Rule precision. Powered by AI.

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

  1. Gain 1 CP (skip on Start Player's very first turn) [p.9 — Quick Repriming]
  2. Main Phase (1) — play Main Phase Action cards or sell cards for 1 CP each [p.9 — Quick Repriming]
  3. 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]
  4. Targeting Phase — choose a target for your attack [p.2 — Turn Structure]
  5. Defensive Roll Phase — defender may roll to activate a Defensive Ability [p.2 — Turn Structure]
  6. 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]

Ask any Dice Throne rules question →