0% found this document useful (0 votes)
41 views

Dicetopia 2 Rules

Consolidated Rules for Dicetopia + expansions.

Uploaded by

chinkster
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
41 views

Dicetopia 2 Rules

Consolidated Rules for Dicetopia + expansions.

Uploaded by

chinkster
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

Combined rules for Dicetopia, Roll with the Punches & Crashing Waves

Ah, the neon-clad city of Dicetopia lies before you! A seething


cauldron of petty thieves, devious corporations and ruthless
smugglers. Or in other words, the city of opportunity for you and
your factions highly questionable motives!

Unleash your agents to take over neighbourhoods, snatch tasty


loot, perform shifty actions and carry out sneaky missions. Be the
unbridled predator, you’ve hopefully never dreamt of being in real
life, and lay the city before your feet!

CONTENTS
1. Components 2
2. Overview 3
3. Setup 3
4. Game Round 3
5. Neighbourhoods & Locations 4
6. End of Game 6
7. Factions and Abilities 6
8. Mission Cards Summary 9
9. Campaign Mode 10
10. Terminology & Credits 10
1. Components

1 x Dock Board 1 x City Board 1 x Wasteland Board

6 x Rebalance Cards
20 x Faction Cards

10 x Score Pad

6 x Faction Boards
15 x Scenario Cards

10 x Ability Tokens

60 x Mission Cards
57 x D6 Dice (19 x 3 colors)
representing the following standard resources:
Weapons Information Money
1 x First Player Marker

1 x Blood Dome Card

7x
Orange
Magmacorium
Dice

7 x Protection Tokens

42 x Agents
(7 x 6 colored Agent Meeples)
10 x Thugs (1 x 10 colored Cubes) 3 x Stock Exchange Cubes
represented by this symbol:
represented by this symbol:

2
2. Overview
On Players turn they will send out one Agent from their Faction Board by swapping it with a Die from a Neighbourhood
or Location on the Game Board. This will determine the Die resource they’ll collect, their domination in the
Neighbourhood or Location, and what Action they’ll perform.

Once all Agents has been deployed, the Player with the most Victory Points (★) from Dice resources, Neighbourhoods,
Locations and Missions wins the game!

3. Setup
1. Give all players a Faction Board, an Ability Token and 6 Agents of the same color. Randomly determine a First Player
and give that player the First Player Token.

1. Place the City Board on the middle of the table, the Dock Board on the left side and the Wasteland Board to the right.
Place the Stock Exchange Cubes on the bottom spaces of the tracks of the Crashing Waves Stock Exchange and a Thug
Cube of each used player color on the Cutthroat Prison spaces.

2. Place the Protection Tokens next to the Wasteland Board and The Blood Dome Card above the Blood Dome Location.
Place 3 Dice of every standard color (Teal, Purple & White) in an opaque container. Randomly draw, roll and place 3 of
the Dice on the Blood Dome Card. Place Magmacorium Dice on the Nuclear Springs location according to Player Count
(2 Dice - 2 Players, 3 Dice - 3 Players, 4 Dice - 4 Players, 5 Dice - 5&6 Players).

3. Roll the following amount of standard colored dice depending on player count (9 Dice of each color - 2 Players, 11
Dice of each color - 3 Players, 15 Dice of each color - 4 Players, 16 Dice of each color - 5&6 Players) and randomly place
a Die on each space on the Boards. Do not place Dice on spaces marked for higher player counts (the spaces marked with
3,4,5). These spaces will not be used during the game when playing with a lesser Player count.

2. Deal 2 Faction Cards and 4 facedown Mission Cards to each Player. They each get to keep 1 Faction Card and 2
Mission Cards. The Mission Cards are secret and kept in Players hand. Shuffle the leftover Mission Cards with the rest of
the deck.

Rebalance Cards
Decide which side to use of the Rebalance Cards. The side with the purple
background is the new rebalanced version of the game, and the side with the
blue background is the traditional version (with more player interaction). Place the
Rebalance Cards on top of the Neighbourhood summary section of the Faction
Card with the decided version facing up.

Scenario Card (optional)

Once you’re comfortable with the game, you may mix it up for more variation by using
a Scenario Card. Scenario Cards introduce unique conditions that bend the rules of the
game. Choose one, randomly or by choice, before the setup and apply the new rules. If
you use “Back to Square One”, remove the “Scavenger” Mission Card.

4. Game Round
Starting with the First Player and in clockwise order, Players take turns swapping one of their
Agents from their Faction Board with a Die in a Neighbourhood (on the City Board) OR Location
(on the Dock or Wasteland Board). They then perform the corresponding Action OR take the Action
of the Crashing Waves Stock Exchange instead.
Please note,Players can NOT send their Agent to the Crashing Waves Stock Exchange and
Cutthroat Prison Locations (please see special rules of how those Locations work below).

3
5. Neighbourhoods & LocAtions
The Locations of the Docks and the Wasteland work similar to the City’s Neighbourhoods, with some very important
differences. A Location is NOT considered a Neighbourhood in regards of Neighbourhood Actions, Faction Abilities
and for scoring Mission Cards (only if specifically referred to as Locations). Locations are also NOT considered a part
of the City (only Neighbourhoods are).

Players Agents can therefore not be moved or swapped once placed in a Location (from the Wasteland Management
Action for example), and you can’t swap the Dice in a Location by using a Neighbourhood Action (such as the
Observatory Bank). A Location also have 6 spaces instead of 5, but they do not have the standard core value of 5 ★
during scoring of Domination (only the left over Dice counts for ★ when scoring Locations).

NEIGHBOURHOOD ACTIONS (THE CITY)

Draw a Mission Card and discard one to the bottom of the deck

Reroll a Die in any Neighbourhood or on any Faction Board

Swap an Agent in a Neighbourhood with a Die in another Neighbourhood

Swap places between two Dice in different Neighbourhoods

(Rebalanced version)Swap a Die in a Neighbourhood with a Die on your Faction Board


(Original version) Swap a Die in a Neighourhood with a Die on a Faction Board

Advanced Variant: Swap a Die in a Neighbourhood with a matching Die in


color or number on a Faction Board. Replaces the normal Action, makes it
less powerful and more tricky to use (decide upon use before setup)

(Rebalanced version) Swap a Die on your Faction Board with a Die on another Players Faction Board
(Original version) Swap places between two Dice on Faction Boards

LOCATION ACTIONS (THE DOCKS)

A player can NOT send an Agent to the Crashing Waves Stock Exchange. But they
may skip the Action of the Neighbourhood or Location they’ve sent their Agent to,
and instead perform the Action of the Crashing Waves Stock Exchange by moving
one of the Stock Exchange Cubes one step up or down. This might change the
★ value of that particular Dice resource. Players receive the ★ from the Stock
Exchange just before the normal end game scoring starts.

A player can NOT send an Agent to Cutthroat Prison. But before the end of the
game, they must skip a normal Turn and instead brake out the Thug Cube of their
player colour from the prison by swapping it with a Dice in a Neighbourhood or
Location and perform its Action. The Dice left in the prison will be drafted by the end
of the game in turn order before the scoring of the Stock Exchange occurs.
4
THUG CUBES
Thug Cubes counts as 1.5 Agents (1 and a half) during
the scoring of Domination, but they are NOT considered
Agents in regards of Neighbourhood Actions, Faction
Abilities and for scoring Mission Cards.

A player can send their Agent here to change one of their Dice to any value.

LOCATION ACTIONS (THE WastEland)

When visiting the Blood Dome, if the visiting Player has matching Dice in both color
and value on their Faction Board to those on the Blood Dome Card, they score ★
for them (1 match = 2 ★, 2 match = 4 ★, 3 match = 7 ★). Before scoring, the
visiting Player may reroll the Dice on the Blood Dome Card, one time each. Finally,
regardless of whether the player received ★ or not, place all Dice back in the bag,
draw 3 new Dice and roll and place them on the Blood Dome Card.

Decide who will get the First Player Marker OR take a Protection Token from the supply
and place it around a Die on your Faction Board.

FIRST PLAYER MARKER


The Player with the First Player Marker starts the round. A round consists
of each Player taking a turn in clockwise order. Once the current round
is finished, a new round begins, starting with the Player with the First
Player Marker.
PROTECTION TOKEN
Protects a Die from being swapped or rerolled. Place it above a Die
on your Faction Board to indicate which Die is protected. The Player
possessing the Protection Token may move it to another Die on their turn
(and only then).

This Location has no Action, but Players may as a turn swap an Agent
from their Faction Board with a Magmacorium Die from this Location.

THE MAGMACORIUM DICE


The Magmacorium Dice are considered jokers colorwise (they
can for example be scored both as white and purple) with
unchangeable values, and once they are in a Players possession,
they cannot be swapped or rerolled.

5
6. End of the Game
When each Player has put 6 Dice on their Faction Board and sent out their Thug from Cutthroat Prison, the
game ends and ★ are summed up in the Score Pad. ★ are scored in the following way in player order:

1. PRISON DRAFT: Players may in turn order swap one of the Dice on their Faction Board with a Dice in Cutthroat
Prison.

2. STOCK SCORING: Players receive the amount of ★ the Crashing Waves Stock Exchange Stock Cubes are on for
each Dice they have of that Resource.

3. LOOT: Players score ★ equal to the total value of Dice placed on their Faction Board.

4. DOMINATION: For each Neighbourhood, the Player with the most Agents receives 5★ + the value of any leftover
Dice. For each Location, the Player with the most Agents receives the value of any leftover Dice as ★. If tied, the
Players share the ★ value, rounded up.

5. MISSIONS: Players reveal their Mission Cards at the same time and receive ★ from each of them, if eligible.

The Player with the most ★ wins the game! If tied, the Player dominating the most Neighbourhoods
wins the game. If still tied, the Player with the highest total Dice value wins.

7. Factions & Abilities


Every Faction has an unique Faction Ability that overrides the normal rules of the game. For Abilities with one time
uses, flip your Ability Token once used to make it easier to remember.

BANXA CORPORATION (core)


BLOCK: May once per game stop one Die from being
rerolled or swapped from an Action (not Faction Ability).

BINGMAI GAMBLERS (core)


RIGGING: May once per game decide upon a winner if
there is a tied domination in a Neighbourhood.

6
CENTAURI BUREAU (CORE)
OPPORTUNIST: Keeps all 3 Mission Cards at the start of the game
and decides which 2 to use during end game scoring.

THE CONCLAVE (RWTP)


IMMUNITY: Starts the game with a Protection Token.

THE CONSPIRACY (CW)


SLIP AWAY: May once per game on their turn swap one of
their Agents not on their Faction Board with a Die not on a
Faction Board.

DANGMER PROGRAM (CORE)


CLONING: May once per game copy the value or color of a
Die from the opponent to the right during end game scoring.

EWO FOLLOWING (CORE)


TRANSCENDENCE: May once per game perform an Action
of their choice instead of the Action of the Neighbourhood.

HATERZ (CW)
INFLUENCER: May change two different Stock Tracks instead of
one when taking the Crashing Waves Stock Exchange Action.

HOLLOWS (CORE)
ADAPTATION: May change the Dice value of one of their
Dice by +1 or -1 after another Player swaps your Agent or
Die with an Action (not Faction Ability).

NAVIGATORS (CW)
HOME TURF: May once per game on their turn change one
of their Dice to any number.

THE PAGANS (RWTP)


HOMELAND: Receives an additional 5 ★ for dominating
Wasteland Locations (ties do not count).

THE PERCEPTIONEERS (CORE)


HYPNOSIS: May once per game choose the
Neighbourhood for another Players turn (but not perform the Action itself).

7
ROAMERS (CORE)
LAST RESORT: May once per game skip a turn and save it to
use after the very last turn.

RETORIUM COMRADERY (RWTP)


CONNECTIONS: May once per game on their turn draw 4 Mission
Cards and discard 4 to the bottom or top of the deck in any order.

SHAKRA PIRATES (CORE)


EXTERMINATE: May once per game during their turn remove one Die from
the City Board completely from the game and render the space useless

SKELLETAS (RWTP)
SACRIFICE: May once per game on their turn sacrifice one of
their Agents not on their Faction Board and turn it into any valued
Magmacorium Die (it can not be swapped or rerolled) from the supply.

TENTACLE FORCE (CW)


TENTACLE: Starts with an extra Thug instead of an Agent on
their Faction Board (use any available extra colour). This extra
Thug can be used instead of an Agent and counts as 1.5 Agents
for Domination and as 1 Agent for scoring Mission Cards.

TUULU PRIESTS (CORE)


INTERVENTION: May once per game on their turn reroll one
Die twice or reroll two different Dice one time each, in any
Neighbourhood or on any Faction Board.

THE WOKOUZA (CW)


ROBIN HOOD?: May instead of an Action, lower another
players value of a Dice by 1, and increase the value of their
own Dice by 1.

ZAI (RWTP)
ALPHA: May once per game on their turn, instead of
a Neighbourhood or Location Action, swap any two
Agents not on Faction Boards with each other.

TIMING CONFLICTS AND CONTRADICTORY ABILITIES


- Should any timing conflict occur, always resolve in Player Order.
- A Faction Ability can never cancel another Faction Ability.

8
8. Mission cards SUMMARY

12 ★ if you have the 12 ★ if you have the 12 ★ if you have the 9 ★ if you have no 9 ★ if you have no 9 ★ if you have no 4 ★ for each purple Dice of 4 ★ for each white Dice of
most purple Dice most white Dice most teal Dice purple Dice white Dice teal Dice your opponent to the right your opponent to the right

4 ★ for each teal Dice of 12 ★ for having 12 ★ for having 12 ★ for having 3 ★ for each of your 3 ★ for each of your 3 ★ for each white Dice
the least purple Dice the least white Dice the least teal Dice
3 ★ for each of your
your opponent to the right purple Dice teal Dice left on the City Board
white Dice
(ties not eligible) (ties not eligible) (ties not eligible)

3 ★ for each purple Dice 3 ★ for each teal Dice 8 ★ if you have Dice 8 ★ for each of your 7 ★ for each of your 6 ★ for each of your 5 ★ for each of your
left on the City Board left on the City Board of all colors 5 ★ for each of your Dice with value 1 Dice with value 2 Dice with value 3 Dice with value 4
Magmacorium Dice

4 ★ for each of your 4 ★ for each of your 9 ★ if you have no 8 ★ if you have no 8 ★ if you have no 9 ★ if you have no 11 ★ if you have no 12 ★ if you have no
Dice with value 5 Dice with value 6 Dice with value 1 Dice with value 2 Dice with value 3 Dice with value 4 Dice with value 5 Dice with value 6

3 ★ for each Dice with 3 ★ for each Dice with 3 ★ for each Dice with 3 ★ for each Dice with 4 ★ for each Dice with 5 ★ for each Dice with Score ★ Score VP again for 6 ★ for doing
value 1 on the City Board value 2 on the City Board value 3 on the City Board value 4 on the City Board value 5 on the City Board value 6 on the City Board your total Dice Value divided absolutely nothing
by 3 and rounded down

7 ★ for each pair of


10 ★ if you have the
4 ★ for each pair of Dice you have (both 8 ★ for three Dice of 18 ★ if all your Dice 25 ★ if you have Dice 10 ★ if you only have 10 ★ if you only have highest total Dice value
Dice values color and value) the same value are of the same value of value 1, 2, 3, 4, 5, 6 uneven numbered Dice even numbered Dice on your Faction Board

When ★ are scored for


When ★ are scored for Mission Cards, discard this 3 ★ for each of your 3 ★ for each of your 3 ★ for each of your
Mission Cards, copy the effect 4 ★ for every tied domination 4 ★ for every
14 ★ if you have the card and draw a new one. Agent that is adjacent Agent that is adjacent Agent that is adjacent
of another Players Mission Score twice the amount of ★ of Neighbourhoods and Neighbourhood you don’t
lowest total Dice value to a purple Dice to a white Dice to a teal Dice
Card and score ★ for it based from that card (for a maximum Locations have any Agents in
on your Faction Board on your own Dice and Agents of 20 ★)

4 extra ★ for domination 4 ★ for each Neighbourhood 10 ★ for each 10 ★ if you have
of Neighbourhoods (ties not you have at least one of your Neighbourhood with at your Agents in every
eligible) Agents on but no domination least three of your Agents Neighbourhood

9
9. Campaign Mode
Every campaign consists of 3 games and players will get rewarded perks and advantages after the first 2 games, and the
winner will decide upon the scenario for the next game. Only the 3rd and final game will determine the winner of the
whole campaign!

SETUP
For the start of the campaign, follow the rules of setup, but instead of randomly dealing out Factions, players will pick
which one to play in turn order from a random selection of twice the amount of Faction Cards as there are players. The
Rebalanced side of the Rebalance Card will be used for the first game. For the upcoming games, follow the normal rules
of setup and the instructions of the Scenario Card in play.

REWARDS FOR THE FIRST 2 GAMES


The winner of every game will be the first player and will draw 2 random Scenario Cards and decide which one to use
for the next game, as well as decide which side of the Rebalance Card that will be used. The player in last place will then
decide if players will do a re-draft of Factions.
PERKS:
After players have completed the setup for the
next game, each players will receive one of the Draw a new Mission Card and discard one of your Mission Cards
Perks to the right, in the order of the ★ ranking
of the previous game. Each reward can only be Start with a Protection Token
claimed once and can be saved for later games.
Move 3 steps on the Stock Exchange

WINNING THE CAMPAIGN


Decide who will be First Player
The winner of the 3rd and final game will be the
winner of the whole campaign and forever may Draw a new Faction Card and discard one of your Faction Cards
the ragged glory shine on thee! Turn Order
brakes ties. Start with 5 ★

Reroll any Die you want on the City Board once

10. TERMINOLOGY & CREDITS


Agents: The 8mm Cubes (or Meeples if playing with the Agent Meeple Addon)
Faction Ability: A Factions unique special ability.
Neighbourhood: An area of the City Board consisting of 6 spaces and an Action.
Space: Square spaces on Faction Boards and Neighbourhoods.
Turn: A Players Turn consist of swapping an Agent with a Die in a Neighbourhood and performing the corresponding Action.
Your Dice: Dice on your Faction Board are considered yours, but not Dice in Neighbourhoods you dominate.
Round: A round consists of each Player taking a turn in clockwise order.
Standard Colours: The different types of Dice from the original game
( Teal = Information, Purple = Weapons, Clear = Money)

For further information, FAQ and clarifications please visit


www.allornonegames.com/dicetopia

Game design by Tobias Hall. Art by Anthony Cournoyer. A big thank you to all the brilliant backers on Kickstarter who made this possible and
everyone that helped test the game and provided feedback!

2024 © All Or None Games


www.allornonegames.com

10

You might also like