Dice Brewing
Dice Brewing Rulebook
Table of Contents
Table of Contents
1. The Goal of the Game
Number of players: 2–4 Game duration: 45–90 minutes
The players become brewers whose goal is to acquire the resources needed to brew many new beer recipes and then gaining the rewards that come with brewing them - gold and mastery points.
To do so, each player uses their player board and two location cards (marketplace and black market) to develop their resource pool and stock their storage with certain tokens that alter the course of the game. The player who has the most mastery points at the end, wins the game.
2. Preparations
A. Resource dice and seed tokens: Place sorted resource dice (hops dice, light malt dice, dark malt dice, brewing skills dice) and seed tokens in the centre of the table. The number of resource dice and seed tokens is limited according to the box contents.
B. Blocking tokens: Place blocking tokens in the centre of the table, next to the resource dice and seed tokens.
C. Season/priority token: Place this token next to the piles of resource dice, seed tokens and blocking tokens. Set the season/priority token to "Winter".
D. Recipe cards: Arrange the starting recipe cards according to the chosen game mode:
I. Standard mode: for 2/3/4 players draw 3/3/4 starting cards from the deck respectively. These cards include: Mass Lager, Cheap Lager, Experimental Lager (for 2 or 3 players) or Mass Lager, Cheap Lager, Experimental Lager, Sladek Pilsner (for 4 players). All starting recipes are marked with a green card back. Place the starting recipe cards face up next to each other, in any order, so that everyone can see them. Shuffle the remaining cards and put this deck face down beside the starting recipe cards.
II. Advanced mode: Shuffle the deck with all the recipe cards and put them face down. Draw 3/3/4 starting recipe cards for 2/3/4 players respectively. Place the cards face up next to each other, in any order, beside the recipe cards deck so that everyone can see them.
E. Marketplace and black market: Place the marketplace and black market cards next to each other, below the recipe cards, and then sort all the tokens and arrange them into piles. Place the tokens on the cards, in the places with the corresponding graphic.
F. Workplace card: Each player puts their workplace card in a convenient place on the table.
Remember that you will find a bunch of important information on here that may help you make decisions. Therefore, it's useful to reference this card once in a while.
G. Storage cards: Give each player one storage card. The players put these cards in front of them so everyone can see them.
H. Gold and mastery points: Each player draws a gold token with a value of 2 on it and puts a green mastery points indicator on the "0" space of their player board (top left corner of the board).
I. Resource distribution: Each player receives one light malt die, one dark malt die, one hops die, one brewing skills die, and one seed token. The seed token is placed in the storage while the dice go to the player's active pool.
Below, we present an exemplary arrangement of the elements. If you do not find this convenient, place the elements on the table so that it is convenient for you and the players. Also, arrange the space so that you won't accidentally spill the beer on it!
Component count: 30x recipe card, 15x special ingredient tokens, 1x marketplace card, 1x season/priority token, 1x black market card, 18x action tokens, 4x blocking token, 6x seed token, 12x coin token, 12x hops die, 14x light malt die, 14x dark malt die, 10x brewing skills die, 4x player board, 4x workplace card, 4x storage card, 4x green mastery points indicator.
Active Pool
The active pool is a place on the table, in front of each player, where the dice are rolled. It is also where the players keep dice that they decide to roll at the beginning of the next round (dice left in the active pool must be rolled at the beginning of the next round).
Storage
The storage serves two purposes. First, it is where a player stores the dice with results that they wish to keep (stored dice are safe from the obligatory roll at the beginning of the next round). Its second purpose is associated with the rule that, when brewing, you can only use the dice that are in storage. Dice can be stored for many rounds - until a player decides to use them on their player board and/or to brew beer.
More details about the active pool and storage can be found later in the instructions.
3. Short Summary of the Gameplay
The player who consumed the most beer in the last 7 days starts the game. Alternatively, before the start of the game, each player rolls a die. The player with the highest result gets the season/priority token and starts the game. The remaining players play clockwise around the table. This is the established order.
Each game lasts until the players, as a group, have acquired a certain number of recipe cards. The number of recipe cards needed to end the game varies depending on the number of players. For 2/3/4 players, it is 10/15/20 recipes respectively. Each game consists of rounds which in turn consist of phases:
Number of players: 2 / 3 / 4 Necessary recipe: 10 / 15 / 20
Short Summary of the Phases:
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Dice Rolling and Arrangement – the players roll dice from their active pool and arrange them on their player boards. First, the players roll the dice in their active pool – this determines the resources they can use in a round. Then, the players decide what they want to do with these resources. They decide where they want to place them on their player board (in turn order), if they want to transfer them to the storage card or if they want to leave them in the active pool to roll at the beginning of the next round. After a player takes his turn, the next player on his left continues. Each player can make as many moves as he likes during this phase, however, he always has to wait for his turn in the established order. If the player does not want to make a move, he can pass. The Dice Rolling and Arrangement Phase ends when all players have passed.
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Purchasing – during this phase, each player can buy one token from the marketplace and one token from the black market. The one or two purchases happen in clockwise order. The end of the Purchasing Phase is the last moment that a player may decide which dice from the active pool that they place in the storage.
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Brewing Beer – in established order, the players choose the recipe they want to brew and place all of the required resources on it. Then they collect all of the bonuses and rewards specified on the card as a result of brewing this recipe. During the Brewing Beer Phase, action tokens can only be used at the beginning of the phase - before the player with the priority token chooses the recipe that he wants to brew.
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Tidying the Workplace – the players calculate the effects and collect the dice from their player boards (and place them in their active pool or on the piles - according to the effect). The season/priority token is then flipped, passed clockwise to the next player, and the game proceeds to the next round.
WARNING: During phase 1, transferring dice to the storage from the active pool is not considered a turn. Therefore, in one round the player can transfer any number of dice. More details about the phases can be found later in the instructions.
4. Game Elements
50 x Resource dice — The resource pool includes a total of 50 6-sided dice in 4 different colours. They symbolise the resources required to brew the beer and acquire the recipe cards. The box contains: 14 black dice (dark malt), 14 yellow dice (light malt), 12 green dice (hops) and 10 blue dice (brewing skills).
6 x Seed tokens — Seed tokens let the player acquire additional light malt die or hop die after they have been used in the Malt House or the Hops Plantation – both located on the player boards. Each player receives one seed token when the season/priority token is set to summer.
1 x Season/priority token — The season token is also a priority token - it determines which player is the first to make their moves in the round. If the token is flipped to "summer", all brewers receive one seed token. If the token is flipped to "winter", the brewers get no seeds from the pool.
The token is passed to the next player in clockwise order at the end of each round. The player receiving the token then flips it - changing the season.
12 x Coin tokens — Double-sided coin tokens are used to indicate income. They can be acquired from brewing specific beers or after exchanging specific resources for gold using the player board. The coins are double-sided (each side has a different value from 1 to 6). The players also exchange their coins for special ingredient tokens at the marketplace and for action tokens on the black market.
4 x Blocking tokens — Blocking tokens are used to automatically disable other players from performing actions on their player board. The way these tokens work is described in the detailed description of the phases section of the rulebook.
15 x special ingredient tokens — Brewers can use special ingredients to enhance their beer recipes during the Brewing Beer Phase and receive additional rewards for their work. Players buy the special ingredient tokens by exchanging their gold during the Purchasing Phase. Prices of the specific special ingredients can be found on the marketplace card. During one round, each player can only buy one special ingredient from the marketplace card. Special ingredient token pool includes: 3 x fruits, 3 x spices, 3 x honey, 3 x special malt, 3 x special hops.
After any special ingredient token is used, it is returned to the respective pile so it can be bought again.
18 x Action tokens — These tokens can affect other players' resources and give each brewer the chance to fix previous mistakes. Players buy action tokens during the Purchasing Phase. Prices of the specific action tokens can be found on the black market card.
Bought or acquired action tokens are placed on the table so that everyone can see them. The indication on the token must be visible to the other players.
- 3 x withdraw a die – The player can withdraw one selected die (his or his opponent's) from the storage and place it in the active pool.
- 3 x block a building – The player places the token on a selected building of his opponent's player board (it has to be done at the beginning of the phase). During this round, the blocked player cannot perform any actions on the blocked building.
- 3 x block/protect a die – The player places the token under a selected die (his or his opponent's). If you block an opponent's die, he cannot use it for the rest of the round. If you protect your own die, nobody can change the result or withdraw it from the storage for the rest of the round.
- 3 x block recipe card – The player can block brewing by placing the token on a selected recipe (it has to be done at the beginning of the Brewing Beer Phase). In this round, nobody can brew this recipe.
- 3 x raise the value – The player can raise the value of the selected die by 1 for the rest of the round.
- 3 x extra die roll – The player can re-roll any selected die from his (or his opponent's) active pool, storage or player board.
After any action token is used, it is removed from the game which means it cannot be bought or acquired anymore.
Remember: Action tokens can be played at any given moment (unless the token description states otherwise). The Brewing Beer Phase is the only exception. During this phase, all tokens must be played at the beginning of the phase (both the ones played to improve a player's results and the ones played to make the game harder for the opponents).
Advanced game: Bought or acquired tokens are placed on the table face down so that other players cannot see them.
4 x Storage cards — This card is where the players store resources required for beer brewing (resource dice and special ingredient tokens). Resources from this card are used to acquire new recipes or are used on player boards. Remember that the resources stored in the storage can be used in the Dice Rolling and Arrangement Phase. This way, the value of selected dice can be raised or the dice can be changed into other ingredients, i.e. light or dark malt.
4 x Workplace cards — Each player has his own workplace card which contains a short summary of the game phases and descriptions of the action tokens.
4 x Wooden green indicators — Green indicators are used to count the mastery points the players have received. Each player has their own counter located on their own player board.
30 x Recipe cards — All players who want to brew certain beers compete to get recipe cards. There are 8 beer brewing styles at 3 different levels (novice, intermediate and advanced) available in the recipe card deck, as well as 6 experimental recipes that combine various fruits, spices and other ingredients available on the marketplace - a real challenge for a curious brewer.
Recipe cards consist of 3 areas: Reward, Basic Recipe and Enhancement:
1. Reward — The player receives a reward for brewing a recipe. Depending on the level of the recipe it may be: gold coins; mastery points; action token; action token and gold coins; additional die; additional die and gold coins.
2. Basic Recipe — Indicates the number and minimum values of the dice required to brew a certain beer. For example, in order to brew the beer, you may need: 2 light malt dice, one with a min. value of 2, and one with min. 3; 2 dark malt dice, one with a min. value of 3 and one with min. 5; 1 hops die with min. value of 4.
3. Enhancement — Players can enhance recipes by throwing in special ingredient tokens and skills dice to provide a bonus (in this case it's either a blue die, special malt or special hops).
Brewing example: In this round, I have the opportunity to brew the Strong Roasted Stout recipe. I have all of the required ingredients in my storage: two yellow dice with 5 and 3 (the recipe requires 3 and 2), two black dice with 5 and 4 (recipe requires 5 and 3) and one green with 4 - exactly what the recipe requires. I also have two special ingredient tokens: special hops and special malt. I can use both in order to enhance the basic recipe (but not at the same time - see 3. Enhancement). Therefore I informed other players that I'm going to brew the Strong Roasted Stout recipe. I transfer the used resource dice to the active pool from my storage (I can roll them next round). I also decided to enhance the recipe with special malt which provided me with an additional 5 gold as well as the 5 mastery points.
4 x Player boards — Each player gets one player board where he can acquire, develop, and influence the resources in his own resource pool. Each board consists of 4 buildings.
Malt House
The Malt House consists of 3 fields and is available to the players from the first round.
Acquiring malts (yellow dice): In order to acquire one yellow die, the player needs to place a seed token on the field with the seed graphic. This way, at the end of the round (Tidying the Workplace Phase) he can draw one yellow die from the pile and add it to his active pool (the seed token is then placed on the seed tokens pile). The player can also receive a yellow die instantly (in one turn). In order to do this, after placing the seed token on the field with a seed graphic, he has to put one blue skills die with a minimum value of 3 on the blue die space below it. After doing this, he then draws one yellow die from the pile immediately. This die is rolled and then placed (with the rolled value) in the active pool or in the storage.
Acquiring dark malts (black dice): In order to acquire one black die, the player needs to "kiln" one yellow die by exchanging it for a black one. To do this, the player places a yellow die with any value on his board. Like in the previous example, at the end of the round the player will draw a black die and put the yellow light malt die on top of the remaining dice pile. The player can also acquire the black die faster by placing a blue skills die like in the previous example.
Light malts become dark malts by being roasted in a kiln!
Raising the value of yellow and black dice: In order to raise the value of one of his malt die by 1, the player can place such a die (from the active pool or from the storage) on his player board. This way, at the end of the round he will be able to rotate the selected die and raise its value by 1.
Similar to the above example, the player can also raise the value of a malt die faster by using a blue skills die with a minimum value of 2.
Hops Plantation
The Hops Plantation consists of 2 fields and is available to the players from the first round.
The actions taking place on the Hops Plantation are analogous to the ones on the Malt House. Players can exchange a seed token for one green die (representing hops) or raise the value of a green die by 1.
School of Skills
The School of Skills consists of 3 fields and is available to the players from the second round.
Players can use blue skills dice to activate some useful effects in the School of Skills:
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Placing a blue die with a minimum value of 2, the player chooses any number of dice from his storage or from his active pool and rolls them once more (they may be dice of different colours). If the player rolled dice from the storage, they all go back to the storage after the roll - regardless of the result. Blue dice used for this purpose are returned to the player's active pool at the end of the round.
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Placing a blue die with a minimum value of 3, the player chooses a colour from among the dice (yellow, black, or green) and rolls the whole available pile of dice of the chosen colour that can be found at the centre of the table. After the roll, he chooses one of the rolled dice (i.e. the one with the biggest value) and exchanges it for one of his own dice (from the storage or active pool). The used blue die is returned to the player's active pool at the end of the round. Warning: You can only exchange a die of the same colour and only one die per round!
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Placing a blue die with a minimum value of 5, the player receives an additional blue skills die during the Tidying the Workplace Phase. The used blue die is returned to the player's active pool at the end of the round.
Department of Seed
The Department of Seed consists of 3 fields and is available to the players from the third round.
The players can use the Department of Seed to exchange a selected die for:
- One green die for one seed token
- One black die for two seed tokens
- One blue die for 4 coins, or one black die for 3 coins
The players can speed up each of these effects with the blue brewing skills dice.
Warning: All of the dice placed in the Department of Seed (except for any blue dice used to speed up the effects) are returned to their respective piles (not returned to the player's active pool) at the end of the round so that they become available to all the players.
Other rules regarding the player board:
- After being used, blue dice always return to the player's active pool (except for the field where you can exchange a blue die for 4 coins).
- There is a padlock at the centre of the board that informs you from which rounds certain buildings are available. During the 3rd round all buildings are unlocked.
- If there is an X symbol next to any die or token, this die or token needs to be returned to the respective resource pile in the centre of the table (the player loses these ingredients).
Remember that you can speed up the effect in every turn during the Dice Rolling and Arrangement Phase. If, for example, you place a seed token on the first field of the Malt House and a light malt die on the second field of the Malt House, next turn you can use the blue skills die to get light malt instantly (placing it on the first field) or dark malt (placing it on the second field).
2 Object cards: Marketplace and Black Market
The box includes two more cards: marketplace and black market. These are where the players can make purchases.
After making the payment, the player collects the token he has bought. After the token is used during the brewing, it is returned to the respective pile on the marketplace card and is again available to all the players.
Marketplace is available to the players from the second round. Players can buy special ingredient tokens at the marketplace. During the Purchasing Phase of any round, each player can only buy one special ingredient token. In order to buy the token, the player needs to pay the amount of gold indicated next to the ingredient on the marketplace card. The players can lower the price of their special ingredient token by using a blue skills die of the appropriate value. A die used in this way is placed on the marketplace card.
- Spices and malt are reduced by 1 gold coin by placing a blue die with a minimum value of 4.
- Honey and hops are reduced by 1 gold coin by placing a blue die with a minimum value of 5 or by 2 by placing a blue die with a value of 6.
Each player can only place one blue die to lower the price of their purchase and the discount only applies to the player that placed the die. Each player has to use their own blue die to be able to discount their own purchase.
Black Market is available to the players from the third round. During the Purchasing Phase, apart from buying one special ingredient token, players can also purchase one action token. In order to do so, the player needs to pay the amount of gold indicated next to the selected action token on the black market card.
Used action tokens must be discarded to the box as they do not take part in the game any longer.
5. Detailed Description of the Phases
5.1. Dice Rolling from the active pool and dice arrangement
Dice Rolling
During the first part of the first phase of each round, the players roll the dice from their active pool in the previously established order.
Remember that the dice stored on the storage card cannot be rolled again at this stage of the game.
The dice will not be rolled again until the beginning of the next round, which means that "the die is cast" and you have to think about what to do with the results. That will be done during the second part of the phase - dice arrangement.
Once the dice have been rolled, everyone can decide which of the dice will stay in the active pool (because the results are not satisfactory) and which dice will be transferred to the storage to have their values locked until they are used for brewing or used on a player board. The dice that are kept in the storage are not rolled at the beginning of the next round, while the dice left in the active pool have to be rolled.
Remember that the dice moved to the storage cannot be moved to a player's active pool again (unless, you use an action token allowing you to withdraw dice from the storage), but they can be used for actions on the player board.
Dice Arrangement
After rolling the resource dice from the active pool, the players can use the dice from the active pool or the storage to activate certain effects found on the player board.
The players arrange the dice on their boards, starting with the player who has the season/priority token in this round. Each action performed on the player board is considered a turn. The players make their moves one-by-one according to the previously established order.
During his turn, the player can:
- Place one or two dice of any mix of colours
- Place one seed token or one seed token and a die of any colour
- Place two seed tokens
After the player has completed his turn, the player to his left proceeds with his turn. Each player can perform as many turns as they like in one round, however, after each turn they have to wait for the other players to take theirs (or pass).
Arranged dice and seed tokens are kept on the player board until the end of the round unless the player uses the brewing skills dice to speed up a certain effect. If the player acquires an additional die during this phase, he rolls it right away (keeping the result) and places it in his active pool or in the storage. This die can be used like any other dice in this round.
Example: I want to raise a malt die value from 3 to 4. To do so, I will place this die on the third field of the Malt House. At the same time, I notice that there's a recipe card revealed on the table that I will be able to brew in this round if only I could get a yellow die with a value of 4 on it. I don't want to wait until the end of the round to get it because somebody else might take this recipe, so I decide to place a blue die on this field (I happen to have a blue dice with the value of 3 which is enough), rotate the yellow die right away so that it shows 4 and put it in the storage! This way, I have just performed my turn, placing two dice of any colour. Now the player on my left can proceed with his turn.
During dice arrangement, the player can use all of the dice he has in his active pool and storage, some of them or none. Each player decides how many turns they want to take during this phase.
"Passing": If you decide you have finished arranging your resource dice and seed tokens on the board, you can pass. Before you proceed to the next phase, you have to wait for the other players to finish their turns.
Remember that your resignation does not block anybody!
Blocking fields (blocking token)
Individual fields on the player boards can be taken by 1/2/3 players respectively in the modes for 2/3/4 players. This means that in a 3 player game, 2 players can put seeds on the same field in the Malt House in order to receive a light malt die in the next round. For example, when 2 players occupy the same field on their player boards, the third player places the blocking token on this field of his own player board. This player cannot use the blocked field during this round. The rule applies to all buildings on the player board (Malt House, Hops Plantation, School of Skills and Department of Seed).
Remember that the blocking token only blocks one field and you can still use other fields on this building, e.g. raise the value by one.
Example of a dice roll and dice arrangement:
Before roll: yellow, green, blue dice. After roll: results change accordingly.
Last round, I left 3 dice that I did not want to transfer to the storage in my active pool (mainly because of the low result). Unfortunately, after the roll at the beginning of the next round, the results hardly improved... apparently it's not my day... but I don't give up since I managed to roll a skills die with a value of 3 and now I can use it on my player board on the School of Skills building in order to improve the result of the remaining dice. The value of 3 gives me the possibility to use the first or second field of this building. I'm going to choose the effect of the first field and put my skills die there to get an extra malt and hops roll. Yeah! Extra roll was worth it! Now I have malt with the value of 4 and hops with the value of 5. I quickly transfer them to the storage so I can keep the results!
I can place one more die or seed token on the board. I do have one seed left, but I want to keep it for the next round. Since I don't want to do anything else with my dice from the storage (the values are good!) or with the tokens and since there's no dice in my active pool, I decide to pass.
Remember that transferring dice to the storage is not considered a turn!
Warning: Remember that in the first round, the players can only use the Malt House and the Hops Plantation. Other buildings are inactive - they will be available to the players from a certain round (the indication of the round when a building becomes active can be found at the centre of the player board next to the graphics of an open padlock).
Unlucky roll rule – players can decide to play by this rule. If you're unlucky at the dice rolling in the first phase and come up with some dice showing a 1 on them (any colour), you can use them during the Purchasing Phase this round. 2/3/4 dice with the value of 1 can be treated as 2/4/6 gold respectively.
Example: I rolled 3 dice with a 1 on them in this round - 1 yellow, 1 green and 1 black. I decided not to change these results using my player board. I only have 2 gold and I wanted to buy tokens worth 6 gold altogether. This roll gives me an additional 4 gold for the duration of this round. Now, I have enough gold to do the planned purchase.
Important! You do not exchange these dice for gold. You don't have to transfer them to the storage in order to use them during the Purchasing Phase. When you use the dice for purchases, you do not put them in the centre of the table (keep them in your active pool).
5.2. Purchasing special ingredient tokens and action tokens
When all players have completed their turns, proceed to the next phase - Purchasing. Apart from transferring the dice from the active pool to the storage, in the established order, each player can buy one selected special ingredient token from the marketplace and/or one action token from the black market card.
Example: In order to block another player during the Brewing Beer Phase, you can withdraw a die that is important to him from the storage and place it in the active pool at the beginning of the phase using the "Withdraw the die" action token. In this case, he has no chance to transfer the die back to the storage which may obstruct his brewing process in this round. Since the die is now in the harmed player's pool, he is going to have to roll it at the beginning of the next round. Therefore, we suggest selecting the die with the highest value... muahahaha!
After all players have taken a turn to purchase their token(s) or have passed, proceed to the next phase.
Remember that the action tokens can be played at any given moment (unless the token description states otherwise). The Brewing Beer Phase, however, is the only exception. During the Brewing Beer Phase, all tokens must be played at the beginning of the phase - before the other players start performing their actions. If an opponent has already declared which recipe he is going to brew, you cannot use the action token anymore!
5.3. Brewing Beer and calculating the results
During the Brewing Beer Phase, the players brew the available recipes (if they have sufficient resources) in the established order. The player with the season/priority token starts. The next player begins after the whole process of brewing is completed by the first player.
In order to brew a basic beer, the player who selects a certain recipe has to have enough dice of the right colours and of sufficient values that they meet the requirements as indicated above the picture on the selected recipe card. An enhanced version of the beer can be brewed by adding a skills die or a special ingredient token to the basic recipe (as indicated on the bottom section of the recipe card). These are the additional ingredients that you can enhance the beer with in order to receive an additional bonus in gold or mastery points. All ingredients must be placed on the recipe card.
Apprentice! Don't forget that you can only use one additional ingredient – one brewing skills die or one special ingredient token. Choose wisely!
After brewing the beer (placing all the ingredients on the recipe card), the player:
- Takes the brewed recipe card and puts it where it is convenient for him.
- Draws the top card from the recipe deck and places it face up where the recipe card was that he just brewed. This new recipe is available for the players to brew this round.
- Puts the dice used for brewing in his active pool (these dice cannot be used again for brewing in this round!).
- Returns a special ingredient token (if one was used to enhance the recipe) to its respective pile on the marketplace card (as you already know, this rule does not apply to action tokens which are discarded to the box).
- Returns a blue skills die (if one was used to enhance the recipe) to his active pool.
- Adds one mastery point to the total on his player board using the green indicator (brewing any of the recipes gives the player an additional bonus of 1 mastery point).
By brewing a recipe, a player can receive mastery points, gold, a selected action token or a die of a selected colour. Acquired dice are placed in the player's active pool while a selected action token goes to his storage.
Players can brew recipes as long as they have the appropriate dice with sufficient values in their storages, however, they have to wait for their turn. This means that each player can only brew one recipe at a time. To brew another recipe, a player has to wait until all other players each have had a chance to brew (in the established order).
5.4. Tidying the Workplace
End of the round! The players tidy up their player boards. Each player collects all of the dice placed during the Dice Rolling and Arrangement Phase and applies the effects that come with them:
- Changing die values (if the player did not speed them up using brewing skills dice).
- Collecting the dice placed to achieve specific effects (e.g. dice used in the School of Skills), as well as collecting the dice gained from these effects.
- Exchanging the dice/tokens for respective resources or gold (if the player did not speed them up using brewing skills dice).
Also, any blue skills dice placed in the marketplace during the Purchasing Phase are returned to their owner's active pool.
Remember about the established order in the round! The player with the season/priority token is always the one who starts calculating the effects, as well as collecting and exchanging his resources according to the effects. After he has finished his calculations, the next player starts his.
Warning: While the effects are calculated in the established order, a situation may occur in which one of the players won't be able to exchange his seed token for a malt or hops die (all dice have been collected by other players). In such a case, his token is wasted - the player does not receive any additional dice for his active pool and the seed token is returned to the respective pile in the centre of the table.
However, if one of the other players returns yellow or green dice to the available dice pool during the Tidying the Workplace Phase, the player who was unable to get the resource during his calculation turn can now draw a die instead of wasting the seed token.
6. End of the game
The game ends when all players (2/3/4), as a group, acquire 10/15/20 recipes respectively.
Warning: If one of the players brews the game-ending recipe during his turn, the round continues until all of the players have finished the brewing process and completed the Tidying the Workplace Phase.
After calculating all of the effects from the last round, players add points for acquired resources to their mastery points counter as follows:
- For every 2 gold, players get 1 mastery point
- For every resource die: yellow and green, players get 1 mastery point
- For every black die, players get 2 mastery points
Example: After the Tidying the Workplace Phase in the last round in which the limit of brewed recipes was reached, I can start calculating my points. In the end of the round my resources are as follows:
- 4x light malt — Which gives me 4 mastery points
- 3x hops — Which gives me 3 mastery points
- 3x dark malt — Which gives me 6 mastery points (3 x 2 mp)
- 2x brewing skills — Brewing skills do not give any mastery points
And 7 coins which gives me 3 mastery points.
All together I got: 4+3+6+3=16 mastery points. Now I have to add this result to my 10 mastery points I got throughout the game that I already have on my mastery points counter. That's how I end the game with 26 mastery points!
The player who received the most mastery points wins and gets the job of master brewer in the Dice Brewing Brewery along with a handshake from Mr. Hoppy.
Fight hard for the titles and rewards! I'm glad that I could help - now I'm waiting for something in return. A glass of good beer will do. Now it's time to school other Apprentices. So much work and so little time...