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Dice Clash

Dice Clash Rulebook

Table of Contents

Table of Contents

  • Components
  • Set Up
  • Start of Round
  • How To Play
    • Next Round
  • Dice Modifiers
    • Attack Modifiers
    • Defense Modifiers
    • Die Value Modifiers
    • Special Modifiers
  • Solo Mode
    • Solo Mode: How to Play
    • AI Modifiers
    • Changes to Modifiers
    • Changes to Character Powers
    • AI Powers
  • Character Powers
    • Viking
    • Knight
    • Ninja
    • Spartan
    • Samurai
    • Highlander
  • Changes to Character Powers for Solo Mode

Components

  • 6 sets of Warrior Cards and Battle Grids
  • 2 sets of Solo Legends and Battle Grids
  • 12 Black Dice
  • 4 White Dice
  • 2 Red Dice
  • 2 Dice Screens

Set Up

Each player:

  1. Select a Warrior and the Battle Grid with their sigil. The Battle Grid starts green side up.
  2. Takes 6 black dice, 2 white dice, and 1 red die.
  3. Each player rolls a white die. The highest number will go first.

Start of Round

Both players start by rolling all of their dice to create their Dice Pool (Pool). Keep your Dice Pool hidden from your opponent using the Dice Screen.

How To Play

  1. Play any one die from your Pool to any open space on your Battle Grid. This die will act as both your Defense and your Attack. Spaces with icons will either modify your die face, your Attack Value, its Defense Value, or provide an immediate effect. Modifiers are NOT optional. (See Dice Modifiers section)

  2. Your die must Defend against your opponent's Attack in one of 2 ways:

    a) BLOCK: Your die's Defense Value is higher than the opponent's Attack. Defense Value is determined by taking the die's face value and adding or subtracting any Defensive Modifier on its space.

    b) PARRY: If the Attack is 6 or higher, you can play a Defense Value of 1.

    Note: The first player in a round doesn't have to Defend.

  3. Then, determine your Attack Value:

    Attack Value = Die Value + Attack Modifier

    It is now your opponent's turn, starting at Step 1.

Whenever a White Die is placed, the player who placed it must re-roll all remaining dice in their Pool.

Whenever a Red Die is placed, the player who placed it activates their Special Ability.

Continue in this way until a play can't be made. Either because a player can't Defend, or there are no spaces remaining on the Grid. If a player cannot make a play, they lose the round.

Next Round

Re-roll all Pools. The loser of the round flips their Warrior and Battle Grid to the Adrenaline side. Start a new round with whoever was 2nd last round going first.

The first player to defeat an opponent that's on their Adrenaline side is the winner!

Dice Modifiers

Attack Modifiers

Add or subtract this value from the die face to determine its Attack Value. This does not affect the die face, only its Attack Value. This value may exceed 6, or be less than 1.

Example: a die showing 6 with a +1 Attack Modifier = 7 Attack.

Defense Modifiers

Add or subtract this value from the die face to determine its Defense Value. This does not affect the die face, only its Defense Value. This value may exceed 6, or be less than 1.

Example: a die showing 6 with a +2 Defense Modifier = 8 Defense.

Die Value Modifiers

  • +2 (die icon): Adjust the die up by the value shown.
  • ±1 (die icon): Increase or decrease the die by 1.
  • Swap (adjacent dice icon): Change the die value to match an orthogonally adjacent die.
  • Move (arrows icon): Move any other die already on the grid to any other space, ignoring any modifiers.
  • Flip (circular arrow icon): Flip the die to its other side.

Dice Values cannot exceed 6 or be less than 1.

Special Modifiers

  • Eye icon: When placing your die here, you get to look at your opponent's Pool.

Solo Mode

Ready to take on an immortal legend? These warriors and their elite fighting skills are ready to test your mettle.

Set up the game by selecting one of the two AI Opponents and their Battle Grid, but orient their cards to face you and set their White Dice aside from their pool. The Red Die is kept in the regular pool and treated just like a Black Die. Roll a die for both the AI and yourself to determine who plays first.

Solo Mode: How to Play

The solo mode works just like the 2-player game with the following exceptions:

  1. On the AI's turn, roll any die from their pool and then place it in the first square on their grid that will beat your Attack Value (or just the 1st space if they go first in a round). Placement happens from left-to-right and top-to-bottom. Wherever there is an option (Modifiers divided by a "/"), the player selects the option that is most advantageous for the AI.

  2. If there is no placement available that would beat the Attack Value, return their die to the pool and roll one of their set aside White Dice (if any). They place that die, if able. If not, the White Die gets added to the pool, and they repeat this step, if able. White Dice added to the pool are treated just like Black Dice for the remainder of the round.

  3. If there are no dice remaining in the AI's Pool at the start of their turn, roll one of the set aside White Dice for their turn (if any remaining).

  4. If the AI has already used up their set aside White Dice and is still unable to make a valid play on their turn, they lose the round.

AI Modifiers

  • Set die icon (die face with value shown): Set the die to the value shown (1-6).
  • Flame die icon: When a die is placed on this space, activate the Special on the AI card.

Changes to Modifiers

  • Eye icon: Roll the AI's next two dice now and use those instead of rolling for their next two turns.

Changes to Character Powers

Most Character Powers will work the same way that they do in the 2-player game. Some will need slight adjustments. In general, where there is a choice, you get to make that choice for the AI. (see Character Powers booklet)

AI Powers

Da Ji

  • Mirage (green icon): Player cannot use Modifiers on their next turn.
  • Malevolent Spirit (skull icon): Set the next two dice to 6 and don't roll them before placing.

Khutulun

  • Pre-emptive Strike (green icon): Khutulun removes one of your White Dice from your pool, if able.
  • Enrage (skull icon): Khutulun removes all dice from the 4 corners of her grid and discards them.

Character Powers

Viking

  • Shield Wall (green icon): The Defensive Value of your Red Die is 8, regardless of the actual die value or any modifiers on the grid space.
  • Berserker (skull icon): The Attack Value of your Red Die is 7, regardless of the actual die value or any modifiers on the grid space.

Knight

  • Switch Stance (green icon): Remove any other die from your Grid, re-roll it, and return it to your Pool.
  • High Guard (skull icon): Your opponent takes any die from their Pool and uses it to cover up a space on their Grid.

Ninja

  • Smoke Bomb (green icon): Re-roll ANY number of dice in your Pool. Opponent must re-roll ALL dice in their Pool.
  • Genjutsu (skull icon): Opponent ignores all modifiers on their Grid when placing their next die. (The icons shown on this card are the six modifier types: Attack, Die Value (+/-1), Defense, Flip, Move, and Special, each crossed out.)

Spartan

  • Phalanx (green icon): You may increase or decrease the value of up to two dice in your Pool by 1.
  • Dory (skull icon): Choose a space on your opponent's Grid. They cannot place their next die there. You may not use this ability if there is only 1 space remaining.

Samurai

  • Rashomon (green icon): Take a die from your Pool. Set it to any value and set it aside. You may play it on any future turn. It can not be affected by re-rolls or opponent powers.
  • Nigiri (skull icon): Your opponent must re-roll all 1's and 6's in their Dice Pool.

Highlander

  • Donnybrook (green icon): Take and roll any die from your Pool. Then, depending on the die's face:
    • Faces 1-2 (shown as two die-face icons): Discard the die.
    • Faces 3-6: Return the die, keeping the new value. Also, your opponent must discard a die from their Pool.
  • Quickening (skull icon): Take and roll any die from your Pool. Then, depending on the die's face:
    • Faces 1-4: Return the die and opponent must discard a die.
    • Faces 5-6: Return the die and opponent must roll their next die before placing.

Changes to Character Powers for Solo Mode

  • Ninja, Smoke Bomb (green icon): In addition to re-rolling any of your dice in your Pool, you may force the AI to re-roll one time this round.
  • Samurai, Nigiri (skull icon): AI re-rolls the next 1 or 6 that they roll.
  • Highlander, Quickening (skull icon): Set the AI's next die to any value you wish.