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Dicemaster: Cities of Doom

Dicemaster: Cities of Doom Rulebook

Table of Contents

Table of Contents

  • Objective
  • Set Up
  • Rules Reminders + Changes to Normal Rules
    • Step 1: Preparation (Skip on the 1st turn)
    • Step 2: Movement
    • Step 3: Setting Up the Encounter
    • Step 4: Combat
    • Step 5: Treasure Discovery
    • Step 6: Entering the Destination
    • Step 7: Preparation
    • Step 8: Ending the Turn

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.

  • Repeat the Preparing Your Character step two more times.
  • Common Reserve: Place all Wilds of Doom dice in the common reserve.
  • Creating the Opponent: Create a set of 7 action dice based on your desired difficulty level. Easy = 7 basic (white) action dice. Medium = Runestealers, burning shields, twin monsters, full moon, volcano, portcullis, hill detour and the like. Hard = portcullis + double encounter, portcullis + Great Troll, portcullis + massed creature, volcano 2, lightning, necromancer and the like.
  • Preparing the Opponent: Roll the 7 dice and keep all the damaging results (Monster, Weaponry, Magic, advanced die faces). Repeat 2 more times. All dice kept are placed in the Play Area. Place the others in the Active Area. If he rolls Lightning, he will have you return, in order: Great-troll+Portcullis, Massed Creatures+Portcullis, Double-Encounter+Portcullis, Safe Mountains/Forest/Swamp/Plains, Magic, Monster, Provisions.
  • Decide if you want to fight. If you do, go to Step 4. Otherwise, retreat your identity die one space and end your turn (not an option if a Portcullis was played earlier).
  • You may keep re-rolling combat results until you are satisfied with your total or until they have been returned to your reserve due to burning skulls
  • If the Opponent has a Burning Shields die face, he will use it only when your last combat roll gave you enough attack points to defeat the encounter
  • Determine Combat Result
    • If your attack points total is equal to or greater than the monster's power, you win. If you have a second encounter (Massed Creatures or Great-troll), proceed to your second combat. Otherwise, see If you win after Massed Creature and Great-troll combat sections
    • If you have no more dice to roll or you decide to end the combat when your attack point total is less than the monster's power, you lose.
  • If you lose:
    • Take damage (to a maximum of 7) equal to the difference between the monster's power and your attack point total. Add this damage to any previous damage and rotate your identity die to the appropriate value. If this value would be above 7, then you lose the game.
    • If the Opponent played Thieving Beasts earlier, lose 1 rune of your choice.
    • Retreat your identity die (even if a Portcullis was played earlier) and end your turn. If you used a silver or gold printed 6-sided combat die, remove it from the game.
    • Note that if you lose the first of two encounters, you do not face the second encounter.
  • Massed Creature Combat
    • Solo: You may decide now whether to use a Massed Creature die face to cancel a massed creature attack
    • The number of massed creature dice used is equal to the sum of the 2 site dice + your landscape die (max is 7). At a doomlands die, the number of dice is always 7. During combat, each massed creature die is rolled and the result must be fought as a separate monster.
    • You only roll your expert combat dice once and those results and any improvised weapon results rolled apply to the rest of the massed creature combat.
    • Remember that Magic results from your first combat still apply to this combat.
    • The Opponent rolls the massed creature dice one at a time, and you fight each die separately just after it was rolled. If you win, the Opponent places it in his active area, keeping the result. Burning skulls are placed back in the common reserve.
    • The monster's power is equal to the value on its die plus the value of all identical massed creature results already defeated.
    • Instead of rolling all your combat dice at once, you may roll your combat dice one at a time. The monster is defeated as soon as your attack points equal or exceed its power.
    • Each time you face a new creature die, you reroll all your combat dice that haven't been returned to your reserve (due to burning skull results)
    • If you fail to defeat a creature, take damage normally and take one extra point of damage for each creature die left unrolled (max of 7 damage)
  • Great-troll Combat
    • Solo: You may decide now whether to use a Great-troll die face to cancel a Great-troll attack.
    • The Great-troll starts with 5, 6 or 7 monster combat dice, as indicated on the Major Encounter die.
    • You will fight a number of rounds of combat equal to the number of monster combat dice.
    • To generate the Great-troll's power each round, roll the great-troll die and the remaining monster combat dice. Return any burning skull results to the common reserve. The power is equal to the number result on the great-troll plus 1 for each weapon result that matches the weapon shown on the great-troll.
    • Roll your 5 combat dice to resolve the combat. All burning skulls are returned to your reserve and are not available for the rest of the rounds vs the great-troll.
    • If you win and your Opponent has no further monster combat dice remaining, you win the combat. Otherwise, fight another round.
    • If you lose the combat, take damage normally and take 1 extra point of damage for each monster combat die remaining (max of 7 damage)
  • If you win:
    • You may move any one die from your sideboard into your reserve. This is the only way to get special combat dice, special rune dice and special healing dice into your reserve.
    • [Non-WOD] If you win vs a non-doom lands monster: go to Step 5.
    • [Non-WOD] If you win vs a doom lands monster: if you are on the last landscape die, go to Step 6. Otherwise, automatically move to the next landscape die (no Provisions required), remove the previous doomlands from the adventure route and then return to Step 3.
    • [WOD] If you win vs the normal monster, you must repeat Step 4 for your second encounter, if you have one. If you do not have a second encounter, follow the [Non-WOD] directions above.