a 60 card dice deck with 6 polyhedral dice based suits.
18 polyhedral dice which are used to form a communal dice pool.
A second deck of 32 Diceberg meld cards, including 7 starter Diceberg meld cards denoted by the lighter border on the front and black and white image on the back.
8 blank Diceberg cards you can customize.
Set up
Separate the cards into three decks based on their card back: the dice deck, the starter Diceberg deck, and the main Diceberg deck. The dice deck with the rainbow back is the cards that will be in players' hands.
Reveal all the starter Diceberg cards, marked with a black and white Diceberg image (except the one used only for 5 player games, unless playing with 5 players. Put that in the box when playing with less than 5 players.)
Separate the main Diceberg deck (the dark blue bordered cards with blue backs) by the powers they give (reroll, discard, take, and clear).
Shuffle each Diceberg deck and reveal 1 card from each deck. These will complete the melds available for the game. Return the rest to the box.
Remove cards from the dice deck according to player count. There are icons on the bottom of the cards to indicate which cards are only used in 4 and/or 5 player games. Return the rest of the cards to the box.
In a 3 player game, remove all cards numbered 9 or higher.
In a 4 player game, remove all cards numbered 13 or higher.
In a 5 player game, use the entire dice deck.
Shuffle the dice deck and deal 12 cards to each player. Players keep their cards secret and may look at and manipulate the cards in their hands.
Form a dice pool and roll all the dice in it.
In a 3 player game, return one of each die type to the box.
In a 4 and 5 player game, use all 18 dice.
Determine a starting player in some manner (or whoever most recently drank ice water). The start player drafts one die from the dice pool. Players cannot change the number on the dice they draft. Players leave the dice they draft in front of them so all players can see them.
Continue the draft clockwise with each player taking one die from the dice pool until all players have 1 die. Then, the player who drafted last takes a second die and the draft continues counter-clockwise until all players have taken a second die. There will be dice left over in the dice pool that can be taken in later turns. After the draft, gameplay begins.
Gameplay
Dice and cards serve the same purpose in this game. A die has the value it shows and is considered the suit of its die type. When playing to melds, dice work the same as cards.
The object of the game is to get rid of all your cards and dice by playing melds.
Melds can be one card or die or multiple cards and/or dice in a pattern determined by the Diceberg card it is being played to.
When playing a meld to a Diceberg card with an action, activate it immediately after playing your meld.
Play begins with the start player. In Tip of the Diceberg, players play to open slots available as shown by the Diceberg cards.
Players can only play melds that no other player has played to for the trick.
If a player has no play when it is their turn or the player does not wish to play, they may pass. When a player passes, they may take one die from the dice pool if they wish.
Players who pass may still play to the trick during their turn.
If all players but one pass in succession, the trick is cleared. Remove all played cards and dice from the play area. Put all played dice back into the dice pool and reroll the dice pool.
Play starts again with the player who played to the trick last. A player may pass their lead play if they wish, taking a die from the dice pool if they also wish.
Going out
When a player has played all cards in their hand and all dice they have, they are considered out for the hand.
The first player who goes out scores 3 points.
The second player who goes out scores 2 points.
The third player who goes out scores 1 point.
Play continues until only one player has cards and/or dice left or 2 players in a 5 player game. (In a 3 player game, play stops before the 3rd player can earn 1 point).
Whenever a player goes out, the play continues clockwise. If all players pass except players who have gone out, the trick is cleared and play goes to the player clockwise from the player who went out last.
When a new round starts, the player with the lowest amount of points starts the draft and plays melds. If multiple players are tied for the lowest, start player is the player who did not go out, or went out later than the other player in the previous round.
End of the Game
Play to the end of the third round, then the game ends.
The player with the most points wins the game at the end of the round.
If multiple players are tied for the most points, the player who went out earliest in the final round is the winner.