RulesPal
Chat
Rulebook
Emerald Skulls thumbnail

Emerald Skulls

Emerald Skulls Rulebook

Table of Contents

Table of Contents

  • Objective
  • Components
  • Game Setup
    • Gear Supply
  • The Skull Board
  • Standard Betting Cards
    • Advanced Betting Cards (card anatomy)
  • How to Play
    • I. Buy Dice Phase
    • II. Tumble Phase
    • III. Payout Phase
      • Tumbler Payout
      • Gambler Payouts
  • Game End
  • Outs
  • Jackpot Payouts
  • Dice Placement
  • Betting Rules
    • Stacked Bets
  • Reroll Actions
    • Spend a Reroll Cube
    • Pick a Nose
  • FAQ
  • Advanced Betting Cards
    • Advanced Betting Rules
  • Standard Bets
  • Advanced Jackpot Bets
  • Advanced Side Bets
  • Advanced Out Bets
    • Full Skull
  • Goblin Etiquette
  • Solitary Mode
    • Solo Setup
    • Solo How to Play
    • Solo Game End
    • Adjusting Difficulty During Setup
  • Setup Reference
    • Gear Token Supply
    • Advanced Betting Cards

Objective

In Emerald Skulls, players take turns as the tumbler, where they push their luck in an attempt to fill the skull board with dice. Meanwhile, the other players place real-time wagers on the outcome of the tumbler's rolls.

On the tumbler's turn, they roll dice and place them on the five ascending tiers of the skull board. But be warned – once dice are placed, they can no longer be placed on lower tiers for the rest of the turn.

When not playing as the tumbler, players are gamblers. They swiftly place bets and counter-bets on the results of the tumbler's rolls. The quicker the wager, the bigger the payout.

When the supply of gears runs out, the player with the most gears claims victory!

Components

  • 1 Skull Board
  • 7 Dice
  • 12 Betting Markers (2 in each color)
  • 84 Gear Tokens (60 x 1s / 12 x 5s / 12 x 10s)
  • 4 Standard Betting Cards
  • 12 Advanced Betting Cards, double-sided (4 Jackpot Cards, 4 Side Cards, 4 Out Cards)
  • 6 Player Aid Cards
  • 24 Reroll Cubes
  • 10 Opposition Cards (Solo Play)

Notation used throughout this transcription: the dice show five tally-mark faces plus a skull. Each numbered face matches the skull board level of the same number, so they are written here as [1], [2], [3], [4] and [5], and the wild face is written as [skull]. Gears are the game's currency.

Game Setup

  • Place the skull board in the middle of the table.
  • Place all dice and reroll cubes near the skull board.
  • Place the four standard betting cards face up around the skull board (two on each side). Leave space to place betting markers next to the red arrows.
  • Give each player a player aid card and two matching betting markers.
  • Place gear tokens near the skull board to create a supply of 40 gears per player (see chart below).
  • The player who has the worst luck when rolling dice takes the first turn as the tumbler (see "How to Play").

EXPERIENCED PLAYERS: See "Advanced Betting Cards" for details on setting up a more complex game with additional betting opportunities.

Gear Supply

PlayersGears in supply
2 Players80
1 or 3 Players120
4 Players160
5 Players200
6 Players240
7 Players*280
8 Players*320

*Requires the 7-8 player expansion.

The Skull Board

The tumbler places dice on the skull board, according to dice placement rules (see "Dice Placement"). There are five different levels, and each level is associated with a particular face of the dice:

  1. The first level is the lower jaw. Any number of [1] dice may be placed here, representing teeth.
  2. The second level is the upper jaw. Any number of [2] dice may be placed here, also representing teeth.
  3. The third level is the nose. Any number of [3] dice may be placed here.
  4. The fourth level is the eyes. Only one or two [4] dice may be placed here.
  5. The fifth level is the gem in the forehead. Only one [5] die may be placed here.

[skull] dice are wild. They may be placed on any level.

REMINDER: There is a limit to the number dice that may be placed on the eyes (2) and the gem (1), but there is no limit to the number of dice that may be placed on the teeth or nose.

Standard Betting Cards

Each standard betting card shows the following elements:

  1. Left bet
  2. Right bet
  3. Bet payouts
  4. Jackpot payout
  5. Bet result
  6. Betting card number

The four standard betting cards are:

Betting card 1

  • Pick n' Bust (left bet) — payouts 5 / 8 / 10 gears. Result: BUST OUT after at least one NOSE PICK.
  • Mad Nargash (right bet) — payouts 3 / 5 / 8 gears. Jackpot payout: 5 gears x [skull]. Result: GEM OUT with only [skull].

Betting card 2

  • Grim Grin (left bet) — payouts 2 / 3 / 5 gears. Jackpot payout: 3 gears x [1] or [2]. Result: RUN OUT with only TEETH.
  • Emerald Skull (right bet) — payouts 5 / 8 / 10 gears. Jackpot payout: 30 gears. Result: DOUBLE OUT with FULL SKULL (3 teeth, 1 nose, 2 eyes, and 1 gem).

Betting card 3

  • Busted Fowl (left bet) — payouts 2 / 3 / 5 gears. Result: BUST OUT or CHICKEN OUT.
  • Final Jewel (right bet) — payouts 1 / 2 gears. Result: GEM OUT.

Betting card 4

  • Empty Hands (left bet) — payouts 1 / 2 gears. Result: RUN OUT.
  • Empty n' Shiny (right bet) — payouts 2 / 3 / 5 gears. Result: DOUBLE OUT.

Advanced Betting Cards (card anatomy)

EXPERIENCED PLAYERS: See "Advanced Betting Cards" for details.

  1. Stop level
  2. Main bet
  3. Jackpot payout
  4. Bet payouts
  5. Opposition bet
  6. Kicker bet
  7. Betting card number

NOTE: Not all advanced betting cards have the same elements.

How to Play

Emerald Skulls is played over a series of turns until the supply of gear tokens runs out. Players take turns as either the tumbler or a gambler.

Each turn has three phases: Buy Dice, Tumble and Payout.

I. Buy Dice Phase

The tumbler chooses how many dice to roll. They must roll at least three dice but may roll up to seven dice by returning gears to the supply, according to the chart below.

Dice rolled3 Dice4 Dice5 Dice6 Dice7 Dice
Gears returned013610

The tumbler collects the dice they have chosen to roll. This is the tumbler's dice pool.

The tumbler will always roll three dice on the first turn of the game, because all players begin the game with no gears.

Example: Steven is the tumbler and chooses to roll five dice. He returns 3 gears to the supply and collects five dice to create his pool.

II. Tumble Phase

The Tumble Phase is divided into four steps that are repeated until the end of the tumbler's turn: Allow Bets, Roll, Place, and Check.

  1. Allow Bets: The tumbler picks up the dice in their pool. All other players – the gamblers – may place one or both of their betting markers next to betting cards (see "Betting Rules"). The betting markers represent the gambler's bets, which may pay out based on the outcome of the tumbler's turn.

  2. Roll: The tumbler rolls the dice chosen during the Buy Dice Phase.

    The tumbler then advances to the Place step or chooses to take a reroll action, if able (see "Reroll Actions"), and returns to the Allow Bets step.

  3. Place: If able, the tumbler places one or more dice on a single level of the skull board, following the dice placement rules (see "Dice Placement").

    The tumbler may be unable to place dice on the skull board due to the restrictions of the dice placement rules, resulting in a Bust Out.

  4. Check: Determine if the tumbler's turn has ended in one of the possible outs (see "Outs").

  • If the tumbler's turn has not ended, they may choose to stop rolling dice (Chicken Out) and end their turn or return to the Allow Bets step of the Tumble Phase.
  • If the tumbler's turn has ended, advance to the Payout Phase.

III. Payout Phase

At the end of the tumbler's turn, all players collect their winnings from the supply.

The tumbler collects gears first, based on their placement of dice on the skull board. Then the gamblers collect gears in order of betting card number.

Running out of Gears: If there are not enough gears in the supply for a tumbler or gambler payout, the player being paid collects as many gears as possible. Any remaining payouts are not paid and the game immediately ends.

Tumbler Payout

If the tumbler ends their turn in a Bust Out, they collect no gears. Otherwise, the tumbler collects gears choosing one of two payout options:

  • Standard Payout - Earn gears or reroll cubes for each die placed on the board based on how the tumbler ended their turn, according to the table below.
  • Jackpot Payout - See "Jackpot Payouts".
LevelChicken OutGem OutRun OutDouble Out
Gem3 gears3 gears5 gears5 gears
Eyes2 gears2 gears5 gears5 gears
Nose1 reroll cube1 reroll cube1 reroll cube1 reroll cube
Upper Jaw1 gear1 gear2 gears2 gears
Lower Jaw1 gear1 gear1 gear1 gear

Wild ([skull]) dice pay out only when the tumbler places a die on the fifth level (gem) of the skull board.

  • Gem Out or Double Out - [skull] dice pay out.
  • Chicken Out or Run Out - [skull] dice are ignored and do NOT pay out.

Gambler Payouts

Each gambler is awarded payouts (usually gears) based on their bets.

Evaluate each betting card in order of betting card number, from lowest to highest. On standard betting cards, award payouts for the left bet and then the right bet. On advanced betting cards, award payouts starting with the topmost bet, progressing to the bottom.

For each bet, if the result occurred, each player with a betting marker on that bet collects their payout based on the order bets were placed (see "Stacked Bets").

  • The gambler whose betting marker is lowest in the stack, collects the largest payout listed on the betting card.
  • Any additional gamblers with betting markers in the stack receive payouts continuing from the largest payout to the smallest.

Multiple bets can pay out even though only one out is achieved, as each bet is evaluated independently. For example, if the tumbler ends their turn in a Double Out, bets that require a Gem Out or a Run Out also pay out, because those conditions were also met.

Beginning a New Turn: If there are gears remaining in the supply, return all betting markers to their respective players and return all dice to the supply. The player to the left of the tumbler becomes the new tumbler and a new turn begins.

Example: There are 17 gears in the supply on Steven's turn as tumbler. He ends his turn in a Double Out, claiming 14 gears (5 for the gem, 5 for the eye, 4 for the two teeth). Next, bets are evaluated in order of betting card number. Isaac's (red) bet on Mad Nargash does not pay. Neither does Claire's (blue) bet on Grim Grin. Isaac's bet on Empty Hands does pay, since Steven placed all of his dice, so he collects 2 gears. Claire's bet on Empty n' Shiny also pays out, since Steven ended his turn in a Double Out. She claims the final gear in the supply. The remainder of her winnings are not collected.

Game End

If the supply of gears is depleted during the Payout Phase, the game is over and the player with the most gears wins!

In the case of a tie, the tied player with the most reroll cubes wins. If still tied, the tied player who was most recently the tumbler wins.

Outs

  • Bust Out - The tumbler is unable to place dice in the Place step.
  • Chicken Out - The tumbler decides to stop rolling, even though they placed dice in the Place step and have dice remaining in their dice pool.
  • Gem Out - The tumbler places a die on the fifth level (gem) of the skull board.
  • Run Out - The tumbler places all their dice. They no longer have dice in their dice pool.
  • Double Out - The tumbler places a die on the fifth level (gem) of the skull board AND has placed all their dice.

Example: Steven places a [5] die on the fifth level (gem), ending his turn. Since he has dice left over, his turn has ended in a Gem Out.

Jackpot Payouts

Some betting cards feature a special jackpot payout option to the tumbler. If the dice on the skull board meet the condition of a jackpot payout, the tumbler may choose to collect the jackpot payout instead of the standard payout.

(For example, the jackpot payout on the "Mad Nargash" betting card is 5 gears x [skull].)

Dice Placement

During the Place step of the Tumble Phase, the tumbler must place at least one die on the skull board or their turn ends in a Bust Out.

The tumbler is not required to place all of their rolled dice that could be placed.

When placing dice, the tumbler can:

  • Only place dice on a single level.
  • Only place dice on a level that matches the value of the dice.
  • Only place dice on a level that already contains dice (or the tumbler's betting marker, see "Reroll Actions") or on a higher level.
  • Place any number of dice on first, second, or third levels, while only one or two dice on the fourth level (eyes), and only one die on the fifth level (gem).

Wild ([skull]) dice are:

  • Treated as any value ([1], [2], [3], [4], or [5]).
  • Placed on the skull board by themselves or with other dice.

Example: Steven is the tumbler. After placing a [3] die on his first roll, he gets the following results on his second roll:

  • He cannot place the [2] die as there is already a [3] die on the skull board.
  • He may place the [3] die by itself or with the [skull] die on the third level (nose).
  • He may place the [4] die by itself or with the [skull] die on the fourth level (eyes).
  • He may place the [skull] die by itself on the third level (nose), fourth level (eyes), or fifth level (gem).
  • He may also choose to take a reroll action (see "Reroll Actions").

Betting Rules

During the Allow Bets step of the Tumble Phase, the gamblers can place bets on the outcome of the tumbler's turn by placing their betting markers next to betting cards. The tumbler may not make bets.

There is no defined order in which bets are placed, so players can freely place bets. See "Goblin Etiquette" for resolving timing conflicts.

During the Allow Bets step, each gambler can:

  • Place bets only while the tumbler has dice in their hands.
  • Place up to two bets during a tumbler's turn. Bets may be placed before a single roll, or before separate rolls within the same turn. Once a betting marker has been placed, it cannot be moved.
  • Place a single bet on each side (left or right) of a standard betting card.

Stacked Bets

Multiple players can place bets on the same betting card:

  • Each bet allows a limited number of betting markers equal to the number of bet payouts.
  • The first player to place a bet places their betting marker in the lowest position and receives the largest payout. If additional players place betting markers on the same bet, their markers are placed on top of any previously placed markers, creating a stack.

Example: Steven, the tumbler, has picked up the dice, so players may place bets. Isaac (red) decides to bet on Empty Hands for a 1 gear payout. Since Claire (blue) bet on Empty Hands during a previous roll for a 2 gear payout, Isaac places his betting marker on top of Claire's. Now that there are two betting markers on Empty Hands, no one else may place betting markers here, as there are only two bet payouts available.

Reroll Actions

During the Roll step of the Tumble Phase, after rolling dice, the tumbler may potentially reroll their dice pool. This allows the tumbler to improve their roll or avoid ending their turn in a Bust Out.

There are two possible reroll actions: Spend a Reroll Cube, or Pick a Nose.

Spend a Reroll Cube

If the tumbler has one or more reroll cubes collected on a previous turn:

  1. Return one reroll cube to the supply.
  2. Add one die from the supply to the tumbler's dice pool, if possible.
  3. Return to the Allow Bets step of the Tumble Phase, allowing the gamblers to place bets before the dice are rolled again.

Pick a Nose

If the tumbler has at least one [3] die on the third level (nose) of the skull board:

  1. Place one of the tumbler's betting markers near the third level (nose) of the skull board.
  2. Retrieve one [3] die from the skull board and add it to the tumbler's dice pool.
  3. Return to the Allow Bets step of the Tumble Phase, allowing the gamblers to place bets before the dice are rolled again.

When taking the Pick a Nose reroll action:

  • Wild ([skull]) dice may not be used to take the Pick a Nose action.
  • The tumbler may take the Pick a Nose action up to two times per turn, as the tumbler has two betting markers.
  • The tumbler may not place dice on the first or second levels (teeth) after taking this action, as the tumbler's betting marker on the third level (nose) restricts dice placement in the same way as having a die on the third level.

FAQ

Can the tumbler take the Pick a Nose action to retrieve a [skull] die from the third level (nose) to reroll? No. The tumbler may only use [3] dice to take a Pick a Nose action.

Can the tumbler use reroll cubes to add dice to their pool without rerolling? No. All dice in their dice pool must be rerolled if a reroll cube is spent. Reroll cubes can be spent only after rolling dice and before placing them.

If there are no dice left in the supply, can the tumbler still take the Spend a Reroll Cube action to reroll the dice in the dice pool? Yes. If there are no dice left in the supply, simply reroll the dice without adding a die to the dice pool.

The tumbler rolled three dice: [4], [4] and a [5]. Can they place all three dice for a Double Out? No. Placing dice on two different levels after a single roll is not allowed.

Can the tumbler choose to Bust Out even if they have dice they could place? No. If there are dice in the tumbler's dice pool that can be placed, the tumbler must place at least one die (or take a reroll action). However, if the tumbler rolls a Bust Out and has a reroll action available, it is their choice whether or not to take a reroll action.

After using the Pick a Nose reroll action, if there are no dice on the third level (nose) or higher, can the tumbler place dice on the second level (teeth)? No. Even though the die was removed from the skull board, the tumbler has already placed on the third level on their turn (noted by the tumbler's betting marker), making the third level the lowest level available to place dice. After rerolling, the tumbler may place on the third level again (or higher), but not on the first or second levels.

Can the tumbler take a reroll action to avoid a Bust Out, but then Chicken Out instead of rolling? No. If the tumbler takes a reroll action, they must reroll the dice. After the tumbler rerolls and places at least one die, they may Chicken Out, if desired.

Are reroll cubes limited by the number of provided components? No. If the players run out of reroll cubes, use a suitable replacement.

Advanced Betting Cards

Advanced betting cards offer a greater variety of betting options, including betting directly against other gamblers or that a particular outcome will not happen.

Some advanced betting cards also feature a kicker bet (on the b side). Kicker bets require additional conditions, making them less likely to occur, but offering greater payouts.

Advanced Setup: Return the standard betting cards to the game box. Place advanced betting cards around the skull board according to the chart below, with either side face up. The players may randomly select which cards to play with or select them based on personal preference.

Players2-45-67-8*
Jackpot Cards223
Side Cards223
Out Cards244
TOTAL6810

*Games with seven or eight players require the 7-8 player expansion to play.

Advanced Betting Rules

  • Each gambler may place a single bet on each advanced betting card.
  • Some advanced betting cards have a stop level. Once the tumbler has placed dice at the indicated stop level or higher, bets can no longer be placed on that card.

Example: Steven, the tumbler, places a die on level 4 (eyes). Isaac, a gambler, can no longer place a bet on the Perfect Proportions betting card.

Addition / Multiplication Payouts: Most payouts on advanced betting cards include an addition or multiplication modifier. This modifier can increase the payout by adding/multiplying it by the number of opposing bets placed on the card.

  • Multiplication payouts award 0 gears if there are no opposing bets!
  • When calculating opposing bets, kicker bets and their adjacent paired bet are considered one group.

Example: Advanced betting card 28b is in play. Claire (blue) bets on Tumbler's Triumph. Isaac (Red) and Steven (Purple) bet on Dragul Bust. Keith (green) bets on Pick n' Bust.

1. Addition Example: The tumbler ends their turn in a Bust Out after using the Pick a Nose reroll action. The Dragul Bust bet and the Pick n' Bust bet pay out.

Isaac bet on Dragul Bust first, so he collects 5 gears + 1 gear for Claire's opposing bet for a total of 6 gears.

Steven bet on Dragul Bust second, so he collects 3 gears + 1 gear for a total of 4 gears.

Keith collects 10 gears for the successful Pick n' Bust kicker bet. Claire's bet on Tumbler's Triumph does not pay out.

2. Multiplication Example: Suppose instead the tumbler ends their turn in a Double Out. The Tumbler's Triumph bet pays out.

Claire collects 3 gears x 3 for Isaac's, Steven's and Keith's opposing bets for a total of 9 gears.

Isaac's, Steven's, and Keith's bets do not pay out.

Standard Bets

Standard bets appear on both standard betting cards and advanced betting cards, as referenced in the rightmost column. Each standard betting card shows two different standard bets.

BetDescriptionBetting cards
Pick n' BustCollect gears if the tumbler takes the Pick a Nose reroll action at least once and ends their turn in a BUST OUT.1, 28b
Mad NargashCollect gears if the tumbler ends their turn in a GEM OUT with only [skull] dice on the skull board. Tumbler Jackpot Payout: 5 gears per [skull] die placed.1, 6a, 6b
Grim GrinCollect gears if the tumbler ends their turn in a RUN OUT after placing dice only on the first and second levels (teeth) on the skull board. For advanced bets (12a & 12b), bets cannot be made on this betting card once a die has been placed on the third level (nose). Tumbler Jackpot Payout: 3 gears per [1] or [2] die. Wild ([skull]) dice do not pay out. (Stop level: nose.)2, 12a, 12b
Emerald SkullCollect gears if the tumbler ends their turn in a DOUBLE OUT with a FULL SKULL. [Three dice on the first and/or second levels (teeth), one die on the third level (nose), two dice on the fourth level (eyes), and one die on the fifth level (gem)]. Requires seven dice. Tumbler Jackpot Payout: 30 gears2, 8a, 8b
Busted FowlCollect gears if the tumbler ends their turn in a BUST OUT or CHICKEN OUT.3
Final JewelCollect gears if the tumbler ends their turn in a GEM OUT.3, 22a, 22b
Empty HandsCollect gears if the tumbler ends their turn in a RUN OUT.4, 24a, 24b
Empty n' ShinyCollect gears if the tumbler ends their turn in a DOUBLE OUT.4, 26a, 26b

Advanced Jackpot Bets

The b side of each advanced jackpot betting card features a kicker bet for more betting options.

BetDescriptionBetting cards
Nargash's WoeCollect gears if the tumbler does not end their turn in a Mad Nargash (GEM OUT using only [skull] dice).6a, 6b
Nargash's GambleKicker Bet: In addition to achieving the Mad Nargash configuration, the tumbler places at least five [skull] dice.6b
Cracked CraniumCollect gears if the tumbler does not end their turn in an Emerald Skull (DOUBLE OUT with a FULL SKULL).8a, 8b
Legendary Emerald SkullKicker Bet: In addition to achieving the Emerald Skull configuration, the tumbler places no [skull] dice. Tumbler Jackpot Payout: 40 gears8b
Scarred FaceCollect gears if the tumbler ends their turn in a GEM OUT with exactly one die on each level. Requires five dice. Tumbler Jackpot Payout: 20 gears10a, 10b
Denied VisageCollect gears if the tumbler does not end their turn in a Scarred Face (GEM OUT with exactly one die on each level).10a, 10b
Gnarled FaceKicker Bet: Collect gears if the tumbler ends their turn in a DOUBLE OUT with exactly one die on each level. Requires five dice. Tumbler Jackpot Payout: 25 gears10b
Fractured TusksCollect gears if the tumbler does not end their turn in a Grim Grin. (RUN OUT with only dice on the first and/or second levels).12a, 12b
Toothless TumbleKicker Bet: The tumbler places no dice on the first or second levels (teeth). Unlike other bets, the payout for this bet is two or one reroll cubes.12b

Advanced Side Bets

BetDescriptionBetting cards
Wild BonesCollect gears based on the number of [skull] dice the tumbler places on the skull board. The ranges of each bet overlap one another, so multiple bets may pay out.14a
Tombstone TallyCollect gears based on whether the tumbler places an odd or even number of [skull] dice on the skull board. Zero [skull] dice is considered even. Kicker Bet: The tumbler places no [skull] dice.14b
Incessant PickerCollect gears based on how many times the tumbler takes the Pick a Nose action.16a
Ocular InventoryCollect gears based on the number of dice the tumbler places on the fourth level (eyes) of the skull board. Bets cannot be made on this betting card once a die has been placed on the fourth level (eyes). (Stop level: eyes.)16b
Sniffing SupplyCollect gears based on the number of dice the tumbler places on the third level (nose) of the skull board. Dice that are removed from the skull board by taking the Pick a Nose action do not count. Bets cannot be made on this betting card once a die has been placed on the fourth level (eyes). (Stop level: eyes.)18a
Perfect ProportionsCollect gears based on whether the tumbler places an odd or even number of dice on the third level (nose). Zero dice is considered even. Bets cannot be made on this betting card once a die has been placed on the fourth level (eyes). Kicker Bet: In addition to the Even outcome, the tumbler places no dice on the third level (nose). (Stop level: eyes.)18b
Bite AlignmentCollect gears if the tumbler places more dice or the same number of dice on the first or second levels (teeth). Zero dice on both the first and second levels is considered the same number of dice. Bets cannot be made on this betting card once a die has been placed on the third level (nose). (Stop level: nose.)20a
Strange SmirkCollect gears based on the number of dice the tumbler places on the first and second levels (teeth) combined. Bets cannot be made on this betting card once a die has been placed on the third level (nose).

Advanced Out Bets

BetDescriptionBetting cards
Lost GemstoneCollect gears if the tumbler does not end their turn in a Final Jewel (GEM OUT).22a, 22b
Wild CrystalKicker Bet: Collect gears if the tumbler ends their turn in a GEM OUT with a [skull] die placed on the fifth level (gem).22b
Feeble FingersCollect gears if the tumbler does not end their turn in an Empty Hands (RUN OUT).24a, 24b
Broken LimbsKicker Bet: Collect gears if the tumbler does not end their turn in a RUN OUT and has at least two dice remaining in their dice pool.24b
Botched GemCollect gears if the tumbler does not end their turn in an Empty n' Shiny (DOUBLE OUT).26a, 26b
Ocular SkullKicker Bet: Collect gears if the tumbler ends their turn in a DOUBLE OUT and has two dice on the fourth level (eyes).26b
Tumbler's TriumphCollect gears if the tumbler does not end their turn in a Dragul Bust (BUST OUT).28a, 28b
Dragul BustCollect gears if the tumbler ends their turn in a BUST OUT.28a, 28b

Full Skull

Some bets refer to a Full Skull. A Full Skull is a special configuration of dice on the skull board. It requires seven dice – three dice on the first and second levels (teeth) in any combination, one die on the third level (nose), two dice on the fourth level (eyes), and one die on the fifth level (gem).

Goblin Etiquette

Tempers tend to run hot among the residents of Kulbak Prison, so there are a number of generally accepted rules regarding timing that are hard to express precisely. These rules are critical for players to understand so that everyone feels like they had a fair shake, even if they don't win every dispute.

Timing: The tumbler should give the gamblers a reasonable amount of time to place bets. Grabbing and rolling the dice as quickly as possible in an attempt to deny the gamblers an opportunity to bet is outside the spirit of the game. The tumbler does not, however, have to wait for each gambler to explicitly decline the opportunity to bet. If a gambler is distracted or is indecisive about their bet, it is entirely up to the tumbler whether to accommodate that gambler or keep the game moving along.

Invalid Bets: If a player places their betting marker on a bet that is technically impossible or would have no payout, they should be reminded of the situation and be allowed to retrieve their marker. This does not apply to bets that become impossible after the betting marker is placed.

Simultaneous Bets: In the case of near-simultaneous bet placements, the gamblers involved should work out their order of arrival. For example, an earlier gambler might yield their spot to a later arrival who had to reach much farther to place their betting marker. In any event, the gambler who ends up not getting the first placement is allowed to withdraw their betting marker for reconsideration. In the rare event that gamblers are unable to resolve a placement conflict, the tumbler makes the final decision as to the order of arrival.

Wild Hands: It is permissible to use both hands to place bets, but outside of the process of placing a bet, using hands or other body parts to interfere with another gambler's betting marker placement is not allowed. Sharpening one's fingernails in order to inflict physical harm while placing bets is also considered bad form.

Gamblers are permitted to exchange insults, knowing glances, and questionable strategic advice with each other, but exchanging gear tokens or reroll cubes in not allowed.

Solitary Mode

You've been cornered by two of the most cutthroat gamblers in Kulbak! The goblin Vrax is famed as the ruthless leader of the Fighting 87th, and Kur the Red has a fearsome reputation as boss of a bloodthirsty gnoll gang, the Siege Breakers. Vrax pulls a set of dice from her pouch, and Kur opens his bag of gears with a twisted grin. Looks like they've come to challenge you for your stash!

Vrax and Kur the Red are the opposition. They do not take turns as the tumbler. You have a limited number of turns to earn gears while attempting to prevent Vrax and Kur the Red from collecting on their bets as gamblers.

Advanced betting cards are not used in solitary mode. Additionally, Vrax and Kur the Red share a collection of gear tokens.

Solo Setup

Set up the game in the same way as a three-player game, with the following changes:

  • Reserve two red betting markers and one yellow betting marker for the opposition.
  • Give 40 gears to Vrax and Kur, leaving 80 gears in the supply.
  • Shuffle the opposition cards and place them face down near the skull board to create the opposition deck.

Solo How to Play

Take turns, playing as the tumbler every round:

  1. BUY DICE – Choose how many dice to roll.
  2. OPPOSITION BETS – Reveal the top card from the opposition deck and place Vrax and Kur's betting markers on the indicated bets based on the number of dice in your dice pool.
  3. TUMBLE – Complete the Tumble Phase as normal, skipping the Allow Bets step.
  4. PAYOUT – Complete the Payout Phase as normal. For gambler payouts, award gears to Vrax and Kur for their successful bets.

Solo Game End

If the supply of gears is depleted during the Payout Phase or the opposition deck is exhausted at the end of the Payout Phase, the game is over. If the opposition deck is exhausted, award Vrax and Kur all gears remaining in the supply.

If you have more gears than Vrax and Kur, you win! Otherwise, you hang your head in shame as you walk back to the cell block. The leaders of Kulbak prison have come out ahead this time.

Adjusting Difficulty During Setup

  • For a more challenging game, reduce the number of cards in the opposition deck.
  • For an easier game, reduce the number of gears given to Vrax and Kur.

Setup Reference

Gear Token Supply

PlayersGears
2 Players80
1 or 3 Players120
4 Players160
5 Players200
6 Players240
7 Players*280
8 Players*320

Advanced Betting Cards

PlayersJackpot CardsSide CardsOut CardsTotal
2-42226
5-62248
7-8*33410

*Requires the 7-8 player expansion.

(Stop level: nose.)
20b