Grim
Grim Rulebook
Table of Contents
Table of Contents
How To Play
Setting up the game is simple —
Each player receives the following:
- 1 Grim Scorecard
- 10 green tokens
- 1 Grim Fate card
The remaining Grim Fate and Scorecards may be returned to the box.
The Grim Card should be placed in the center of the play area with Grim's Hand placed to the right and the Grim Decisions cards to the left (if you are playing with the Grim Decisions expansion, If not... return them to the box).
The 12 sided die should be placed within reach of all players. You may also want to place the "The Grim Die Numbers" reminder card where players can easily see it.
The 3 Grim Dice should be placed in front of the player who is going to roll first. You may choose who goes first by any method that you wish.
The Grim Dice
The Grim dice have 3 symbols:
- Red Grim - If you roll a Red Grim, grab a red strike token for each one you roll.
- Blue Grim - If you roll a Blue Grim, that die is frozen and must be removed from play for the remainder of your turn.
- Green Grim - If you roll a Green Grim, you can add one token to the total you intend to pay Grim at the end of your turn or add one token to your Grim Scorecard to save up to try your luck with Grim's Hand.
- 3 Strikes - If you accumulate 3 strikes, your turn is over and you must take 3 additional tokens from Grim as a penalty.
- Grim Decisions - If you are playing with the Grim Decisions Expansion then you have the option of drawing a Grim Decision card instead of taking 3 additional tokens. You must read this card out loud and take whatever penalty Grim has decided on the card for you to take.
- 3 Frozen Dice - Each time you roll a Blue Grim, that die is frozen and must be removed from play for the remainder of your turn. If you roll 3 Blue Grim, then your turn is over. There is no punishment for freezing all your dice.
- Pay Grim - At any time, after you have scored at least one point, you may choose to stop rolling and pay Grim one token for each Green Grim you have rolled during your turn or add them to the Grim's Hand portion of your Grim Scorecard.
You must continue to roll until you have rolled at least 1 Green Grim, 3 Red Grim, or 3 Blue Grim.
Grim's Hand
Grim's Hand is a strategic element of the game that allows you the opportunity to stop your opponents from running out of tokens by giving them some of your own. To access the Grim's Hand deck of circular cards, you must first save up 3 tokens (which you may do over multiple turns). Note: When you add tokens to your Grim Scorecard they may not be removed and turned into Grim unless they are the last tokens you have in your possession.
Once you place your 3rd token on your scorecard you must immediately draw a card from Grim's Hand and perform whatever action is on that card.
Any additional tokens you have to turn in when you place your third token on your scorecard must be turned in before you draw your card or they must be returned to your collection.
How to Duel
Dueling is one of Grim's favorite amusements. You will duel when drawing a duel card from Grim's Hand and when you face Grim.
When dueling with an opponent, you must first roll one of Grim's Dice to determine how many tokens the two of you are putting on the line, then you must each roll the 12-sided die included in the box. Highest roll wins.
Dueling Grim / Winning
The first player to turn in (or pawn off) all their tokens earns the right to face Grim in a duel.
To do this, Grim uses each additional player to give him the upper hand. Each player must roll the 12 sided die — the highest score becomes Grim's roll.
You have 3 attempts to roll a higher or matching score. If you tie, you must restart the duel. If you defeat Grim, then you become immortal and everyone else dies and must read their Grim Fate card aloud to share their eternal shame.
If you lose, however, you will be given 10 tokens from Grim and the game will continue until someone defeats him.