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Play Me: Alice in Wonderdice

Play Me: Alice in Wonderdice Rulebook

Table of Contents

Table of Contents

  • Contents and Components
  • Rules of the Game
    • Object of the Game
    • How a Round Is Played
    • Actions
  • Optional Rules
    • Play Me
    • Challenge
  • The Coming of the Jabberwocky
    • Object of the Game
    • How the Game Is Now Won

Contents and Components

  • 6 Character cards (two-sided: the Admiring side, with a helper ability, and the Mad side, with a hindering ability).
    • All the information for a character is printed on its card.
    • Each player chooses a character, places their card in front of them Admiring side up, and takes the six dice of the matching colour.
  • 36 dice in 6 colours.
  • 1 round token (two-sided: White Rabbit / Jabberwocky).
    • Place the token in the centre of the table with the White Rabbit side up.
    • One side of the token shows the White Rabbit that you are trying to catch. The other side shows the dreadful Jabberwocky, the great enemy of the game.
  • 1 square help card.

Rules of the Game

Object of the Game

To win, you must catch the White Rabbit first!

You must roll your dice furiously as many times as needed to be the first to build a numerical sequence of dice (1, 2, 3, 4, 5, 6) and catch the Rabbit!

How a Round Is Played

The strangest player signals the start of the round by calling out "Play Me!".

At that moment, the players begin rolling their dice simultaneously, again and again, without waiting for the other players. Each time a player rolls their dice, they may carry out one (and only one) of the following actions:

  • ADVANCE
  • BLOCK
  • UNBLOCK

To win a round, a player must build a sequence of dice from 1 to 6 and touch the White Rabbit token.

When a player wins a round:

  • They turn their Character card over to its Mad side.
  • All players return their dice to their hand, and a new round begins.

A player wins the game if they win two rounds: one with their Admiring side up... and one with their Mad side up!

Actions

The dice sequence must be completed in order: from 1 to 6, die by die. You may not skip intermediate numbers and add them later, nor use more than one die at a time, unless a character ability allows it.

  • ADVANCE You take one of the dice you rolled and place it on your card, building your sequence in the order described above.

  • BLOCK To block an opponent, you choose one of the dice you rolled and place it on an opponent's card, on top of their sequence, provided that it is the number that matches the opponent's sequence at that moment.

  • UNBLOCK To unblock yourself, you must choose one of the dice you rolled that has the same number as the die that is blocking you. Return the die that blocked you to your opponent, and take back the die you used.

It is important to announce your actions loudly and clearly.

  • At each roll of the dice you may take only one action.
  • For each action you may use only one die.
  • A player cannot be blocked by more than one die.
  • If a player runs out of dice because their last die was used to block an opponent, they may take it back in order to keep playing.
  • If a player advances and is blocked at the same time, it is as if nothing happened, and both players take their dice back into their hand.

Translator's note: the printed rule on running out of dice ("μπορεί να το ξαναπάρει", "may take it back") does not name the die explicitly. It is rendered here as printed.

Optional Rules

Play Me

When a player wins a round, they must call out "Play Me!".

The other players must then touch the token in the centre of the table. The player who touches it last turns their card to its Admiring side and loses that card's ability for the next round.

Challenge

Players must play at least once with each character. The player with the greatest number of wins wins the game.

The Coming of the Jabberwocky

The following verse is printed in the Greek document as part of the Jabberwocky rules. It is reproduced here in English translation.

When the last of you can no longer bear the madness, the Jabberwocky will come to destroy you. It hears every fear of yours, and your hidden passions, and takes the soul of whoever is last to lose their mind. It emerged from nightmares, and there it will return, but it will not rest until it has imprisoned you all. The Jabberwocky has arrived, and hope is fading, and no one will be allowed to leave Wonderland any more.

If all the Characters have their cards turned to the Mad side, the White Rabbit token is turned over to its other side. The last player who won a round is transformed into the Jabberwocky.

That player takes the Jabberwocky power card and places it next to their card. All the other players turn their Character cards back to the Admiring side.

Object of the Game

Players can now win as a team, or alone*, while the Jabberwocky will win if all the Characters become Mad.

How the Game Is Now Won

The Jabberwocky wins the game if all the Characters have their Mad side of the card face up.

Whenever the Jabberwocky wins a round, it chooses a player and turns that player's Character card to its Mad side. That player can no longer betray* their fellow players.

Whenever a player wins a round, their card stays with its Admiring side up. The team must collect as many wins as there are players in order to beat the Jabberwocky.

*individual victory: BETRAYAL!

When a player wins a round, they may, if they wish, betray their fellow players by turning their Character card to its Mad side and upside down (head pointing down). From then on, they can win the game alone by winning one more round.

The Jabberwocky keeps the Admiring side ability of the Character card it was transformed from.