Dice Throne: Adventures
Dice Throne: Adventures Rulebook
Table of Contents
Table of Contents
- Welcome Hero
- Campaign Overview
- How to Use the Rulebook
- Components
- Campaign Setup
- Hero Setup
- Game Area Setup
- Player Setup
- Scenario Specific Setup
- Portal Crawl
- Portal Crawl Turn Order Card
- Portal Crawl: Minion Battle
- King's Hand
- Boss Battle
- Loot Chests
- Conclusion
- Loot Cards
- Shop
- Boss Loot
- Campaign Conclusion
- Legacy Content
- Other Game Modes
- FAQ
- Glossary
- The Card Caddy
- Status Effects and Tokens
Welcome Hero
To play this game each player will require a Hero from any season of Dice Throne.
Knowledge of the normal rules of Dice Throne is assumed in this manual, so you must have played at least one standard game of Dice Throne before you can play Dice Throne Adventures. Please don't continue unless you have. See http://rules.dicethrone.com
Campaign Overview
A campaign consists of 8 scenarios which alternate between two different game modes:
- Portal Crawls (scenarios 1, 3, 5, and 7)
- Boss Battles (scenarios 2, 4, 6, and 8)
If your team successfully completes a scenario, you will receive rewards, campaign 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!
How to Use the Rulebook
The aim of this rulebook is to get you playing as quickly as possible and only explain new rules when they are needed.
Rather than read through the whole manual before playing, we suggest that you follow the instructions as they are written and refer back to the manual for further information when you encounter something new. This means that you are able to play while learning the rules.
When asking yourself "can we do this?", assume you can do anything within the ruleset that the rulebook does not explicitly prohibit.
This rulebook is a living document. For the latest edition of the digital rules please visit dtarules.dicethrone.com.
Components
- 1 Gold dial
- 16 Hero Standees and 16 Standee Bases: Barbarian, Treant, Samurai, Gunslinger, Artificer, Cursed Pirate, Huntress, Monk, Moon Elf, Ninja, Paladin, Pyromancer, Seraph, Shadow Thief, Tactician, and Vampire Lord
- 1 Loot table (regular Loot on one side, Boss Loot on the other)
- 52 Minion cards: 17 level I, 17 level II, 13 level III, and 5 level IV
- 70 Environment tiles: 22 level I/II/III and 4 level IV Environments
- 2 Portal Tiles: 1 Crimson Sands and 1 Boss Portal tile
- 20 Scenario cards: 4 level 1, 3, 5 and 7 and 1 per Boss
- 4 Enemy dials: Health tracked on one side, Combat Points tracked on the other
- 140 Loot cards: 41 Common, 38 Rare, 31 Epic, and 30 Legendary
- 1 Shopkeeper leaflet
- 4 Turn Order cards
- 160 Boss cards: 40 cards per deck
- 1 Campaign Scoring sheet
- 4 Legacy packs
- 10 Chaos dice
- 4 Loot dice
- Status effects and tokens: 4 Back Strike, 4 Barbed Vine, 8 Bleed, 4 Blind, 4 Bounty, 4 Burn, 8 Chaos, 4 Concussion, 4 Entangle, 5 Evasive, 3 Flight, 4 Knockdown, 4 Parasite, 8 Poison, 2 Shadows, 1 Stun, 6 Wither, 8 Double-Sided Damage +1/+2, 8 Double-Sided Damage +3/+4, 11 King's Hand tokens, 10 Salve, 2 Life Siphon, 4 Dominance, 4 Hex, 4 Silence, 4 Double-Sided 1/2 Loot Chests, 4 Double-Sided 3/4 Loot Chests, 5 Double-Sided 0/1 CP tokens, 3 Double-Sided 3/5 CP tokens
- 1 Token Tray: after punching out the tokens, load them into the tray according to the diagram
- 1 Card Caddy Tray
- 1 Leaflets & Boss Boards Tray
If you'd like to play with highly detailed, premium miniatures visit dicethrone.com!
Campaign Setup
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 the chosen Difficulty Level card.
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.
Game Area Setup
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.
Player Setup
- 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 2 CP and draw 4.
- 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.
Scenario Specific Setup
You are now ready to set up the scenario. If your current scenario is a Portal Crawl, proceed to the "Portal Crawl" section (pg. 6). If your current scenario is a Boss Battle, proceed to the "Boss Battle" section (pg. 10).
Portal Crawl
Portal Crawl Setup
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
Building the Map
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.
The left-hand side of the Scenario card shows the layout of the Portal Crawl map.
Your Objective
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...
Start Player
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!
Portal Crawl Turn Order Card
During a Portal Crawl, players will take turns in clockwise order. On your turn, execute the 7 steps listed on your Portal Crawl Turn Order card. Always keep this card close, so you can refer to it when you are first starting out.
Read through the summary of each step on the Turn Order card now:
Portal Crawl Turn Order
Move & Explore (only if not engaged)
- Spend Salve: Refer to the Scenario Card.
- Move: Move any distance across explored Environments to an unexplored Environment or ongoing Minion Battle.
- Explore: If you moved to an unexplored Environment during the Move step, reveal it and Resolve all its effects. If a Minion icon is shown, setup & engage the new Minion and proceed to Minion Battle.
Minion Battle (only if engaged)
- Spend Salve: Same as above.
- First Strike (if applicable): Complete Minion Step before Hero Step.
- Hero Step: Perform a complete Dice Throne turn (see your Hero's Turn Order card).
- Minion Step: See "Minion Step" in rulebook.
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).
Move & Explore steps 1-3 will now be explained in greater detail.
1. Spend Salves
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:
- Before you move.
- Before a battle begins, even if the Minion has First Strike.
- Before your Upkeep Phase.
Salves are Unique Status Effects and cannot be removed or transferred. Salves are also spent to revive fallen teammates to 1 Health but may not be used to revive yourself.
2. Move
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:
- A. An unexplored Environment: Travel to an unexplored (face down) Environment tile which you then explore (step 3, below).
- B. An ongoing Minion Battle: 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" (pg. 8).
You cannot:
- Move between Environment tiles diagonally.
- Travel through unexplored Environment tiles.
- Travel through a teammate who is currently engaged with a Minion.
- Move to a previously explored Environment tile unless you have a teammate on it who is engaged with a Minion.
- Choose not to move. You must move on your turn if you are not already engaged with a Minion.
Above: The Gunslinger has the option to move to either of the unexplored level I Environment tiles to discover what is there, or to join the Barbarian in his current battle and engage the Fairy Minion.
3. Explore
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:
- Place collected Portal Shards on the Boss Portal.
- Place collected Salves on your Hero board.
- Open Loot Chests, with all players rolling their Loot die to receive a reward (see "Loot Chests", pg. 12).
Next, you must flip over the Environment tile. The tile may show multiple features, which (if present) are dealt with in the following order:
- Increase your Health dial by the indicated amount.
- Increase the Gold dial by the indicated amount.
- Deal with mandatory actions or optional choices. Unless otherwise specified, these only apply to you.
- Draw and reveal a new level I/II/III/IV Minion card from its deck, perform the Minion setup steps, and then engage it in battle!
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.
Portal Crawl: Minion Battle
Minion Setup
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.
Managing Minion (CP): Most Minions do not actively spend or gain CP (Combat Points). All Minions do, however, feature a Starting CP value to ensure effectiveness of CP based status effects (e.g. Knockdown). You only need to manage a Minion's CP when specified by a Minion ability or if it is affected by a card, ability, or status effect. If you do need to manage a Minion's CP, use the CP side of an Enemy dial, or mark the Minion's current CP amount with the provided double-sided CP tokens. Like Dice Throne Heroes, Minions can have a maximum of 15 CP.
Minion card callouts:
- Starting Health: the Health value shown on the Minion card, set on the Enemy dial.
- Starting CP: the CP value shown on the Minion card.
- King's Hand: the number of King's Hand tokens the Minion begins with, if any.
- First Strike: see "First Strike", pg. 8.
- Activation Requirement: the condition an Offensive Ability must meet to be used.
- Roll Objective: indicates what the Minion is trying to achieve during its 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", pg. 9).
- Minion Rewards: When this Minion is defeated, only the Active Player receives the indicated reward. However, Loot Chests always have something in them for all Heroes. For 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.
- Offensive Ability: 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 (see "Minion Step", pg. 9).
- 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.
Battling Minions
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.
As experienced Heroes, you already understand how battles are conducted (from Upkeep Phase to Discard Phase). With a few exceptions, battling Minions is no different from battling regular Dice Throne opponents.
Follow steps 4-7 when battling a Minion.
Minion Battle (only if engaged)
- Spend Salve: Same as above.
- First Strike (if applicable): Complete Minion Step before Hero Step.
- Hero Step: Perform a complete Dice Throne turn (see your Hero's Turn Order card).
- Minion Step: See "Minion Step" in rulebook.
4. Spend Salve
Before you begin battling the Minion you are engaged with, you may choose to spend Salves to gain Health (see "Spend Salves", pg. 7).
5. First Strike
You and the Minion now each conduct 1 turn (Hero Step and Minion Step), with you going first. The exception to this is if the Minion has First Strike.
Any Minion with First Strike will always Attack the Hero first.
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.
6. Hero Step
Perform a complete Dice Throne turn (see your Hero's Turn Order card). Turn Order card summary:
- Upkeep Phase: Resolve applicable status effects.
- Income Phase: Gain 1 CP and draw 1.
- Main Phase (1): Play ability upgrades; play Main Phase Action cards; sell cards (gain 1 CP per card).
- Offensive Roll Phase: Perform up to 3 Roll Attempts to activate an ability.
- Targeting Roll Phase: Your target is the Minion that you are currently engaged with.
- Defensive Roll Phase: The Minion performs their Defensive Ability.
- Main Phase (2): Identical to Main Phase (1).
- Discard Phase: Sell cards until you have 6 or fewer cards in your hand.
7. Minion Step
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.
-
Offensive Roll 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. The 2 is re-rolled because only one 2 should be kept.
-
Only keep a 1 or 6 value if it is already part of a Small or Large Straight. A 6 is kept because it forms a Small Straight. 1 and 6 are re-rolled because neither one forms a Small or Large Straight.
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Offensive Roll Phase (Continued): 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).
End of Turn
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.
If you defeat the Minion: The Active Player receives the indicated reward. However, whenever a Loot Chest is opened, it always has something in it for all Heroes (i.e. all Heroes roll a Loot die and receive a reward from the Loot Table based on their roll).
If the Minion defeats you:
- A teammate must immediately spend a Salve to restore you to 1 Health. You cannot revive yourself.
- If you cannot be revived, then the whole team loses the Portal Crawl (see "Scenario Conclusion", pg. 12).
Completing the Portal Crawl
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" (pg. 12).
Minions and Bosses Are Players
- 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.
King's Hand
The 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 3 in "Minion Setup", pg. 8).
Because scenarios scale in difficulty, so do the details surrounding King's Hand tokens. The Scenario card's King's Hand tokens table lists:
- 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:
A. No Ability Activated: If the Boss/Minion fails to activate an Ability during their Offensive Roll Phase (for any reason):
- Remove any non-persistent Negative Status Effects that would normally be removed at the end of the Roll Phase (e.g. Barbed Vine, Entangle).
- Roll 1 Chaos die.
- A successful King's Hand roll gives the Boss/Minion another Offensive Roll Phase. See Scenario card to determine successful roll value for your current scenario.
B. When Targeted with an Ultimate: If you activate an Ultimate Ability against the Boss/Minion:
- Roll 1 Chaos die.
- A successful King's Hand roll forces you to re-roll 1 of your dice.
Boss Battle
Do not read this section (pg. 10-11) until after completing your first Portal Crawl scenario.
Defeated in battle by the Mad King, these former Heroes chose servitude over death. They wait on the other side of each Boss Portal, ready to inflict the shame of defeat upon you. If you can somehow fight your way past them, you may eventually reach the Mad King himself.
For each Boss Battle scenario you will not need to set up a Portal Crawl map. Instead, 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:
- Hero Starting Health: Heroes share a Health dial, which starts at the value shown on the Boss Battle scenario card (50 in the printed example).
- Boss Battle Scenario Card: In a 2-player game, the Fallen Barbarian starts with 70 Health. He will receive 8 Upgrade CP and start the battle with the Starting CP value shown on the card.
- King's Hand: In a 2-player game, the Fallen Barbarian starts with 2 King's Hand tokens.
Boss Battle Setup
-
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):
- Boss' board, leaflet, and card deck
- Enemy dial - Health side up
- Enemy dial - CP side up
- 5 Chaos dice
- King's Hand tokens of the quantity indicated on the Boss Battle scenario card
-
Separate the Boss' cards into two decks and shuffle each deck:
- 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.
- 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.
-
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:
- The Boss spends Upgrade CP according to the card's CP cost.
- When upgrading from a level 2 card to a level 3 card, only spend the difference in CP cost.
- If it is a level 2 Upgrade card and the Boss already has the level 3 Upgrade card, discard it and draw another (no Upgrade CP is gained from discarding).
The Boss is now prepared for battle!
Boss Battle Turn Order Card
During a Boss Battle, players will take turns in clockwise order until the Boss or your team is defeated. On your turn, execute the 3 steps listed on your Boss Battle Turn Order card. Always keep this card close, so you can refer to it when you are first starting out.
Read through the summary of each step shown on the Turn Order card below:
- Spend Salves (optional): If desired, spend to Heal 6 on the shared Health dial (may spend multiple).
- Hero Step: Perform a complete Dice Throne turn (see your Hero's Turn Order card).
- Boss Step: The Boss performs a complete Dice Throne turn (with a few exceptions).
1. Spend Salves
Spend Salves (optional): You may choose to spend Salves to Heal 6 on your team's shared Health dial (may spend multiple).
Note: Salves may not be spent to revive fallen teammates in a Boss Battle.
2. Hero Step
Perform a complete Dice Throne turn (see your Hero's Turn Order card). Turn order summary:
-
Upkeep Phase: Resolve applicable status effects.
-
Income Phase: Gain 1 CP and draw 1.
-
Main Phase (1): Play ability upgrades; play Main Phase Action cards; sell cards (gain 1 CP per card).
-
Offensive Roll Phase: Perform up to 3 Roll Attempts to activate an ability.
-
Targeting Roll Phase: Your target is the Boss.
-
Defensive Roll Phase: The Boss performs their Defensive Ability.
Note: The teammate who is before you in the turn order should roll the Boss' dice during its Offensive and Defensive Roll Phases.
-
Main Phase (2): Identical to Main Phase (1).
-
Discard Phase: Sell cards until you have 6 or fewer cards in your hand.
Remember: If you activate an Ultimate Ability and the Boss has a King's Hand token, it will try to stop your Attack (see "King's Hand", pg. 9).
3. Boss Step
The teammate before you now performs the Boss' turn, which is a standard Dice Throne turn with a few exceptions:
- Upkeep Phase: Resolve applicable status effects.
- Income Phase:
- Increase the Boss CP dial by 1 CP. Like Dice Throne Heroes, Bosses can have a maximum of 15 CP.
- 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.
- Main Phase (1):
- If the card drawn during the Income Phase was a Main Phase Action card, the Boss plays it by spending CP equal to the card's 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 CP dial by 1.
- If the drawn card is a Roll Phase Action card, ignore it until the Offensive Roll Phase.
- Offensive Roll Phase:
-
Roll the 5 Chaos dice and:
- 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.
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. The 2 is re-rolled because only one 2 should be kept.
-
End of Battle
Whether you are victorious or are defeated in battle, you will receive some reward and your journey will continue (see "Scenario Conclusion", pg. 12).
Note: In the rare situation that you and the Boss are reduced to 0 Health at the same time, your team is victorious.
Special Situations
Sometimes a status effect (such as Knockdown) threatens the Boss to lose their Offensive Roll Phase (due to not having enough CP to remove it). In these cases, they instead sell the card drawn from their Action deck in order to pay to remove Knockdown.
If an effect (such as Concussion) would result in a Boss not having an active Roll Objective, you still need to turn over a card so that the Boss has a Roll Objective. All other parts of the card should be ignored (including the Hero Bonus).
Loot Chests
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 (Chests 1, 2, 3, and 4).
Loot Table
Bonus Damage tokens (Positive Status Effect): Take 1 corresponding Bonus Damage token. Bonus Damage tokens add the indicated amount of damage to an Attack. Attack Modifier. Stack Limit: 2. If you gain a token while at Stack Limit, you must either replace a previous token or discard the new 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. All Hero boards have four columns of abilities. Going from left to right, tuck the Common/Rare/Epic/Legendary cards in each column. This will keep track of the rarity level of the card.
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.
Conclusion
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.
1. Shop / Boss Loot
Permanently upgrade your deck by adding Loot cards. If the current scenario is a Portal Crawl, see "Shop" (pg. 13). Otherwise, see "Boss Loot" (pg. 13).
2. Record Win / Loss & Increase Starting Salves
Record the results of your session on the Campaign Scoring sheet.
Recording a Win: Record win on Score sheet - record the following in the green boxes (when applicable):
- A. Scenario #: In the top left corner of the Scenario card.
- B. Remaining Salves: 1 Scenario Point for each remaining Salve your team didn't use.
- C. Starting Salves for next session: Record the total number of Salves your team still has in the Starting Salve box for next session.
- D. Unspent Gold (Portal Crawl Only): 1 Scenario Point for every 5 unspent Gold your team has remaining after the Shop Phase has concluded.
- E. Unclaimed Boss Loot cards (Boss Battle Only): 1 Scenario Point for each Boss Loot card your team chose not to keep.
- F. Explored All tiles (Portal Crawl Only): 5 Scenario Points if your team explored every tile during a Portal Crawl.
- G. Scenario Score: Points equal to the Scenario Score (in the top right of your Scoring sheet).
- H. Session Score: The total of the above values.
Recording a Loss: 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:
- A. Scenario #: In the top left corner of the Scenario card.
- B. 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.
- C. Session Score: Write "-10" (negative 10).
Important: None of the green boxes on your Score sheet are filled in when your team is defeated.
The green boxes in the example above are all left blank because the team was defeated. The above example shows scoring for a Portal Crawl and therefore the Unclaimed Boss Loot E is left blank.
3. Advance or Repeat the Scenario
If your team won:
- Advance to the next scenario: Advance to the next scenario with any new Loot cards obtained.
If your team lost:
- Repeat the scenario: Repeat this scenario (drawing a new Scenario card only if it's a Portal Crawl) with more Salves and any new Loot cards obtained. When repeating 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 scenario again.
Tip: When packing away components between game sessions, you could store cards which have been replaced by Loot cards upside down in your Hero's storage tray, so that they can be easily separated out next time.
Loot Cards
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.
Equipment Cards
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).
Upgrading Loot Cards
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:
- Loot card: place it at the bottom of its Loot deck.
- Non-Loot card (cards that do not have a crystal border): return it to your Dice Throne Hero's tray, keeping it separated from your Hero's deck. It will not be used in any future session during this campaign. Loot cards featuring a Swap icon indicate it replaces a non-Loot card. If you are using card sleeves, we recommend placing the Loot card in front of the non-Loot card within the sleeve.
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 10 Gold to Identify an Unidentified Loot card. The identified Loot card is instantly added to your deck.
- If you Identify 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.
- Sell: Unidentified Loot cards (or any Loot card currently in your deck) may be sold for 5 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 common cards (cards that do not have a crystal border).
Deck Size Limit
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. Visit dicethrone.com to purchase custom card sleeves.
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.
Shop
It's time to spend your hard-earned Gold at Rosella's Shop.
- Gold Total Per Player: 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 Shop Cards: 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.
- Gain Cards: 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: Common 10, Rare 15, Epic 20, Legendary 25.
- IDENTIFY: Spend 10 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 5 Gold each.
After finishing "Boss Loot" / "Shop", all obtained cards are shuffled into your deck for use during the next scenario.
Boss Loot
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.
Shop / Boss Loot Clean Up
After finishing "Boss Loot" / "Shop", all obtained cards are shuffled into your deck for use during the next scenario.
Campaign Conclusion
Campaign Score
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.
Legacy Content
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.
Legacy Packs A, B, C and D: do NOT open until instructed to do so.
Other Game Modes
Boss vs Many Mode
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:
Heroes Setup Changes
- Heroes share a Health dial, which starts at the Health value shown on the printed page.
Boss Setup Changes
- Boss starts with 10 Health + 20 Health per Hero.
- You shuffle together both the Boss' Upgrade deck and the Action deck.
- Boss starts with 4 cards & 2 CP.
Start Player
- Boss is always the Start Player.
- Boss does not skip his Income Phase.
Turn Order
All players, including the Boss player, take turns in clockwise order performing a standard Dice Throne turn.
King's Hand
King's Hand tokens are a Unique Status Effect (Stack Limit: 5): Cannot be removed or transferred by any means.
- Boss gains a King's Hand token during every player's Upkeep Phase (his own and every Heroes).
- Boss may spend 3 CP at anytime to gain a King's Hand token (Stack Limit: 5).
When a King's Hand token is spent, roll a Loot die:
- On 1-10, gain 1 CP.
- On 11-15, do one of the following:
- Force your opponent to re-roll one of their dice.
- Gain 1 additional Roll Attempt.
- On 16-20, change the value of any one die.
Targeting Phase
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.
- 2 Heroes vs Boss: 1-3, Hero on Boss' Left; 4-6, Hero on Boss' Right.
- 3 Heroes vs Boss: 1-2, Hero on Boss' Left; 3-4, Hero in the Center; 5-6, Hero on Boss' Right.
- 4 Heroes vs Boss: 1-4, 1 being Hero on Boss' left and continuing clockwise; 5-6, roll again.
Boss vs Boss Mode
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:
Setup Changes
- Start with 70 Health.
- You shuffle together both the Boss' Upgrade deck and the Action deck.
- Draw 4 and gain 2 CP.
King's Hand
King's Hand tokens are a Unique Status Effect (Stack Limit: 5): Cannot be removed or transferred by any means.
- Gain a King's Hand token during every Upkeep Phase.
- Either Boss may spend 3 CP at anytime to gain 1 King's Hand token (Stack Limit: 5).
When a King's Hand token is spent, roll a Loot die:
- On 1-10, gain 1 CP.
- On 11-15, do one of the following:
- Force your opponent to re-roll one of their dice.
- Gain 1 additional Roll Attempt.
- On 16-20, change the value of any one die.
Rule Changes for Both Boss vs Modes
- All Action cards that say "Active Player" instead refer to your opponent.
- Ignore the Hero Bonuses in the top right corner of the Action cards.
- Ignore the Roll Objectives on the bottom of the Action cards.
FAQ
Q: Do I go directly into the Boss Battle after going through the Boss Portal tile? A: No. First you go to Rosella's Shop and you have to reset your Hero board.
Q: Can the King's Hand dice roll be manipulated with applicable Hero's Roll Phase cards? A: Yes.
Q: Are my Hero's upgraded Ability cards and Equipment cards carried over from scenario to scenario? A: No, you always return all cards to your deck after each session.
Q: If my team was victorious and had Salves remaining, would they carry over to the next scenario? A: Yes.
Q: If my team lost and we had Salves remaining, do these carry over when we replay the scenario? A: No, these are not added to your Starting Salves for your replay of the same scenario.
Q: What happens if I run out of cards in a Loot deck? A: Draw from the next highest rarity Loot deck instead.
Q: If it is ever unclear what choice a Minion or Boss should make, what happens? A: The Active Player should make the most effective decision for the Minion or Boss.
Q: Can a Hero Heal above their starting Health? A: Yes. Like standard Dice Throne, a Hero can Heal up to 10 above their starting Health.
Q: Can I spend Bonus Damage tokens after my opponent has already activated their Defensive Ability? A: Yes. Bonus Damage tokens are Attack Modifiers, which may be spent before or after the opponent activates their Defensive Ability.
Q: During a campaign, what is the stack limit for King's Hand? A: Infinity.
For more frequently asked questions, visit: dtafaq.dicethrone.com or ask in our Facebook Community: community.dicethrone.com
Glossary
These terms will show up throughout your Dice Throne Adventures Game.
- Active Player: You, the Hero, who's turn it currently is.
- Boss: Previously defeated in battle by the Mad King and now in his eternal servitude, they are found in the scenarios after each Portal Crawl.
- Boss Portal: The final Environment you need to explore to complete a Portal Crawl. May not be explored until all 3 Portal Shards have been collected.
- Chaos dice: The 5 dice used by Minions and Bosses.
- Environment tile: Your team moves across and explores these during a Portal Crawl.
- Equipment card: A special Loot card whose effects remain in play for the duration of the scenario.
- First Strike: A Minion with First Strike conducts its Attack first before a Hero takes their turn.
- Gold: Gained during a Portal Crawl and spent at the Shop to buy new Loot cards.
- Gold dial: Used to track the amount of Gold gained by your team.
- King's Hand token: Used by Bosses and powerful Minions after a failed Offensive Roll Phase or before a Hero resolves their Ultimate Ability.
- Loot Chests: Whenever a Loot Chest is opened, it always has something in it for all Heroes (i.e. all Heroes roll a Loot die and receive a reward from the Loot Table based on their roll).
The Card Caddy
Dice Throne Adventures includes a functional Card Caddy.
Loading the 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.
To watch a video demonstration of how to load the Card Caddy, visit http://cardcaddy.dicethrone.com
- 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.
Assigning a Banker
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.
Status Effects and Tokens
- Back Strike (Positive Status Effect): When a player with Back Strike receives damage as a result of an opponent's Offensive Roll Phase, they may choose to spend this token. If spent, roll 1 Chaos die. Then deal 1/2 the value as damage (rounded up) to the Attacking player. Stack Limit: 1
- Barbed Vine (Negative Status Effect): A player afflicted with this token receives 1 damage for each Roll Attempt beyond the first during their Offensive Roll Phase, up to a maximum of 2 damage per turn. This token is removed and then this damage is applied at the conclusion of the Roll Phase. Stack Limit: 1
- Bleed (Negative Status Effect): A player afflicted with this token must roll 1 Chaos die during their Upkeep Phase. On 1-4, they are dealt 1 damage. On 5-6, remove this token. Stack Limit: 2
- Blind (Negative Status Effect): The next time a player afflicted with this token concludes their Offensive Roll Phase, they must remove it and roll 1 Chaos die. On 1-2, their Offensive Roll Phase fails and has no effect of any kind. Stack Limit: 1
- Bounty (Negative Status Effect): When a player afflicted with this token is Attacked by an opponent, the Attacker increases their damage by 1 and gains CP (the amount is shown by a CP icon without a printed number on the source page). Persistent. Stack Limit: 1
- Bonus Damage (Positive Status Effect): Players may choose to spend these tokens during their Offensive Roll Phase. Each token adds the indicated number of damage to your Attack. Attack Modifier. Stack Limit: 2. If you gain a token while at Stack Limit, you must either replace a previous token or discard the new token.
- Burn (Negative Status Effect): A player afflicted with this token is dealt 2 damage during the Upkeep Phase of their turn. Persistent. Stack Limit: 1
- Chaos (Positive Status Effect): 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. Stack Limit: 6