Dice Throne · Reference sheet
Dice Throne reference sheet
Overview
- 2-player duel (or multiplayer with expansions); each player controls a unique Hero [p.1 — Overview]
- Goal: reduce your opponent's Health to 0 [p.1 — Overview]
- Core loop: roll dice → activate abilities on your Hero Board → play cards [p.2 — Turn Structure]
- Spend Combat Points (CP) to play cards and activate Hero Board abilities [p.9 — Quick Repriming]
- Each Hero has unique dice combos, abilities, and an Ultimate Ability [p.1 — Overview]
Turn structure
- Gain 1 CP (skip on Start Player's very first turn) [p.9 — Quick Repriming]
- Main Phase (1) — play Main Phase Action cards or sell cards for 1 CP each [p.9 — Quick Repriming]
- Offensive Roll Phase — roll all 5 dice; up to 3 rerolls (keep any dice between rolls); activate Hero Board abilities with your Final Dice Result [p.2 — Turn Structure]
- Targeting Phase — choose a target for your attack [p.2 — Turn Structure]
- Defensive Roll Phase — defender may roll to activate a Defensive Ability [p.2 — Turn Structure]
- Main Phase (2) — play Main Phase Action cards, sell cards, or spend CP on Hero Board abilities [p.9 — Quick Repriming]
Actions
| Action | Cost | Effect | Timing |
|---|---|---|---|
| Activate Offensive Ability | CP (varies) | Deal damage / apply effects per Hero Board | Offensive Roll Phase |
| Activate Defensive Ability | CP (varies) | Reduce/negate incoming damage | Defensive Roll Phase |
| Play Main Phase Action card | CP (varies) | Card effect | Main Phase 1 or 2 |
| Play Instant Action card | CP (varies) | Card effect; interrupts play | Any time |
| Play Roll Phase Action card | CP (varies) | Card effect; interrupts roll phases | Roll Phase |
| Sell a card | — | Discard card → gain 1 CP | Main Phase 1 or 2 |
| Spend Status Effect token | — | Discard token → receive benefit (no CP cost) | As specified |
Combat
- Trigger: Active player's Final Dice Result matches an Offensive Ability on their Hero Board [p.2 — Turn Structure]
- Active player pays CP cost and resolves ability effects (damage, status effects, etc.) [p.2 — Turn Structure]
- Defender may activate a Defensive Ability during the Defensive Roll Phase to reduce/negate damage [p.2 — Turn Structure]
- Undefendable damage: cannot trigger Defensive Ability, but can be avoided/reduced by cards or Status Effects [p.9 — Quick Repriming]
- Collateral damage: no target, not an Attack, not defendable, not enhanceable [p.9 — Quick Repriming]
- Ultimate Ability: opponents cannot reduce, prevent, respond to, or interrupt it; only stopping the dice activation prevents it [p.9 — Quick Repriming]
End of game
- Game ends immediately when any Hero's Health reaches 0 [p.1 — Overview]
- The player who reduced the opponent to 0 Health wins [p.1 — Overview]
- You may Heal up to 10 HP beyond your starting Health maximum [p.9 — Quick Repriming]
Glossary
- CP (Combat Points): Currency for cards and abilities; max 15; gain 1 at turn start [p.9 — Quick Repriming]
- Collateral Damage: Untargeted damage; not an Attack; undefendable and unenhanceable [p.9 — Quick Repriming]
- Pure Damage: Undefendable damage; can still be avoided [p.9 — Quick Repriming]
- Undefendable Damage: No Defensive Ability allowed; can still be avoided/reduced [p.9 — Quick Repriming]
- Ultimate Ability: Fully uninterruptible once triggered; ignores Status Effects that reduce it [p.9 — Quick Repriming]
- Persistent Status Effect: Stays in play until removed by card/ability [p.9 — Quick Repriming]
- Spendable Status Effect: Stays until you choose to spend (discard) it for its benefit [p.9 — Quick Repriming]
- Inflict: Place a Status Effect token on the receiving player's Hero Board [p.9 — Quick Repriming]
- Sell: Discard a card from hand → gain 1 CP; done during Main Phase [p.9 — Quick Repriming]
- Final Dice Result: Your 5 dice after all rerolls and modifications are complete [p.9 — Quick Repriming]
- Stack Limit: Max tokens of one type on a Hero at once (unless modified) [p.9 — Quick Repriming]