King of the Dice: The Magic Guild
King of the Dice: The Magic Guild Rulebook
Table of Contents
Table of Contents
Components and Setup
The Magic Guild consists of 12 cards: 2 penalty cards and 10 character cards. They can be recognised by the Magic Guild symbol printed on them.
Before the first game, sort out the twelve cards of the Magic Guild and place them in the box. They are only needed for the advanced variant.
Advance Variant
Mastered the basic game and craving more? Then, during setup, shuffle the Magic Guild cards into the corresponding stacks.
The Magic Guild
This troupe of magical beings rarely leaves their shadowy castle. But apparently, staring into the crystal ball all day has grown a bit too dull. So now they're cautiously mixing with the new citizens - curious and full of strange, magical talents in their bags.
But make sure they follow their own rules, because they are restless and never stay in one place for long.
Magic Guild Map Overview
Dubious Villain
Effect: When it's your turn again and this card is on top of your kingdom stack, you may only roll the dice twice instead of three times during this turn. So in this case, scoring takes place after the second roll at the latest.
Sneaky Siren
Dice totals by color must decrease across the row from left to right.
Effect: If you receive this card, you must immediately give the top villain from the penalty card stack to another player. They must place it face-up on their kingdom pile.
(The printed page shows a second dice arrangement beside this card, labelled "You can also:". Its dice are illustrated only and are not described in the text.)
Mighty Fairy Queen
The number of dice on the card needs to show the pictured colors.
Effect: If you get this card, you may also take the village card above it. This card also counts as a fairy card (see description of Busy Fairy).
Wise Fortune Teller
The sum of all six dice must match one of the two specified values.
Effect: If you get this card, you also draw one card from the draw pile as a bonus and place it at the top of your kingdom pile.
Note: If the bonus card has an effect, it will also be triggered, if possible.
Miraculous Alchemist
The number of dice pictured on the card needs to show the pictured numbers.
Effect: At the end of the game, you may convert one villain or dragon in your kingdom stack into a positive card of equal value (e.g. a '-2' villain would then count as two plus points instead of minus two).
Cunning Con Artist
The number of dice in each color must be equal - ignore the individual die values.
Effect: If you get this card from the display, you must swap it with another person's top card from the kingdom deck.
Note: If the exchanged card has an effect, you must trigger it if possible.
Transcriber's note: the rulebook states that the Magic Guild has twelve cards (2 penalty cards and 10 character cards), but the English section describes and illustrates only the six cards above. The other six Magic Guild cards are not described in the English text, so their rules are not reproduced here.