The Zorro Dice Game
The Zorro Dice Game Rulebook
Table of Contents
Table of Contents
Components
- 6 Zorro Dice
- 8 Hero Dice
- 6 Hero Tokens
- 16 Heroic Feats
- 7 Premium Equipment
- 22 Common Equipment
- 4 Scoundrels
- 4 Villains
Objective
Gather Equipment and Hero Dice by completing Heroic Feats and defeating Scoundrels to prepare yourself for the final battle against a powerful Villain. Whoever can defeat the Villain will win the game and become the next Zorro!
Setup
- Player Colors: Give each player a Hero Token.
- Scoundrels and Villains: Lay the Villains out on the side of the table with a Hero Die that matches its location symbol on top of each. Then put each Scoundrel on top of its matching Villain and put a Hero Die that matches its symbol on top of it.
- Premium Equipment: Shuffle the Premium Equipment cards and put them into a face-down deck near the Scoundrels and Villains to make up the Premium Equipment Deck.
- Common Equipment: Shuffle the Common Equipment cards and put 4 of them face-up on the table. The rest make up the Common Equipment Deck.
- Heroic Feats: Shuffle the Heroic Feat cards and put 1 face-up on each of the 4 face-up Common Equipment in the center of the table. The rest make up the Heroic Feat Deck.
- Starting Player: The player who most recently completed a heroic feat goes first. Give them the 6 black Zorro Dice.
On Your Turn
The following 3 steps make up your "TURN":
1. Travel
Choose one of the 4 face-up Heroic Feats or Scoundrel (if any have emerged) and place your Hero Token on it. Other players may offer to join you on a Heroic Feat to help you succeed and earn themselves a random Equipment. You may take one player who offers with you or attempt it alone. You must fight Scoundrels and Villains alone.
2. Attempt
Roll the 6 Zorro Dice plus any Hero Dice you may have acquired to try to meet the die requirement. After rolling, select any of the dice you'd like to "save" and re-roll the rest. You can roll and save up to 3 times where each one is called a "ROLL."
If another player joined you, you may use any of their Equipment in addition to your own during your ROLLs. Also, if you have not succeeded after 3 ROLLs, you may give them any dice you wish to roll as a 4th and final ROLL. They may not use any of their Equipment in that ROLL, but they may use any Hero Dice they have collected.
3. Collect
After your 3 ROLLs, if you have NOT met the requirement, there is no penalty. Your turn is over.
If you HAVE met the requirements for completing a Heroic Feat, do the following (see "SCOUNDRELS" for how they differ):
A. Take the Heroic Feat and put it in front of you. If it matches the location of a Heroic Feat you already have, take the Hero Die matching that location and you will trigger a Scoundrel or Villain (see "HERO DICE" section).
B. Take the Equipment at that Heroic Feat. If another player joined you (even if you didn't end up needing their help), they draw an Equipment from the Common Equipment Deck.
C. Draw a new Heroic Feat to replace the one you took in the center of the table and draw a Common Equipment to put face-up under it.
Return all Hero Tokens to their owners and give the Zorro Dice to the player to your left so they can take their turn.
Equipment
Equipment will help you complete Heroic Feats and defeat Scoundrels and Villains. There are two types of Equipment: Common and Premium.
Limits: Each player may have up to 1 Premium Equipment and up to 3 Equipment total, combined between Common and Premium Equipment. If you already have 3 Equipment and you get another one, choose one to discard.
Discarding Equipment: If Equipment is ever discarded, it gets put on the bottom of its corresponding Equipment deck.
Conflicts: If an Equipment effect conflicts with a Scoundrel or Villain ability, resolve the Equipment effect first. Using Equipment is optional.
Equipment Running Out: If there is no Equipment left in an Equipment Deck when you would normally add one to a Heroic Feat or a player would draw one, the card is not added/drawn.
Common Equipment
- The Common Equipment with just a die symbol give you that symbol for "free." It's as if you have an extra die and it has been set to that symbol. These are never "used up" and you may have multiples of the same symbol.
- The Common Equipment with an arrow and a die allow you to re-roll any Zorro Dice that show that symbol. There is no limit to the number of times you can do this in a turn. These do not work on Hero Dice.
Premium Equipment
The Premium Equipment will allow you to do something special that no one else can do. They are very powerful, which is why they are limited to one per player.
Hero Dice
When you acquire your second Heroic Feat from the same location (Farm, Tavern, Plaza, Market), you permanently acquire a Hero Die matching that location.
If you acquire a third heroic Feat from the same location, you permanently acquire a second Hero Die matching that location.
Each time you acquire a Hero Die, a Scoundrel or Villain emerges (see "SCOUNDRELS" and "VILLAINS" sections).
Only you may use your Hero Dice and you may use it on all of your future turns and on the final ROLL when you help other players.
Scoundrels
Each time a player acquires the first Hero Die for a location, the Scoundrel matching that location emerges and their turn ends. The Scoundrel is placed next to the Heroic Feats as an alternative option for a player to attempt on their turn.
When a Scoundrel emerges, they are fought just like a Heroic Feat except:
- They are always fought solo. There is no helping.
- They have a harder die requirement and an ability that makes them more difficult.
- When a player defeats a Scoundrel, they are rewarded with a Premium Equipment from the top of the deck instead of a Common Equipment.
There is no penalty for failing to defeat a Scoundrel.
Villains
You will always fight exactly 1 Villain in each game. The Villain emerges and the Final Battle begins when one of these two things happens:
- Players have collectively acquired both Hero Dice for a given location. The Villain matching that location emerges.
OR
- The last Heroic Feat has been drawn from the deck. The Villain matching that Heroic Feat location appears.
Final Battle
Each player gets exactly 1 attempt to fight the Villain. They do so in turn order, starting with the player to the left of who triggered them.
If a player defeats the Villain, put their player token standing up in the center of the table while the remaining players fight the Villain. If a player is unsuccessful, knock their player token over to show they have been defeated. Once each player has had 1 attempt at the Villain, one of these things will happen:
- If only 1 player defeated the Villain, they win the game and become the next Zorro!
- If multiple players defeat the Villain, they DUEL each other to see who becomes the next Zorro.
- If no players defeat the Villain, all players DUEL to see who becomes the next Zorro.
Dueling
If the next Zorro has not been decided after fighting the Villain, a DUEL is held as a tie-breaker. Each player involved in the duel takes a turn (3 ROLLs), still using their Equipment and Hero Dice, but just trying to get as many sword symbols as possible. Any time a player rolls less sword symbols than another player on their turn in a duel, they are out of the game. If multiple players tie for the highest number of sword symbols, those players continue with another dueling round. Once only one player is left, they win the game and become the next Zorro!