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Galaxy Dice EX

Galaxy Dice EX Rulebook

Table of Contents

Table of Contents

  • Core Gameplay Element
  • Game Setup
  • A Players Turn
    • Tackle a Stage
    • Rush a Boss
    • Boss Dice
  • Arcade Tokens
  • Game Over
  • EX Game Modes
  • Journey Mode Rules
    • Claiming a Bonus Stage
  • Capsule Mode Rules
  • Hacked Rom Mode Rules
    • Acquiring and Using Glitches
  • Dark Energy Mode Rules
  • Ace Pilot Mode
    • Charge Your Weapon
  • Nexus Soul Mode
    • Facing the Nexus Soul
  • Nemesis Mode
    • Nemesis Approaches
  • Kickstarter Exclusives
    • Chroma Ghost
    • Phoenix Core
  • Last Fighter Solo Mode
    • Your Turn
    • Game Over

Core Gameplay Element

Galaxy Dice uses a "Push-Your-Luck" dice mechanic that hinges on the concept of 3 Lives. Ship Dice (Black) have the following sides.

Ship Dice faces: Missile, Plasma, Spray, Wave, Explosion, 1Up.

The first 4 symbols are Weapons and are the targets you want to match on the various Stage cards and Boss cards. Explosions and 1Ups determine how successful you can be towards matching Weapons to Stage cards and Boss cards.

Game Setup

While this version of Galaxy Dice has multiple modules, these rules will start by focusing on the base game. To begin, find and shuffle the 48 Stage cards to form the Stage Select deck. Place this within reach of all players. Reveal 4 Stage cards in a row to the right of the Stage Select deck. Next, create 4 stacks of the identical Boss cards above the Stage cards. Include 1 of each Boss card for every player.

Place the Arcade Tokens, Ship Dice (black) and Boss Dice (blue) within reach of all players. Give each player 3 Arcade Tokens and a Strategy Guide. Finally, randomly select a starting player.

A Players Turn

At the beginning of your turn, gather 7 dice (this is your die pool). Initially, these will all be Ship Dice but as you defeat Boss cards, you can swap out Ship Dice for Boss Dice. You then decide whether you want to "Tackle a Stage" or "Rush a Boss."

Tackle a Stage

Should you take this action, you have 3 rolls to attempt to acquire 1 of the Stage Cards. Before rolling, you can decide if you want to "Cycle the Stages". (Reference Arcade Tokens section)

After each roll, you can decide if you want to save any Weapons or 1Ups to the side. Any Ship Dice set aside can be moved back into the die pool before rerolling.

Explosions cannot be rerolled and signify a Lost Life unless a 1Up is also rolled to cancel the Explosion.

If you roll 3 Explosions that cannot be cancelled by 1Ups (3 lost lives), your turn is over. You cannot spend Arcade Tokens to reverse this end state.

Your goal is to successfully roll all of the Weapons on 1 of the Stage cards. If you can, you claim the Stage card and place it in front of you (in a pile, sorted by Stage type). You can only defeat 1 Stage card per turn.

If you roll 3 Explosions or fail to match a Stage card after 3 rolls, receive 2 Arcade Tokens and pass your turn.

Rush a Boss

Should you take this action, you must declare the Boss card you want to attempt to defeat. This Boss card must have at least 1 matching Stage Card in your defeated pile and cannot be the same Boss card you previously defeated. Each matching Stage card is worth 1 roll against the Boss card. You can only defeat the Boss card you declared and only 1 Boss card per turn.

If you fail, receive 2 Arcade Tokens. You may rush the same Boss card again on a later turn. If you succeed, 2 things happen. First, gather the matching Stage cards and the defeated Boss card and turn this pile over to show the victory side. From now on, you may substitute 1 of your Ship Dice with a Boss Die on future turns. Second, for the remainder of the game, you can no longer defeat Stage cards of the same type of your defeated Boss card.

Boss Dice

Most of the faces are Weapon doublers that can stand as 2 of the same Weapon on a Stage card or Boss card. The Wild Weapon can match any Weapon on a Stage card or Boss card. Boss Dice can only be applied to a single Stage card or Boss card.

Boss Dice faces: Double Missile, Double Plasma, Double Spray, Double Wave, Wild Weapon, Explosion.

Arcade Tokens

At the beginning of the game, and as the game progresses, you will acquire Arcade Tokens. These help you break the rules in various ways. Arcade Tokens are not meant to run out, but they could run out. If they run out feel free to use other tokens or coins.

  • Continue: Spend an Arcade Token(s) to add a rolled Explosion(s) to your dice pool.
  • Second Wind: Spend an Arcade Token for an additional roll against a Stage card.
  • Cycle: Spend an Arcade Token to discard the lineup of 4 Stage cards. Place the discarded Stage cards below the deck and draw 4 new Stage cards. Limit once per turn.
  • Strike the Core: Spend 2 Arcade Tokens for an additional roll against a Boss card.

Game Over

When you defeat your third Boss card, you trigger the end game. All other players play a final turn.

Once turns are finished, you and the other players count the total number of points on the Stage cards and Boss cards you have collected. Points are found on the upper left corner of the cards. The player with the highest total points wins. In the case of a tie, count the left over Arcade Tokens. If still tied, flip an Arcade Token to determine a winner.

EX Game Modes

The Deluxe Version of Galaxy Dice features a bunch of variants, referred to as modes, to add to the base game to add variety and complexity. As you add these modules, each player receives a Galaxy Dice EX Strategy Guide as a reminder for the various rules you're adding. Add as many or as few variants as you want.

Journey Mode Rules

During the Game Setup, add the 10 Bonus Stage cards to the Stage Select deck. During the game, if a Bonus Stage card is drawn, place it to the right of the 4 Stage cards. Multiple Bonus Stage cards may be stacked. You can only claim the top Bonus Stage card.

Claiming a Bonus Stage

A Bonus Stage card can only be acquired in addition to a Stage card. You must be able to claim the Bonus Stage card with dice not used on the Stage card. If this condition is met, you can claim both cards. You also receive the number of Arcade Tokens pictured below the points on the Bonus Stage Card.

Capsule Mode Rules

During the Game Setup, shuffle the 16 Power Capsule cards and place them, face-down, to the right of the Boss cards. If you fail to defeat a Stage card or Boss card, you receive 2 Arcade Tokens as well as a Power Capsule card you keep face-up. Power Capsule cards can be used anytime during your turn. If you have any unused Power Capsule cards at the end of the game, each is worth its listed point value.

Hacked Rom Mode Rules

During the Game Setup, shuffle the 6 Glitch cards and place them in a face-up stack to the left of the Stage Select deck. You can only acquire the top Glitch card.

Acquiring and Using Glitches

All 6 Glitch cards require you to roll 5 matching results to acquire. When you accomplish this, you receive and place the Glitch card in front of you. Weapon doublers on a Boss Die only count as a single Weapon. Once per turn, you can use the Glitch card's ability.

Glitches you have claimed may be stolen by another player if that player can roll 5 matching results. If you have a Glitch card at the end of the game, it is worth its listed point value.

Dark Energy Mode Rules

During the Game Setup, shuffle the 6 Dark Energy Effect Matrix cards. The top card is set to the left of you and should read "Dark Energy" along its top. The bottom card is set to the right of you and should read "Effect Matrix" along its top. Return the unused cards to the box.

At the beginning of each round, roll a Ship Die and put the purple glass bead on the matching symbol. You and the other players are affected by this effect for the round. If an effect references "Toxic", your turn ends with 2 Explosions rather than 3.

Ace Pilot Mode

During the Game Setup, roll a Ship Die to select your Ace Pilot (match the rolled Weapon with the Ace Pilot's Weapon). If you roll a 1Up or Explosion, pass the die to the next player. This continues until every player has an Ace Pilot, which they place in front of them.

Charge Your Weapon

At the end of your turn, rather than defeat a Stage card or Boss card, you can Charge your Weapon by counting the number of weapons rolled that match your Ace Pilot's weapon. You receive an Arcade Token for each match. The Arcade Tokens are placed on your Ace Pilot.

On future turns, you can spend these Arcade Tokens as substitutes for a rolled Weapon (in addition to your dice roll). Multiple Charges can be used per turn. You can re-charge your Weapons at any time (rather than defeating a Stage card or Boss card). You must roll more matching Weapons than your current Charge level to increase Charge level. You can only Charge as many Arcade Tokens as the current roll. Any Charges leftover at the end of the game are worth 100 points each.

Nexus Soul Mode

Note that Nexus Soul mode extends the game. Set the shuffled Nexus Soul bosses left of the rest of the bosses.

Facing the Nexus Soul

To face the Nexus Soul Boss card, you will need to defeat other Boss cards. Each Boss card you defeat will grant you 1 roll against the Nexus Soul Boss card. You cannot use more than 2 Boss Dice. You cannot pay Arcade Tokens to reroll Ship Dice or Boss Dice. You can only defeat 1 of each Boss type. Defeating the Nexus Soul Boss card triggers the end game.

Nemesis Mode

During Game Setup, shuffle the 4 Nemesis cards into the Stage Select deck. When drawing the initial 4 Stage cards, if a Nemesis card is drawn, shuffle it back into the Stage Select deck. Also, shuffle the 16 Power Capsule cards and place them, face-down, to the right of the Boss cards.

Nemesis Approaches

If a Nemesis card is drawn, place 6 Arcade Tokens on the Nemesis card. Until this Nemesis card is defeated, you and the other players cannot defeat Stage cards.

To defeat the Nemesis card, you want to match as many of your Ship Dice to the Weapon on the Nemesis card. You claim an Arcade Token from the Nemesis card for each matching Weapon. If you claim the last Arcade Token, you also claim the Nemesis card, which is worth points. While this mode is in play, Power Capsule cards can be bought for 5 Arcade Tokens.

Kickstarter Exclusives

As a thank you to all our Kickstarter Backers, an additional Boss and an additional game mode has been included in the game.

Chroma Ghost

The Chroma Boss card is set next to the other Boss cards during play. To rush the Chroma Boss Card, you need to tackle at least 1 Stage card of any type. For each different Stage card type you have defeated, you gain 1 roll when rushing the Chroma Ghost Boss card. The Chroma Ghost Boss card requires all 7 dice to defeat - 1 of each weapon and 3 of any weapon.

When defeated, the Chroma Ghost Boss card does not unlock a Boss Die. However, it does count towards the end game trigger of 3 defeated Boss cards.

Phoenix Core

The Phoenix Core card is set next to the Arcade Tokens in the center of the table. You gain the Phoenix Core card if you roll 3 Explosions that cannot be cancelled by 1Ups. If another player gains the Phoenix Core card before your next turn, the Phoenix Core card is passed to that player.

During your following turn, if you are still in possession of the Phoenix Core card, Explosions can be rerolled without requiring 1Ups to cancel them. Also, your turn cannot end via 3 rolled Explosions. The Phoenix Core is returned to the center of the table after your turn ends.

Last Fighter Solo Mode

To play Galaxy Dice solo, the majority of the game remains the same. However, you have a limited number of chances to go as far as you can into the game.

During the Game Setup, shuffle the 48 Stage Cards to form a Stage Select deck. You begin with 30 Arcade Tokens with which to play. Optionally, you may add Bonus Stage cards to the Stage Select deck. Defeating Bonus Stage cards will award Arcade Tokens.

Your Turn

At the beginning of your turn, if you "Tackle a Stage", spend 1 Arcade Token. If you "Rush a Boss", spend 2 Arcade Tokens. If you fail to defeat a Stage Card or Boss Card, you do not receive 2 Arcade Tokens. You may use your Arcade Tokens to break the rules.

If you manage to defeat a Boss card, claim the Boss card and unlock a Boss Die (limit 2). You will receive the number of Arcade Tokens equal to the number of Stage cards you defeated that match the type of the defeated Boss card. In the Stage Select queue, you discard any Stage cards of the same type of a defeated Boss card.

Game Over

If you have no Arcade Tokens to continue playing, or if you have defeated all 4 Boss cards, count up your points. Left over Arcade Tokens are worth 100 points each.