytime you perform fewer than 3 Roll Attempts during the Offensive Roll Phase, Bushido is activated.
No. Collateral dmg is not an Attack.
To look into the face of the Seraph is to gaze upon the hand of God. Her blades are infused with holy energy designed to cut evil from the earth. Her crystal wings carry her above the battlefield where her brilliant light blinds all who do not avert their gaze. Humble yourself before her holy presence or die.
Weapon of choice: Angelic blades
No. Nothing stops an Ultimate except manipulating dice before it Activates. However, after the Ultimate completes, Blinding Light is still removed.
Blessing of Divinity does not reduce or prevent any of the damage from the Ultimate. Afterward, your Health is set to .
No. You can never prevent or avoid dmg from an Ultimate.
Yes. You can attempt to avoid the damage using as many Flight tokens as you have available.
Yes, you can spend it immediately in an attempt to make your Attack undefendable or to avoid all incoming damage.
Holy Presence can be removed, but never transferred.
Blessing of Divinity is a shield that prevents lethal dmg (leaving you with Health). It does not remove status effects. So you would survive the blow, but during your next Upkeep Phase, you would receive dmg from Poison and your Health would be reduced to .
Yes. The Defensive Roll Phase still happens, you just don’t activate your Defensive Ability.
Yes. The Defensive Roll Phase still happens, you just don’t activate your Defensive Ability. Flight avoids damage in the defensive phase on a 6, not only on Attacks.
Yes. Flight only stipulated Offensive and Defensive Roll Phases, it does not specify that it must be your own.
No. Flight Must be used in the Defensive Roll Phase in order to avoid damage.
Yes. Flight must be spent in a Roll Phase and is therefore subject to Roll Phase cards.
Yes.
No. Flight only affects damage.
Yes. Spending status effects is an Instant Action.
On a roll of 1, Blinding Light stops all effects.
Yes. All damage is accumulated, all static + & - numbers are applied, and finally all halving effects are resolved. See Final DMG Total.
No. You must begin and conclude your Offensive Roll Phase to remove Blinding Light .
That was a misprint. You should only have 2.
Yes. All Opponents take dmg per Holy Presence .
Yes.
The Shadow Thief doesn’t like to end things quickly. He prefers running the long con. Increasing his health, poisoning his foes, hiding & striking from the shadows — that’s his style. If allowed to reach the conclusion of his complicated game plan, his victims will find themselves in utter ruin.
Weapon of choice: Poisoned Dagger
No. Shadows is never spent. It is only removed at the conclusion of a turn in which you began already having the token in play.
Shadows has a Stack Limit of 1, so a second instance of it cannot be gained and the first one still goes away at the end of your turn.
Yes. Shadows is always in effect and does not need to be “activated.” However, the player who inflicted Stun still receives their additional Offensive Roll Phase.
Yes.
Yes. Damage is always accumulated and resolved at the conclusion of the phase in which it was dealt.
Yes.
No. Damage is dealt based upon your at the point in which the ability was Activated.
No. All other associated effects still apply.
No. It only stops damage as a result of an Attack from an opponent’s Offensive Roll Phase.
Yes.
Yes. There is a time during the Offensive Roll Phase before an ability is Activated (before the Stun is inflicted) when instant action cards may be played.
Yes. You gain both status effects as you have satisfied both conditions.
Yes.
No, that card is gone and cannot be spent.
No, it only removes status effects from the Shadow Thief.
The Tactician surveys the battlefield with assurance and calm, confident that there is no foe greater than he. From atop the higher ground, he claims victory by asserting absolute control over all that he sees.
Weapon of choice: Saber
Yes. Positive Status Effects are gained before damage occurs and status effects can be spent as if they are Instant Actions.
Yes and no. If it’s removed by an Instant Action (such as Buh, Bye!), then you are not able to spend Tactical Advantage first. However, for any non-Instant removal (such as Get That Outta Here!), the token may be spent before the removal occurs.
Yes. Spending status effects is like an Instant Action.
Yes.
Yes. All damage is calculated simultaneously at the conclusion of the Roll Phase. So if you are receiving dmg, each Protect would be calculated to prevent dmg. Thus, all dmg would be prevented.
No. Mix and match all you want. The only limit is how much Tactical Advantage you have.
As long as you have Tactical Advantage to spend there is no limit.
Permanent. Your Stack Limit is increased till the end of that game.
Yes.
Yes. You’re still in the Offensive Roll Phase.
No.
No. Rules as intended, Profiteer resets the Offensive Roll Phase, the Tactician doesn’t conclude the phase until he rolls another ability or does not roll a 6 on Profiteer. He only gets a Powder Keg if he rolls a 4 or 5 on Profiteer, as he neither does damage or resets.
Parlay stays until the Offensive Roll Phase is concluded. Profiteer resets the roll phase, and so Parlay stays.
Yes. Both status effects must be checked at the conclusion of the Offensive Roll Phase.
See Final Dmg Total.
Yes. Status effects may be spent as an Instant Action.
All damage is calculated simultaneously at the conclusion of the Roll Phase.
The Treant is the most elder of contenders. He decided he could no longer be a stick in the mud weeping over willows. He chose to branch out, leafing his thicket behind with a sappy goodbye. He dug deep, packed his trunk, spruced himself up, and began lumbering ever closer to the true root of the problem–the Mad King.
Weapon of choice: Branches
You may spend 1 Spirit of each type once per turn to receive one of the effects. To ‘Grow a Spirit‘ means to gain a Seedling or upgrade an existing Spirit (from Seedling
to Sapling
or from Sapling
to Dryad
).
These companions may be spent at any time as if they were an Instant Action. However, you may only spend 1 of each type of Spirit during a player’s turn.
Yes and no. You cannot spend a grown Seedling to re-roll a Defensive Ability die and you cannot spend a Dryad
to get rid of a status effect. However, you could spend a Sapling
as long as you haven’t spent one earlier this turn.
No.
No. Damage is dealt based upon your number of Spirits at the point in which the ability was Activated.
No. The dmg is only received if you are still afflicted with Barbed Vine at the conclusion of the Roll Phase.
No. You only receive damage when performing a Roll Attempt.
No, because all damage is calculated simultaneously at the conclusion of the Roll Phase. So your final Attack will succeed, but then you will die at the conclusion of the Roll Phase.
The Vampire Lord’s power paralyzes even the bravest fighters. No combatant is more vicious. Her rending claws will leave her foes bloody and hemorrhaging. Attempting to resist her mesmerizing gaze or overcome her powerful blood magic will prove deadly for any foolish enough to oppose her!
Weapon of choice: Blood Power
Yes, because all dmg is dealt simultaneously at the conclusion of the Roll Phase.
Yes, if the card is an Attack Modifier, Roll Phase, or Instant Action card.
At any time. Spending status effects is like an Instant Action.
Yes. Spending status effects is like an Instant Action.
No. This effect is based on the amount of damage successfully dealt. A Hero that Heals is still receiving the full amount of dmg.
No. Blood Power effects can only be used once per turn.
No, you gain it all at once and must be able to make room for all of it immediately or you will lose the excess.
You may spend Blood Power to add damage at any time after you’ve selected an ability.
Yes.
No. Spending 1 Blood Power is an Attack Modifier and collateral damage is not an Attack.
At any time. Spending status effects is an Instant Action.
Blood Power’s Heal effect is based on damage successfully dealt. For example, the Vampire Lord Attacks for and spends 4 Blood Power and the Moon Elf prevents half, only taking damage. The Vampire Lord Heals .
Yes.
You must spend it only as part of the card’s effect. You cannot receive any other benefit from the Blood Power spent for “Consume Blood”.
You may spend the Blood Power at any point during the Roll Phase, but the Heal does not actually take place until damage from an Attack is successfully dealt.
Yes. Spending status effects is an Instant Action and Mesmerize can be used on any one die.
Neither. Bleed remains (and does damage) until a 5 or 6 is rolled during the Upkeep Phase.
Roll for each individually. Status effects are discreet instances for each token.
Yes. The effect was rolled for, and must be resolved, even if the token is removed.
During the Portal Crawl, you will engage in battle with various Minions. The first 3 steps of your turn, Move & Explore, are only performed if you are not engaged with a Minion at the beginning of your turn. If you are engaged with a Minion at the beginning of your turn, skip the Move & Explore steps, and immediately proceed to the Minion Battle (steps 4–7).
During a Boss Battle, players will take turns in clockwise order until the Boss or your team is defeated. On your turn…
When beginning a new campaign, choose a Difficulty Level card (we recommend “Normal” if you are new to Dice Throne) and fill in the following on the Campaign Scoring sheet:
Difficulty Level
Your Team Name
Your Names
Your Chosen Heroes: You will continue with the same Hero for the whole campaign.
Scenario Score: Indicated on chosen Difficulty Level card.
When starting or continuing a campaign, place the following components on the table within reach:
Token Tray
Loot Table
Card Caddy Tray: Make sure the Loot cards are separated into their 4 decks, as indicated by their Loot icons (Common , Rare , Epic , Legendary ), and shuffle each deck.
If playing a Portal Crawl, also make sure each Level of Minion cards is separated into its own deck and shuffled. Keep Minions and Loot cards in the vac tray.
Scenario Card: 4 Scenario cards exist for each Portal Crawl scenario. Randomly choose one to determine your Portal Crawl map. If you are setting up for a Boss Battle scenario, simply take the associated Scenario card.
Set Health Dial: See Scenario card to determine starting Health value as part of Hero setup.
Take 1 Loot Die
Take 1 Turn Order Card
Set up your Hero’s remaining components: As per a normal Dice Throne match, gain and draw .
Distribute starting salves: For session one, distribute the Starting Salves indicated on the Scenario card.
For all other sessions, reference the Starting Salves indicated on the Campaign Scoring sheet. You may distribute Salve tokens amongst your team in any fashion.
Next, set up the scenario depending on type — Portal Crawl, or Boss Battle.
When someone in your gaming group performs one of these feats, have them initial the box to be remembered forever in your Great Charter!
Download at: achievements.dicethrone.com
For each Boss Battle scenario, you will be working together to fight a Boss. You and your team will take turns operating the Boss the same way you did for the Minions. Some preparation is necessary.
Refer to the Boss Battle scenario card:
Choose 1 Health dial for your team and set it to the amount indicated on the Boss Battle scenario card. When you face a Boss, your team shares a common pool of Health.
In the center of the table, place the following (as you would arrange them for a normal Dice Throne player):
Separate the Boss’ cards into two decks and shuffle each deck:
Action deck - Action cards used by the Boss during the battle. All Action cards can be identified by an action star () on the left side of the card.
Upgrade deck - Upgrade cards used only for Boss Setup. Upgrade cards can be identified by the upgrade arrow () on the left side of the card.
Set the Boss CP dial to the “Upgrade CP” value indicated on the Boss Battle scenario card.
One by one, turn over the top card from the Boss’ Upgrade deck and place them on the matching Ability of the Boss’ board. For each card:
Boss board Setup is now complete.
Upgrade cards remaining in the Upgrade deck or discarded can be set aside or returned to the box.
Set the Enemy dial ( side up) to the indicated Starting CP value shown on the Scenario card.
Set the Enemy dial (Health side up) to the indicated Health value shown on the Scenario card.
The Boss is now prepared for battle!
Whether you are victorious or are defeated in battle, you will receive some reward and your journey will continue. (see Scenario Conclusion)
Note: In the rare situation that you and the Boss are reduced to Health at the same time, your team is victorious.
Whether you’ve won or lost a Boss Battle, you will now gain Boss Loot. Turn the Loot board over to the Boss Loot side and perform the following steps a number of times equal to the quantity of chests shown under “Boss Loot” in the Conclusion section of the Boss Battle Scenario card.
Each player rolls their Loot die .
Examine the Boss Loot table and take the top card from the corresponding Common/Rare/Epic/Legendary Loot deck according to the result of your die roll.
Examine the drawn card and choose to either:
Immediately add the card to your deck.
Discard the card. For each card discarded in this fashion your team will gain 1 Scenario Point, which should be recorded on your Campaign Score sheet (in the “Unclaimed Boss Loot” row).
If your reward is a Loot card of a lower level than one already in your deck, place the lower level card on the bottom of its Loot deck and draw a replacement card from the top. Repeat this as many times as necessary.
During step 3 of a Boss Battle turn the teammate before you now performs the Boss’ turn, which is a standard Dice Throne turn with a few exceptions:
Resolve applicable status effects.
The Active Player gains a Hero Bonus of 1 Salve .
Increase the Boss dial by . Like Dice Throne Heroes, Bosses can have a maximum of .
Draw a card from the Boss Action deck (flip it over and place it back on their deck).
The Active Player immediately gains the Hero Bonus shown in the top right corner of the card.
If the card drawn during the Income Phase was a Main Phase Action card, the Boss plays it by spending CP equal to the cards CP cost. After resolving the card, place it in the discard pile.
If the Boss cannot afford the CP cost of the card or the card would have no effect, the card is sold (discarded), increasing the Boss dial by .
If the drawn card is a Roll Phase Action card, ignore it until the Offensive Roll Phase.
Roll the 5 Chaos dice :
Re-roll any dice that do not match the Roll Objective shown on the last drawn card.
Re-roll dice a second time if the Roll Objective has still not been met.
Activate an Ability: The Boss then Activates the ability with the highest priority number that it has fulfilled the Activation Requirement for, regardless of what the original Roll Objective was.
Resolve Roll Phase Action cards: If the Boss had drawn a Roll Phase Action card, they now spend CP equal to the cards CP cost and resolve the card’s effect.
If the card would have no effect, or the Boss cannot afford to play it, it is sold (discarded) at the conclusion of the Defensive Roll Phase for (the card may still be useful if the Boss performs another Offensive Roll Phase due to a successful King’s Hand roll).
The 2 is rerolled because only one 2 should be kept.
6 is kept because it forms a Small Straight.
1 and 6 are re-rolled because neither one forms a Small or Large Straight.
When the Roll Objective is Straights, adhere to the following rules when choosing which dice to re-roll:
Keep exactly one of each 2, 3, 4, and 5 result.
Only keep a 1 or 6 value if it is already part of a Small or Large Straight.
Remember: If the Boss fails to activate an ability on its turn, they will spend one or more King’s Hand tokens in an attempt to start another Offensive Roll Phase.
The Boss targets you (the Hero whose turn it currently is).
If the Boss’ Attack is defendable, activate your Defensive Ability.
A campaign consists of 8 scenarios which alternate between two different game modes:
If your team successfully completes a scenario, you will receive rewards, scenario score, and then advance to the next scenario. If your team fails to complete a scenario, you will be required to repeat it until you finally achieve victory (unless otherwise specified by your Difficulty card).
Once you defeat the Mad King, your team has successfully completed the campaign!
After defeating the Mad King and recording your final session score, total your campaign score by adding up all the “won” and “lost” session scores. This is a great tool when comparing different campaigns of Dice Throne Adventures.
Go to myscore.dicethrone.com to share your score see how others have fared in their conquest for the Throne!
You can download and print more copies of the score sheet from scoresheet.dicethrone.com.
Dice Throne Adventures includes a functional Card Caddy. Before playing your first game, you must first load all the game’s cards and Environment tiles into it. Behind each deck of cards, place the associated divider. Make sure all content is faced with the card backs toward you and the Minion cards closest to you.
Watch a video demonstration of how to load the Card Caddy.
Level I Minion deck and divider.
Level II Minion deck and divider.
Level III Minion deck and divider.
Level IV Minion deck and divider.
Scenario cards and divider. Behind the Scenario card divider, place Legacy pack A (do not open).
Fallen Barbarian Boss deck and divider.
Fallen Gunslinger Boss deck and divider.
Fallen Monk Boss deck and divider.
Mad King Boss deck and divider.
Legacy packs C & D (do not open). Behind the Legacy packs place an “Other cards” divider. This area is also handy for storing your Hero’s extra unused card sleeves.
Common Loot cards and divider.
Rare Loot cards and divider.
Epic Loot cards and divider.
Legendary Loot cards and divider.
Turn Order Player aids and Difficulty cards. Behind these cards place an “Other cards” divider.
Legacy pack B (do not open).
Place each stack of Environment tiles. Each Level of Environments should be together. Also place the Crimson Sands and Boss Portal Tile here.
We recommend that before starting the game, assign the duty of “Banker” to one player at the table. The Banker should give cards directly from the Card Caddy to players when necessary.
Exploring new Environments promises many rewards for adventurers, but also grave danger… and unless a fellow Hero arrives to help later on, you will face these alone.
After moving to an unexplored Environment, collect any items present on the face-down tile:
Next, you must flip over the Environment tile. The tile may show multiple features, which (if present) are dealt with in the following order:
Note: Instant Action cards or spendable status effects may still be used to alter any dice rolls. You cannot use Main Phase or Roll Phase cards outside of battles.
Any Minion with First Strike will always Attack the Hero first in a Portal Crawl turn. So, if the minion you're engaged with has First Strike , perform the Minion Step before (instead of after) the Hero Step.
Note: If a Minion with First Strike is defeated during its turn, you still get your full turn afterwards. Even though there is no longer an enemy, you might still activate an ability which provides other benefits.
Boss vs Many is a 3–5 player alternate game mode that allows you to play a Boss Battle with one player playing as the Boss! All standard Dice Throne rules apply, with the following exceptions:
All players, including the Boss player, take turns in clockwise order performing a standard Dice Throne turn.
King’s Hand tokens are a Unique Status Effect (Stack Limit: 5): Cannot be removed or transferred by any means.
When a King’s Hand token is spent, roll a Loot die
:
The Heroes always target the Boss.
The Boss, however, must roll for the Targeting Phase. Who they Attack is determined by rolling 1 Chaos die .
Boss vs Boss is a 2-player alternate game mode that allows you and an opponent to square off in a normal 1vs1 Dice Throne duel! All standard Dice Throne rules apply, with the following exceptions:
King’s Hand tokens are a Unique Status Effect (Stack Limit: 5): Cannot be removed or transferred by any means.
When a King’s Hand token is spent, roll a Loot die
:
Perform a complete Dice Throne turn (see your Hero’s Turn Order card).
Upkeep Phase: Resolve applicable status effects
Income Phase: Gain and draw
Main Phase (1)
Offensive Roll Phase: Perform up to 3 Roll Attempts to activate an ability
Targeting Roll Phase: Your target is the Boss or the Minion that you are currently engaged with
Defensive Roll Phase: The Boss or Minion performs their Defensive Ability
Main Phase (2): Identical to Main Phase (1)
Discard Phase: Sell cards until you have or fewer cards in your hand
King’s Hand tokens are Unique Status Effects that cannot be removed or transferred.
They are used as potentially battle-saving comebacks by Bosses and powerful Minions displaying a King’s Hand symbol. Spending King’s Hand
tokens is not optional.
Some powerful Minions start with 1 King’s Hand token, specified on their card (see step in “Minion Setup”).
Because scenarios scale in difficulty, so do the details surrounding King’s Hand tokens:
Starting tokens: The number of King’s Hand tokens the Boss/Minion begins with.
Max tokens spent per turn: How many King’s Hand tokens the Boss/Minion can spend in a single turn.
Successful roll values: Whenever a King’s Hand is spent, a single Chaos die
is rolled. If its value is within the specified range, the King’s Hand
activates successfully.
Note: The result of a King’s Hand die roll may be manipulated by applicable cards/tokens.
King’s Hand tokens are automatically spent by the Boss/Minion during two situations:
If the Boss/Minion fails to Activate an Ability during their Offensive Roll Phase (for any reason):
If you activate an Ultimate Ability against the Boss/Minion:
When you beat the game for the first time you will unlock Legacy Content! This is as much as we are willing to say on the subject, as you will discover it on your own, and it will guide you in how to use it when it is revealed.
In Dice Throne Adventures, you are able to upgrade your Hero with powerful Loot cards. These cards:
Feature icons at the bottom based on rarity: Common , Rare , Epic , and Legendary .
Feature a crystal border at the bottom of the card colorized to match its rarity.
May be discarded from your hand at any time to draw a replacement card from your deck.
Some Loot cards are classified as Equipment (indicated in the center of the card). When playing an Equipment card:
Pay its required CP and place it face-up next to your Hero board.
All effects of the card are active at all times and the card remains in play for the duration of the scenario.
If you wish to play an Equipment card, but already have 2 in play, you must first discard one (no CP is gained).
Many Loot cards you find will be a higher level version of a card you might already have in your deck.
Important: You cannot have two Hero Action or Equipment cards of the same name in your deck. For Example: you cannot have both “So Wild!” and “So Wild III!” in your deck.
Any time you would like to add a Loot card of a higher level than one already in your deck, you must remove the lower level card from your deck. If the lower level card is a:
The “So Wild III” features a symbol. When you draw this card from the Rare Loot deck, you know you must find and replace the common “So Wild” card already in your deck.
You can have a maximum of 50 cards in your deck. If you go above this amount you must remove a Loot card from your deck before the start of the next scenario, returning the card to the bottom of the appropriate Loot deck.
Custom card sleeves from dicethrone.com come in packs of 50, which helps you keep track of how many cards are in your deck.
If you do not use sleeves, you may need to count your cards as you advance to higher scenario levels to stay at/under the 50 card limit.
You will find Loot Chests while exploring Environments and from defeating Minions. They contain many possible rewards but what you receive comes down to fate.
To discover your reward, Heroes gaining Loot should roll their Loot die and compare the result with the relevant row of the Loot Table ( ).
Gain Bonus Damage Token: Take 1 corresponding Bonus Damage token.
Gain CP : Increase your CP dial by the indicated amount.
Draw Cards : Draw the indicated number of cards from your deck. If this causes you to have more than 6 cards, do not discard any until your Discard Phase.
Gain Health : Increase your Health dial by the indicated amount.
Gain Gold : Increase the Gold dial by the indicated amount.
Gain Unidentified Loot Card : Take the top card from the Common/Rare/Epic/Legendary Loot deck. Without looking at it, tuck it face-down under the corresponding column of your Hero board. This will keep track of the rarity level of the card.
All Hero boards have four columns of abilities. Going from left to right, tuck the Common/Rare/Epic/Legendary cards in each column.
Important: You cannot use cards or abilities to re-roll or change the result (even if the card says ‘any dice’), unless the card specifically mentions the Loot die.
If you become engaged, or begin your turn already engaged with a Minion, you must battle and defeat the Minion before you may move again.
With a few exceptions, battling Minions is no different from battling regular Dice Throne opponents.
Follow steps 4–7 of a Portal Crawl turn when battling a Minion…
If you and the Minion are still alive, the next player takes their turn.
You remain engaged with the Minion on your next turn, unless another Hero defeats it before the start of your next turn.
When this Minion is defeated, the Active Player receives any non-Loot Chest rewards. However, Loot Chests always have something in them for all Heroes (i.e. all Heroes roll a Loot die and receive a reward from the Loot Table based on their roll).
Place the defeated Minion card at the bottom of its deck.
During the Minion’s Offensive and Defensive Roll Phases, the teammate who’s before you in the turn order should roll the Chaos dice for the Minion.
Perform a complete Dice Throne turn with the following exceptions:
Upkeep Phase: Resolve applicable status effects and Passive Abilities.
Income Phase: Skip this phase.
Main Phase (1): Skip this phase.
Roll the 5 Chaos dice and:
Re-roll any dice that do not match the Minion’s Roll Objective or which exceed the required quantity of a symbol.
Re-roll dice a second time if the Roll Objective has still not been met.
When the Roll Objective is Straights, adhere to the following rules when choosing which dice to re-roll:
Keep exactly one of each 2, 3, 4, and 5 result.
Only keep a 1 or 6 value if it is already part of a Small or Large Straight.
The Minion performs the best ability that it has fulfilled the Activation Requirement for, including any Passive Abilities.
Targeting Roll Phase: The Minion targets you (the Hero whose turn it currently is).
Defensive Roll Phase: If the Minion’s Attack is defendable, activate your Defensive Ability. Spend any applicable status effect tokens.
Main Phase (2): Skip this phase.
Discard Phase: Skip this phase.
When exploring a new Environment, you may become engaged with a Minion .
Before you begin the Minion Battle, you must draw a random Minion card from the appropriate Minion deck and perform the following setup steps:
Take 1 Enemy dial and set the Health side to the indicated starting Health.
Take 5 Chaos dice .
If the Minion displays a King’s Hand symbol, the Minion begins the battle with a King’s Hand
token. Read the King’s Hand tokens section of the Scenario card before continuing.
Activation Requirement: Just like a standard Dice Throne Hero, all Minions have one or more Offensive Abilities used to Attack you during their Offensive Roll Phase.
Passive Ability: Some Minions have a Passive Ability which should be carried out every Minion turn when possible.
Defensive Ability: Defense works the same for Minions as it does for Heroes. When the Minion is Attacked, the player rolling on behalf of the Minion will roll the indicated number of Chaos dice to determine the Minion’s defense results.
Note: Some Minions have a Unique Defense which is activated against all damage types apart from Ultimate Abilities unless stated otherwise.
Minion Rewards: When this Minion is defeated, the Active Player receives any non-Loot Chest rewards. However, Loot Chests always have something in them for all Heroes.
Example: when the Raging Berserker is defeated, the team is rewarded a Legendary Loot Chest , which allows each player to roll their Loot die and receive their reward.
Roll Objective: Roll Objective indicates what the Minion is trying to achieve during their Offensive Roll Phase. As per standard Dice Throne rules, the Minion will have 3 Roll Attempts, using the Chaos dice, setting aside any dice that match their Roll Objective (see “Minion Step”).
When moving, your Hero Standee must travel any distance through a chain of previously explored (face up) Environment tiles until you reach one of the following destinations:
Travel to an unexplored (face down) Environment tile which you then explore.
Join a teammate who is currently engaged with a Minion on an explored Environment tile. You also become engaged with this Minion and immediately proceed to the Minion Battle.
The Gunslinger has the option to move to either of the unexplored level I Environment tiles to discover what is there, or join the Barbarian in his current battle and engage with the Fairy Minion.
Minions and Bosses are considered to be “players” and “opponents” and may be affected by any card, status effect, or ability that refers to these.
Cards and abilities that affect multiple opponents may be applied to multiple Minions, regardless of who the Minions are engaged with.
Only you and your teammates are considered to be a Hero.
You may always apply card and ability effects to teammates and Minions, regardless of whether you are in the same Environment or not.
All Boss & Minion cards should be read from the perspective of the Boss or Minion. So when a Boss ability or card refers to an “opponent”, it is referring to a Hero or Boss of the opposing side.
If it is ever unclear what choice a Minion or Boss should make, the Active Player should make the most effective decision for the Minion or Boss.
To complete a Portal Crawl, players must explore the Boss Portal tile and defeat the Level IV Minion guarding it. The Boss Portal may not be explored until all 3 Portal Shards have been collected from the map.
To collect Portal Shards, Heroes must explore an Environment with a Portal Shard on it, adding that Portal Shard to the Boss Portal tile.
Along the way you will discover helpful Loot Chests and Salves , but each step is fraught with danger as the Mad King’s Minions lie in wait, ready for battle…
After finishing the Game Area setup, place the following components on the table within reach:
4 Minion Decks
4 Enemy Dials
2 sets of 5 Chaos Dice
Your Team’s Gold Dial
Now, build the Portal Crawl map following these steps:
Place the Crimson Sands starting tile. Then place face-down the Boss Portal
, and randomly drawn Environments
, as indicated on the Scenario card.
Place the 3 Portal Shards , Loot Chests , and Salve
tokens on the indicated tiles.
Place your Hero Standees on the Crimson Sands tile.
Set your team’s Gold dial to the “Starting Gold” value indicated on the Scenario card.
To determine the starting player, all Heroes must roll their Loot die . The player who rolls the highest number goes first.
You are now ready to begin your adventure!
If a Hero’s Health was reduced to 0 and could not be revived by any teammate, your team has lost the scenario.
Once you defeat the Level IV Minion revealed after exploring the Boss Portal tile and all Heroes are not engaged with a Minion, your team has won the scenario.
Proceed to Scenario Conclusion.
Salve tokens are used to Heal wounds or revive a teammate.
You may choose to spend any number of Salves to Heal yourself. For each Salve
spent, Heal the amount indicated at the bottom left of the Scenario card.
Salves may only be used:
Salves are Unique Status Effects and cannot be removed or transferred. Salves
are also spent to revive fallen teammates to Health but may not be used to revive yourself.
You may choose to spend Salves to Heal on your team’s shared Health dial (may spend multiple).
Note: Salves may not be spent to revive fallen teammates in a Boss Battle.
A campaign alternates between Portal Crawl and Boss Battle scenarios. Scenario cards provide setup and and other details.
Hero Setup: Details the starting value of players’ Health dial(s) and the team’s Gold dial, depending on whether there are 1/2/3/4 Heroes. If you are just starting out on your adventure, it also indicates the number of Salves to be distributed amongst your team.
e.g. In a 2-player game each Hero will start with 18 Health and the Gold dial will be set to 10.
Conclusion: Details what to do upon your team’s victory or defeat.
Hero Setup: Heroes share a Health dial, which starts at 50.
Boss Setup: Starting values of Boss's Health, Upgrade CP, and Starting CP during setup, depending on whether there are 1/2/3/4 Heroes.
E.g., in a 2-player game this Boss will start with 70 Health, 8 Upgrade CP, and 2 Starting CP.
Conclusion: Details what to do upon your team’s victory or defeat.
King’s Hand Tokens: Refer to this during setup and when the Boss uses these tokens.
Here in a 2-player game, the Fallen Barbarian starts with 2 King’s Hand tokens.
After completing a game session of either a Portal Crawl or a Boss Battle, you must perform the 3 conclusion steps below (which are also described on your Scenario card). Before performing conclusion steps, first clean up all of your Hero’s components except for unidentified Loot cards. But keep your deck handy as you will be adding Loot cards to it.
Permanently upgrade your deck by adding Loot cards. If the current scenario is a Portal Crawl, see “Shop”. Otherwise, see “Boss Loot”.
Record the results of your session on the Campaign Scoring sheet.
Record win on Score sheet - record the following in the green boxes (when applicable):
The above example shows scoring for a Portal Crawl and therefore the Unclaimed Boss Loot is left blank.
Scenario #: In the top left corner of the Scenario card.
Remaining Salves: 1 Scenario Point for each remaining Salve your team didn’t use.
Starting Salves for next session: Record the total number of Salves your team still has in the Starting Salve box for next session.
Unspent Gold (Portal Crawl Only): 1 Scenario Point for every 5 unspent Gold your team has remaining after the Shop Phase has concluded.
Unclaimed Boss Loot cards (Boss Battle Only): 1 Scenario Point for each Boss Loot card your team chose not to keep.
Explored All tiles (Portal Crawl Only): 5 Scenario Points if your team explored every tile during a Portal Crawl.
Scenario Score: Points equal to the Scenario Score (in the top right of your Scoring sheet).
Session Score: The total of the above values.
When your team is defeated, you will repeat the scenario. When you repeat it, your team will be given 3 more Starting Salves than you began the previous session with.
Record loss on Score sheet - record the following:
The green boxes in the example above are all left blank because the team was defeated.
Scenario #: in the top left corner of the Scenario card.
Starting Salves for next session: Add 3 to your current session’s Starting Salve value and record it in the Starting Salve box for next session.
Session Score: Write “–10” (negative 10).
Important: None of the green boxes on your Score sheet are filled in when your team is defeated.
After completing a scenario, any Boss cards, Environment tiles, and Minion cards used in the scenario should be shuffled back into their respective decks and placed back into the Card Caddy before setting up the next scenario.
Advance to the next scenario: Advance to the next scenario with any new Loot cards obtained.
Repeat the scenario: Repeat this scenario (drawing a new Scenario card only if it’s a Portal Crawl) with 3 more Salves and any new Loot cards obtained.
After completing a Portal Crawl, it’s time to spend your hard-earned Gold at Rosella’s Shop.
Round the amount on the Gold dial up to the nearest Gold, with all Heroes receiving this amount of Gold to spend in the shop.
Tip: Use your own Health dial to track how much Gold you have to spend.
Example: If the Gold dial shows 27 Gold, increase this to 30, and all Heroes have 30 Gold to spend.
Deal each player a hand of Loot cards of the amount and type indicated in the Conclusion section of the Scenario card.
Important: Players may look at these Loot cards, but not at any Unidentified Loot cards they gathered during the Portal Crawl.
Perform any of the actions below, any number of times and in any order.
Buy: Spend Gold to add one of the cards dealt to you during Step 2 (“Deal Shop cards”) to your deck. See the Shopkeeper leaflet’s Price Tag for its cost.
If you buy a Loot card of a higher level than one already in your deck (e.g. “So Wild II!”), pay only the difference in the two card’s costs. For example, if you want to buy an Epic card while you already have the Rare version of the same card, you only pay Gold.
You may not buy lower level versions of Loot cards already in your deck. Place them at the bottom of the appropriate Loot deck and draw a replacement card from the top. Repeat this as many times as necessary.
Identify: Spend Gold to Identify an Unidentified Loot card. The identified Loot card is instantly added to your deck.
Sell: Unidentified Loot cards (or any Loot card currently in your deck), may be sold for Gold each.
When a card is sold, place it at the bottom of its Loot deck.
You cannot sell cards dealt to you during Step 2 (“Deal Shop cards”). These cards do not belong to you.
You cannot sell non-Loot cards (cards that do not have a crystal border).
After finishing the Shop phase, all obtained cards are shuffled into your deck for use during the next scenario.
All Unidentified cards and Shop cards that were not bought or identified are returned to their respective Loot decks.
Note: Unidentified loot cards cannot be carried over to the next scenario.
Previously defeated in battle by the Mad King and now in his eternal servitude, they are found in the Boss Battle scenarios after each Portal Crawl.
Each boss has a board that has the same information as a hero board.
The final Environment you need to explore to complete a Portal Crawl. May not be explored until all 3 Portal Shards have been collected.
Dice Throne Adventures can be played at different difficulty levels. The difficulty card will tell you how many points each scenario win is worth, and will also tell you what adjustments to the base game need to be made (if any) to play at the higher difficulty.
Whenever a hero is on an Environment tile with a Minion, they are engaged in battle. They remain engaged until the Minion is defeated, or the players lose the Portal Crawl.
A Hero can never be engaged with more than one Minion at a time.
Your team moves across and explores these during a Portal Crawl.
A special Loot card whose effects remain in play for the duration of the scenario.
Gold is gained during a Portal Crawl and spent at the Shop to buy new Loot cards.
Use the Gold Dial to track the amount of Gold gained by your team.
20-sided die that is rolled when you gain Loot. It can only be re-rolled or have its result changed by cards and abilities that specifically mention the Loot die .
The rewards gained from Boss Loot and Loot Chests:
Do not use if playing a solo game. Put on the bottom of its respective deck and draw another card.
The dice results a Minion or Boss is aiming for to Activate an Offensive Ability.
Used to calculate your Session Score and eventually your Campaign Score — which lets you compare your accomplishments with those of other teams.
In a Portal Crawl you gain Scenario Points for:
In a Boss Battle you gain Scenario Points for:
Record the Scenario Points you gain during Scenario Conclusion.
The total number of Scenario Points gained (or lost) from a Portal Crawl or Boss Battle. Used to calculate your Campaign Score, which lets you compare your accomplishments with those of other teams. Recorded during Scenario Conclusion.
Indicates that a Loot card replaces a common Dice Throne card in a Hero’s deck.
Activated against all damage types apart from Ultimate Abilities unless stated otherwise.
Any Common/Rare/Epic/Legendary Loot card gained from a Loot Chest and stored under your Hero board until the Shop Phase. Do not look at the card. You won’t discover what it is unless you pay Gold to identify it during the Shop Phase.
Positive Status Effect | Stack limit: 1
Spend to make your Attack undefendable:
A player with this token may spend it at the conclusion of their Offensive Roll Phase to make their Attack undefendable. Attack Modifier.
Positive Status Effect | Stack limit: 1
Spend to deal half of 1 dmg when Attacked:
When a player with Back Strike receives dmg as a result of an opponent’s Offensive Roll Phase, they may choose to spend this token. If spent, roll 1 . Then deal ½ the value as dmg (rounded up) to the attacking player.
Negative Status Effect | Stack limit: 1
Receive dmg for additional Roll Attempts:
A player afflicted with this token receives dmg for each Roll Attempt beyond the first during their Offensive Roll Phase, up to a maximum of dmg per turn. This token is removed and then this dmg is applied at the conclusion of the Roll Phase.
Negative Status Effect | Stack limit: 1
Roll 1 in Upkeep Phase. On 1–4, receive dmg, otherwise, remove token:
A player afflicted with this token must roll 1 during their Upkeep Phase. On 1–4, they are dealt dmg. On 5–6, remove this token.
Unique Status Effect | Stack limit: 1
Prevent being defeated:
The next time a player (or team) with this token would have their health reduced to , remove this token and set their health to instead. This token may not be removed or transferred by any other means.
Negative Status Effect | Stack limit: 1
On 1–2, fail Offensive Roll Phase:
The next time a player afflicted with this token concludes their Offensive Roll Phase, they must remove it and roll 1 . On 1–2, their Offensive Roll Phase fails and has no effect of any kind.
Negative Status Effect | Stack limit: 1
Roll 1 to fail or reduce Attack dmg:
The next time a player afflicted with this token concludes their Offensive Roll Phase, they must remove this token and roll 1 :
Positive Status Effect | Stack limit: 4
A player with these tokens may spend them to activate each effect once per turn:
Positive Status Effect | Stack limit: 2
Bonus Damage tokens add the indicated amount of damage to an Attack. Attack Modifier.
If you gain a Bonus Damage token while at Stack Limit, you must either replace a previous Bonus Damage token, or discard the new Bonus Damage token.
Negative Status Effect | Stack limit: 1
Receive +1 dmg & Attacker gets :
When a player afflicted with this token is Attacked by an opponent, the attacker increases their dmg by and gains 1 CP. Persistent.
Negative Status Effect | Stack limit: 1
Receive dmg in Upkeep Phase:
A player afflicted with this token receives dmg during their Upkeep Phase. Persistent.
Positive Status Effect | Stack limit: 6
These tokens are gained and spent by various Minions and Bosses to power certain abilities. The specific Minion/Boss ability indicates how these tokens are used. These tokens may not be used by Heroes.
Positive Status Effect | Stack limit: 5
A player may spend these tokens to increase or reduce dmg:
Chi tokens may be spent at any time to prevent incoming damage per token.
Alternatively, you may spend Chi to increase Attack dmg by per token spent. Chi may not be used to increase dmg the turn that it was gained. Attack Modifier.
Positive Status Effect | Stack limit: 3
Remove one status effect:
A player with this token may discard it at any time to remove a single status effect from themselves.
Negative Status Effect | Stack limit: 1
Skip Income Phase:
A player afflicted with this token must skip their Income Phase and then remove this token.
Negative Status Effect | Stack limit: 1
Spend or lose one roll attempt:
A player afflicted with this token gets 1 fewer Roll Attempts during their next Offensive Roll Phase. This roll attempt may be reacquired at any time for . At the conclusion of the Roll Phase, remove this token.
Positive Status Effect | Stack limit: 1
Spend to add dmg to your Attack:
If a player with this token is dealing at least dmg as a result of their Offensive Roll Phase, this token may be spent to deal dmg. Attack Modifier.
Unique Status Effect | Stack limit: 5/3
Receive dmg in Upkeep Phase (except Pirate):
Negative Status Effect | Stack limit: 2
Receive dmg at the end of your turn:
A player afflicted with this token removes it at the conclusion of their turn and then receives dmg.
Unique Status Effect | Stack limit: 1
When a player with this token Attacks, they must roll 1 :
This token may not be transferred by any means (but can be removed).
Companion | Stack limit: 1
Negative Status Effect | Stack limit: 1
Lose 1 Roll Attempt:
A player afflicted with this token gets 1 fewer Roll Attempts during their next Offensive Roll Phase. At the conclusion of the Roll Phase, remove this token.
Positive Status Effect | Stack limit: 3
Spend & roll 1–2 to dodge incoming damage:
When a player with Evasive receives damage, they may choose to spend this token. If spent, roll 1 . If the outcome is 1–2, no damage is received (although other associated effects may still apply). Multiple Evasive tokens may be spent in an attempt to prevent the same source of damage.
Positive Status Effect | Stack limit: 5
Remove 1 token per turn:
A player with this token must “cool off” during their Upkeep Phase by removing 1 token (Fire Mastery increases the power of various abilities).
Positive Status Effect | Stack limit: 3
Roll 2 to dodge or make undefendable:
A player with this token may spend it at any time during the Roll Phase. Once spent, roll 2 . If a 6 was rolled, Activate this token. If Activated during the Offensive Roll Phase, this player’s Attack becomes undefendable. If Activated during the Defensive Roll Phase, ignore all incoming damage.
Companion | Activation limit: 2
You may Activate this Bot up to two times after being Attacked with at least dmg. Upon activation, roll 1 :
Unique Status Effect | Stack limit: 1
Whenever a player afflicted with this token rolls a 6, it’s as if their die has been altered to a blank die face that has no value. At the conclusion of their turn, remove this token. This token may not be transferred by any means (but can be removed).
Unique Status Effect | Stack limit: 2
Deal dmg to all opponents:
During their Upkeep Phase, a player with this token deals dmg to all opponents. This token may not be transferred by any means (but can be removed).
Positive Status Effect | Stack limit: 2
Spend to increase Attack dmg:
Spend to increase your Attack dmg by or spend 2 Honor to increase your Attack dmg by . Attack Modifier.
Negative Status Effect | Stack limit: 1
Spend or skip Offensive Roll Phase:
To remove this token, a player afflicted with it must spend before the start of their Offensive Roll Phase. If the player does not, they must skip their Offensive Roll Phase and then remove this token.
Unique Status Effect | Stack limit: 2
If your Offensive Roll Phase results in an Attack, Steal 1 Health. Attack Modifier. Persistent. This token may not be transferred by any means (but can be removed).
Positive Status Effect | Stack limit: 1
Force an opponent to re-roll a die:
A player with this token may spend it and roll 1 . On 5–6, you may force the opponent to re-roll any 1 die.
Negative Status Effect | Stack limit: 3
Deals dmg based on number of Nanites:
When Detonated, remove all tokens and deal dmg based on the number of Nanites on each player:
During Upkeep Phase, a player rolls 1 per Nanite they are afflicted with: on 6, remove this token.
Companion | Activation limit: 1
You may Activate this Bot during your Upkeep Phase. Upon activation, Detonate all Nanites.
Positive Status Effect | Stack limit: 3
Spend & roll to modify your Attack:
After Attacking, a player with this token may spend it and roll 1 :
Nyra has a maximum of 7 Health.
If you are being Attacked while Nyra is Active, you may choose to pass the full amount of this damage to Nyra instead (unless the opponent is Attacking with their Ultimate Ability).
If Nyra receives damage, you may not use your Defensive Ability.
If Nyra is Active and your Offensive Roll Phase results in an Attack, increase that dmg by .
Positive Status Effect | Stack limit: 1
Distribute damage received between Huntress & Nyra:
Negative Status Effect | Stack limit: 1
During their Upkeep Phase, if a player inflicted with this token has a Positive Status Effect, they receive dmg. Additionally, if they spend a Positive Status Effect to successfully prevent or avoid dmg, remove Parasite and they receive as an isolated source of undefendable dmg.
Negative Status Effect | Stack limit: 1
Deal no dmg when Attacking:
A player afflicted with Parlay may not deal any damage as a result of their Offensive Roll Phase (although other effects may still apply). At the conclusion of the Roll Phase, remove this token.
Negative Status Effect | Stack limit: 3
Receive dmg in Upkeep Phase:
A player afflicted with this token is dealt dmg per Poison token during the Upkeep Phase of their turn. Persistent.
You must collect all 3 on every Portal Crawl. When collected, they are placed on the Boss Portal, which then allows you to face its powerful Minion.
Negative Status Effect | Stack limit: 1
Roll 1 in Upkeep Phase. On 1–2, receive dmg, on 6 pass it to anyone:
A player afflicted with this token must roll 1 during their Upkeep Phase. On 1–2, the Keg blows up. On 3–5, nothing happens. On 6, the player afflicted with Powder Keg may transfer the token to a chosen player. Additionally, if a player becomes inflicted with Powder Keg while already inflicted with Powder Keg, the first Keg immediately blows up. When a Keg blows up, remove it and deal as an isolated source of undefendable dmg.
Positive Status Effect | Stack limit: 1
Prevent incoming damage:
A player with this token may spend it at any time to prevent incoming damage (rounded up).
Positive Status Effect | Stack limit: 2
Spend & add ½ of 1 to Attack dmg:
If a player concludes their Offensive Roll Phase with an Attack, they may spend this token. If spent, roll 1 and add ½ the value as dmg (rounded up). Attack Modifier.
Positive Status Effect | Stack limit: 1
Spend when Attacked to deal ½ dmg back:
This token may be spent after being Attacked as a result of an opponent’s Offensive Roll Phase to deal half of the incoming dmg (rounded up) back to the Attacker.
Companion | Stack limit: 2
Companion | Stack limit: 3
Positive Status Effect | Stack limit: 1
A player with this token avoids damage:
When a player with this token is damaged as a result of an opponent’s Offensive Roll Phase, no damage is received and no defense is made (although the attack still “succeeds” & other effects may apply). Discard this token after the affected player starts & concludes a single turn while under its effects.
Negative Status Effect | Stack limit: 2
Reduces Attack dmg by :
When a player afflicted by Shame would deal dmg as a result of their Offensive Roll Phase, remove this token and reduce that dmg by . Attack Modifier.
Companion | Activation limit: 1
If your Offensive Roll Phase results in an Attack, you may Activate this Bot. Upon activation, increase that dmg by . This Bot may never be activated twice in one turn.
Unique Status Effect | Stack limit: 1
A player afflicted with this token may not Activate their Small Straight or Large Straight abilities. At the conclusion of their turn, remove this token.
Positive Status Effect | Stack limit: 1
Spend & roll 1–3 to avoid damage:
When a player with this token receives dmg, they may choose to spend it. If spent, roll 1 . If the outcome is 1–3, no dmg is received (although other associated effects may still apply).
Positive Status Effect | Stack limit: 1
Spend to add 1 to your Attack dmg:
After Attacking, a player with this token may spend it and roll 1 to add the value of the die to their damage total. Attack Modifier.
Negative Status Effect | Stack limit: 1
Perform another Offensive Roll Phase:
A player afflicted with this token may take no actions of any kind (i.e. no cards may be played, no defense may be made, no status tokens or passive abilities may be used, etc). After the Attack concludes, the player who inflicted Stun removes the token and then immediately targets the same opponent with an additional Offensive Roll Phase (if this opponent is removed from the battlefield, this additional Offensive Roll Phase is forfeited).
Positive Status Effect | Stack limit: 7
Spend during Main Phase to:
Spend to Activate Bots:
Positive Status Effect | Stack limit: 5
A player with these tokens may spend them at any time for a variety of effects:
Negative Status Effect | Stack limit: 1
+2 incoming Attack damage:
When a player afflicted with this token is Attacked by an opponent, the attacker increases their dmg by . Persistent.
Positive Status Effect | Stack limit: 1
Heal ½ of 1 during Main Phase:
A player with this token may spend it during their Main Phase & roll 1 : gain ½ the value as Health (rounded up).
Negative Status Effect | Stack limit: 2
Attacker deals −1 dmg per token:
If a player with a Wither token would deal damage as a result of their Offensive Roll Phase, reduce that dmg by per Wither token. Attack Modifier. Persistent.
This site is an official rules reference for Dice Throne.
It’s great for finding a specific rule quickly. It’s also an excellent supplement to the rulebook included in the box, when watching a how-to-play video, or while teaching the game.
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Game design: Nate Chatellier, Manny Trembley
Game development: John Heidrich, Gavan Brown
Product & graphic design: Gavan Brown, Gui Landgraf, Gabriel Martin, Noah Adelman
Illustration: Manny Trembley, Nick Malara, Damien Mammoliti
Main rulebook editors: Simon Rourke, Aaron Hein, John Heidrich (and many others who helped)
Current Playtesters: Aaron Hein, Adam Thies, Aaron Waltmann, Jonathan Herrera-Thomas, Kevin Heidrich, Jacob Thies, Rick May, Joel Smart, Darnell Malone, Nick Lem, Blake Royall, Drake Finney, and the whole Beta Team.
Special thanks: Aaron Waltmann, Kira Anne Peavley, Aaron Hein, Adam Wyse, Paul Saxberg, Mr. Cuddington, Dan Tolczyk, Jonathan Herrera-Thomas, George Georgeadis, Brenda & Paraic Mulgrew (Knight Watch Games), Love Thy Nerd, Brett MacDonald, and to anyone we missed who has helped us make Dice Throne a success.
For hero specific credits, see hero leaflets.
And the BIGGEST thanks goes to you for purchasing this game and helping us to pursue our dream of creating Dice Throne.
Please join the discussion at Board Game Geek, or send bug reports and other comments directly via email to dice-throne@rulepop.com.
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