Dice Mission
Dice Mission Rulebook
Table of Contents
Table of Contents
Components
- 116 MISSION cards (SOLO, VERSUS, TEAM, SPECIAL)
- 20 GADGET cards
- 25 dice (5 by color)
- 1 ACTIVE AGENT token (MISSION side / DEBRIEFING side)
- 5 player aid cards
Game Setup
- Sort and shuffle the SOLO, VERSUS and TEAM MISSION card decks.
- From 3 to 5 players: deal 1 card of each type to each player.
- For 2 players: deal 2 cards of each type to each player.
- Shuffle SPECIAL MISSION cards, place the first 3 cards face up then place the deck face down within reach of the players.
- Shuffle GADGET cards then place the deck face down within reach of the players, leave a space for discarded cards.
- Give each player 5 dice of the same color and 1 player aid card.
- Designate a first player and give him the ACTIVE AGENT token which he places on the MISSION side. He is the "active agent".
Briefing
In DICE MISSION, the Director of the Agency has set the objective for the agents to complete their MISSION cards as quickly as possible by combining their dice with those of their opponents.
The DICE MISSION Agency provides its agents with gadgets to help them influence the results of the dice rolls.
Gameplay
During a game of DICE MISSION, players play a series of rounds made up of two successive phases:
- the MISSION phase
- the DEBRIEFING phase
The first player to complete all of their MISSION cards and a SPECIAL MISSION card wins the game.
The Different Types of Mission
- SOLO missions are completed using the player's dice.
- Example: This player must obtain a pair of 4s and another pair.
- VERSUS missions are completed by comparing the player's dice with those of each of his opponents.
- Example: This player must be the only one to obtain two pairs.
- SPECIAL missions are SOLO missions available to all players.
- Example: This player must obtain four 1s or 2s.
- TEAM missions are completed using all the dice rolled by all the players.
- Example: There must be as many 1s as 3s on the table.
Mission Phase
It's MISSION time!
Starting with the active agent, each player rolls their dice, one after the other, in a clockwise direction.
The active agent decides how many dice (minimum 2, maximum 5) will be rolled during the round.
During their turn, the other players must respect this constraint.
After their first roll, the active agent can choose to stop or re-roll one or more of their dice. They may roll their dice up to three times.
During their turn, the other players must also respect this maximum number of rolls.
For example, if the active agent rolled 4 dice two times, then the following players must roll 4 dice and make a maximum of 2 rolls.
End of Mission
Once all players have rolled their dice, the MISSION phase ends. The ACTIVE AGENT token is flipped to the DEBRIEFING side, and the second phase can begin.
Please note: dice results must be kept until the end of the debriefing phase.
Debriefing Phase
It's DEBRIEFING time...
One at a time, starting with the active agent, players reveal whether the dice on the table allow them to complete one or more missions - if so, the missions must be of different types.
Once completed, the MISSION cards are placed face up in front of the player so that all other players can see them.
In the case of a SPECIAL MISSION card, it is placed in front of the player who completed it. It is immediately replaced by the top card of the deck.
During the game, each player is allowed to complete only one SPECIAL MISSION card.
If the MISSION card has a "suitcase" stamp (difficult mission), the player draws a GADGET card upon completing it. It can only be used from the next round onwards.
Mission Failure?
If, on their turn, a player cannot complete at least one MISSION card (or if they do not wish to do so), they can choose whether to:
- Draw a GADGET card and add it to their hand. A player can not have more than 3 gadgets. If they draw a fourth, they must discard one gadget of their choice.
- Exchange a MISSION card of their choice (from their hand or a SPECIAL mission). The player draws two cards from the deck corresponding to the card they discard and choose one of the two in exchange.
If no player has completed the required number of missions, a new round begins. The ACTIVE AGENT token passes clockwise to the next player on the MISSION side.
Example
Cecile, Tom and Aurelie are playing. It's Aurelie's turn to do her DEBRIEFING.
With two of her dice, she completes her VERSUS card. Then she plays her gadget and exchanges one of her dice with one of the dice rolled by Tom to complete her SOLO card.
Variants
Very Special Missions
The clock is ticking... the choice of missions is narrowing...
When setting up, reveal, face up, not 3 SPECIAL MISSION cards, but as many as "the number of players + 1" (e.g. 5 cards for a 4-player game). Put the rest of the SPECIAL MISSIONS back in the box.
The "Joker" Die (from 2 to 4 players)
An infiltrator lends you a hand...
Give each player a die of an available color. A player may decide to roll this extra die during their MISSION phase, thus rolling up to 6 dice.
Once rolled, the "joker" die is discarded after the DEBRIEFING phase and cannot be used for the rest of the game.
It's your turn to play! If you have any ideas for original variants, share them with the community on the DICE MISSION Facebook group.
Gadget Cards
GADGET cards are used to influence the results of dice on the table. A player may use one or more GADGET card, but only during their turn.
There are MISSION GADGETS and DEBRIEFING GADGETS, to be used during the corresponding phase. Once played, GADGET cards are discarded in the dedicated area. Players can look at discarded GADGET cards at any time.
A player can not have more than three gadgets in hand. Once drawn, a GADGET card can only be used from the next round onwards.
Mission Gadgets
These cards can be played at any time during the MISSION phase, before or after rolling the dice.
- New Deal — Change the number of dice to be rolled for the rest of the round.
- Forced Relaunch — Force an opponent to re-roll one or more dice of your choice.
- Change of Mission — Exchange a MISSION card (details at the bottom of folder #5; see Mission Failure?).
- Extra Chance — Re-roll one or more of your dice once.
- Target Lock — Designate a player (including yourself). The player's dice cannot be affected by any other gadget until the end of the round.
Debriefing Gadgets
These cards can be played at any time during the DEBRIEFING phase, before or after completing a mission.
- Theft — Take a die from an opponent and add it to your dice.
- Delete — Remove one of the dice on the table until the end of the round.
- Adaptation — Change the value of one of the dice on the table.
- Transaction — Exchange two dice between two players.
- Transfer — Add one of your dice to an opponent's.
The effects of DEBRIEFING gadgets are applied until the end of the round, or modified by the use of a new gadget.
Credits
- Author: Laurent Lavogiez
- Illustrator: Oscar Casel
- Editors: Christophe Pouey & Benoît Pepermans
- Translator: Tom Pouey