Dicemaster: Cities of Doom
Dicemaster: Cities of Doom Rulebook
Table of Contents
Table of Contents
Objective
You win if you collect 6 runes (for a shorter game, 4 runes) without going past 7 damage (12 damage for an easier game). Your Opponent wins if he collects 6 / 4 runes before you do or if you go past 7 / 12 damage. The Opponent will automatically collect 1 rune at the end of each of your turns.
Set Up
- Create Adventure Route: Roll 1 destination die and then the 4 adventure dice. If you roll duplicates, change them to doomlands and place them at the end of the route. Finish by rolling the 2nd destination die for the final site.
- Character: Roll character die and then set your weapon dice accordingly. Dwarf: axe, sword. Elf: bow, axe. Human: sword, bow. You start untrained (use profile image). Your weapons are not upgraded (no circle around the image). Place your identity die (0 side face up) next to the starting site.
- Starting Dice in Your Reserve: All normal City of Doom dice (monster die, magic dice, 2 weapon dice, 2 rune dice, 5 combat dice); 10 white action dice; 5 other action dice
- Starting Dice in Your Sideboard: You may start with any 25 dice including action dice, special healing dice, improvised weapon dice or special rune dice. You may only include 1 silver or gold-printed 6-sided combat die.
- Preparing Your Character: Roll 7 action dice from your reserve. If you roll a glowing die, you may reroll all other dice. Place the glowing die in the reserve. You may repeat this as long as you roll glowing dice. You may keep up to 3 each of magic, provisions and monster results (and any advanced die result that does not have a star in the lower left corner) in your play area. Magic may be changed to a provisions or weaponry result. Each Weaponry die may be immediately used to upgrade weapons or your character. Each Ring may be used to bring in 3 action dice from the sideboard (4 if they all have the same ink and color).
- Upgrading a weapon: Roll the 5 combat dice up to 5 times. Keep magic results and your weapon results. If you have 5 results by the end, you upgraded your weapon.
- Upgrading your character: Roll the 5 combat dice up to 5 times. Keep results matching your primary and secondary weapons. If you have 5 results by the end, you upgraded your character.
Rules Reminders + Changes to Normal Rules
- You will take turns as normal with a few differences from the Opponent's actions. The Opponent's basic action die faces now have these effects:
- Weaponry: Demotes your character, primary or secondary weapon, in that order. You get one free chance to reverse each demotion (as in Wilds of Doom rules). Damaging
- Magic: +1 strength to a normal monster Damaging
- Monster: (no change) Return to reserve to roll the monster die Damaging
- Provisions: Allows a re-roll of the eagle dice
- Ring: You must return 3 sideboard dice to the sideboard from your reserve
- White Tree: Will be used to block you from using a White Tree result at any time
- Any die face that you would normally play against your opponent can be saved to your play area and returned to the reserve to block the Opponent's play of an identical die face. Great-troll and Massed Creatures can also be played to block these encounters from the Major Encounter die.
- Both you and the Opponent must move dice with a circle to your sideboards after use and move dice with an X to the Out-of-Play area after use. If the Opponent falls below 7 action dice, select one at random from an easier set to replace it. If playing with the easiest set, then the Opponent plays with fewer than 7 action dice.
- If either of you have three results with the same face in your Out-of-Play area, you may not use that result again in the game.
- Dice with a bullet in the lower left corner may not be used in combination with any other action dice.
- Primary weapon: 2 attack points (not upgraded); 3 attack points (when upgraded)
- Secondary weapon: 1 attack point (not upgraded); 2 attack points (when upgraded)
- Magic: 1 attack point
- White Tree: 0 attack points
Step 1: Preparation (Skip on the 1st turn)
- Select up to 7 of your action dice from your reserve (or play area if you so chose) and roll them.
- You may keep in your play area up to 3 results each of Magic, Provisions or Monsters (these will help you fight and move during your turn) or Rune-stealers, Volcanos, Full Moons, Great Troll, Massed Creature, Necromancer (if using advanced dice). In solo, there is no reason to keep a Portcullis result.
- You may return Magic or Provision results to your reserve to heal one damage per result returned. If using WOD, when using Magic instead roll the Healing die from the WOD common reserve to determine how much damage is healed. In either instance you may also roll a special Healing die from your reserve with it.
- You may return a Weaponry result to your reserve to attempt to upgrade your character or a weapon
- You may change Magic results to Provision or Weaponry results. Provisions must be placed in your play area. Weaponry results must be used immediately.
- You may return a Ring result to move up to 3 action dice from your sideboard to your reserve. Up to 4 action dice may be moved if they share the same inking color and base.
- White Tree results allow you to up to 2 special improvised weapon dice from your sideboard to your reserve. The die is then placed in your active area.
- Place any remaining dice in your active area. These will help you discover treasure.
- The Opponent prepares his action dice as well
Step 2: Movement
- If the Opponent has two Rune-stealer results in his play area, he will return them to his reserve to attempt to steal one of your runes. Roll one die. If the rune results match any of your runes, it may be stolen (returned to your reserve). You can stop it by rolling a rune die (or both dice if you spend a Magic result). If you roll the same rune, you keep it.
- Return a Provisions result from your play area to your reserve to move your identity die to the next landscape die. If you do not move, your turn ends.
- The Opponent rolls the 3 Eagle dice. If he rolls 3 eagles, you must retreat and your turn immediately ends. Otherwise, he places the eagle dice in his active area.
- The Opponent will play Hill Detour if it's in his play area.
Step 3: Setting Up the Encounter
- The Opponent will play in order of preference: Great-troll+Portcullis, Massed Creatures+Portcullis, Double-Encounter+Portcullis, Twin Monsters, Snake Attack, Necromancer, Portcullis.
- If your opponent plays a Portcullis as part of the encounter, you may not decide to retreat.
- Determine the monster's base power:
- If not at a doom land, power is equal to the value of your current landscape die + the value of the start and destination dice
- If at a doom land, power is equal to the value of the two site dice + the value of all the landscape dice + [Non-WOD] the result from rolling the Monster die
- Modify the monster's power by:
- If the Opponent rolls the "choice" on the Encounter Generation die, re-roll until you get a specific encounter die
- [WOD] For a doomlands monster, the Opponent automatically gets to roll the Encounter Generation die and work out the result
- The Opponent will return a Monster result to his reserve to [Non-WOD] roll the Monster die and add the result to the monster's power (even if already rolled for a doomlands monster) or [WOD] roll the Encounter Generation die. For a doomlands monster, just roll the encounter die that has not already been rolled.
- [WOD] The Opponent may keep playing Monster dice until he has rolled both encounter dice.
- If the Opponent gets to roll the Monster die, he will return a Full Moon result to his reserve to get the result added to the Monster's power twice.
- The Opponent will return all Magic and Volcano results to his reserve (after you decide to fight) to increase the Monster's power by 1 per result [2 for Volcano 2]
- Decide if you want to use Magic. Return a Magic result from your play area to your reserve to roll the Magic die. You may return a second result to roll the second Magic die. Magic will make magic results worth either 4 or 5 attack points or will change your weapons' attack points for one weapon (x1) or both weapons (x2). If only one weapon is affected, you must choose immediately. Magic will apply to both encounters if you have two.
Step 4: Combat
- If the Opponent has two Thieving Beasts in his play area, he will play them now.
- If the Opponent has Weaponry results, he will return them to his reserve to demote (in order): your character, your primary weapon and then your secondary weapon. You get one free attempt to upgrade each that was demoted. Repeat until he no longer has Weaponry results or everything is successfully demoted.
- If you must face two encounters, you must fight the normal monster first and then the Great-troll or massed creature attack
- Collect Combat Dice
- [WOD] If your character is upgraded, you may use the 3 expert combat dice. Roll the dice and return burning die results to the common reserve and do one reroll on weapon results that don't match your weapons. Each matching weapon result increases that weapon's attack points by 1.
- Collect your 5 combat dice. You may substitute in 12-sided combat dice from your reserve. You may substitute in a silver or gold-printed 6-sided special combat die from your reserve. On this die, the primary weapon is worth 2 extra attack points, and magic and secondary weapons are worth 1 extra attack point. You may add a 10-sided combat die as a 6th combat die. It will be returned to the sideboard afterwards.
- Roll Combat Dice
- Return all burning skulls to your reserve.
- Add up the attack points of your magic and weapon results. Subtract any damage that you have taken from the total.
- If your Opponent got a monster blocking result on the special encounter die, he starts off rolling the indicated amount of monster combat dice (5, 6 or 7). Each time you roll your combat dice, the Opponent rolls his monster combat dice. Burning skulls are returned to the common reserve. Spiders have no effect but are rerolled the next time you roll your combat dice. If a weapon result matches one of your weapon results, you must reroll that combat die.
- If you get a White Tree result, you may roll an improvised weapon die (if one is in the reserve) and then reroll the White Tree die. One of each weapon result on the improvised weapon dice adds 1 attack point to your attack. Additional dice with the same weapon results are returned to your reserve. If a die is used for an attack point, it is then returned to the sideboard after one (or both) encounters
Step 5: Treasure Discovery
Roll all of the action dice in your active area. For every discovery result (book), you may roll a rune die. If you do not already have the rune indicated by the result, move it to your play area. Check if you have won the game. If you have not won, go to Step 6.
Step 6: Entering the Destination
If you are not at the last landscape die, go to Step 7. If you are at the last landscape die, move to the destination site. Either select one rune and move it to your play area, or roll both of your rune dice and take one or both of the runes that you don't have yet. Check if you have won the game. If you have not won, generate a new adventure as in the game set-up except the destination die of your current route will serve as the start die of the new route.
Step 7: Preparation
You and the Opponent both roll any action dice left in your respective active areas. Keep the dice you want, as in Step 1, in your play area. The rest remain in your active area. Return to Step 2.
Step 8: Ending the Turn
Any dice left in your active area are returned to your reserve. The Opponent collects 1 rune.