Kingdom of Dice
Kingdom of Dice Rulebook
Table of Contents
Table of Contents
Goal of the Game
Each day, players roll dice to obtain a valid result. If successful, they place one of their markers on the board. At the end of each day, according to the position of their markers, they meet inhabitants of the kingdom who earn them points. At the end of the third day, the player who has accumulated the most points wins the game and becomes the new king of the Kingdom of Dice.
Components
- 1 board
- 20 Crown markers (5 in each of 4 colours)
- 6 Kingdom Dice (faces: 1 to 5, and a crown)
- 21 Influence cards (the King, Queen and Chancellor cards are special; their backs are identical, which lets you tell them apart easily from the other cards. Card fronts and backs differ.)
- 1 Mischievous Cat figurine (for solo mode)
Setup (for 2-4 players)
The setup and rules of solo mode are described at the end of these rules.
- Place the board in the middle of the table. Separate the Chancellor, Queen and King cards from the other Influence cards.
- Shuffle the rest of the Influence cards face down and place the draw pile within reach.
- Each player takes the Crown markers of one colour.
- The player whose name is the most fitting for a monarch becomes the first player and lays the six dice in front of them. (You may also choose the first player randomly or by your usual method.)
How to Play
The game is played over three days (called "rounds").
Round Setup
At the start of each round, reveal six Influence cards from the draw pile. In the first round, add the Chancellor to the six other cards; in the second round, add the Queen; and in the third round, add the King.
Arrange the seven Influence cards in a column next to the board, in decreasing order of points, placing the highest card at the top, near the castle, and the lowest at the very bottom.
Example, first round (illustrated in the manual).
Playing a Round
Play proceeds clockwise, player by player, until seven Crown markers have been placed on the board.
1. On your turn, roll the six dice. The following rules apply:
- After each roll, you must set aside at least one die and may, if you wish, set aside more. These dice can no longer be rerolled.
- After setting aside one or more dice, you may choose to reroll the remaining dice or to stop there.
We advise you to roll your dice in the box lid! Set them aside by taking them out of the lid.
2. If you have no dice left or if you chose to stop rolling, check whether the dice you set aside form a valid result. A result is valid if all of the following conditions are met:
- At least one crown must be present.
- At least one number must be present and you must respect the numerical conditions.
Numerical conditions
- You may have as many 1s as you like in your result.
- If 2s are present, there must be at least two of them.
- If 3s are present, there must be at least three of them.
- If 4s are present, there must be at least four of them.
- There cannot be more than one 5.
3. If the result is valid, calculate its value. The value of a valid result is equal to the total of the numbers, multiplied by the number of crowns on your dice. Dice that were not set aside are not included in the result. Then place one of your Crown markers on the corresponding space of the board.
Example: Value of the result = (1+2+2) x 2 = 10
- If the space is already occupied, place one of your Crown markers on the next lower available space.
- If no lower space is free, your result is declared invalid.
Purple gets a result of 10, but space 10 is already occupied, so they must place their Crown marker on the previous space. Space 9 being taken, they place their marker on space 8.
4. If your result is not valid, your turn ends without you placing a Crown marker. You may also choose not to use a valid result to place a Crown marker if you are not satisfied with the result.
Your turn is now over. The player to your left starts their turn!
Example 1
Step 1 You roll the dice and decide to set aside 3, 3 and crown.
Step 2 You reroll the three remaining dice and decide to set aside 3, 3.
Step 3 If you choose to stop rolling at this point, the total value will be (3+3+3+3) x 1 = 12. The remaining die will not be included in your result. Otherwise, you can reroll the last die in the hope of getting a better result.
Example 2
Step 1 On a later turn, you roll the dice and decide to set aside 1, 5, crown, crown. If you stop here, your value will be (1+5) x 2 = 12.
Step 2 You reroll the two remaining dice; they both show a 5. At least one die must be set aside, but doing so means the result then includes at least two dice showing a 5. The result will therefore be invalid, whatever your decision. Your turn ends without you placing a Crown marker.
End of a Round
A round ends when seven Crown markers are present on the board. Alternatively, the round ends when a player places their fifth Crown marker, although this is rare.
At the end of the round:
Once the round is over, the player with a Crown marker on the highest result takes the Influence card worth the most points, then takes back their marker. Proceed in this way in decreasing order until all the cards have been distributed and all the markers have been retrieved.
In the rare cases where fewer than seven Influence cards are collected, remove the remaining cards from the game. Players keep their collected Influence cards face down.
Then proceed to the next round. The player to the left of the one who ended the round starts playing.
End of the Game and Winner
The game ends after three rounds, when all the Influence cards have been used up.
Each player totals the points on their Influence cards. The player with the highest score wins. In case of a tie, the player holding the Influence card with the highest value wins. If the tie persists, compare the second highest card, and so on.
Solo Mode
The news of the contest has travelled far, well beyond the borders of the kingdom. It has reached the ears of a singular character, the Mischievous Cat. Beneath his apparent cuteness lie his true intentions, but you are not fooled: this cat is a tyrant in the making! You seem to be the only one to see through his furry game. Stop him and win the contest in his place! But beware, even if you beat him once, he will come back stronger and more determined to take control of the whole kingdom.
In this solo game mode, you face the Mischievous Cat.
Set up the game as usual, but assign a colour to the Mischievous Cat. Place the Mischievous Cat figurine and its Crown markers next to the board. Choose a difficulty level by referring to the back of the figurine and place the Mischievous Cat's Crown markers on the spaces indicated on the board (for example, Level 1: spaces 5, 10, 15).
Take your turns one after the other as usual. However, if your result is invalid, you must set aside one of your Crown markers. Consequently, a round ends either when seven Crown markers are on the board, or after 5 turns, once you have used all your markers.
At the end of each round, distribute the Influence cards normally, between you and the Mischievous Cat. However, do not retrieve the Mischievous Cat's Crown markers. They stay on the board until the end of the game. At the end of the game, check whether you have won against the Mischievous Cat.
We advise you to start with the first level. When you beat the Mischievous Cat at a low level, progress to the next level until the final showdown, when the Mischievous Cat is at the height of his power!