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Dice Age former Rules

Page 1
1–3
Intergalactic President Superstar Mc Awesomeville - founder
389 posts

WARNING: THESE RULES BELOW WILL BE REPLACED BY THE NEW TOKEN ONES (september 2012)



Last modification 08/20/12 at 11PM PDT









Anno 5116









FOREWORD:









The game is divided by levels of complexity. We recommend you play the game starting with level 1 here below. Each level adds some rules and specifications to the previous one. This is a continuous, progressive learning process: once you master a level, try the next one. When you reach Level 6, you are playing the most advanced rules and the possibilities are only limited by the dice you have (You don't need a fixed number of dice to play Dice Age®). Once you master the Level 6, you should be ready to explain any level to a new player, but new players should always start with level 1, and younger players will have more facilities, and more fun, with lower levels.









LEVEL 1: the lower number RULE









Take all the green dice, the red dice that looks like a barrel and a castle, the orange dice that look like a submarine mine, a rocket and a WWII tank, and all the yellow dice except the triangular ones and the one that look like an UFO. Put them all at the center of the table.









Roll a six sided die to determine the first player. That player picks a die. The next player, going clockwise, picks another die and so on, until there are no more dice at the center of the table.
The first player starts the game.









The turn:
The player picks a die from his hand and rolls it.
If he rolls an icon, he skips his next turn. And it's the next player's turn.
If he rolls a number, write down the number rolled on a piece of paper, or use a ten-sided die to remember it. Every player must now roll a lower number. And it's the next player's turn.









Whenever a player rolls a higher number than the last number rolled, he loses the die he just rolled. Put the die aside. The number is erased, and the player plays again.









When a player has no more dice, he is out of the game. The last player in the game is the winner.









LEVEL 2: deciphering THE DICE









Now, let's learn to read all the dice, even the funkier ones.









Take all the dice you have. Put them all at the center of the table. Roll a six sided die to determine the first player. That player picks a die. The next player, going clockwise, picks another die and so on, until there are no more dice at the center of the table.
The first player starts the game.









The turn:
The player picks a die from his hand and rolls it.
If he rolls an icon, he skips his next turn. And it's the next player's turn.
If he rolls a number, write down the number rolled on a piece of paper, or use a ten-sided die to remember it. Every player must now roll a lower number. And it's the next player's turn.









Whenever a player rolls a higher number than the last number rolled, he loses the die he just rolled. Put the die aside. The number is erased, and the player plays again.









When a player has no more dice, he is out of the game. The last player in the game is the winner.









Some dice are tricky to decipher. This is part of the game. Here below are simple rules to remember in order to read even the most complicated dice. You will have to use a bit of your imagination. If you can't figure it out though, take a look at the Dice Age® compendium, it contains the solutions. All the dice are described in detail, their faces and what they mean in the game. You can find the Dice Age® compendium here: http://diceagegame.com/compendium.html.
To read the dice:
- Look at the die from above. Most of the time, it's showing the playing side. Example: The volcano die can fall on the side, revealing a 5 on its base. The 5 side is not horizontal, but is the only one that shows from above.
- Some numbers are represented by several identical elements. Count them. Example: The dragon die (called “the Three-headed Hydra”) has a side with three heads. It means the number 3.
- Tetrahedral dice: Each side of a Dice Age® triangular tetrahedral die has a notch. When you roll such a die, the side with the notch at the bottom, in contact with the playing area is the playing side.
- Sometimes, the signification can be disguised in the ornamental shape of the die. Example: the crane truck “Conjurer” bears hexagonal cabs, that are to be read as the icon hexagon.
- When a die stops rolling in balance between several sides, you get to choose which side is to be played.
- Exceptions: you will always surprise new players with special dice like Nitro, the yellow corner die. It looks like a tetrahedral die, with four sides, yet it has only two sides... Refer to the first rule and read it from above.









It's a feeling to get. Remember you can look up the Dice Age® compendium anytime: http://diceagegame.com/compendium.html. And don't worry, you'll soon know your dice like the back of your hand.









LEVEL 3: THE LOCATIONS









Now that you know how to read the dice, we'll add the in-game locations: the “Field”, the “Garden”, and the “Wasteland”. Overshooting the number will be much less forgiving.









Find a square mat, a thick apron, a tray, or any device you can roll the dice on, as long as it is square or rectangular. Put it on the center of the table. Attribute to each player one of its four sides. There cannot be more than four players.
Take all the dice you have. Put them all at the center of the table, on the mat. Roll a six sided die to determine the first player. That player picks a die. The next player, going clockwise, picks another die and so on, until there are no more dice on the mat.









Each player places his dice in front of him, on the table, along his side of the mat. We call this location the “Garden”. There should be no dice on the mat.









The first player starts the game.









The turn:
The player picks a die from his hand and rolls it on the mat. From now on, the mat represents the “Field” and we'll call this location the “Field”.
If he rolls an icon, he skips his next turn. The die stays on his side of the “Field”. The player brings his die in front of him, (still on the “Field”) and it's the next player's turn.
If he rolls a number, write down the number rolled on a piece of paper, or use a ten-sided die to remember it. Every player must now roll a lower number. The die stays on the “Field”, and it's the next player's turn.









Whenever a player rolls a higher number than the last number rolled, he loses all the dice he has on the “Field”. Put the dice to the left side of the losing player. We call this location the “Wasteland”. All the other players bring their dice back from the “Field” to their “Garden”. The number is erased, and the player plays again.









All the dice of a player are in his “Wasteland”, he is out of the game. The last player in the game is the winner.









Some dice are tricky to decipher. This is part of the game. Here below are simple rules to remember in order to read even the most complicated dice. You will have to use a bit of your imagination. If you can't figure it out though, take a look at the Dice Age® compendium, it contains the solutions. All the dice are described in detail, their faces and what they mean in the game. You can find the Dice Age® compendium here: http://diceagegame.com/compendium.html.
To read the dice:
- Look at the die from above. Most of the time, it's showing the playing side. Example: The volcano die can fall on the side, revealing a 5 on its base. The 5 side is not horizontal, but is the only one that shows from above.
- Some numbers are represented by several identical elements. Count them. Example: The dragon die (called “the Three-headed Hydra”) has a side with three heads. It means the number 3.
- Tetrahedral dice: Each side of a Dice Age® triangular tetrahedral die has a notch. When you roll such a die, the side with the notch at the bottom, in contact with the playing area is the playing side.
- Sometimes, the signification can be disguised in the ornamental shape of the die. Example: the crane truck “Conjurer” bears hexagonal cabs, that are to be read as the icon hexagon.
- When a die stops rolling in balance between several sides, you get to choose which side is to be played.
- Exceptions: you will always surprise new players with special dice like Nitro, the yellow corner die. It looks like a tetrahedral die, with four sides, yet it has only two sides... Refer to the first rule and read it from above.









It's a feeling to get. Remember you can look up the Dice Age® compendium anytime: http://diceagegame.com/compendium.html. And don't worry, you'll soon know your dice like the back of your hand.









LEVEL 4: THE DISTRIBUTION









Now that you know how to read the dice and you know the in-game locations, you certainly noticed which dice are more powerful. Let's add the distribution of the dice, as well as a bit of strategic use of the icons.









Use a square mat, as in Level 3. Put it on the center of the table. Attribute to each player one of its four sides. There cannot be more than four players.
Roll a six sided die to determine the first player. The player who rolls the highest number distributes the dice and starts the game.
To distribute the dice, roll all the dice of one single color at the same time on the mat. Going clockwise, give each player the die that lands closest to him/her, one by one, until every player has at least one die of that color, and go on until you cannot distribute the remaining evenly. Put aside the remaining dice, if any, then distribute the next color. Finally, roll all the dice that have been put aside and distribute them in the same way until you cannot distribute the remaining evenly. At that point, every player should have the same amount of dice and at least one of each color. Remaining dice are put aside out of the game. We call this location (out of the game) the “Limbo”.









Each player places his dice in front of him, on the table, along his side of the mat. We call this location the Garden. There should be no dice on the mat.









The first player starts the game.









The turn:
The player picks a die from his hand and rolls it on the mat. From now on, the mat represents the Field, and we'll call this location the Field.
If he rolls an icon, he can choose to either skip his next turn or bring back one die from his Wasteland to his side of the Field.
The player brings the die he just rolled - along with the eventual die he brought back from the Wasteland - in front of him, (still on the “Field”) and it's the next player's turn.
If he rolls a number, write down the number rolled on a piece of paper, or use a ten-sided die to remember it. Every player must now roll a lower number. The dice stay on the Field, and it's the next player's turn.









Whenever a player rolls a higher number than the last number rolled, he loses all the dice he has on the Field. Put the dice to the left side of the losing player. We call this location the Wasteland. All the other players bring their dice back from the Field to their Garden. The number is erased, and the player plays again.









All the dice of a player are in his Wasteland, he is out of the game. The last player in the game is the winner.









Some dice are tricky to decipher. This is part of the game. Here below are simple rules to remember in order to read even the most complicated dice. You will have to use a bit of your imagination. If you can't figure it out though, take a look at the Dice Age® compendium, it contains the solutions. All the dice are described in detail, their faces and what they mean in the game. You can find the Dice Age® compendium here: http://diceagegame.com/compendium.html.
To read the dice:
- Look at the die from above. Most of the time, it's showing the playing side. Example: The volcano die can fall on the side, revealing a 5 on its base. The 5 side is not horizontal, but is the only one that shows from above.
- Some numbers are represented by several identical elements. Count them. Example: The dragon die (called “the Three-headed Hydra”) has a side with three heads. It means the number 3.
- Tetrahedral dice: Each side of a Dice Age® triangular tetrahedral die has a notch. When you roll such a die, the side with the notch at the bottom, in contact with the playing area is the playing side.
- Sometimes, the signification can be disguised in the ornamental shape of the die. Example: the crane truck “Conjurer” bears hexagonal cabs, that are to be read as the icon hexagon.
- When a die stops rolling in balance between several sides, you get to choose which side is to be played.
- Exceptions: you will always surprise new players with special dice like Nitro, the yellow corner die. It looks like a tetrahedral die, with four sides, yet it has only two sides... Refer to the first rule and read it from above.









It's a feeling to get. Remember you can look up the Dice Age® compendium anytime: http://diceagegame.com/compendium.html. And don't worry, you'll soon know your dice like the back of your hand.









LEVEL 5: THE EFFECTS









You are doing great. It's time for you to add the 13 different in-game effects corresponding to the 13 different icons. A huge step. But a transitory step at the same time: with the introduction of the effects, a lot of questions might occur, which are answered at level 6.









I – Introduction









Once upon a long time ago...









You belong to the Supernatural Beings that rule on top of the cosmos, over what mortals call the Beyond. You hold in your hands the ultimate might to create new planets, new dimensions, in their every detail from the infinitely small to the infinitely vast: your power is only limited by your imagination. You practiced combining energies; the positive, negative and multicolored. And at last, you have been chosen for the highest challenge: the Crown of Lords, the divine joust to the mastering of entropy and chaos. The competition will be tough, and you will have to summon up your most advanced creation skills. But you have a secret weapon: you control hazard!
(Supernatural Beings usually have no sex, but we call them He. In the following, whenever you read he or his, we do mean the both sexes you, as mortal players, can actually bear.)









II - Game setup:









A) Dice distribution:









To determine the first player, each player rolls a regular six-sided die (D6). The player who rolls the highest number distributes the dice and starts the game. To distribute the dice, roll all the dice of one color at the same time. Going clockwise, give each player the die that lands closest to him/her, one by one, until every player has at least one die of that color, and go on until you cannot distribute the remaining evenly. Put aside the remaining dice, if any, then distribute the next color. Finally, roll all the dice that have been put aside and distribute them in the same way until you cannot distribute the remaining evenly. At that point, every player should have the same amount of dice and at least one of each color. Remaining dice are put aside in Limbo (the pool of dice that are not be played in the game).









B) Playing area :









We recommend you use a square playing mat.
Throughout the course of the game, each player has a
Garden of unrolled dice just in front of him, a Wasteland of discarded dice on his left, and a Field of dice that have been rolled during the round, here represented by the mat. The Field is common to all players. It is the arena of the game: all your dice in the Field will go to the Wasteland if you lose the round.
In front of you, on the mat, is your part of the
Field. To play a die, take it from your Garden or Field, and roll it in the Field.
Most rolls will have an immediate effect on the game, but some rolls will provide a delayed or lasting effect on the game, like a joker you can keep for later. Put those aside, on the
right part of the Field (also called the Ledges). This is a procedure called Suspending the die. The Suspended die returns to the left part of the Field (also called the Valley) once its extra effect has been used.
Limbo is an area outside of the game. Once a die is in Limbo, it's very unlikely to return to the playing area.









III - Game overview:









One rule: Always roll a lower Number! When you roll a die, it goes in the Field and you are likely to roll a number. If you roll a higher number than the last number rolled, (by you or another player) all your dice in the Field go to the Wasteland. Dice in the Wasteland cannot be played any more.









Golden Rule:
Thou Shalt not overshoot the current Number









You win the game by: Eliminating all the other players.









You get eliminated by: Not being able to play because most of your dice are in the Wasteland. Any player not able to play loses the game.









IV - The Colors:









Dice are divided by color families. Each color has its own character, its own powers and effects. Master them one by one, according to your preference.









A) Yellow (egg yolk yellow)









Yellow dice embody the power of light. They are the dice of initial power, the big bang, the earliest times of the universe, where space had no meaning. They are the dice at the heart of the Sun, the stars, and all of creation. Their everlasting positive energy will bring you a good kick from the start.









Their average number is 8.Their special effects are the Double Arrow and the Smile. They share the Radioactivity with the orange dice.









B) Green (lagoon green)









Green dice are the dice of nature and lifecraft. Once there was light, laws where set. And from these laws and a multiverse of possibilities, the most skilled supernatural beings could create extremely refined reactions. Through gravity, control and choice, balance was. Lands emerged and on the lands, life appeared. No one can inpugn the great cosmic order.









Their average number is 6. Their special effects are the Square and the Blank side. They share the Gear with the red dice.









C) Red (maroon)









Red dice are the fullsome dice. The hard dice of fire and deathtraps. Might is right. Much is better. Turn legends to mayhem, stones into walls and life into monsters. Pricking, biting, cutting, the very essence of battling is what you find in these dice. Slaughter on and on: if it doesn't work at first, it will work at last!









Their average number is 4. Their special effects are the Chaos and the Roman numeral. They share the Cannon with the orange dice and the Gear with the green dice.









D) Orange (deep orange)









Beware of the power of orange dice. They are the dreaded dice of warfare. When men lost their initial perfection, they began to argue. Spirit was stripped of all meaning and reason was lost. Weapons were designed, and after them, war machines--machines of destruction and sheer firepower. Through technology, man developed the power to destroy what Kings of creation built, giving way to the end of existence.









Their average number is 12. Their special effect is the Cross. They share the Cannon with the red dice and the Radioactivity with the yellow dice.









E) White (titanium white)









White dice are the dice of infinity. The uncanny dice of time itself. Chaotic and entropic, they cover what all universes have in common. They defy any rule. Each one is said to be unique, and there is an infinite number of them. They are the only dice destined to go to Limbo.









They can bear any effect or number. They must go immediately and instantly to Limbo after each Main Roll unless they get suspended. They cannot remain unsuspended in the Field, nor in the Wasteland at any time: instead, they go to Limbo. They are mostly indistinguishable the one from the other: There can be only one white die of each shape (type) in the Field at the same time (this rule is waived until Type6 are issued).









V - The Dice:









Welcome to a new age of dice. Dice Age® dice have strange shapes, some unbalanced and asymmetrical. Some sides are repeated on the same die. The chances to get one side or another are uneven. Be happy! The dice are already loaded. The results are not just random, and you'll want to play regarding probabilities and risks.
You'll find there are numerous effects at first and it can be intimidating. Don't worry, you'll know what each side means only after a few games, as you'll recognize each dice instantly. Refer to the
Dice Age Compendium in case of doubts. It describes every die and every result you can obtain.









Some dice are tricky to decipher. This is part of the game. Here below are simple rules to remember in order to read even the most complicated dice. You will have to use a bit of your imagination. If you can't figure it out though, take a look at the Dice Age® compendium, it contains the solutions. All the dice are described in detail, their faces and what they mean in the game. You can find the Dice Age® compendium here: http://diceagegame.com/compendium.html.
To read the dice:
- Look at the die from above. Most of the time, it's showing the playing side. Example: The volcano die can fall on the side, revealing a 5 on its base. The 5 side is not horizontal, but is the only one that shows from above.
- Some numbers are represented by several identical elements. Count them. Example: The dragon die (called “the Three-headed Hydra”) has a side with three heads. It means the number 3.
- Tetrahedral dice: Each side of a Dice Age® triangular tetrahedral die has a notch. When you roll such a die, the side with the notch at the bottom, in contact with the playing area is the playing side.
- Sometimes, the signification can be disguised in the ornamental shape of the die. Example: the crane truck “Conjurer” bears hexagonal cabs, that are to be read as the icon hexagon (the effect “Nut” - refer to the table of effects -).
- When a die stops rolling in balance between several sides, you get to choose which side is to be played.
- Exceptions: you will always surprise new players with special dice like Nitro, the yellow corner die. It looks like a tetrahedral die, with four sides, yet it has only two sides... Refer to the first rule and read it from above.









It's a feeling to get. Remember you can look up the Dice Age® compendium anytime: http://diceagegame.com/compendium.html. And don't worry, you'll soon know your dice like the back of your hand.









VI - Game play:









The game is played in several rounds. Once a player overshoots the Number, all the dice in his Field go immediately to the Wasteland and a new Round begins (see below).









1 - The first player to go chooses a die to play from his Garden (the pool of dice he has been distributed) or Field (the pool of dice you already played in this Round) and rolls it on the playing area. This is the player's Main Roll.









2 - The die stops on one side.









- If it shows a symbol, the player must do as indicated in the table of effects.









- If it shows a number, it becomes the new current Number: Keep in mind the Number.









It there was already a number rolled:
If the player overshot this previous current
Number, all the dice in his Field go immediately (before most effects) to the Wasteland. The unsuspended dice from the Field (in the Valley) of other players go back to the Garden, the suspended dice in the Ledges of other players stay in the Field, and the losing player starts a new round. Back to 1 or Refer to 4.









If the player didn't overshoot the previous Number, the new, lower number becomes the Current Number (or solve the effect that was rolled) and it's the next player's turn. Back to 1: The next player rolls a die.









3 - The die just rolled belongs now to the Field. The player can't play it on his immediate next turn: never play the same die twice in a row. (No player can play a die he played on his last turn).









4 - The last player to be able to play is the winner of the game. (When a player is unable to play, that player is out, all his dice go to Limbo, the Round ends and the next player starts the new round.)









VII - Advice for beginners:









On your first Level 5 game, do not think about it too hard. Roll your first die and get on with it. It takes just a while before you know the dice and perform complex effect combinations.
At the beginning of your turn, don't rush. First check all your dice. Then look at the numbers shown by dice in the summoned area and in the Wasteland. Choose wisely the die you will roll regarding these observations. Take your time. Also, announce clearly your choices as well as the end of your turn. Anytime in play, a player is allowed to ask for WAIT, but
nothing is retroactive.
You are not obliged to put a new dice each turn from the Garden to the Field! More dice in the Field means higher risk. Keep this in mind.









Viii - The table of effects:









1. Pit: Choose a die in a player's Field. That die goes to the Wasteland.









2. Nut: (Represented by hexagonal nuts.) Suspend the die. When you are the target of an effect, you can unsuspend the die and apply the following: You are protected from an effect if you are the only target of the effect. You have to declare your protection right after you are designed as the target, then choose if you use the protection or not. If you fail to react immediately after you have been declared as the target, you lose your protection. The protection applies just after your declaration in reply to the target declaration.









3. Triangle: (Represented by a red triangle.) Choose a die in your Garden or Field and roll that die along with the die you just rolled (and all the dice you eventually just rolled in that manner). Then choose which result is to be played among the results you obtain. Triangles are cumulative: you can add a new die to roll, and reroll all dice involved, for each triangle you obtain (up to one triangle per roll). The result you choose is considered as your main roll (with the exception of a Chaos). The other dice remain on the Field (in the Valley).









When a player has just rolled all of his dice on triangle and he rolls another triangle, he can choose that triangle to reroll once all of his dice.









4. Smile: Roll a D6, then smile. Suspend both dice. After any one of your rolls, unsuspend both dice and apply the following: Choose to subtract or add the D6's result to a number you just rolled. This effect is faster than the loss of the Round.
Smile can result in a negative number or a zero.









5. Double arrow: Suspend the die. When any effect takes place, unsuspend the die and apply the following: Double an effect before a target has been chosen. (The double arrow applies technically just after the effect is applied or just after a die roll. An effect can be doubled before or after its suspension, doubling its occurrences or its consequences).
For a smile, you roll a second D6 and keep them both aside. They can be used separately and/or subsequently on the same number. For a square, you can choose the next two dice a player rolls or the next two player's rolls. For a blank, you can make a player skip two turns or two players skip one turn. If the latter, and it's only two players, you would both skip a turn, thus nullifying the effect. For radioactivity, you get to choose two colors. For a cannon, you cam do two duels with one player, or one duel each with two different players.









6. Square: Suspend the die. Whenever you want, unsuspend the die and apply the following: Choose the next die a player will roll.
You cannot choose a die a player just played. Furthermore, if you do, your effect can be claimed as voided by another player, on the grounds that you misused it.









7. Skip: (The side of the die is blank) Choose a player. That player skips his next turn.









8. Roman numeral: The Roman numeral counts as a Number. When you roll a Roman numeral, you can capture one other die showing the same Number (or Roman numeral) in the Field. Take a die on the field and add it to your side of the field. Once rolled, the Roman numeral is considered as a simple Number and a pair is applicable.









9. Chaos: (Represented by a burst of arrows.) Roll all of the unsuspended dice in your Field. The lowest number rolled is the one that counts, every other rolled number is discarded. Each symbol rolled take effect in the order you choose, but only once (even if you rolled several of them, and after you finished to roll all the dice concerned by the chaos). If you lose the round, you get to apply all effects rolled before the round ends. If you roll consecutively two chaos that way, it's a “Chaos Fizzle”. Ignore it, as well as all further chaoses. All die issuing a result that counts is considered as a Main roll.
Chaoses can be doubled by a double arrow.
Chaos c
oncerns only the player rolling the chaos effect.









10. Cross: All unsuspended dice in the Field go to the Wasteland.









11. Duel: (Represented by a cannon.). Choose a player. That player chooses a die in his Garden or Field. Then choose a die in your Garden or Field. The chosen dice start a duel. Roll the two dice simultaneously. As soon as a die rolls a number INFERIOR to the other die, this die goes to Limbo. The other die returns where it was, as if it wasn't rolled and on the side shown after the duel roll. Effects count as zero and don't occur as effects on the game. No die is considered as a Main roll during this sub-game duel.
Two identical dice can duel (the “All dice are Legendary” rule is waived during a duel)
If one dueling die rolls out, the other die stays and the other die is rerolled. If a dueling die rolls out a second time, it loses the duel.









12. Gear: (Represented by gears.). Suspend the die. After any roll, unsuspend the die and apply the following: Void a roll just rolled (the gear must apply just after the roll) and flip the die over so the side touching the playing area ( the bottom side of the die) is played instead.









(A four sided die, when geared, is picked up by its summit and turned over. The side that appears - the only one that was previously hidden - is the playing side.)









13. Radiation: Choose a color. Bring back all the dice of that color from the Wastelands to the Field. All players get the benefit of this effect. If two or more identical dice are to be brought back to the Field, only one can come back to the Field (All dice are Legendary). The player who rolled the Radioactivity effect has priority for his own dice, and he gets to decide which dice will come back among the other player’s duplicate. If a duplicate of a die that is to come back is already in the Field, the die cannot come back from the Wasteland to the Field. This effect doesn't concern the dice that belong to players who are out of the game.









LEVEL 6: FOR INITIATES









Here below are two sets of rules and specifications that you want to add after one or two level 5 games. It also solves some loopholes that you might have encountered, and for which you certainly used your judgmental skills wonderfully!









I - What if's:









1. - All dice are Legendary: There can only be one copy (same name, same color) of each die in the Field anytime, unless it is a player's last die (see “survival instinct” just below).
2. -
Survival instinct: When a player has only one die left to play, he is allowed to play it several times in a row, and even if another of the same kind is in the Field, except if that other die is also the last one of an opponent. (see specifications)
3. -
Next! When a player is out of the game because he cannot play, the Round ends, and the next player starts a new round.
4.
- Pair: Whenever a player rolls a die, he can (but is not obliged to) bring back one die that shows the same number or symbol from his Wasteland to his Field. Only one die can be brought back that way from the Wasteland during each turn. A die roll is necessary to activate a Pair and only one die can be brought back for each roll.
5. -
The Will of the Die: Anytime when dice express their own will, it has to be respected. Non-compliance is punishable by a Penalty. Examples: when a player is about to roll a die and the die falls out of that player's hands, the roll is valid. During the distribution, if a die rolls out of the mat or rolls right away in a player's Garden, it is respectively out of the distribution or distributed right away.









6. - Seven Inches rule: A die has to travel at least seven inches before stopping for the roll to be valid. The die has to land on the mat or the playing area.
7. - Veil of secrecy: No player is allowed to touch another player's die.
8. - Penalty: Any time a die rolls out of the mat or the playing area, it needs to be rerolled. When a player rolls a die off the playing area three times in a row, another player can claim a Penalty: the die goes to the Wasteland and another die is to be played. For any further Penalties in the game, the dice go directly to Limbo. A die is considered out of the playing area if less than 50% of its bottom surface is touching the mat or if it falls off the table on the ground.









II Specifications









1) “Per un pugno di dadi”: In the case there are only two players left and each of them has only one die left in the Field, if after 4 turns no winner has been determined, the player with the lowest die value (refer to the compendium) is the winner.









2) Double effects or doubled effects count as a single effect when they are rolled. As soon as the player chooses a target for the effect, they are considered as two effects treated separately. They apply twice, can have two different targets and two nuts would be necessary to counter them both.
A double arrow can be doubled.









- For a smile, you roll a second D6 and keep them both aside. They can be used separately and/or subsequently on the same number.
- For a square, you can choose the next two dice a player rolls or the next two player's rolls.
- For a blank, you can make a player skip two turns or two players skip one turn. If the latter, and it's only two players, you would both skip a turn, thus nullifying the effect.
- For radioactivity, you get to choose two colors.
- For a cannon, you can do two duels with one player, or one duel each with two different players.









- For a chaos, you have to roll all of your dice in the Valley, twice. Keep in mind the lowest number you rolled the first time as well as all effect you rolled. Then reroll all these dice again. Consider only the lowest number rolled over the two rolls. Consider each effect rolled and apply them in the order you want (even before eventually losing the round), but only once, even if several occurrences were rolled. If you rolled a chaos at any point after the first one, they are ignored.









3) Any effect that cannot apply fully by lack of substrate reaches a limit and is maxed out: apply it up to what is possible.









4) Use as many regular six-sided dice as needed. The regular six-sided dice are used as auxiliaries of the game and are not owned by any player. They are not considered as a die. They are the tribute Dice Age pays to old school dice.









5) If a player fails to declare out loud the end of his turn, that player's turn ends when the next player's die lands on the playing area. The next player has to allow at least one second after the last decision taken by the previous player before proceeding with his turn and rolling his die.









6) No player is obliged to play a new die each turn, as long as a same die is not used twice in a row in a main roll.









7) It is okay to equalize the Number. If several players roll the same number, or after modifier-effects, achieve the same number, the Number remains the same, the dice simply go to the "Ledge"/"Summoned" area and the play passes to the next player.









8) It is recommended to say “Wait” out loud before applying any Suspended effect and/or taking any action out of one's turn.









9) You are allowed to roll a suspended die. The die gets unsuspended as soon as you pick it up, and you lose the suspended effect.









10) All the secondary rolls of a Chaos are considered to happen at the same time. Until all these rolls are solved, the game time is still considered “just after” these secondary rolls.









11) The suspension is not part of the application of a suspended effect, and takes place right away. Suspended effects can only be applied once the die gets suspended.









LEVEL 7: BUILD YOUR OWN ARMY OF DICE









Once 40 different Dice Age® dice will have been released, the complexity of the level 6 rules will pay off in gameplay, and each initiate player will want to really develop their own strategy. That's where they will build their own hand, which we call “Legion”.









I Legions:









Each player must have his own dice. Before playing, each player will choose in secrecy his own selection amongst his dice, called a Legion. The nature of this selection depends on the taste and tactics of each player. Every die has a quotation in value points, depending on its power (refer to the Dice Age® Compendium). Two Legions with the same total value can be confronted in a game, giving players the ability to play on even terms.
A total of 500 value points for each Legion is a good start, although larger values are also possible.









You can have as many different dice colors composing your legion, but each additional color after the first one costs 50 points. You are not allowed to have more than two of the same die in your Legion. There cannot be more than (value of the Legion/30) dice in a Legion.









Reserve dice: An extra 20% of your Legion value can be allocated to extra dice to replace dice of your current Legion, allowing you to tune your strategy in consideration of the enemy Legion. You can switch dice with reserve dice between two games, as long as the total value of your Legion is equal to (or lower than) its initial value.









General dice: You can select one of your dice and multiply its value by two to make it the general of your Legion: Each time it is supposed to go to the Wasteland, you can send another die from the Field to the Wasteland in its place. This is only doable if you have at least one die in the Field.
If your last die is your General, you lose the game.









II How to Explain Dice Age LEVEL 6:









Once you cracked the code of game. Take your dice out. To those who don't know the dice, you'll be like an alchemist of mystical power. Dice Age was designed like an occult science so that nobody has any idea of the game until they are actually taught how to play. It is what makes the game appealing. It can also make it tricky to explain. Here is an efficient method of explaining the game. It has been tested on thousand of people. It is a bit expeditious, but this one works well.









Know what to emphasize on and in what order. Some games will go fluently, some games will be wonderful, and some will be kind of blah, depending on the rolls, but mainly on the mood of the players. True story. So, make them understand they are to discover something crazy funky good, and be lively. Go fast, fast, fast. It's a fast game. Let the players take their time in their choices, but you have to go fast in your explanations, and to pull the first game forward constantly, so that the newbies feel the rules are no big deal.
The main playing concept can only be explained once the first round is lost, and you're in a race between the end of the first round and the players growing perplexity! Put yourself in a referee's shoes, even if you are part of the game. Be firm and clear.









You should know the following scenario very well, and you should have tested it several times with a partner beforehand. Here we go!









Distribute the dice:









Have the dice sorted by color on the table or the playing mat. Don't forget a D6. Put one or more tables of effects under the mat, but sticking out just to show a bit.
Insist eventually on the fact that the demo only takes 5 minutes.









Players sit down.









To distribute the dice, we attribute to each player a side of the mat.” Point at a player, then point at his/her side of the square mat. “You, have this side of the mat; you, have this side of the mat...” Do this for each player.









Pick all the dice of a single color, roll them on the mat and start the distribution.









We distribute the dice by rolling them by color and giving to a player the dice that are closer to his/her side of the mat.”









Distribute the dice and put the undistributed dice inside the pouch (Limbo)









Once the dice have been distributed: Pointing at the dice in front of you.









You have a “Garden” of dice in front of you. This is your hand. These dice are safe...”









Hovering your hands over the mat:









...A “Field”, which is common to all players. This is the arena of the game, where everything happens.”









Pointing at your left in a circular motion, outside the mat:









“… And here is the “Wasteland”. When all your dice are in the Wasteland, you are out of the game.”









Pick the D6 and hand it to a player.









We roll a D6 to determine who starts the game”









Once a first player is designated, put the D6 with the other dice in Limbo, inside the dice pouch.









To the first player to go, pointing at his/her dice:









Now, pick a die and roll it.” (some players hesitate too long: “Trust your instinct. Relax. Nobody knows to play.”)









-The player rolls a symbol.









If you roll a symbol, you just follow the table.”









Pull out the table of effects that was hidden under the mat. Pointing the effect on the table saying the effect's text out loud at the same time (you know it by heart if you played more than twice.).









The players will read the table as you explain. Catch their attention back and hide the table back under the mat.









This game is like nothing else and is pretty much complex at first, so it's better to just trust me for now...” Re-explain the effect if necessary. Have the player apply the effect. If more than one question pops up: “Please do not try to understand everything. You'll get it little by little. Let's proceed. It's the best way to go.”









Proceed with the next rolls until a number is rolled.









-A player rolls a number.









Ah!” (be demonstrative on the fact that you were waiting for this to finish explaining the rules) “Now, there is only ONE rule in this game, the one thing to remember: Always make a lower number than the last number rolled.
If you overshoot the last number rolled, all your dice on the field go to the Wasteland, and you start a new round.”
“So, the number is now X: nobody can roll higher than X.”
Point at the next player “It is your turn.”









The players will most likely start to analyze the sides and numbers on their dice.









Now, I can help you with this: the orange dice have an average of 12. The yellow dice an average of 8, pointing at the green 6, pointing at the red, 4. Go ahead.”









- A player overshoots the Number.
Take a dramatic voice: “You overshot the number, you lose the round. All your dice on the Field go to your wasteland.” Put that player's dice away. “All the other players get their dice back to their Garden.” Put the other dice away. (Eventually: “Suspended dice remain on the field if you didn't lose the round.”)









To the player who lost the round: “You lost the previous round, you start a new round. There is no number, as if when we started the game.”









And proceed with the game.









At that point, you can relax, put your feet up, you've done most of the job. The players are no longer Newbies, and at the end of this game, they will have gone through the initiation. They might want more or not, depending on their mood and feel, but the trial by fire has been done.









At the end of a game you teach, pick up the winner's wrist and put it up in the air, like a boxing referee would do.









Credits









The Dice Age would not have come so close without the help of:









The wisemen: Sebastien Biseul - Aurelien Tchiemessom – Sebastien Tsangue – Mathieu Lapierre-Armande – Stephanie Canart – James Lisk – Brett Klish









Our backers (this list is not final): Aaron Morgan - Adam "8T" Tannir - Adam & Julienne Grey - Adam Foster - Adam Glinglin - Adam Pygott - Adrian and Angela (Carlin) Avila - Adrian Maddocks - Alan Westbrook - Alex Strang - Alissa Simon - Allan Frouvne - Allie "Tink" McWinkle - Allison Hom - Alvorn - Anand Capur - Andrea Steyer - Andrew Ange - Andrew Cox - Andrew Craker - Andrew Hackard - Andrew Heston - Andrew Stingel - Andy Simmons - Anna Quyen Nguyen - Anonymous - Anthony Duclos - Anthony Zizzo - Arnaud Réveillon - Asher Martin Levin - Aspen Farer - Bastien Lefevre - Becca Rice - Ben Gatien - Ben Kulp - Ben Salem - Ben Ward - Ben Wolf - Benedict Huhnke - Bill "Shijuro" Hand - Bill Johnston - Bob Gallo - Bob Menzel - Brad Reid - Brent Cerrato - Brian Conneen - Brian Easton - Brian Seward - Brock & Arisa Synnes - Bruce Bridges - Bruno Crepaldi Thomaz - Bryan Buus - C. Rubin - Candice Bailey - Carl Orthlieb - Carmela - Cédric Nibaudeau - Charles A. - Charles Boucher - Charles Feduke - Chris - Chris Graham - Chris Hartjes - Chris Tihor - Christian A. Merz - Christian A. Nord - Christopher Earley - Christopher Harris - Christopher Hull - Chuck Bonnell - Clever Mojo Games - Cliff Fuller - Coco the Wonder Monkey - Cuyler Poblador - D.J. Trindle - Dan Norder & Kelly Robinson - Dan Pierz - Dan Williams - Dane Turner - Daniel A Pauw - Daniel Velazquez - Daniel Watson - Daniele Moretti - Dave + Katie Schumm - David Banks - David Buschermohle - David Chen - David DeFranza - David Hoffman - David Inacio - J Garfield - David Kerstanski - David Lawrence - David Main - David Saunders - David Thomas - David Xiao - Democomix - Denis Begin - Derek B. Fox - Devin Dinkins - Dice Hate Me - Don Schlaich - Doug Ayen - Doug Hopkins - Dr Nova Frogge (supervillain) - Dr. Funpants - DrSbaitso - Duncan H. - E. Burford - Ende73 - Eric Brian Johnson - Evan Rattner - Evan Ritt - Fidel Jiron Jr. - Frank Branham - Frank martin - Gabriel and Liam Chappell - Games&Grub - Gareth Thomas - Geoff Oki - Geoffrey Green - Giovanni - Gordon Wohlers - Gospodyina - Grant Smith - Gregor Harrison - "I remember where the spots formerly were." - Greymundo - Griff Maloney - Guilherme Stutz Töws - H Lynnea Johnson - Harry 'Bo' Beans! - Harry R. Burger - Heath_Bar - Hugh Shen - Ian t. thompson - Ian Toltz - Igor Skvortsov - Indi Latrani - Integgroll - Iron Tom Bonney - J & M Gallagher - J.R. Parsons - Jack Everitt - Jacob Click (MechNCheese) - Jaded Lounges - James Cowling - Jameus Hutchens - Jamie Tsui - Jarrett A. 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Shumaker - Mamijo - Marc Jacobs - Marco Arnaudo - Marcy Debole - Mark Brown - Mark Hambly - Mark Klamik - Appleton - Martin Stampler - Marvin Knighton - Mary Ann Pham - Mason Starshine Warling - Matt and Nykki Boersma - Matt Bachmann - Matt Baughman - Matt Fullenwider - Matt Singleton - Matthew Carpenter - Matthew Gomez - Matthew Waegelin - Matthias Muench - Mattia Ronchetti - Max - "Waflles" Nguyen - Michael Champion - Michael D. Quinn - Michael J Hamlin - Janssen - Michael Jones - Michael Pang - Michael Sabani - Thomas - Michael Townsend! - The Mad Hatter - Michel Rowinski - Bassler - Mike Brum - Mike Leonardi - Mike Martin - Mikkel Snyder - Mikolaj Laczynski - Whippy - Molly W - Monica & Travis Corwith - Monster Caesar Studios - Nate Drake - Nathan Barnett - Nathan Paul Isaac - Nicholas "Toxidyne" Witchey - Nick Fegley - Nick McElveen - Nick Tolman - Nicolas de Menten - Nils Schäffer - Nmjk - Omega Howell - Ophinity - Patrick Reilly - Paul D. James - Paul Echeverri - Paul of Cthulhu - Pete Vigeant - Peter Spicer - Pokajutsu - Quazie - "Valahuir" Schiavone - R. Baron Brendel - R. Scott Daniels - Rebekah Bissell – Regina Hart - Rev. Theodore G. Laich, Jr. - Rich Amtower - Richard A. Billings - Kolarik - Rick Reynolds - Riff Conner - Rob Farley - Rob MacAndrew - Robert Blake - Ronj - Ross Grady - Rottcodd - Ruskin Drake - Rusty Larner - Ryan Idryo - Ryan Leigh - Ryan T Green - S. B. 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