Dice Throne Rules

Dice Throne Rules

What’s this about?

Dice Throne

This is an official rules reference for Dice Throne.

It’s great for finding a specific rule quickly. It’s also an excellent supplement to the rulebook included in the box, when watching a how-to-play video, or while teaching the game.

Dynamic Rules

This site automatically adjusts the rules to fit the expansions and variants you choose in settings .

Usage Tips

Back & Forward Nav: Think of each rule entry as a separate webpage. If you want to jump back, hit your Back button.

Check the Index : Don’t see what you’re looking for? The Index has every term in the game.

Install it: This site is a (Progressive Web App). You can install it as a standalone app that is lightning fast, and works even when you’re offline.

Link to a rule: Want to share a link to a particular rule? Just click its title!

Credits

Game design: Nate Chatellier, Manny Trembley, Gavan Brown

Game development: Nate Chatellier, John Heidrich

Graphic design: Gavan Brown, Gui Landgraf, Britt Anderson, Nick Malara

Illustration: Manny Trembley, Nick Malara, Britt Anderson

Operations: Aaron Waltmann, Jeff Beal

Community Development Director: Jonathan Herrera-Thomas

Media and Marketing: Josh Vett

Trays & Storage: TrayForge, GameTrayz

Main rulebook editors: John Heidrich and many others who helped

Playtesters: John Heidrich, Noah Burke, Jonathan Westfall, Heather Hash, Michael Hash, Nick Lem, Kevin Heidrich, Christopher Peterson, Jacob Adams, Rex Edward Custorio, Grace Galayda, Rick May, Chris Petkidis, Patrick Woodward, Cam Roberts, Josh Hou, Derick Gilkeson, Dustin Millican, Devin Elie, Drake Finney, Eric Bouma, Kasey Schertenleib, Dino Pathoummahong, David Jacobson, Daniel Dar, Luke Pinyerd, Corey Cook, Todd Daniels, Justin Nguyen, Ryan Muehlberg, Brandt Arganbright, Danny Jacobson, Tomer Rosenbaum, Jeffrey Jacobson, Ashton Jacobson, Veronica Elie, Dylan Chin, Liam Fairley, Sammi Roberts, Sarah Slyman and the rest of the beta team.

For Hero specific credits, see Hero Leaflets.

And the BIGGEST thanks goes to you for purchasing this game and helping us to pursue our dream of creating Dice Throne.

Last checked

Ability

An Ability is printed on the Hero Board, minion card, or boss board, henchmen panel, or boss details. See each different ability description for more information.

Achievements!

When someone in your gaming group performs one of these feats, have them initial the box to be remembered forever in your Great Charter!

Download at: achievements.dicethrone.com

Action Cards

Action cards (identified by a icon) are single use cards that provide a benefit. Action cards may be played at different times, depending on their color.

To Play an Action Card

  1. Spend the required (shown on the left side of the card).
  2. Perform the described action and then place the card onto your Discard Pile.

Instant Action Cards

Main Phase Action Cards

Roll Phase Action Cards

Activate

Some Abilities, status effects, and Companions may be activated when their Activation Requirement is met.

Activating Offensive and Defensive Abilities

Once a Final Dice Result is determined, a player may activate an Offensive or Defensive Ability.

  1. Determine its variable effects (some abilities require additional steps to determine their full effects).

  2. Resolve any effects that do not require a target (e.g. gain Evasive , gain Back Strike , Heal , etc).

Activation Requirement

This term is used in several places throughout Dice Throne. In regards to board abilities, the Activation Requirement is the die faces required to Activate the ability. In regards to status effects or companions, the Activation Requirement will vary based on the description of each. Please read each ability, status effect, or companion description carefully to understand each Activation Requirement.

Active Player

The player who’s turn it currently is.

Attack

An Attack is an Offensive Ability that deals at least dmg that targets an opponent (i.e. not collateral dmg).

Attack Modifiers

Attack Modifier card

Any card or status effect that modifies an Attack is considered an “Attack Modifier.”

Can be played before or after the Defensive Ability is activated.

Damage added by Attack Modifiers is considered to be of the same damage type as the original damage being dealt.

Attack Modifiers can only be used on Attacks (i.e. an Offensive Ability that targets an opponent with at least dmg).

Note: Attack Modifiers can only be played on an Attack you are activating during your turn (unless otherwise noted).

Boss

Previously defeated in battle by the Mad King and now in his eternal servitude, they are found in the Boss Battle scenarios after each Portal Crawl.

Boss Board

Each boss has a board that has the same information as a Hero Board.

Boss Battle

For each Boss Battle scenario, you will be working together to fight a Boss. You and your team will take turns operating the Boss the same way you did for the Minions. Some preparation is necessary.

Refer to the Boss Battle scenario card:

Boss Battle Setup

Boss Battle Setup
  1. Choose 1 Health dial for your team and set it to the amount indicated on the Boss Battle scenario card. When you face a Boss, your team shares a common pool of Health.

  2. In the center of the table, place the following (as you would arrange them for a normal Dice Throne player):

    • Boss’ board , leaflet , status effect tokens , and card deck
    • Enemy dial - Health side up
    • Enemy dial - side up
    • 5 Chaos dice Chaos Dice
    • King’s Hand King’s Hand tokens of the quantity indicated on the Boss Battle scenario card
  3. Separate the Boss’ cards into two decks and shuffle each deck:

    • Action deck - Action cards used by the Boss during the battle. All Action cards can be identified by an action star () on the left side of the card.

    • Upgrade deck - Upgrade cards used only for Boss Setup. Upgrade cards can be identified by the upgrade arrow () on the left side of the card.

  4. Set the Boss CP dial to the “Upgrade CP” value indicated on the Boss Battle scenario card.

  5. One by one, turn over the top card from the Boss’ Upgrade deck and place them on the matching Ability of the Boss’ board. For each card:

    Boss Upgrade Cost
    • The Boss spends Upgrade CP according to the card’s cost.
    • When upgrading from a level 2 card to a level 3 card, only spend the difference in cost.
    • If it is a level 2 Upgrade card and the Boss already has the level 3 Upgrade card, discard it and draw another (no Upgrade CP is gained from discarding).
    • If the Boss could place the Upgrade card, but cannot afford the cost, discard it and stop drawing cards.

    Boss board Setup is now complete.

  6. Upgrade cards remaining in the Upgrade deck or discarded can be set aside or returned to the box.

  7. Set the Enemy dial ( side up) to the indicated Starting CP value shown on the Scenario card.

  8. Set the Enemy dial (Health side up) to the indicated Health value shown on the Scenario card.

The Boss is now prepared for battle!

End of Battle

Whether you are victorious or are defeated in battle, you will receive some reward and your journey will continue. (see Scenario Conclusion)

Note: In the rare situation that you and the Boss are reduced to Health at the same time, your team is victorious.

Boss Loot

Boss Loot

Whether you’ve won or lost a Boss Battle, you will now gain Boss Loot. Turn the Loot board over to the Boss Loot side and perform the following steps a number of times equal to the quantity of chests shown under “Boss Loot” in the Conclusion section of the Boss Battle Scenario card.

  1. Each player rolls their Loot die Loot die.

  2. Examine the Boss Loot table and take the top card from the corresponding Common/Rare/Epic/Legendary Loot deck according to the result of your die roll.

  3. Examine the drawn card and choose to either:

    • Immediately add the card to your deck.

    • Discard the card. For each card discarded in this fashion your team will gain 1 Scenario Point, which should be recorded on your Campaign Score sheet (in the “Unclaimed Boss Loot” row).

If your reward is a Loot card of a lower level than one already in your deck, place the lower level card on the bottom of its Loot deck and draw a replacement card from the top. Repeat this as many times as necessary.

Boss Portal

Boss Portal

The final Environment you need to explore to complete a Portal Crawl. May not be explored until all 3 Portal Shards Portal Shards have been collected.

Boss Step

During step 3 of a Boss Battle turn the teammate before you now performs the Boss’ turn, which is a standard Dice Throne turn with a few exceptions:

  1. Upkeep Phase

    Resolve applicable status effects.

  2. Income Phase

    Hero Bonus

    The Active Player gains a Hero Bonus of 1 Salve Salve.

    • Increase the Boss dial by . Like Dice Throne Heroes, Bosses can have a maximum of .

    • Draw a card from the Boss Action deck (flip it over and place it back on their deck).

    • The Active Player immediately gains the Hero Bonus shown in the top right corner of the card.

  3. Main Phase (1)

    • If the card drawn during the Income Phase was a Main Phase Action card, the Boss plays it by spending CP equal to the cards CP cost. After resolving the card, place it in the discard pile.

    • If the Boss cannot afford the CP cost of the card or the card would have no effect, the card is sold (discarded), increasing the Boss dial by .

    • If the drawn card is a Roll Phase Action card, ignore it until the Offensive Roll Phase.

  4. Offensive Roll Phase

    1. Roll the 5 Chaos dice Chaos Dice:

      • Roll Objective

        Re-roll any dice that do not match the Roll Objective shown on the last drawn card.

      • Re-roll dice a second time if the Roll Objective has still not been met.

    2. Boss Ability Priority

      Activate an Ability: The Boss then Activates the ability with the highest priority number that it has fulfilled the Activation Requirement for, regardless of what the original Roll Objective was.

    3. Resolve Roll Phase Action cards: If the Boss had drawn a Roll Phase Action card, they now spend CP equal to the cards CP cost and resolve the card’s effect.

      If the card would have no effect, or the Boss cannot afford to play it, it is sold (discarded) at the conclusion of the Defensive Roll Phase for (the card may still be useful if the Boss performs another Offensive Roll Phase due to a successful King’s Hand roll).

      Roll Objective straights example 1

      The 2 is rerolled because only one 2 should be kept.

      Roll Objective straights example 2

      6 is kept because it forms a Small Straight.

      Roll Objective straights example 3

      1 and 6 are re-rolled because neither one forms a Small or Large Straight.

      When the Roll Objective is Straights, adhere to the following rules when choosing which dice to re-roll:

      • Keep exactly one of each 2, 3, 4, and 5 result.

      • Only keep a 1 or 6 value if it is already part of a Small or Large Straight.

      Remember: If the Boss fails to activate an ability on its turn, they will spend one or more King’s Hand King’s Hand tokens in an attempt to start another Offensive Roll Phase.

  5. Targeting Roll Phase

    The Boss targets you (the Hero whose turn it currently is).

  6. Defensive Roll Phase

    If the Boss’ Attack is defendable, activate your Defensive Ability.

  7. Main Phase (2) - Skip this phase.

  8. Discard Phase - Skip this phase.

Campaigns

A campaign consists of 8 scenarios which alternate between two different game modes:

If your team successfully completes a scenario, you will receive rewards, scenario score, and then advance to the next scenario. If your team fails to complete a scenario, you will be required to repeat it until you finally achieve victory (unless otherwise specified by your Difficulty card).

Once you defeat the Mad King, your team has successfully completed the campaign!

Campaign Score

Total Campaign Score

After defeating the Mad King and recording your final session score, total your campaign score by adding up all the “won” and “lost” session scores. This is a great tool when comparing different campaigns of Dice Throne Adventures.

Go to myscore.dicethrone.com to share your score see how others have fared in their conquest for the Throne!

You can download and print more copies of the score sheet from scoresheet.dicethrone.com.

Card Caddy

Loading the Card Caddy

Dice Throne Adventures includes a functional Card Caddy. Before playing your first game, you must first load all the game’s cards and Environment tiles into it. Behind each deck of cards, place the associated divider. Make sure all content is faced with the card backs toward you and the Minion cards closest to you.

Watch a video demonstration of how to load the Card Caddy.

Card Caddy
  1. Level I Minion deck and divider.

  2. Level II Minion deck and divider.

  3. Level III Minion deck and divider.

  4. Level IV Minion deck and divider.

  5. Scenario cards and divider. Behind the Scenario card divider, place Legacy pack A (do not open).

  6. Fallen Barbarian Boss deck and divider.

  7. Fallen Gunslinger Boss deck and divider.

  8. Fallen Monk Boss deck and divider.

  9. Mad King Boss deck and divider.

  10. Legacy packs C & D (do not open). Behind the Legacy packs place an “Other cards” divider. This area is also handy for storing your Hero’s extra unused card sleeves.

  11. Common Loot cards and divider.

  12. Rare Loot cards and divider.

  13. Epic Loot cards and divider.

  14. Legendary Loot cards and divider.

  15. Turn Order Player aids and Difficulty cards. Behind these cards place an “Other cards” divider.

  16. Legacy pack B (do not open).

  17. Place each stack of Environment tiles. Each Level of Environments should be together. Also place the Crimson Sands and Boss Portal Tile here.

Assigning a Banker

We recommend that before starting the game, assign the duty of “Banker” to one player at the table. The Banker should give cards directly from the Card Caddy to players when necessary.

Chaos Dice

The 5 dice Chaos Dice used by Minions and Bosses.

Combat Points

Combat Points Dial

CP Dial

Important: In a 1v1 game, the Start Player must skip their first Income Phase.

Companions

Nanobot

Some Heroes have Companions, which are represented by tokens, dials, or other custom components. Companions are not status effects, and are therefore immune to cards and abilities that interact with status effects.

Companions feature custom rules on the Hero Leaflet. They cannot be removed, transferred, or destroyed, unless otherwise specified in the Companion’s ruleset.

Companions can be interrupted in the same way that status effects can be interrupted.

Damage Table

Defendable
Avoidable
Modifiable
Special Targeting
Normal Damage Yes Yes Yes No
Undefendable Damage No Yes Yes No
Pure Damage No Yes No No
Collateral Damage No Yes No Yes
Ultimate Damage No No Yes No

Note: Damage that occurs outside of an attack (via status effect or Defensive Ability) does not have a damage type. That damage can be avoided, but you can’t use an Attack Modifier to enhance it or use a Defensive Ability against it.

Damage Types

The current amount of damage waiting to be dealt to a player is considered “incoming damage”.

There are 5 damage types: normal (denoted as simply “dmg”), undefendable, pure, collateral, and ultimate.

Damage Type Attributes

Each damage type has one or more of the following attributes:

Normal Damage

Undefendable Damage

Pure Damage

Collateral Damage

Ultimate Damage

Ultimate Ability

The Gunslinger’s Ultimate Ability

Defender

The player who is being targeted by an Attack.

Defensive Ability

Defensive Ability

Abilities that can be activated by a player during their Defensive Roll Phase if their opponent has activated an Offensive Ability that deals Normal Damage.

Defensive Abilities are denoted by an ability name and number of dice used for the ability over a green shield background.

Defensive Roll Phase

Defensive Roll Phase

If the Active Player’s Offensive Roll Phase results in an Attack, then the Defender now begins the Defensive Roll Phase.

  1. Resolve any effects from the Offensive Ability that require a target and are not damage related (e.g. inflict Bounty , steal , etc).

  2. If the Offensive Ability results in an Attack and if that Attack’s damage type is defendable, the Defender may activate their Defensive Ability.

    Note: Most heroes only have 1 Defensive Ability. However, if a hero has 2, they must choose one to activate now.

  3. The Defender performs 1 Roll Attempt with the indicated number of dice on their Defensive Ability (e.g. means roll 1 die).

  4. Based on the dice results, the Defender resolves all non-damage effects (e.g. gain Synth , gain , Heal , Steal 1 Health, etc).

  5. There is one last opportunity (in player turn order) for any player to spend status effects or play cards.

  6. Finally, all damage and prevention effects are accumulated and are applied simultaneously at the conclusion of the Roll Phase.

    Note: If all remaining players are simultaneously reduced to health, the game is a draw.

  7. At this point, resolve effects that require (a) “dmg to be successfully dealt”, (b) status effects to be removed at the end of the Roll Phase, or (c) you to gain/inflict status effects that occur after damage calculations (due to a “then” statement). Here’s a full list of these interactions.

Difficulty

Dice Throne Adventures can be played at different difficulty levels. The difficulty card will tell you how many points each scenario win is worth, and will also tell you what adjustments to the base game need to be made (if any) to play at the higher difficulty.

Discard Phase

Discard Phase
  1. Sell cards from your hand, until you have or fewer cards.

  2. Increase your CP Dial by for each card sold (more expensive cards are not worth more ).

  3. Place any sold cards onto your Discard Pile.

Note: No other actions can be performed during this Phase except selling cards from your hand.

Other DTA Game Modes

Boss vs Many Mode

Boss vs Many is a 3–5 player alternate game mode that allows you to play a Boss Battle with one player playing as the Boss! All standard Dice Throne rules apply, with the following exceptions:

Heroes Setup Changes

Boss Setup Changes

Start Player

Turn Order

All players, including the Boss player, take turns in clockwise order performing a standard Dice Throne turn.

King’s Hand

King’s Hand King’s Hand tokens are a Unique Status Effect (Stack Limit: 5): Cannot be removed or transferred by any means.

When a King’s Hand King’s Hand token is spent, roll a Loot die Loot Die:

Targeting Phase

The Heroes always target the Boss.

The Boss, however, must roll for the Targeting Phase. Who they Attack is determined by rolling 1 Chaos die Chaos Die.

2 Heroes vs Boss
3 Heroes vs Boss
4 Heroes vs Boss

Boss vs Boss Mode

Boss vs Boss is a 2-player alternate game mode that allows you and an opponent to square off in a normal 1vs1 Dice Throne duel! All standard Dice Throne rules apply, with the following exceptions:

Setup Changes

King’s Hand

King’s Hand King’s Hand tokens are a Unique Status Effect (Stack Limit: 5): Cannot be removed or transferred by any means.

When a King’s Hand King’s Hand token is spent, roll a Loot die Loot die:

Allies

Ally card back

Recruiting Allies

Allies are special characters you can recruit for help. When you recruit Allies during either of your Main Phases:

  1. Spend the Momentum Momentum cost of the desired Ally (top right), and move them from the Ally HQ to your play area.

  2. Replenish the Ally HQ immediately by drawing a new Ally from the top of the Ally Deck to replace the one you just recruited.

  3. Each Hero may only have one Ally in play by default, but you can increase this limit through unlocking Perks. If you want to recruit an Ally, but are already at your maximum number, you may discard one you have to the bottom of the Ally Deck to make room.

Using Allies

An Ally will have one or more powers. Each power may only be activated once per round. Most powers can only be activated during a specific turn phase, unless they are marked as an Instant Action. If there is a Momentum Momentum cost to activate a power, the power text will list it (e.g., Spend 2 Momentum or Exhaust 2 Momentum).

Ally cards

Each Ally’s powers are triggered in different ways:

Recruit powers are a one-time benefit gained immediately when that Ally is recruited.

Kicker powers activate during your Offensive or Defensive Roll Phase, and can be used once per round. If you meet a kicker’s requirements (if any), it provides a bonus in addition to your normal Ability.

Offensive ability powers give you a new Offensive Ability, which is considered to be one of your own Abilities on your Hero Board. These Abilities will mention if they are Range or default to Melee . During your Roll Phase, you may still only activate one Offensive Ability, whether from the Ally or not. Some of these will show dice with circle die symbol 1 and/or diamond die symbol 2 symbols as the roll objective, which represent matching symbols of any type that appear on your hero’s dice.

Exhaust powers are gained by discarding the Ally to the bottom of the Ally Deck.

+Exhaust powers are also gained by discarding the Ally to the bottom of the Ally Deck, but they may only be activated at the same time you activate the power listed directly above it.

Marvel Dice Throne Missions

Boost Tiles

Boost Tiles Boost Tile are placed face up around the map during setup of either Map Side. Every Boost Tile Boost Tile provides the Hero who picks it up the effect shown on its face-up side.

Collect all Boost Tiles Boost Tile on the space you are in at the end of your Movement Phase.

When there are no more Boost Tiles Boost Tile in the draw pile, flip the discard stack face down and reshuffle them to form a new draw pile.

Select a token below for details…

Boost - gain CP
Gain the value of CP shown
Boost - gain CP
Heal the value shown
Boost - gain CP
Gain the value of Momentum Momentum shown
Boost - gain CP
Draw the number of cards shown
Boost - gain CP
Gain the status effect shown
Boost - gain CP
Remove 1 status effect token from self -OR- gain 1 Momentum
Boost - gain CP
Transfer 1 status effect token between any two players -OR- gain 2 Momentum Momentum
Marvel Dice Throne Missions

Boss Fights

In a Boss Fight, you will attempt to defeat a powerful villain, usually by reducing their Health to . Boss Fights typically begin on Side 2 after a Side 1 Mission Run is completed (though this is not always the case).

Here are some rules to keep note of during a Boss Fight:

Ending A Boss Fight

Like a Mission Run, each Boss Fight features a Main Objective. Typically this requires you to reduce the Boss to Health, though some Boss Fights may have other specified requirements.

Fulfilling a Boss Fight Main Objective completes that side of the Mission, ending it as the current round phase concludes.

Boss fight

The Heroes must Attack Mysterio and reduce him to Health to win.

Marvel Dice Throne Missions

Types of Characters

Hero: A person and the Dice Throne Champion they are playing.

Enemies: Who the Heroes fight. These include Henchmen, Unstoppable Threats, and Bosses.

Player: A Hero or enemy.

Opponent: Heroes’ opponents are the enemies. Enemies’ opponents are the Heroes. All enemy Abilities are written from that enemy’s point of view.

Teammate: Another Hero (not you).

Marvel Dice Throne Missions

Crisis Clock Phase

The enemy turn concludes, and then the Crisis Clock determines what harmful things happen to the Heroes:

Crisis Clock example

In a 3 player game, the Crisis Clock Hand will advance 3 segments.

Segment requires each Hero to discard . Segment is empty, so there is no effect. The hand ends on segment , the Cult Thugs symbol , which means Cult Thugs activate their Crisis Ability i. There are two undefeated Cult Thugs, so all Heroes receive collateral dmg. Lastly, 2 Enemy Dice are rolled for the last part of the Crisis Ability.

Marvel Dice Throne Missions

Difficulty

Each Mission has a default difficulty represented by a colored die, shown in the top‑left corner of each map. A Mission’s difficulty number is described as its “level.”

  1. Difficulty 1

    Intro - A fun introduction to the game and meant to be easy for anyone, including new players.

  2. Difficulty 2

    Moderate - Without Perks, veteran players will find these Missions a moderate challenge. New players may find them quite difficult unless they have unlocked Perks.

  3. Difficulty 3

    Hard - Without Perks, these Missions are very challenging for even veteran players. Some Perks are likely required for success.

  4. Difficulty 4

    Brutal - Without Perks, these Missions are nearly unbeatable for players of any skill level. Earning many Perks is suggested before attempting.

  5. Difficulty 5

    Ruthless - These Missions are incredibly challenging even for veteran players with many Perks.

  6. Difficulty 6

    Insane - These Missions would be so insanely challenging that we chose not to make any at this difficulty (yet…?).

Increasing Difficulty

Want to play a low-difficulty Mission again, but it’s too easy for you now? Fear not! You can increase the difficulty and even gain increased rewards!

When adding 1 or more levels of difficulty, perform the following additional Setup Steps:

  1. Add one additional Black Enemy Die to the Enemy Dice pool per level of increased difficulty.

  2. Inflict Oppression on each Hero equal to the level of increased difficulty (max 4). The value on the Oppression token represents the quantity of tokens inflicted on a hero.

  3. Henchmen starting Health is increased by for each level of increased difficulty (max ).

  4. Use the “+1” Crisis Clock Hand. This same token is used for all increased difficulty levels. The Crisis Clock will now move one extra segment during each Crisis Clock Phase.

  5. Boss Setup instructions apply a special effect for each Oppression on all Heroes.

Increased PP Rewards

When adding 1 or more levels of difficulty to a Mission, you may apply the Perk Points (PP) you earn from that Mission to a column with a difficulty level equal to the Mission’s Total Difficulty. Total Difficulty is calculated as Mission difficulty + number of levels of increased difficulty.

For example, if you play the Nuclear Assault Mission (level 2 difficulty), and increase the difficulty by 3, the Total Difficulty is 5. This means you can apply all PP earned from that Mission in the 5 column of the Perk Sheet.

Decreasing difficulty

If you would like a more approachable gaming experience, choose one or more of the following modifications:

  1. Double all Perk Points earned.

  2. All Heroes start with an additional Health.

  3. All Heroes start with bonus 5 Momentum.

Marvel Dice Throne Missions

Enemies

On most maps, Side 1 will feature up to 3 Henchman types , and 1 Unstoppable Threat . Side 2 will typically feature a Boss.

All of these types of characters are called enemies.

Marvel Dice Throne Missions

Enemy Dice

Enemy Dice

Enemy Roll Phase

Enemy Attacks

During the Henchmen’s Enemy Roll Phase, gather the pool of Enemy Dice (which were determined during setup) and roll them exactly once, regardless of how many Henchmen are attacking. The Heroes can use effects to adjust the results of the dice, and then the Henchmen Attack:

  1. For each Henchman’s info panel , consult the rolled Enemy Dice. If the rolled dice match the dice symbols required by their roll objective, henchmen of that type activate their Offensive Ability.

  2. For each Offensive Ability that was activated (resolving based on panel position from left to right):

    • Each undefeated Henchman with that Offensive Ability activates it in order across the map from left to right, then top to bottom (like reading a book).

    • Most Henchmen’s Abilities are Multi-Strike Attacks. Multi-Strike Attacks resolve against every adjacent Hero (for Melee Attacks) or every Hero on the map (for Range Attacks). If a Multi-Strike Attack cannot target a Hero, it is not resolved.

    • Each time a Henchman’s Offensive Ability resolves, perform all of its listed effects (including status effects inflicted or gained).

  3. Finally, if the rolled dice contain the dice symbols required by the Unstoppable Threat’s roll objective, it will activate its Offensive Ability.

Henchmen attacks

In this example roll, we go left to right, activating the Offensive Ability of the Cult Thugs (1), then Hellfire Club (2), then Sniper (3).

The Strike Team will do nothing this turn, because their roll objective was not matched by the Enemy Dice.

When a Boss Attacks, roll the Enemy Dice once. Use the same quantity and type of Enemy Dice gathered during setup. Then proceed as follows:

  • Heroes may alter the dice using cards or other effects.

  • For each Red Die , place a face-down Boost Tile Boost Tile on the numbered space that matches the die value (both tiles may end up on the same space).

    • If there are already tiles there, add the new tiles beneath them.
  • Compare the Enemy Dice roll to the Boss’s Attacks (from left to right).

    • The activated Offensive Ability adds its CRIT effect against each Attacked Hero who is standing on a face-down Boost Tile Boost Tile, or who has one or more face-down Boost Tiles Boost Tile on their Health Dial (add the effect only once, no matter how many Boost Tiles you have).

    • Each Attacked Hero makes their Defense Roll (if able, in turn order).

  • All Heroes reveal face-down Boost Tiles Boost Tile on their Health Dial (if they collected any while moving). Resolve their effects and discard them.

Defensive Roll Phase

Heroes may perform a Defense Roll against each defendable enemy Attack:

Status Effect Clarifications

Marvel Dice Throne Missions

Enemy Upkeep Phase

Resolve applicable Upkeep Phase status effects on the enemies in any order the players choose.

Marvel Dice Throne Missions

Henchmen

In Mission Runs, you will be fighting hordes of a villain’s Henchmen.

Each Henchman is shown on the map itself, while information about each type of Henchman is shown along the bottom of the Mission Board on their corresponding info panel.

Henchmen Panel

This Henchmen info panel shows the Cult Thug stats and Abilities. Any Henchman on the map marked with this panel’s icon “” will use stats from this panel.

A Henchman’s type is indicated with a green , blue , or magenta colored hexagonal icon . This color is also often the main color of the Henchman’s outfit.

The current Health value of a Henchman is represented by a combination of Health Tokens, instead of a dial. When a Henchman suffers dmg, adjust their Health Tokens to display their updated Health total.

Henchmen only have a single Offensive Ability, which can be activated if they meet their Roll Objective during the Enemy Roll Phase.

Henchmen do not have a Defensive Ability and therefore do not perform Defense Rolls.

Shield , a new status effect, is a Henchman’s main line of defense.

Henchmen status effects

Status effects inflicted upon Henchmen are placed directly on that Henchman’s space, not their info panel at the bottom of the map.

Unstoppable Threats are not Henchmen and may not be the target of any Offensive Ability. They never receive damage or status effects.

Defeat a Henchman by reducing its Health to . Then, cover all shaded spaces that Henchman is on top of with a Defeat Tile Defeat Tile (most Henchmen cover one space, while other large enemies may cover 2+ spaces). These covered spaces are now considered to be empty spaces that players can move through or onto.

When placing a Defeat Tile Defeat Tile on the map, the Start Player Start Player (even if they didn’t defeat the Henchman) distributes 2 Momentum Momentum among the Heroes however they like.

Marvel Dice Throne Missions

Hero Phase

In Dice Throne Missions, the standard Dice Throne turn is split into two phases.

Hero Phase Part 1

Heroes complete the first part of their Dice Throne turn simultaneously. This includes Upkeep Phase, Income Phase (all heroes skip in the first round), Main Phase (1), and all their roll attempts at the start of the Offensive Roll Phase. When a Hero is ready to activate an Ability, they should say “Ready to attack!” to inform everyone that they are ready to move on.

Hero Phase Part 2

Heroes simultaneously complete Main Phase (2), then their Discard Phase.

Marvel Dice Throne Missions

Missions

In each game of Dice Throne Missions, you are required to complete the Main Objective on both sides of a chosen Mission Board. Upon completing the Main Objective on Side 1, your team will advance to Side 2. When you complete the Main Objective on Side 2, you win the Mission.

In a Mission Run (usually Side 1), you will move your Hero around the map, navigating the unique rules and puzzles while fighting various Henchmen.

In a Boss Fight (usually Side 2), you will attempt to defeat a powerful villain, usually by reducing their Health to .

Momentum

Momentum dial

Momentum 1 is a new currency that you track on your own personal Momentum Dial. You can have a maximum of 15 Momentum.

Gain Momentum Momentum by defeating Henchmen, collecting Boost Tiles , completing objectives, and more.

Perform Momentum Actions described on your Momentum Card by spending the Momentum Momentum listed to the left of the action. There is no limit to the number of times per round you may pay to perform Momentum Actions. However, some Momentum Actions have a limit on how many times you can use them, or are limited to a specific turn phase (e.g., the “Recruit An Ally” action may only be performed during the Main Phase).

Ally Powers on recruited Allies often require spending Momentum Momentum to activate.

Momentum cards

You will begin your first game of Dice Throne Missions with your Level 1 Momentum Card.

Unlock Momentum Perks to gain access to higher level Momentum Cards. Unlike other Perks, you must gain Momentum Perks in their listed order to unlock higher level Momentum Cards.

Marvel Dice Throne Missions

Movement Phase

During the Movement Phase, all Hero pawns are moved simultaneously with the following considerations:

You will most often want to end your movement next to an enemy because your Attacks and Defensive Abilities are considered Melee by default, meaning they can only be activated against adjacent enemies.

Some Main Objectives require Heroes to EXIT the map during the Movement Phase.

Movement example

Storm enters the map through the Entry Space and ends her move on space , picking up the Boost Tile Boost Tile there. Wolverine moves through the Entry as well, ending his move on the empty space .

Marvel Dice Throne Missions

Pass Phase

Pass the Start Player Token Start Player clockwise at the start of every round, with the exception of the very first round of Side 1. This player will be the new Start Player Start Player until the end of the round.

Marvel Dice Throne Missions

Perk Points & Perk Sheets

After their first time playing Dice Throne Missions, every player should tear off a personal Perk Sheet and record their name along the top. These sheets record persistent rewards for that player. The player keeps the sheet with them and can use the unlocked Perks in any future Mission, regardless of which Dice Throne Hero they play as or who they are playing with.

After each game, players will earn a number of Perk Points (PP). Each PP will allow them to fill in one circle on their Perk Sheet. Once all the circles on a given Perk have been filled in, that player will gain the listed benefit during all of their future Missions.

Perk Sheet

Check out the rulebook for Perk Sheet usage examples.

As you complete any Mission, you will earn one of the following PP rewards:

0 PP
if you do not complete any Side of the Mission.
1 PP
if you completed only Side 1 of the Mission.
2 PP
if you completed both Side 1 and Side 2 of the Mission.
3 PP
if you completed both Side 1 and Side 2 of the Mission AND you also earned the “Perfect Reward” listed on Side 1.

Perfect Rewards

Every map features a Perfect Reward listed on Side 1 beneath the Main Objective. These are optional and difficult challenges which you can attempt in order to earn in-game rewards and additional PP.

The first time you earn the 3 PP Reward for Perfecting a Mission, fill in the Mission’s perfect check box on the back of your Perk Sheet. You cannot earn the 3 PP reward for Perfecting the same Mission a second time, but the 2 PP for winning and any in-game rewards for Perfecting can still be earned.

After each Mission, ALL earned PP must be spent on the Perk Sheet:

  • You can spend PP to fill in one circle in any column that matches the difficulty of the Mission you just played or lower.

  • When you have filled in all of the circles on a Perk, you permanently gain that Perk for all of your future Missions.

  • You can spend PP to unlock any Perk even if you do not have its previous levels unlocked. However, note that the top row of Momentum Card Perks each replace a previous level of the Momentum Card, meaning you must have gained the previous level in order to unlock the next.

  • If you increase the difficulty of a Mission, this also increases the level of the PP you earn.

Spending Perks

When you earn PP for completing a Mission, use a pen or dark pencil to mark how you spent the PP by filling in circles on your Perk Sheet.

Mission setup steps will instruct you to set up any additional items you have unlocked on your Perk Sheet. This applies to all Heroes with relevant Perks that require setup.

Once finished, players will tuck the Perk Sheet underneath their Hero Boards, leaving the bottom “Feats” row visible.

New Game+ And Mythic Cards

New Game+ is the sixth column of the Perk Sheet. It allows you to work towards unlocking a new and powerful Mythic Ability for your Hero.

The first time you Perfect a Mission on Side 1 and also complete Side 2, you may fill in the New Game+ circle that matches the Mission’s difficulty level (this does not count as spending PP).

Once all 5 New Game+ circles have been filled, you immediately unlock access to a Mythic Ability. For all future Missions, you may start with one of the 4 Mythic Abilities included in this game (or with your Hero’s unique Mythic Ability, if you have the promo pack).

Then, if you wish, you may choose to start a new Perk Sheet as follows:

  1. Discard your previous sheet. Earned Perks and the record of Perfected Missions will no longer be used.

  2. Take a new Perk Sheet and add a “+” next to your name. You can do this multiple times, adding a further “+” each time you start a new sheet for bragging rights!

  3. You gain access to a Mythic Ability if either all 5 New Game+ circles are filled on your sheet OR there is a “+” beside your name.

Marvel Dice Throne Missions

Rounds

  1. Pass: Pass the Start Player Start Player token clockwise (skip on first turn).

  2. Movement: Collect all Boost Tiles Boost Tile in your space. Gain benefits from FACE UP tiles. Place any FACE DOWN tiles on your Health Dial.

  3. Hero Part 1: Heroes do the following simultaneously: Upkeep Phase, Income Phase (skip on first turn), Main Phase (1), Offensive Roll Phase.

  4. Target & Resolve: Once all heroes have declared “Ready To Attack,” resolve abilities in turn order. Resolve Boss’ unique defense.

  5. Hero Part 2: Finish hero turns simultaneously: Main Phase (2) and Discard Phase.

  6. Enemy Upkeep: Check status effects.

  7. Enemy Roll:

    • Roll enemy dice ONCE. Add face-down Boost Tiles Boost Tile to numbered spaces matching red die values.

    • Resolve enemy Attacks. Apply CRIT effect to players standing-on or with face-down Boost Tile(s) Boost Tile on their Health Dial.

    • Heroes perform Defensive Roll Phase and gain benefits from Boost Tiles Boost Tile on their Health Dial.

  8. Crisis Clock: Advance token once per hero. Resolve effects of every icon it passes and ends on (in order).

Marvel Dice Throne Missions

Game Rounds

Missions take place over a series of rounds, each of which is broken up into 8 round phases (these are also listed on your Player Aid Card):

  1. Pass Phase: Pass the Start Player Token Start Player clockwise (This is skipped the first round of Side 1).

  2. Movement Phase: Heroes move and collect Boost Tiles Boost Tile that they land on.

  3. Hero Phase Part 1: Heroes simultaneously complete their Upkeep Phase, Income Phase (skip on first turn), Main Phase (1), and their roll attempts at the start of the Offensive Roll Phase. After finishing their roll attempts, they stop and say “Ready to attack.”

  4. Target & Resolve Phase: In turn order, each Hero resolves their Offensive Ability against a chosen enemy. If the enemy is a Boss, you also resolve the Boss’s Defensive Ability for each Attack.

  5. Hero Phase Part 2: Heroes simultaneously complete Main Phase (2) and then their Discard Phase.

  6. Enemy Upkeep Phase: Resolve applicable Upkeep Phase status effects on enemies.

  7. Enemy Roll Phase: Perform the enemies’ Offensive Roll Phase by rolling the Enemy Dice once (regardless of the number of enemies). Activate applicable Offensive Abilities. Heroes can defend against defendable Attacks.

  8. Crisis Clock Phase: Advance the Crisis Clock Hand and activate each Crisis Ability the Crisis Clock Hand moves through and ends on (but not the one it started on).

Setup Overview

  1. Start with 45 30 25 20 Health (55 40 35 30 max Health )

  2. Start with , cards , correct level Momentum Card, and 0 Momentum Momentum.

  3. Choose a mission of your preferred difficulty.

  4. Deal 3 allies face up.

  5. Create enemy dice pool: 2 red dice + 2 3 4 5 black dice.

  6. Roll to determine Start Player Start Player.

  7. Place your pawn near the map.

  8. Point Crisis Clock straight up. Then roll 1 and advance the token clockwise equal to the result.

  9. Place required Health tokens and Shield tokens on each Henchman. Perform the map’s Boss Setup steps (if any).

  10. Place random Boost Tiles Boost Tile on each space with a boost symbol Boost Space, then flip them face-up.

  11. Perform any scenario specific setup instructions.

  12. Apply any unlocked Perks.

  1. Place your pawn near the map.

  2. Point Crisis Clock straight up. Then roll 1 and advance the token clockwise equal to the result.

  3. Place required Health tokens and Shield tokens on each Henchman. Perform the map’s Boss Setup steps (if any).

  4. Place random Boost Tiles Boost Tile on each space with a boost symbol Boost Space, then flip them face-up.

  5. Perform any scenario specific setup instructions.

Marvel Dice Throne Missions

Setup Details

Dice Throne Missions setup diagram

Check the rulebook for a diagram that's not hilariously tiny.

  1. Each player chooses and sets up any Dice Throne Hero. The Heroes’ starting Health depends on the number of Heroes playing:

    • 1 Hero: 45 Health
    • 2 Heroes: 30 Health
    • 3 Heroes: 25 Health
    • 4 Heroes: 20 Health

    Each player’s maximum Health is 10 more than starting Health .

  2. Each Hero starts with the following:

  3. Choose a Mission and start it on the side marked “Side 1.” Place the token tray within reach of all players.

  4. Shuffle the Ally Cards into a face-down deck. Draw the top 3 cards and place them in a face-up row to create the Ally Headquarters (Ally HQ).

  5. Create the Enemy Dice pool by gathering 2 Red Enemy Dice and 1 Black Enemy Die, plus 1 additional Black Enemy Die per Hero.

    Enemy dice pool
  6. Each player rolls a die. Give the Start Player Token Start Player to the player with the highest roll (or only player in solo).

  7. Each player places their Hero’s pawn near the map.

  8. Place the Crisis Clock Hand on the Crisis Clock pointing straight up. Then roll 1 die and advance the Crisis Clock Hand clockwise a number of segments equal to the result to randomize its starting position.

  9. If playing a Mission Run, place Health and Shield tokens on each Henchman on the map, so that they match the amounts listed on that Henchman’s info panel along the map’s bottom edge.

    If playing a Boss Fight, perform the map’s Boss Setup steps (if any).

  10. Shuffle all Boost Tiles Boost Tile and place them neatly beside the board. Then draw and place Boost Tiles randomly on each space with a Boost symbol Boost Space. Then flip all placed Boost Tiles face-up.

  11. If there is an “Additional Setup” section present, complete any special setup instructions. These may require specific tokens or markers.

  12. Perform any additional setup items you may have unlocked on your personal Perk Sheet, and then tuck it beneath your player board, leaving the “Feats” row exposed.

Target & Resolve Phase

After Hero Phase Part 1, Heroes take turns selecting a target and resolving their Offensive Ability.

Melee Attacks

Melee attacks

If your Offensive Ability is an Attack (it deals at least non-collateral dmg to an opponent), it is considered Melee , meaning it can only target one adjacent enemy (their space shares a border with your space).

Range Attacks

Range attacks

To target a non-adjacent enemy with an Attack, you must gain Range .

Targe & Resolve

Storm and Wolverine complete their Offensive Roll Phase simultaneously. They each activate an Offensive Ability which will deal non-collateral damage to an enemy, so they are considered Attacks.

Storm resolves her Attack first because she is the Start Player Start Player. Attacks are Melee , so she must choose an adjacent enemy as the target. This could be Cult Thug or Strike Team . If she were able to gain Range , then she could instead target an enemy anywhere on the map.

Wolverine resolves his Attack next. He is only adjacent to Cult Thug , so he must target this enemy because he does not have Range .

Marvel Dice Throne Missions

Unstoppable Threats

There are special enemies with the tag “ Unstoppable Threat.” These enemies cannot be targeted by Offensive Abilities. Also, they can never receive damage, nor have status effects placed on them.

Unstoppable Threat

Each Unstoppable Threat will explain what it does during the Enemy Roll Phase on its info panel printed on the map.

If a Mission objective requires you to defeat all enemies, this does not include Unstoppable Threats.

Marvel Dice Throne Missions

Winning & Losing

Main Objectives are defined on each side of a Mission. Gameplay continues in rounds until your team has won or lost.

You win a Mission by completing the Main Objective on both sides of the map.

You lose a Mission if any Hero is defeated (their Health being reduced to ) or if an objective specifically states that you lose the game.

Perfect rewards provide additional benefits by fulfilling all “Perfect Reward” requirements in the Main Objective.

Bonus Objectives are optional objectives listed on many Missions. Completing a Bonus Objective can result in rewards for your team, while failing one may enact penalties. Bonus Objectives are resolved before the Main Objective (if completed simultaneously).

Completing map sides

When your team completes a Main Objective, the round ends after the current round phase resolves. If you completed Side 1 of a Mission, you then advance to Side 2 by doing the following:

Exits

Some Main Objectives require Heroes to EXIT the map.

To EXIT the map during the Movement Phase:

Any Heroes that do not EXIT may continue performing rounds as normal until they also choose to EXIT.

Exits Marvel Dice Throne Missions

Engaged

Whenever a hero is on an Environment tile with a Minion, they are engaged in battle. They remain engaged until the Minion is defeated, or the players lose the Portal Crawl.

A Hero can never be engaged with more than one Minion at a time.

Environment Tile

Your team moves across and explores these during a Portal Crawl.

Equipment Card

A special Loot card whose effects remain in play for the duration of the scenario.

Explore

Exploring new Environments promises many rewards for adventurers, but also grave danger… and unless a fellow Hero arrives to help later on, you will face these alone.

After moving to an unexplored Environment, collect any items present on the face-down tile:

Next, you must flip over the Environment tile. The tile may show multiple features, which (if present) are dealt with in the following order:

Environment Tiles
  1. Increase your dial by the indicated amount.
  2. Increase the Gold dial by the indicated amount.
  3. Deal with mandatory actions or optional choices. Unless otherwise specified, these only apply to you.
  4. Draw and reveal a new level I/II/III/IV Minion card from its deck, perform the Minion setup steps, and then engage it in battle!

Note: Instant Action cards or spendable status effects may still be used to alter any dice rolls. You cannot use Main Phase or Roll Phase cards outside of battles.

Frequently Asked Questions

Note: Each Hero has more rules clarifications.

Category
What is the “Complexity Rating” on each Hero?

The “Complexity Rating” is a number indicating how difficult a Hero is to master. The lower the rating, the more straightforward and easy to use a Hero is. This is not indicative of a Hero’s power or strength, simply their ease of use. Higher complexity Heroes require more intimate knowledge of rules and game mechanics to play well.

What does “Chosen Player” mean?

It means you pick the person and that includes yourself, a teammate, or an opponent.

What does “Chosen Opponent” mean?

It means any player that is not you or on your team.

Can I interrupt a Main Phase card or Roll Phase card by spending a status effect token or playing an Instant Action card?

Yes. Status effects are considered Instant Actions.

Can I interrupt an Instant Action card or spendable status effect by spending a status effect token or playing an Instant Action card?

No. If a status effect is spent its effects cannot be interrupted.

If an ability has variable effects/damage that are determined by one or more dice, can I use Roll Phase Cards to influence or change those dice?

Yes.

Is there a max to ?

Yes, 15.

Can I Heal above my starting Health?

Yes, up to 10 above starting Health.

Does every upgrade card have a level 3?

No.

Can I upgrade an ability directly to level 3 from level 1?

Yes. If you do so, you pay the full cost of the Level 3 upgrade. If you upgrade a Level 2 to a Level 3, you only pay the difference in costs between the upgrades.

If a card says “Remove one status effect” do you remove one token or all of one type?

Just one token. Each token is treated as its own discrete instance of the status effect it represents.

If a card says “Remove all status effects” do I remove only negative ones?

All means all, good or bad.

What is “Stack limit”?

Stack limit is the maximum number of tokens for a status effect that each player may have on them at any given time. e.g. Stack limit 1 means each player may have no more than 1 of that status effect on them.

If an opponent attempts to steal or remove a spendable status effect, can I spend it before it’s gone?

Yes. So long as the source of transference/removal is not an Instant Action card or spendable status effect itself. See specific Hero FAQ’s regarding certain status effects.

If an opponent’s ability does no damage but has other effects, do I get a defense roll?

No. In order to activate your Defensive ability, you must be Attacked for at least 1 point of defendable damage.

Can I reduce or avoid undefendable damage with cards and status effects?

Yes. Undefendable damage only excludes activation of a champion’s Defensive ability. The damage chart is a great reference.

If I’m doing an undefendable Attack and I use an Attack Modifier, is the added damage defendable or not?

Any added damage via Attack Modifiers is the same type as the base damage.

Can I play Attack Modifiers after my opponent’s defensive roll?

You can play them either before or after the defense roll is made.

Can I use an Attack Modifier on an ability that doesn’t do damage (like Barbarian’s Fortitude)?

No. In order to use Attack Modifiers the ability must be an Attack that would deal at least 1 damage.

Does collateral damage automatically hit everyone?

No. Collateral damage is undefendable damage that cannot be enhanced. It has special targeting rules. It does not count as an Attack.

In team games, if an Attack says to damage all opponents, do I do damage to each champion individually, or each Health pool?

Heroes in team games share a single Health dial between them. Damage to all opponents damages each champion individually (e.g. In a 2v2 game, 2 damage to all opponents equals 4 damage to your opponent’s shared Health dial).

Can I activate multiple abilities if I roll the right symbols?

No. You may choose only one ability to Activate.

Do I have to activate an ability during my Offensive Roll Phase?

No. Sometimes choosing not to Activate an ability is a valid strategy.

If I roll once, choose to keep one or more dice and roll the others, can I re-roll the dice I kept from my 1st roll on my 3rd roll?

Yes. Your dice are not locked in.

If I don’t use all my Roll Attempts and I decide to stop rolling to activate an ability but my opponent changes or makes me re-roll, can I then use my unspent Roll Attempts?

Yes. You always have 3 Roll Attempts. Unless an in-game effect reduces your Roll Attempts.

On my defense roll, do I activate everything I roll, or do I spend dice to activate different parts?

You do everything. Your dice are never “spent”, so one die might be used in multiple combinations on a defensive roll.

How do you determine who takes damage first when both players are damaging each other? Does damage happen before Healing?

Healing effects occur immediately when activated. All damage and prevention accumulate and is resolved simultaneously on both players at the end of the phase.

What if we both hit hp at the same time due to defensive damage or status effects?

You both die at the same time. It’s a draw.

In a King of the Hill game can I change my opponents offensive roll with a card after he decides who he is targeting?

No. If you want to modify your opponent’s dice (like trying to stop an Ultimate from happening) you need to do so in their Offensive Roll Phase before they Activate the ability and before Targeting.

What is pure damage?

Undefendable damage that is considered an Attack that is not modifiable but is preventable.

Can Blind , Shadows , Wither , or any other status effect or card reduce or prevent an Ultimate’s damage or other effects?

No. No status effects or cards can stop an Ultimate. In fact, you can’t even respond to the Ultimate. No Healbot, no instant cards, no blocking any damage or effects in any way whatsoever, no Back Strike or Retribution . If an Ultimate is activated, put down your cards, pick up your Health dial, and ask “how much damage?

How do I stop an Ultimate?

Alter your opponent’s dice during their Offensive Roll Phase before the ability is Activated.

Can I use Attack Modifiers to increase my own Ultimate Ability damage?

Yes. An Ultimate is Modifiable.

In a 2v2 game can my opponent alter my Targeting Roll if I roll an Ultimate?

No. But if you activate an Ultimate you may change the Targeting Roll result with cards or effects.

Can I use “Not this Time” to prevent damage from an Ultimate?

No.

Can I play Six-it or Samesies on my opponents dice?

No. Both cards state you may change the value of one of your dice.

What happens if I run out of cards in my deck?

The rulebook states that if you need to draw a card but your deck is empty, shuffle your discard pile to create a new deck first.

Do I remove all tokens of all types when “What Status Effects” is played?

Yes.

Can I use “One More Time” to force my opponent to take an additional Roll Attempt during their Offensive Roll Phase?

No. The card states “A chosen player may perform an additional Roll Attempt…” They are not forced to.

Can I use “Better D” to force my opponent to take an additional Roll Attempt during their Defensive Roll Phase?

No. The card states “ A chosen player may perform an additional Roll Attempt…” They are not forced to.

Can I use “Try, try again” to force my opponent to take an to re-roll up to two dice?

No. you cannot play it on an opponent. The card states “you or a chosen teammate…”

Can I play “Double up” or “Triple up” during my opponents turn and have more than my 6 card limit?

Yes. You must have 6 or fewer cards in your hand at the conclusion of your Discard Phase.

When I sell a card how much do I gain?

The rulebook states that you gain per card sold. Not the value of the card.

What is Dice Throne Adventures?

Dice Throne Adventures is a genre-bending cooperative expansion for Dice Throne. You can take 1 to 4 Heroes and delve into randomly generated worlds, beautiful environments, intense boss battles, innovative Diablo-inspired loot, and non-destructive legacy elements.

If it is ever unclear what choice a Minion or Boss should make, what happens?

The Active Player should make the most effective decision for the Minion or Boss.

Can a Hero Heal above their starting Health?

Yes. Like standard Dice Throne, a Hero can Heal up to above their starting Health.

Can I spend Bonus Damage Bonus Damage tokens after my opponent has already activated their Defensive Ability?

Yes. Bonus Damage Bonus Damage tokens are Attack Modifiers, which may be spent before or after the opponent Activates their Defensive Ability.

During a campaign, what is the Stack Limit for King’s Hand King’s Hand?

Infinity.

Do I go directly into the Boss Battle after going through the Boss Portal tile?

No. First you go to Rosella’s Shop and you have to reset your Hero board.

Can the King’s Hand King’s Hand dice roll be manipulated with applicable Hero’s Roll Phase cards?

Yes.

Are my Hero’s upgraded Ability cards and Equipment cards carried over from scenario to scenario?

No, you always return all cards to your deck after each session.

If my team was victorious and had Salves Salve remaining, would they carry over to the next scenario?

Yes.

If my team lost and we had Salves Salve remaining, do these carry over when we replay the scenario?

No, these are not added to your Starting Salves Salve for your replay of the same scenario.

What happens if I run out of cards in a Loot deck?

Draw from the next highest rarity Loot deck instead.

Final Dice Result

The result of your five dice after all Roll Attempts and dice modifications are finished.

Final DMG Total

Occasionally, calculating a Final Total of damage (the amount you reduce your health dial by at the conclusion of the roll phase) can become complex when the Incoming Damage of the attack is affected by your Defensive Ability, cards, and status effects played by you and your opponent.

Luckily, you can easily calculate the Final Total by following the steps below, in the order shown, after both players are completely finished taking actions:

  1. Determine incoming damage

    Incoming Damage is the amount of Damage that is waiting to be dealt to you at any point during the game. Most frequently this damage comes from Offensive and Defensive abilities, but Incoming Damage can also come from status effects like Pyromancer’s Burn or Shadow Thief’s Poison .

  2. Add & Subtract (subtotal)

    We now apply anything that used addition or subtraction to affect Incoming Damage. Defensive Abilities, status effects, or cards that would subtract (prevent) or add a specific amount of damage are applied to Incoming Damage during this step. The result is called the Incoming Damage Subtotal.

  3. Multiply & Divide (Final Total)

    Finally, calculate anything that affects Incoming Damage using multiplication or division. All division and multiplication is applied at the end, regardless of what order cards, status effects, or Defensive Abilities were activated.

    Also, in the case that you need to calculate more than one multiplier, each multiplier is calculated independently using the original Incoming Damage Subtotal determined by Step 2.

    Anything else that uses Incoming Damage as part of a multiplication or division calculation (e.g. Paladin’s Retribution status effect) is also calculated at this time.

Barbarian vs Paladin Example

Below is an example of a series of events that transpire during the Offensive and Defensive Roll Phase between the Barbarian (attacking) and the Paladin (defending).

  1. Barbarian activates his Overpower Offensive Ability, which will deal damage to the Paladin.

  2. Paladin spends his Retribution status effect, which will deal half of the Incoming Damage back to the Barbarian.

  3. Paladin spends his Protect status effect, which will prevent of the Incoming Damage.

  4. Paladin activates his Divine Defense III ability, which will prevent dmg. He also gains another Protect .

  5. Barbarian plays his Get Some Attack Modifier card which inflicts Concussion and adds dmg.

  6. Paladin plays Absolution card which will prevent dmg.

  7. Paladin spends his other Protect status effect which again will prevent of the Incoming Damage.

A lot of stuff just happened. Let’s calculate damage:

  1. Determine incoming damage

    Incoming Damage from Barbarian’s Overpower (Event 1, above).

  2. Add & Subtract (subtotal)

    Incoming Damage (Event 1 - Overpower)
    dmg (Event 4 - Divine Defense III)
    dmg (Event 5 - Get Some)
    dmg (Event 6 - Absolution)

    Incoming Damage (Subtotal)
  3. Multiply & Divide (Final Total)

    Determine the value of each multiplier simultaneously and independently (Note: all division in Dice Throne is always rounded up):

    Event 2 (Retribution ) = (Subtotal) ÷ 2 = dmg
    Event 3 (Protect ) = (Subtotal) ÷ 2 =
    Event 7 (Protect ) = (Subtotal) ÷ 2 =

    Then apply all of this to the Subtotal:

    Incoming Damage − = −1 Incoming Damage

Using Protect twice, Paladin prevents all damage, which means the Final Total of damage the Paladin receives is .

Additionally, the Barbarian will receive dmg in return since the Paladin spent his Retribution token (Event 2).

First Strike

Any Minion with First Strike will always Attack the Hero first in a Portal Crawl turn. So, if the minion you're engaged with has First Strike , perform the Minion Step before (instead of after) the Hero Step.

Note: If a Minion with First Strike is defeated during its turn, you still get your full turn afterwards. Even though there is no longer an enemy, you might still activate an ability which provides other benefits.

Gain

For status effects, take the corresponding token and place it on the middle of your Hero Board. For Health or , increase your Health or CP Dial by the specified amount.

Other Game Modes

King of the Hill

Apply the following rule changes:

2v2 Teams

2v2 teams turn order

When playing with 4 players, apply the following rule changes:

Targeting Roll Phase

When selecting a target for an attack in Targeting Roll Phase, determine the Defender who will be receiving the damage based on the result of your die roll:

1–2
Target the opponent on your left.
3–4
Target the opponent on your right.
5
Your opponents choose which of them you target.
6
Choose either opponent as your target.

3v3 Teams

3v3 teams turn order

When playing a 3v3 game with 6 players, apply the following rule changes to a 2v2 team game:

Targeting Roll Phase

When selecting a target for an attack in Targeting Roll Phase, determine the Defender who will be receiving the damage based on the result of your die roll:

1–2
Target the opponent on the left.
3–4
Target the opponent in the middle.
5–6
Target the opponent on the right.

2v2v2 Teams

2v2v2 teams turn order

When playing a 2v2v2 game with 6 players, apply the following rule changes to a 2v2 team game:

Targeting Roll Phase

When selecting a target for an attack in Targeting Roll Phase, determine the Defender who will be receiving the damage based on the result of your die roll:

1–4
Count around the table moving clockwise starting with the closest opponent on your left.
5–6
Choose an opponent as the target.

Gold

Gold Dial

Gold is gained during a Portal Crawl and spent at the Shop to buy new Loot cards.

Use the Gold Dial to track the amount of Gold gained by your team.

Health

Health Dial

Health Dial

Heal

Increase your Health Dial by the specified amount (e.g. Heal ).

Hero Board

Hero Board

Offensive Ability

Activation Requirement

The Final Dice Result required to activate an Offensive Ability.

Passive Ability

  • Always active and/or available for use.
Passive Ability

Ultimate ability

Your hero’s most powerful attack! If activated, the effects are completely unstoppable.

Important: The damage and effects of an Ultimate Ability can be enhanced, but cannot be reduced, prevented, avoided, responded to, or interrupted by anything (e.g. cards, status effects, Companions, etc). Opponents may take no action of any kind from the time it is Activated until the conclusion of the Roll Phase. The only way to prevent an Ultimate Ability is to alter a die roll before its activation.

Ability Description

Defensive Ability

Defensive Ability

Defensive Dice

Hero Cards

Upgrade Card Passive Ability Card Upgrade Card Main Phase Action Card Passive Ability Card Hero Card

There are two types of cards: Hero Upgrade cards and Action cards.

If you ever need to draw a card, but your deck is empty, shuffle your Discard Pile to create a new deck first.

Playing cards costs Combat Points . This cost is indicated on the left hand side of the card. Cards costing are free to play.

You cannot end your turn with more than cards in your hand. During the Discard Phase, you must sell cards until you have or fewer cards.

To sell a card, place it onto your Discard Pile and increase your CP Dial by (all cards are worth when sold, no matter how much they cost to play).

The phase during which a card may be played is indicated by the symbol on the left hand side of the card.

Hero Leaflet

  1. Status Effects and Companions: Rules for your hero’s status effects & Companions.

  2. Hero Setup: Some heroes require additional setup steps before the game begins.

  3. Dice Key: The symbols on each face of the hero’s dice.

  4. Complexity Rating: A value between 1 Complexity 1 and 6 Complexity 6 that measures how difficult a hero is to play. Higher complexity heroes often take more time to master and require good strategy to play effectively.

  5. Rules Clarifications: The answers to questions about complex rules for this hero.

Hero Step

Perform a complete Dice Throne turn (see your Hero’s Turn Order card).

  1. Upkeep Phase: Resolve applicable status effects

  2. Income Phase: Gain and draw

  3. Main Phase (1)

  4. Offensive Roll Phase: Perform up to 3 Roll Attempts to activate an ability

  5. Targeting Roll Phase: Your target is the Boss or the Minion that you are currently engaged with

  6. Defensive Roll Phase: The Boss or Minion performs their Defensive Ability

  7. Main Phase (2): Identical to Main Phase (1)

  8. Discard Phase: Sell cards until you have or fewer cards in your hand

Hero Upgrades

Hero Upgrade cards permanently upgrade the space with the same name on your Hero Board. Identified by a icon on the left side of the card.

  • Offensive Ability Upgrade Card
  • Defensive Ability Upgrade Card
  • Passive Ability Upgrade Card

Offensive Ability upgrades have a white border, Defensive Ability upgrades have a green border, and Passive Ability upgrades have a purple border.

Hero Upgrade cards:

To Play An Upgrade Card

  1. Spend the required (shown on the left side of the card).
  2. Place the card onto the space of your Hero Board with the same name.
  3. Some Hero Upgrades grant new secondary abilities. These are additional abilities that your Hero can now activate during their turn. You can still only activate one ability per Offensive Roll Phase!

Heroes

Income Phase

Income
  1. Increase your CP Dial by (skip this step if you already have the maximum of ).

  2. Draw card from the top of your deck and add it to your hand. If your deck is empty, shuffle your Discard Pile to create a new deck.

Important: The Start Player skips the Income Phase of their first turn.

Important: The Start Player skips the Income Phase of their first turn except for Minion Battles, Boss Battles, and Boss vs Many mode.

Important: Heroes skip the Income Phase of their first turn.

Inflict

Take the Status Effect’s corresponding token and place it in the middle of the receiving player’s Hero Board.

Isolated Damage

Damage that is dealt immediately and may only be prevented or avoided as a separate instance of dmg.

Large Straight

5 of your dice show a sequence of numbers (i.e. 1,2,3,4,5 or 2,3,4,5,6).

Legacy Content

Legacy Content

When you beat the game for the first time you will unlock Legacy Content! This is as much as we are willing to say on the subject, as you will discover it on your own, and it will guide you in how to use it when it is revealed.

Loot

The rewards gained from Boss Loot and Loot Chests:

Loot Cards

In Dice Throne Adventures, you are able to upgrade your Hero with powerful Loot cards. These cards:

Equipment Cards

Equipment Card

Some Loot cards are classified as Equipment (indicated in the center of the card). When playing an Equipment card:

Upgrading loot Cards

Many Loot cards you find will be a higher level version of a card you might already have in your deck.

Important: You cannot have two Hero Action or Equipment cards of the same name in your deck. For Example: you cannot have both “So Wild!” and “So Wild III!” in your deck.

Any time you would like to add a Loot card of a higher level than one already in your deck, you must remove the lower level card from your deck. If the lower level card is a:

Swap Icon

The “So Wild III” features a symbol. When you draw this card from the Rare Loot deck, you know you must find and replace the common “So Wild” card already in your deck.

Deck Size Limit

You can have a maximum of 50 cards in your deck. If you go above this amount you must remove a Loot card from your deck before the start of the next scenario, returning the card to the bottom of the appropriate Loot deck.

Custom card sleeves from dicethrone.com come in packs of 50, which helps you keep track of how many cards are in your deck.

If you do not use sleeves, you may need to count your cards as you advance to higher scenario levels to stay at/under the 50 card limit.

Loot Chests

You will find Loot Chests while exploring Environments and from defeating Minions. They contain many possible rewards but what you receive comes down to fate.

To discover your reward, Heroes gaining Loot should roll their Loot die Loot die and compare the result with the relevant row of the Loot Table ( ).

Loot table

Loot Table

Gain Bonus Damage Token: Take 1 corresponding Bonus Damage token.

Gain CP : Increase your CP dial by the indicated amount.

Draw Cards : Draw the indicated number of cards from your deck. If this causes you to have more than 6 cards, do not discard any until your Discard Phase.

Gain Health : Increase your Health dial by the indicated amount.

Gain Gold Gold: Increase the Gold dial by the indicated amount.

Gain Unidentified Loot Card : Take the top card from the Common/Rare/Epic/Legendary Loot deck. Without looking at it, tuck it face-down under the corresponding column of your Hero board. This will keep track of the rarity level of the card.

Tuck Loot Cards

All Hero boards have four columns of abilities. Going from left to right, tuck the Common/Rare/Epic/Legendary cards in each column.

Important: You cannot use cards or abilities to re-roll or change the result (even if the card says ‘any dice’), unless the card specifically mentions the Loot die.

Loot Die

20-sided die that is rolled when you gain Loot. It can only be re-rolled or have its result changed by cards and abilities that specifically mention the Loot die Loot die.

Main Phase

Perform any of the options below in any order, and as many times as you like:

  1. Sell any card

    • Place card from your hand onto your Discard Pile.

    • Increase your CP Dial by (all cards are worth when sold, no matter how much it costs to play).

  2. Main Phase Action card

    Play Main Phase Action cards

    • Reduce your CP Dial by the cost shown on the left side of the card.

    • Perform the described action(s).

    • Place the card onto your Discard Pile.

  3. Hero Upgrade card

    Play Hero Upgrade cards

    • Reduce your CP Dial by the cost shown on the left side of the card.

    • If you are upgrading from level II to level III, only pay the difference in cost.

    • Place the card onto the correspondingly named space on your Hero Board.

Minion Battle

If you become engaged, or begin your turn already engaged with a Minion, you must battle and defeat the Minion before you may move again.

With a few exceptions, battling Minions is no different from battling regular Dice Throne opponents.

Follow steps 4–7 of a Portal Crawl turn when battling a Minion…

  1. Spend Salve Salve: Refer to the Scenario Card.
  2. First Strike (if applicable): Complete Minion Step before Hero Step.
  3. Hero Step: Perform a complete Dice Throne turn (see your Hero’s Turn Order card).
  4. Minion Step: The Minion completes a Dice Throne turn (with a few modifications).

End Of Turn

If you and the Minion are still alive, the next player takes their turn.

You remain engaged with the Minion on your next turn, unless another Hero defeats it before the start of your next turn.

If You Defeat The Minion

When this Minion is defeated, the Active Player receives any non-Loot Chest rewards. However, Loot Chests always have something in them for all Heroes (i.e. all Heroes roll a Loot die Loot die and receive a reward from the Loot Table based on their roll).

Place the defeated Minion card at the bottom of its deck.

If The Minion Defeats You

Minion Step

During the Minion’s Offensive and Defensive Roll Phases, the teammate who’s before you in the turn order should roll the Chaos dice Chaos Dice for the Minion.

Perform a complete Dice Throne turn with the following exceptions:

  1. Upkeep Phase: Resolve applicable status effects and Passive Abilities.

  2. Income Phase: Skip this phase.

  3. Main Phase (1): Skip this phase.

  4. Offensive Roll Phase

    Roll the 5 Chaos dice Chaos Dice and:

    • Re-roll any dice that do not match the Minion’s Roll Objective or which exceed the required quantity of a symbol.

    • Re-roll dice a second time if the Roll Objective has still not been met.

    When the Roll Objective is Straights, adhere to the following rules when choosing which dice to re-roll:

    • Keep exactly one of each 2, 3, 4, and 5 result.

    • Only keep a 1 or 6 value if it is already part of a Small or Large Straight.

    The Minion performs the best ability that it has fulfilled the Activation Requirement for, including any Passive Abilities.

  5. Targeting Roll Phase: The Minion targets you (the Hero whose turn it currently is).

  6. Defensive Roll Phase: If the Minion’s Attack is defendable, activate your Defensive Ability. Spend any applicable status effect tokens.

  7. Main Phase (2): Skip this phase.

  8. Discard Phase: Skip this phase.

Minions

When exploring a new Environment, you may become engaged with a Minion .

Before you begin the Minion Battle, you must draw a random Minion card from the appropriate Minion deck and perform the following setup steps:

  1. Enemy Health Dial

    Take 1 Enemy dial and set the Health side to the indicated starting Health.

  2. Take 5 Chaos dice Chaos Dice.

  3. If the Minion displays a King’s Hand King’s Hand symbol, the Minion begins the battle with a King’s Hand King’s Hand token. Read the King’s Hand tokens section of the Scenario card before continuing.

Minion Cards

Minion Card
  1. King’s Hand King’s Hand
  2. First Strike

  3. Starting Health

  4. Starting

  5. Offensive Ability

  6. Activation Requirement: Just like a standard Dice Throne Hero, all Minions have one or more Offensive Abilities used to Attack you during their Offensive Roll Phase.

  7. Passive Ability: Some Minions have a Passive Ability which should be carried out every Minion turn when possible.

  8. Defensive Ability: Defense works the same for Minions as it does for Heroes. When the Minion is Attacked, the player rolling on behalf of the Minion will roll the indicated number of Chaos dice Chaos Dice to determine the Minion’s defense results.

    Note: Some Minions have a Unique Defense Unique Defense which is activated against all damage types apart from Ultimate Abilities unless stated otherwise.

  9. Minion Rewards: When this Minion is defeated, the Active Player receives any non-Loot Chest rewards. However, Loot Chests always have something in them for all Heroes.

    Example: when the Raging Berserker is defeated, the team is rewarded a Legendary Loot Chest , which allows each player to roll their Loot die Loot die and receive their reward.

  10. Roll Objective: Roll Objective indicates what the Minion is trying to achieve during their Offensive Roll Phase. As per standard Dice Throne rules, the Minion will have 3 Roll Attempts, using the Chaos dice, setting aside any dice that match their Roll Objective (see “Minion Step”).

Move

When moving, your Hero Standee must travel any distance through a chain of previously explored (face up) Environment tiles until you reach one of the following destinations:

An Unexplored Environment

Travel to an unexplored (face down) Environment tile which you then explore.

An Ongoing Minion Battle

Join a teammate who is currently engaged with a Minion on an explored Environment tile. You also become engaged with this Minion and immediately proceed to the Minion Battle.

Move

The Gunslinger has the option to move to either of the unexplored level I Environment tiles to discover what is there, or join the Barbarian in his current battle and engage with the Fairy Minion.

You cannot:

“No Solo” symbol

Do not use if playing a solo game. Put on the bottom of its respective deck and draw another card.

2/3/4/5-of-a-kind

When the dice show the same number (not symbol) 2/3/4/5 times.

Offensive Ability

Abilities that can be activated by a hero , minion, or boss , henchmen, or boss during their Offensive Roll Phase.

These abilities are denoted with an ability name and the Activation Requirement (Final Dice Result) needed to activate that ability.

Only one Offensive Ability can be activated during a player's Offensive Roll Phase.

Offensive Roll Phase

During this phase, any player may choose to play Roll Phase Action cards after any step listed below.

Offensive Roll Phase
  1. Perform up to 3 Roll Attempts:

    • Roll all of your dice.

    • Optional: reroll any number of dice.

    • Optional: for a second time, reroll any number of dice.

  2. When you are satisfied with your roll, you may either:

    • Announce the Offensive Ability that you intend to Activate (your Final Dice Result must meet its Activation Requirement). Ask your opponent if they would like to alter your dice or allow the ability to activate successfully.

    • Announce that you are not going to Activate an Offensive Ability at all.

      Tip: Activating a weak Attack against an opponent with a powerful Defensive Ability is not always advisable.

  3. If you, a teammate, or an opponent have altered any of your dice or performed an action, (e.g. someone played ‘Twice As Wild’), you may either:

  4. Activate the Offensive Ability (if one was chosen):

    • Determine its variable effects (some abilities require additional steps to determine their full effects).

    • Resolve any effects that do not require a target (e.g. gain Evasive , gain , Heal , etc).

Minions & Bosses are Players

Passive Ability

Passive Ability

Some characters have a Passive Ability, denoted on the board with an ability name and the effect of the ability. Passive abilities will describe their effects on the ability, and vary in how they are used. Please read each Passive Ability carefully.

Portal Crawl

Portal Crawl Objective

To complete a Portal Crawl, players must explore the Boss Portal tile and defeat the Level IV Minion guarding it. The Boss Portal may not be explored until all 3 Portal Shards have been collected from the map.

To collect Portal Shards, Heroes must explore an Environment with a Portal Shard on it, adding that Portal Shard to the Boss Portal tile.

Along the way you will discover helpful Loot Chests and Salves Salve, but each step is fraught with danger as the Mad King’s Minions lie in wait, ready for battle…

Setup

After finishing the Game Area setup, place the following components on the table within reach:

Now, build the Portal Crawl map following these steps:

  1. Place the Crimson Sands Crimson Sands starting tile. Then place face-down the Boss Portal Boss Portal, and randomly drawn Environments Lvl 1 Environment Lvl 2 Environment Lvl 3 Environment Lvl 4 Environment, as indicated on the Scenario card.

  2. Place the 3 Portal Shards Portal Shards, Loot Chests , and Salve Salve tokens on the indicated tiles.

  3. Place your Hero Standees on the Crimson Sands Crimson Sands tile.

Portal Crawl Map Setup

Set your team’s Gold dial to the “Starting Gold” value indicated on the Scenario card.

Start Player

To determine the starting player, all Heroes must roll their Loot die Loot die. The player who rolls the highest number goes first.

You are now ready to begin your adventure!

Completing The Portal Crawl

If a Hero’s Health was reduced to 0 and could not be revived by any teammate, your team has lost the scenario.

Once you defeat the Level IV Minion revealed after exploring the Boss Portal tile and all Heroes are not engaged with a Minion, your team has won the scenario.

Proceed to Scenario Conclusion.

Resolving Text

Roll, On, Multiplication

“Roll [#]

Roll the indicated number of dice a single time, then resolve the effects that follow. Dice rolled previously cannot be used to resolve the listed effects.

Multiplication (e.g. “4 × Hero Die”)

Multiply the [number] by the [quantity] of your dice displaying the symbol to determine the total.

“On [symbol]”

If your roll contains the symbol shown , you get the listed benefits . However, you only get these benefits once, even if your roll contains the required result multiple times.

Then statement

“Then”

You may spend status effects and play Instant Action cards or Roll Phase Action cards at the point of a ‘Then’ statement. The effect following a ‘Then’ statement is performed after the effects that came before it.

Or statement

“Or”

When statements are separated by an “or”, you may resolve only one of the options.

Steal

“Steal”

Take the indicated resource from your opponent and give it to yourself.

When stealing Health/, increase your Health/CP Dial and reduce their dial accordingly.

If your opponent does not have the specified amount, Steal as much as they have.

Additionally

Statements following an “Additionally” resolve after the other listed effects.

Roll Attempt

A dice roll performed by the player to Activate an Offensive or Defensive Ability.

Roll Objective

The dice results a Minion or Boss Henchmen or Boss is aiming for to Activate an Offensive Ability.

Marvel Dice Throne Missions

Roll Phase

Any or all of: Offensive Roll Phase, Targeting Roll Phase, and Defensive Roll Phase.

If an ability references “the conclusion of the Roll Phase,” this occurs just before Main Phase (2) begins.

Scenario Cards

A campaign alternates between Portal Crawl and Boss Battle scenarios. Scenario cards provide setup and and other details.

Show card type:

Portal Crawl Scenario Cards

Portal Crawl Scenario Card
  1. Scenario Number: Each campaign consists of 8 scenarios. This is an example of the first scenario.
  2. Game Mode: A scenario is either a Portal Crawl or a Boss Battle.
  3. Map Layout: Refer to this when you set up a Portal Crawl.
  4. Salve: The effects of Salve Salve during this scenario.
  5. Hero Setup: Details the starting value of players’ Health dial(s) and the team’s Gold dial, depending on whether there are 1/2/3/4 Heroes. If you are just starting out on your adventure, it also indicates the number of Salves Salve to be distributed amongst your team.

    e.g. In a 2-player game each Hero will start with 18 Health and the Gold dial will be set to 10.

  6. Conclusion: Details what to do upon your team’s victory or defeat.

  7. King’s Hand Tokens: Should be referred back to when you face powerful Minions who use these tokens.

Boss Battle Scenario Cards

Boss Battle Scenario Card
  1. Scenario Number: Each campaign consists of 8 scenarios. This is an example of the second scenario.
  2. Game Mode: A scenario is either a Portal Crawl or a Boss Battle.
  3. Boss: This is the Boss the heroes are battling!
  4. Salve: The effects of Salve Salve during this scenario.
  5. Hero Setup: Heroes share a Health dial, which starts at 50.

  6. Boss Setup: Starting values of Boss's Health, Upgrade CP, and Starting CP during setup, depending on whether there are 1/2/3/4 Heroes.

    E.g., in a 2-player game this Boss will start with 70 Health, 8 Upgrade CP, and 2 Starting CP.

  7. Conclusion: Details what to do upon your team’s victory or defeat.

  8. King’s Hand Tokens: Refer to this during setup and when the Boss uses these tokens.

    Here in a 2-player game, the Fallen Barbarian starts with 2 King’s Hand King’s Hand tokens.

Scenario Conclusion

After completing a game session of either a Portal Crawl or a Boss Battle, you must perform the 3 conclusion steps below (which are also described on your Scenario card). Before performing conclusion steps, first clean up all of your Hero’s components except for unidentified Loot cards. But keep your deck handy as you will be adding Loot cards to it.

1. Shop / Boss Loot

Permanently upgrade your deck by adding Loot cards. If the current scenario is a Portal Crawl, see “Shop”. Otherwise, see “Boss Loot”.

2. Record Win / Loss & Increase Starting Salves

Record the results of your session on the Campaign Scoring sheet.

Recording A Win

Record win on Score sheet - record the following in the green boxes (when applicable):

Recording a Win

The above example shows scoring for a Portal Crawl and therefore the Unclaimed Boss Loot is left blank.

  1. Scenario #: In the top left corner of the Scenario card.

  2. Remaining Salves: 1 Scenario Point for each remaining Salve Salve your team didn’t use.

  3. Starting Salves for next session: Record the total number of Salves Salve your team still has in the Starting Salve box for next session.

  4. Unspent Gold (Portal Crawl Only): 1 Scenario Point for every 5 unspent Gold your team has remaining after the Shop Phase has concluded.

  5. Unclaimed Boss Loot cards (Boss Battle Only): 1 Scenario Point for each Boss Loot card your team chose not to keep.

  6. Explored All tiles (Portal Crawl Only): 5 Scenario Points if your team explored every tile during a Portal Crawl.

  7. Scenario Score: Points equal to the Scenario Score (in the top right of your Scoring sheet).

  8. Session Score: The total of the above values.

Recording a Loss

When your team is defeated, you will repeat the scenario. When you repeat it, your team will be given 3 more Starting Salves Salve than you began the previous session with.

Record loss on Score sheet - record the following:

Recording a loss

The green boxes in the example above are all left blank because the team was defeated.

  1. Scenario #: in the top left corner of the Scenario card.

  2. Starting Salves for next session: Add 3 to your current session’s Starting Salve value and record it in the Starting Salve box for next session.

  3. Session Score: Write “–10” (negative 10).

Important: None of the green boxes on your Score sheet are filled in when your team is defeated.

3. Advance or Repeat the Scenario

After completing a scenario, any Boss cards, Environment tiles, and Minion cards used in the scenario should be shuffled back into their respective decks and placed back into the Card Caddy before setting up the next scenario.

If Your Team Won

Advance to the next scenario: Advance to the next scenario with any new Loot cards obtained.

If Your Team Lost

Repeat the scenario: Repeat this scenario (drawing a new Scenario card only if it’s a Portal Crawl) with 3 more Salves Salve and any new Loot cards obtained.

Scenario Points

Used to calculate your Session Score and eventually your Campaign Score — which lets you compare your accomplishments with those of other teams.

In a Portal Crawl you gain Scenario Points for:

In a Boss Battle you gain Scenario Points for:

Record the Scenario Points you gain during Scenario Conclusion.

Sell

Take a card from your hand, place it onto your Discard Pile, and then increase your CP Dial by .

During a Main Phase, you may sell any number of cards from your hand.

During the Discard Phase, you must sell cards from your hand, until you have or fewer cards.

Session Score

The total number of Scenario Points gained (or lost) from a Portal Crawl or Boss Battle. Used to calculate your Campaign Score, which lets you compare your accomplishments with those of other teams. Recorded during Scenario Conclusion.

Game Setup

Game Setup

Each player should place all of their chosen hero’s components in front of them:

  1. Hero Board

  2. Hero Leaflet

  3. Tokens: Stack your status effect and Companion tokens on your Hero Leaflet in their associated places.

  4. Health Dial: Set your starting Health to 50 (for a 1v1 game).

  5. Combat Points Dial: Set your starting CP to .

  6. Deck: Shuffle your cards to create a deck. Draw the top cards from your deck. This is your starting hand.

  7. Dice: Roll 1 . The player who rolls the highest number goes first and is considered the Start Player.

  8. Additional Setup: Some Heroes require unique setup steps. If applicable, these steps will be located on the front of your Hero Leaflet under “Hero Setup”.

Dice Throne Adventures Setup

When beginning a new campaign, choose a Difficulty Level card (we recommend “Normal” if you are new to Dice Throne) and fill in the following on the Campaign Scoring sheet:

Campaign Scoring Sheet
  1. Difficulty Level

  2. Your Team Name

  3. Your Names

  4. Your Chosen Heroes: You will continue with the same Hero for the whole campaign.

  5. Scenario Score: Indicated on chosen Difficulty Level card.

Game Area Setup

When starting or continuing a campaign, place the following components on the table within reach:

  1. Token Tray

  2. Loot Table

  3. Card Caddy Tray: Make sure the Loot cards are separated into their 4 decks, as indicated by their Loot icons (Common , Rare , Epic , Legendary ), and shuffle each deck.

    If playing a Portal Crawl, also make sure each Level of Minion cards is separated into its own deck and shuffled. Keep Minions and Loot cards in the vac tray.

  4. Scenario Card: 4 Scenario cards exist for each Portal Crawl scenario. Randomly choose one to determine your Portal Crawl map. If you are setting up for a Boss Battle scenario, simply take the associated Scenario card.

Player Setup

  1. Set Health Dial: See Scenario card to determine starting Health value as part of Hero setup.

  2. Take 1 Loot Die Loot Die

  3. Take 1 Turn Order Card

  4. Set up your Hero’s remaining components: As per a normal Dice Throne match, gain and draw .

  5. Salve

    Distribute starting salves: For session one, distribute the Starting Salves indicated on the Scenario card.

    For all other sessions, reference the Starting Salves indicated on the Campaign Scoring sheet. You may distribute Salve Salve tokens amongst your team in any fashion.

    Starting Salves

Next, set up the scenario depending on type — Portal Crawl, or Boss Battle.

Shop

After completing a Portal Crawl, it’s time to spend your hard-earned Gold at Rosella’s Shop.

1. Gold total per player

Gold Dial

Round the amount on the Gold dial up to the nearest 5 Gold Gold, with all Heroes receiving this amount of Gold to spend in the shop.

Tip: Use your own Health dial to track how much Gold you have to spend.

Example: If the Gold dial shows 27 Gold, increase this to 30, and all Heroes have 30 Gold to spend.

2. Deal Shop Cards

Deal each player a hand of Loot cards of the amount and type indicated in the Conclusion section of the Scenario card.

Important: Players may look at these Loot cards, but not at any Unidentified Loot cards they gathered during the Portal Crawl.

3. Gain Cards

Perform any of the actions below, any number of times and in any order.

Buy: Spend Gold to add one of the cards dealt to you during Step 2 (“Deal Shop cards”) to your deck. See the Shopkeeper leaflet’s Price Tag for its cost.

Loot Card Costs

Identify: Spend 10 Gold Gold to Identify an Unidentified Loot card. The identified Loot card is instantly added to your deck.

Sell: Unidentified Loot cards (or any Loot card currently in your deck), may be sold for 5 Gold Gold each.

Clean Up

After finishing the Shop phase, all obtained cards are shuffled into your deck for use during the next scenario.

All Unidentified cards and Shop cards that were not bought or identified are returned to their respective Loot decks.

Note: Unidentified loot cards cannot be carried over to the next scenario.

Small Straight

4 of your dice show a sequence of numbers (i.e. 1,2,3,4 or 2,3,4,5 or 3,4,5,6).

Spent/Spend

If a status effect is Spent, you discard the token and receive the benefit. This has no cost. You may gain this status effect token again later in the game.

Status Effects

Each hero has a unique set of status effects listed on their hero leaflet, represented by tokens. If you need more tokens than are provided, represent them with something else.

Positive or Negative Status Effects can be gained or inflicted on yourself or other players. Status effects are usually gained or inflicted through cards or Offensive Abilities.

When you gain or inflict a status effect, take the corresponding token from your Hero Leaflet and place it in the middle of the receiving player’s Hero Board. This status effect is now considered to be “in play”.

Important: If a player is defeated, status effects they inflicted on other players remain in play.

Removing Status Effects

When a status effect is removed, return the token to the appropriate space on its Hero’s Leaflet. When using cards or abilities that remove a specific number of status effects, remove that many tokens.

Spendable Status Effects

Some status effects are removed by spending them. Unless otherwise specified, you may spend these status effects at any time during any Phase of any player’s turn and their effects are immediate.

Persistent Status Effects

A status effect marked as “Persistent” remains in play until a card, status effect, or ability causes it to be removed from the Hero.

Stack Limits

Many status effects can be applied multiple times to a Hero, creating a stack of them on Hero Board. The Stack Limit represents the maximum number of tokens of a particular status effect that can be on a single Hero Board at a given time (e.g. a status effect with a Stack Limit of 2 can have a maximum of 2 tokens on each Player).

Increasing Stack Limit

If a player increases the Stack Limit of a status effect, the increase only applies to that player, and lasts for the duration of the game.

Cursed Doubloon

Unique Status Effects

These fundamentally break the standard status effect rules (explained in their description). They are considered to be neither a Positive nor Negative Status Effect. Unique Status Effects often have a custom shape and/or size.

Interrupting Status Effects

If a status effect is spent, its effects cannot be interrupted.

Cursed Pirate has inflicted a Powder Keg and two Wither status effects on the Gunslinger. Wither is marked as Persistent in the status effect description, so it will remain on the Gunslinger’s Hero Board until the Gunslinger is able to remove it. Wither has a Stack Limit of 2, allowing the Cursed Pirate to inflict it twice on the Gunslinger.

Swap Icon

Indicates that a Loot card replaces a common Dice Throne card in a Hero’s deck.

Targeting Roll Phase

If you have more than one opponent, you must determine your target.

In King of the Hill variants, simply choose an opponent to target. In Team vs. Team variants, roll 1 to determine the target.

Target for effect only

Note: Targeting an opponent still applies even if you have activated an ability that does no damage, but has effects that must be reconciled (e.g. ‘Mark the Target’ inflicts Bounty ).

Timing Conflicts

These are advanced rules about the specific timing when rolling dice and for other various Actions, effects and abilities. Additional explanations, examples, and advanced rules questions can be viewed at advancedrules.dicethrone.com.

Rolling Your Dice

When a player is rolling dice (for any reason), including when they are using their Roll Attempts to activate an Offensive Ability or a Defensive Ability or when rolling a status effect die (e.g. Evasive ), the Player rolling these dice can alter and re-roll these dice without being interrupted by their opponent. They can use any valid Instant Action cards, Roll Phase Action cards, status effects, or abilities, and cannot be interrupted by their opponent.

Once a player has finished altering or re-rolling their dice, they will then declare their intention. At this point, their opponent can alter the dice result, after which the rolling player may respond. This will go back and forth until all players accept the results.

Dice may always be altered, including dice rolled by any type of Action card and status effect so long as the card is used in the appropriate Phase (e.g. an Evasive die being re-rolled due to the Roll Phase Action card Helping Hand!).

The one and only time you cannot alter dice is when resolving effects of a successfully activated Ultimate Ability (e.g. the Gunslinger spending and rolling a die for their Reload status effect, etc).

Simultaneous Actions

Multiple players may want to perform Instant Actions at the same time. This can cause confusion as to whose Action(s) should be resolved first. The player whose turn it is has priority, regardless of who initiated their Action first or how many Actions a player wants to perform at this time.

Important: Spending a status effect or activating/spending a Companion is considered an Instant Action!

Buh Bye

For example, if your opponent wants to avoid your Attack by spending Evasive , and then you play the Instant Action card Buh, Bye! to remove your opponent’s Evasive , your card would resolve first, because it’s your turn.

Once initiated, these Actions must be fully completed and cannot be interrupted

For example, you must resolve the first Evasive token that was spent before a second Evasive may be spent.

Main Phase Action cards and Hero abilities are different from Instant Actions or Roll Phase Actions as they are not considered “instant” and can be interrupted.

For example, when you play the Main Phase Action card What Status Effects?, your opponent may still spend valid status effects before the card resolves completely (e.g. Tactical Advantage , Nyra’s Bond , etc).

Similarly, you and your opponent may roll dice for the Gunslinger’s Duel Defensive Ability, and then the Gunslinger may interrupt it’s resolution to spend an Evasive before resolving the result of the initial die roll.

Tokens and special cards

Turn Phases

Game Mode
  1. Upkeep Phase: Resolve any Upkeep Phase maintenance (generally specified by status effects or Passive Abilities).

  2. Income Phase: Gain & draw card from your deck. Start Player skips their first Income Phase.

  3. Main Phase (1): Spend to play Hero Upgrade cards or Main Phase Action cards. Sell unwanted cards for each.

  4. Offensive Roll Phase: You may roll your dice up to 3 times, re-rolling any number of dice each time, to achieve a Final Dice Result that meets the Activation Requirement of a single Offensive Ability

  5. Targeting Roll Phase: Roll 1 die… Target any player. However, you receive a bonus card if you Attack the Leader.

    1–2
    Target the opponent on your left.
    3–4
    Target the opponent on your right.
    5
    Your opponents choose which of them you target.
    6
    Choose either opponent as your target.
    1–2
    Target the opponent on the left.
    3–4
    Target the opponent in the middle.
    5–6
    Target the opponent on the right.
    1–4
    Count around the table moving clockwise starting with the closest opponent on your left.
    5–6
    Choose an opponent as the target.

    Any player may play Roll Phase Action Cards.

  6. Defensive Roll Phase: If you activated an Attack during your Offensive Roll Phase, your opponent may activate their Defensive Ability with a single Roll Attempt.

  7. Main Phase (2): Identical to Main Phase (1).

  8. Discard Phase: Sell cards for each until you have or fewer cards in your hand.

Dice Throne Adventures Turns

During the Portal Crawl, you will engage in battle with various Minions. The first 3 steps of your turn, Move & Explore, are only performed if you are not engaged with a Minion at the beginning of your turn. If you are engaged with a Minion at the beginning of your turn, skip the Move & Explore steps, and immediately proceed to the Minion Battle (steps 4–7).

Move & Explore (only if not engaged)

  1. Spend Salve Salve: Refer to the Scenario Card.
  2. Move: Move any distance across explored Environments to an unexplored Environment or ongoing Minion Battle.
  3. Explore: If you moved to an unexplored Environment during the Move step, reveal it and Resolve all its effects. If a Minion icon is shown, setup & engage the new Minion and proceed to Minion Battle.

Minion Battle (only if engaged)

  1. Spend Salve Salve: Same as above.
  2. First Strike : If applicable, complete Minion Step before Hero Step (below).
  3. Hero Step: Perform a complete Dice Throne turn.
  4. Minion Step: The Minion performs a complete Dice Throne turn (with a few exceptions).

During a Boss Battle, players will take turns in clockwise order until the Boss or your team is defeated. On your turn…

  1. Spend Salves Salve (optional): If desired, spend to Heal on the shared Health dial (may spend multiple).
  2. Hero Step: Perform a complete Dice Throne turn.
  3. Boss Step: The Boss performs a complete Dice Throne turn (with a few exceptions).

Ultimate Ability

Each hero and boss has an Ultimate ability that can be activated only during the Offensive Roll Phase, requiring five 6's to activate.

Opponents can use dice-modifying cards to prevent the Ultimate from being activated, but may take no other actions of any kind if the activation is successful. This means that no cards may be played, no status effects may be used, no companions may be activated, no Defensive Rolls may be taken, or any other action.

Unidentified Loot card

Any Common/Rare/Epic/Legendary Loot card gained from a Loot Chest and stored under your Hero board until the Shop Phase. Do not look at the card. You won’t discover what it is unless you pay 10 Gold Gold to identify it during the Shop Phase.

Unique Defense Unique Defense

Activated against all damage types apart from Ultimate Abilities unless stated otherwise.

Upkeep Phase

  1. Determine if any of your status effects, abilities, or Companions activate during your Upkeep Phase. Then resolve these effects.

    Note: this will not be applicable for most heroes during the beginning of the game.

  2. If there are multiple effects, the Active Player may choose the order in which they are resolved.

  3. All damage is accumulated and are applied simultaneously at the conclusion of the phase.

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0 Damage 1 Damage 2 Damage 3 Damage 4 Damage 5 Damage 6 Damage 8 Damage 9 Damage 10 Damage 12 Damage 17 Damage 18 Damage +1 Damage +5 Damage Health 0 1 2 4 5 6 6 6 10 20 30 50 70 CP 1 CP 1 CP 2 CP 1 CP 15 CP 1 Card 1 Card 1 Card 4 Cards 6 Cards Defend 4