Dice Throne: Duelist – Hero Pack
Dice Throne: Duelist – Hero Pack Rulebook
Table of Contents
Table of Contents
Hero Setup
Start the game with the Footwork token on the Neutral Position of the Footwork Track.
The Duelist uses these dice faces:
- 1, 2, 3: Blade
- 4, 5: Boot
- 6: Pierce
Footwork Track
To "take a Step" means to move your Footwork token forwards (up) or backwards (down) on the Footwork Track.
- When Attacking, gain the Offensive Bonus listed based on your final position of your Footwork token. Attack Modifier.
- When you are Attacked with normal damage, gain the Defensive Bonus listed based on the final position of your Footwork token.
- These Offensive / Defensive Bonus effects are resolved before determining the final dmg total during the Defensive Roll Phase.
- You can only resolve one Bonus effect per turn.
The track is printed as five positions, from top to bottom:
| Position | Bonus | Type |
|---|---|---|
| Top | +3 | Offensive Bonus |
| Second | +1 | Offensive Bonus |
| Middle | Neutral Position | None |
| Fourth | +1 | Defensive Bonus |
| Bottom | Shield icon with 3 | Defensive Bonus |
The leaflet shows the medallions without labels. The split between Offensive (the gold and pale medallions above the Neutral Position) and Defensive (the green medallions below it) is taken from the track's colour scheme and the Offensive / Defensive colours of the bullet text. The bottom medallion's shield-with-3 symbol is transcribed as printed.
Status Effects
Guard Break
Positive Status Effect. Stack limit: 2.
Attack becomes undefendable on 4-5:
If a player concludes their Offensive Roll Phase with an Attack, they may spend this token and roll 1 die. If the outcome is 4-5, the Attack becomes undefendable.
Disarm
Negative Status Effect. Stack limit: 1.
Opponent loses a card or Income Phase:
During their Upkeep Phase, a player afflicted with this token may choose to discard 1 card. If they do not (or cannot), they must skip their Income Phase instead. Then remove this token.
Hero Abilities
The ability cards below are printed on the Tri-folding Player Board. Each card lists the dice combination that activates it, followed by its effects.
Blade Flurry
- 3 Blade: Deal 4 dmg.
- 4 Blade: Deal 5 dmg.
- 5 Blade: Deal 6 dmg.
On 4-of-a-kind ([symbol not legible in the scan]), you may take 1 Step.
Feint Attack
Dice: 2 Blade, 2 Pierce.
- Gain Guard Break.
- You may take 1 Step.
- Then deal 2 undefendable dmg.
Strike
- Small Straight: Deal 7 dmg.
- Large Straight: You may take 1 Step. Then deal 10 dmg.
Bladestorm
Dice: 4 Pierce.
- Gain Guard Break.
- Inflict Disarm.
- You may take up to 2 Steps.
- Then deal 8 dmg.
Reposition
Passive.
During your Upkeep Phase, choose forward (up) or backward (down). You must take 1 or 2 Steps in this direction.
If you move backwards with this Ability, gain Guard Break.
Balestra
Dice: 2 Blade, 3 Boot.
- You may take up to 2 Steps.
- Then deal 6 dmg.
En Garde
Dice: 3 Boot, 1 Pierce.
- Deal 1 dmg and roll 4 dice.
- On Pierce, inflict Disarm.
The damage value on this card is read from a low-resolution image and should be checked against a higher-resolution copy.
Retreat
Defense Roll 4 [die icon].
- For every [Blade][Blade] rolled, deal 1 dmg.
- For each [Boot] or [Pierce] rolled, you must take 1 Step backward.
Master of the Blade! (Ultimate)
Dice: 5 Pierce.
- Gain 2 Guard Break.
- Inflict Disarm.
- You may take up to 4 Steps.
- Then deal 11 dmg.
Ultimate: Dice may be altered to prevent an Ultimate. Otherwise, no actions of any kind may be performed by any opponent until the ability fully completes.