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Sonic the Hedgehog: Dice Rush

Sonic the Hedgehog: Dice Rush Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Components
  • Setup
  • Game Sequence
  • End of Game

Introduction

Speed is what Sonic is all about, and in Sonic the Hedgehog Dice Rush, you and up to 3 friends take part in a real-time race to build the best Sonic the Hedgehog level ever seen. Everyone rolls the dice at the same time to get the results on the cards with which you create sections of a given level in a classic 2D Sonic race. Act fast, since some sections will give you extra points, while others will cost you extra effort!

Components

  • 64 Zone cards (Zona)
  • 4 Character cards (Personaje)
  • 16 Tortazo tokens (Fichas Tortazo)
  • 6 blue dice
  • 5 orange dice
  • 5 red dice
  • 5 pink dice

Setup

  1. Each player chooses which hero from the Sonic universe they want to play and places that Character card face up in front of them. Then they take the dice matching their character's colour. Each character has 5 dice, except Sonic, who gets 6 dice.
  2. Choose a game level. Take the 32 Zone cards of that level, with matching backs, and place them in the centre of the table.
  3. Remove the four Zone cards with the Sonic icon from the selected Zone deck. Shuffle the Zone deck and place it face down in the centre of the table.
  4. In a 3-player game, remove the Final Round card numbered "2" and 7 cards from the top of the Zone deck, and return them to the box. In a 2-player game, remove the Final Round cards numbered "2" and "3" and the first 14 cards of the Zone deck, and return them to the box. In a 4-player game, remove no cards.
  5. Place the remaining Final Round cards at the bottom of the Zone deck, in any order.

Game Sequence

  1. Place Zone cards: Draw a number of Zone cards equal to the number of players and place them face up in the centre of the table.

  2. Roll the dice and claim zones: At an agreed signal, such as "Three, two, one, Go!", the players begin rolling their dice simultaneously, as fast as possible. During this step, players may re-roll some or all of their dice as many times as they wish. When a player is satisfied with their dice, they claim a Zone card by placing their Character card on top of any Zone card that does not yet have a Character card. Once a player has claimed a Zone card, they can no longer roll their dice. Once all Zone cards except one have been claimed, the last player must immediately stop rolling and claim the last available Zone card.

  3. Resolve Zone cards: Starting with the player who claimed the first Zone card in this round and proceeding clockwise, each player carries out these two steps in order:

    • a) Score Zone card: The player checks whether they can score the Zone card they have claimed. To score a card, the player must have achieved the required results shown at the bottom of the card. (For example, a card that requires 2 pairs needs at least 2 equal pairs of dice. Therefore, two 2s and two 5s, or four 1s, can meet this requirement.) When a Zone card is scored, it is placed face up on the table in front of the player, to the right of any card previously placed, to create a continuous image. If a player cannot meet the requirements for the Zone card, the card is placed face down in that same spot, but the player neither adds nor subtracts any points from their total.

    NOTE: If a card has a "Free" ("Gratis") requirement, the player MUST score that card, even if it harms the player's score.

    • b) Defeat Baddies: If the player scored their Zone card, they may then try to defeat any Baddie (Malote) on their card. Baddies are worth -1 point at the end of the game, but a player can defeat a Baddie on their current card by using a 6 that they have not previously used to meet the normal requirements of that card.

End of Game

Players count the points of the face-up cards in front of them, adding 1 point for each Tortazo token and subtracting 1 point for each undefeated Baddie (Malote). The player with the highest score wins the game. If there is a tie, the player holding the Final Round card with the lowest number is the winner.

NOTE: Knuckles' special ability also allows him to use a 5 for this purpose.

When a Baddie is defeated, place a Tortazo token on the Baddie. Each Tortazo token cancels the Baddie's penalty and is itself worth 1 additional point at the end of the game.

  • Baddie = -1 point
  • Baddie with a Tortazo token = +1 point (the penalty is cancelled, and the token is worth 1 point)
  • Tortazo token (on its own) = +1 point
  • Resolve Zone cards: Once all players have finished checking their Zone cards, the current round ends. If Zone cards remain in the deck, the players begin a new round. Otherwise, the end of the game is triggered.