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Dice of Crowns

Dice of Crowns Rulebook

Table of Contents

Table of Contents

  • Symbol Key
  • Quick Play
  • Rolling on Your Turn
  • Pass Scrolls of Intrigue
  • Bloody Cycles of Conflict
  • Advanced Play
    • Overkill & Cascading Betrayal
  • The Mistress of Fate
    • Tokens of Fate
  • Legendary Dice Rolls
  • Last Stand Rules: Holding the Crown

Symbol Key

  • Claim Token (green-and-gold crown medallion): 3 Claim Tokens win the Crown.
  • Rightful Heir die face (orange crown): 3 earns 1 Claim Token.
  • Fickle Fate die face (skull): 5 earns 1 Claim Token.
  • Betrayal die face (sword): 3 ends a turn. BETRAYAL prevents earning any token.
  • Scrolls of Intrigue die face (scroll): see below.
  • Fate Token (blue medallion): see Advanced Play.

Quick Play

2-6 players, 10-15 minutes.

Give the first player all 7 dice to START. 3 Claim Tokens will seize the Crown and win!

Rolling on Your Turn

Roll ALL of the dice handed to you at the START of your turn.

Set aside any Rightful Heir or Betrayal dice; these cannot be re-rolled. Any Scrolls of Intrigue are resolved before your turn continues. (See Pass Scrolls of Intrigue.)

Your turn ENDS when you:

  • Receive any token.
  • Have 3 Betrayal dice.
  • Have too few dice to roll.

As your turn continues you MAY re-roll Fickle Fate dice, returned Scrolls of Intrigue dice, or both.

When re-rolling dice, all matching dice MUST be re-rolled together, or not at all. (See Advanced Play for some exceptions.)

Pass Scrolls of Intrigue

Scrolls of Intrigue MUST be given to RIVALS to roll before the ACTIVE turn continues or ends, and before any tokens can be earned. They are distributed however the ACTIVE player sees fit.

  • Rightful Heir die: the RIVAL keeps the die. This will count on their turn.
  • Betrayal die: the RIVAL picks who gets it. This will count on their turn.
  • Fickle Fate die: the die returns to the ACTIVE player, and helps them.
  • Scrolls of Intrigue die: the die returns to the ACTIVE player. It may be re-rolled.

A Scrolls of Intrigue die must be resolved before any turn continues or ends. Sets of dice only take effect on the ACTIVE player's turn.

Bloody Cycles of Conflict

After each turn ends the ACTIVE player passes all dice they have to the next player clockwise, and gameplay starts again.

Always roll at least once on your turn.

  • Unless there are no dice you can roll.
  • Do NOT re-roll dice received from Scrolls of Intrigue.

Resolve any Scrolls of Intrigue, and then continue, or end the turn as normal. The Crown cannot be claimed until all Scrolls of Intrigue are resolved.

Turn order diagram: Active Player Rolls, then passes to the Next Turn (clockwise), or repeat.

Advanced Play

2-6 players, 15-20 minutes.

Expand Quick Play by selecting any OR all of these:

  • Players need 5 Claim Tokens to seize the Crown!
  • Fate Tokens allow chances to meddle with fate!
  • Legendary Rolls can cause unexpected upsets!
  • Extra Betrayal dice give a chance for payback!
  • Last Stand gives one last go at the Crown!

Overkill & Cascading Betrayal

Extra Betrayal dice (up to 3 with a 6x roll) go to RIVALS of the ACTIVE player's choice. Twist their schemes to your ends!

The Mistress of Fate

The ACTIVE player MAY settle for a Fate Token and end their turn, or re-roll Fickle Fate dice. 3 Betrayal dice will prevent this or ANY token being earned.

A Fate Token may be discarded by an ACTIVE player to re-roll 1 die in their possession. This bypasses set restrictions, locked dice, etc.

Two Fate Tokens may be discarded to declare a re-roll of ANY 1 die on the table! This can be done at ANY time in the game to thwart victory or defeat.

Tokens of Fate

  • 3 Fickle Fate dice = 1 Fate Token.
  • 6 Fickle Fate dice = 2 Fate Tokens.
  • 3 of the pictured pair (Fickle Fate and Rightful Heir dice) = 1 Claim Token and 1 Fate Token.

Note: the printed Tokens of Fate box shows the bottom row as a pictured pair of dice with no further wording. It is transcribed here as printed.

Legendary Dice Rolls

Legendary Rolls can be added to ANY play mode for grand upheavals in the war for the Crown. The Mistress of Fate approves!

  • x7 Rightful Heir: The Birthright. Gain 2 Claim Tokens for your royal blood!
  • x7 Fickle Fate: Twists of Fate. STEAL 1 Claim Token from a RIVAL if you can.
  • x7 Scrolls of Intrigue: The Messenger. Immune to RIVAL Betrayal dice until you roll again.
  • x7 Betrayal: Crimson Feast. Lose 1 Claim Token and pass all the dice on.

Last Stand Rules: Holding the Crown

Last Stand extends Advanced Play, offering a few wild chances for the newly crowned sovereign to be BETRAYED or dethroned.

The Crown acts as the 5th Claim Token, and must be held for a full round.

  • If another player would claim a 5th Claim Token, they take the Crown.
  • This continues until a player holds the Crown for one full round.
    • The Crowned player still must roll once at the start of their turn.
    • 3 Betrayal dice will prevent victory, and another round must pass.
  • Once the Crown is in play, 7x Fickle Fate or 7x Rightful Heir may STEAL it.
    • Stealing can be done REGARDLESS of a player's Claim Token count.
    • A player can win holding the Crown REGARDLESS of Claim Token count.