Dice Throne: Adventures – Unchained
Dice Throne: Adventures – Unchained Rulebook
Table of Contents
Table of Contents
Components
- 2 Boss Leaflets (double-sided)
- 3 One-Shot Maps (double-sided)
- 12 Minion cards: 2 Level I, 3 Level II, 3 Level III, and 4 Level IV
- 3 Witch Key cards
- 1 Boss Board (the Vault Witch)
- 1 Boss Scenario card (the Vault Witch)
- 40 Boss cards
- 1 One-Shot Loot Table
- 37 Loot cards: 9 Common, 10 Rare, 9 Epic, and 9 Legendary
The Vault Witch
How to Collect Witch Keys
Every time your party successfully completes a scenario, your team will gain 1 Witch Key. Collect this key at the start of the Scenario Conclusion step (see Dice Throne Adventures rulebook, pg. 12).
- Your party may have a maximum of 3 Witch Keys at any given time.
- It is suggested that you note how many Witch Keys you have on your team's Campaign Scoring sheet.
How to Fight the Vault Witch
Each time your party would normally advance to a Boss Battle (i.e. Scenario 2, 4, or 6), you may choose to spend a Witch Key to battle the Vault Witch instead.
- When you use a Witch Key, return one Key to the Card Caddy.
Retrieve the Vault Witch Scenario card and make the adjustments to the original Boss' Scenario card. Then set up the Vault Witch Boss the same as a normal Boss Battle in Dice Throne Adventures.
Defeating the Vault Witch
If you defeat the Vault Witch, you should count the win as successfully completing the original Boss Battle (i.e. Scenario 2, 4, or 6).
- The Vault Witch cannot be faced once you advance past Scenario 6.
- You may only defeat the Vault Witch ONCE during a single campaign.
- Once you have defeated the Vault Witch, any held Witch Keys, as well as any Witch Keys gained when completing future scenarios, may be converted into either of the following:
- 5 Gold (if you completed a Portal Crawl).
- 1 additional Boss Loot / / (if you completed a Boss Battle).
Defeated by the Vault Witch
If you have any remaining Witch Keys, you can choose to face her again at the current scenario level. Otherwise, you must face the original Fallen Boss listed for the scenario.
Vault Witch Setup Example
Example: For a 3-Hero game when advancing to Scenario 2, she will be adjusted to the following amounts:
- Boss Health: 85 (shown on the Health side of the Enemy Dial)
- Upgrade CP: 10 (shown on the CP side of the Enemy Dial)
- King's Hand tokens: 5
- Starting CP: 2
Vault Witch Boss Battle Scenario Card
With the Vault Witch adjustments, she will have 85 Health and 10 Upgrade CP.
Hero/Boss Setup (1/2/3/4 Players): Setup per the original Boss Scenario card, with the following adjustments noted below:
- Boss Health: increase by 5 / 5 / 10 / 15 (for 1 / 2 / 3 / 4 players).
- Upgrade CP: increase by an additional 1.
Conclusion
Upon Defeat:
- Boss Loot: same as original Boss.
- Record loss on score sheet and increase Starting Salves by 3.
- Repeat this scenario (requires additional Witch Keys) or setup original Boss.
Upon Victory:
- Boss Loot: same as original Boss.
- Record win on score sheet with a +5 bonus to the scenario score.
- Advance to the next scenario.
King's Hand Tokens
Per the original Boss Scenario card, plus:
- Starting tokens: +2 tokens.
- Max tokens used per turn: +1 token.
- Successful roll values: 3-6.
The Vault Witch starts with 5 King's Hand tokens. Note: the "successful roll values" are different.
Salve: Heal 6 on shared Health dial.
Other Game Modes
One-Shot Adventure
Love Dice Throne Adventures, but don't have time for a campaign? Try the One-Shot Adventure game mode for 1-4 players. If you can survive a wave of Minions and defeat the Boss at the end, you win! Check your score to see how you did, and try to beat your previous One-Shot Adventure Score each time you play.
Game Area Setup
Same as Campaign setup (see DTA Rulebook, pg. 5) with the following exceptions:
- Use the new One-Shot Loot Table instead of the original Loot Table.
- Choose one of the six One-Shot Maps instead of a Scenario card.
Player Setup
Same as Portal Crawl setup (see DTA Rulebook, pg. 6) with the following exceptions:
- You will not use the Gold Dial.
- After determining the Start Player, place only that Hero's standee on the START room of the Map (i.e. this Hero Standee represents all Heroes in the party, and you will all move together as one).
- Have each Hero set their starting Health based upon the amount shown in the Hero Setup section (see Example 1).
- Gain Loot Chest(s) based upon the Hero Setup section (see Example 1).
- To increase difficulty, try starting without any Loot Chests, and/or increasing the Boss' starting Health!
- For an easier time, try increasing your starting Health and/or giving yourself an extra starting Loot Chest!
Example 1: In a 3-Hero game, each Hero would set their Health to 20. Then, your team will gain one Loot Chest (all Heroes will roll their Loot die, just like in normal Dice Throne Adventures).
| Party size | Hero Health | Loot |
|---|---|---|
| 1 Hero | 60 | 2 Loot Chests (4) |
| 2 Heroes | 30 | 1 Loot Chest (4) |
| 3 Heroes | 20 | 1 Loot Chest (4) |
| 4 Heroes | 15 | 1 Loot Chest (4) |
On Your Turn (Minions)
Same as Portal Crawl: Minion Battle (see DTA Rulebook, pg. 8-9). Below are the typical steps with any exceptions noted:
- Spend Salves (optional): You may choose to spend Salves to Heal 6 on your own Health dial (may spend multiple).
- Salves can also be used to revive fallen teammates to 1 Health but may not be used to revive yourself.
- Remember: You can Heal up to a maximum of 10 Health above starting Health.
Move
- Move: If the party is not engaged with a Minion, you move the party forward along the One-Shot Map.
- If you pass over a Loot Chest symbol, all Heroes roll their Loot die.
- If you pass over a Salve symbol, one Hero gains a Salve.
- You cannot "backtrack" and fight Minions behind you (see example below).
- Important: When paths converge, you must follow the arrows. You cannot move against the flow of the path.
- Engage: After moving into a new Minion space, draw and reveal a new Minion card of the corresponding level you landed on. Then engage the Minion, performing the normal Minion setup steps (see DTA Rulebook, pg. 8).
- Important: All Heroes are considered engaged with the Minion.
- Fight: When the party is engaged with a Minion, follow the Portal Crawl Hero Step and Minion Step as normal, including any Minions with First Strike (see DTA Rulebook, pg. 8-9).
- End of Turn: Follow the End of Turn rules for Portal Crawls as normal (see DTA Rulebook, pg. 8-9).
End of Turn
If the Minion is still alive, the next Hero will take their turn fighting the same Minion.
If You Defeat the Minion
When a Minion is defeated, all Heroes will roll their Loot die and receive a reward from the new One-Shot Loot Table based on their roll.
- Note: Any Gold rewards received from Minions are ignored.
- NEW: Loot Cards are added directly into your hand! See the Glossary (pg. 13) for more details.
Boss Setup
When the party reaches the end of the One-Shot Map, it's time to face the Boss! Setup is the same as a Boss Battle Scenario (see DTA Rulebook, pg. 10-11) with the following exceptions:
- Choose any Boss from Dice Throne Adventures.
- Note: Harder Bosses are worth more points at the end of the game.
- Keep all Heroes' remaining Health separate. You will not have a shared Health Dial like in a normal Boss Battle.
- Keep all of your cards, status effects, Hero Upgrade cards on your Hero Board, etc.
- Setup the Boss following the rules on the One-Shot Map. The card will list the starting Health, Upgrade CP, Starting CP, and number of King's Hand tokens to use.
- The player whose turn it was when the party reached the Boss is the first to act.
Boss Setup card:
- Health: 40 / 45 / 50 / 55
- Upgrade CP: 6 / 7 / 8 / 9
- Starting CP: 2
On Your Turn (Boss Battle)
Same as Boss Battle turn order and Boss steps (see DTA Rulebook, pg. 11).
- Spend Salves (optional): You may choose to spend Salves to Heal 6 on your own Health dial (may spend multiple).
- Salves can also be used to revive fallen teammates to 1 Health, but may not be used to revive yourself.
- NEW: Both effects can be used while either fighting Minions or when battling the Boss.
End of Battle
If any Hero's Health was reduced to 0 and could not be revived from a teammate's Salve, your party loses!
- Note: A Salve may not be used if a Boss activates their Ultimate!
If you defeat the Boss, your party wins! Proceed to One-Shot Adventure Scoring.
One-Shot Adventure Scoring
Score your One-Shot Adventure as follows:
- Add together the remaining Health of each Hero.
- Add 6 points for each remaining Salve.
- Add the Boss Bonus Points (below).
Boss Bonus Points
| Minion Level | Points Earned |
|---|---|
| Fallen Barbarian | 15 |
| Fallen Gunslinger | 15 |
| Fallen Monk | 15 |
| The Vault Witch | 20 |
| The Mad King | 25 |
Per the example, you would calculate your One-Shot Map Score as follows:
- 18 Health + 6 Health = 24 points
- One remaining Salve = 6 points
- Defeating the Fallen Monk = 15 points
Final Score of 45 points!
One-Shot Adventure - Rules Clarifications
- You do not skip your Income Phase on your first turn.
- You cannot use your Mythic Ability cards.
- Status effects stay on the Hero Board even if a Minion is defeated.
- Gold has no effect in this game mode. If you draw a Loot card that would cause you to gain Gold, choose one of the other two Loot cards.
Minion Rush
Minion Rush is a 1-player game mode. Test your ability to survive a wave of Minions, battling until you defeat all Minions or your Health is reduced to 0.
How to Set Up
The printed How to set-up diagram shows a card tree of Minion positions numbered 1 to 10, with a Level IV Minion space at the top of each side and the Level I Minion on the green space at the bottom centre.
Game Area Setup
- Set aside one random Level I Minion.
- Place two random Level IV Minions face-down (see above).
- Combine all remaining Level I/II/III Minions into a single deck.
- Shuffle the entire deck and create the above card tree with the shuffled deck, placing each Minion card face-down in the order above from 1 to 10.
- Once all cards have been placed, collect the previously set aside Level I Minion and place it on the green space (see above).
- Place the One-Shot Loot Table, Dice Throne Adventures Token Tray, and the back of the Dice Throne Adventures rulebook nearby.
Hero Setup
- Select a Dice Throne Hero.
- Set your starting Health to 30.
- All other standard setup rules apply (i.e. start the game with the standard starting amounts, draw 4 cards, etc).
Transcription note: the printed text reads "start the game with [icon] 2, draw [icon] 4, etc" and the starting icon's name is not printed in the text layer; it is transcribed here as the standard starting amount.
On Your Turn
- Spend Salves (optional): You may choose to spend Salves to Heal 6 (may spend multiple).
- Note: You can only gain Salves from certain Loot cards. Salves cannot be used to revive yourself!
- Reveal new Minions: You must first defeat the Level I Minion (green box).
- Once it has been defeated, you must choose to progress left or right.
- Once you have chosen a path, you cannot switch to the other until all Minions have been defeated on a single path.
- You cannot progress to the next Minion unless all Minions laying on top of it are defeated.
- If you are not engaged with a Minion, you must reveal the next Minion on the same path and become engaged with it.
- Engage: After revealing the new Minion card, perform the normal Minion setup steps (see DTA Rulebook, pg. 8).
- Fight: While engaged with a Minion, follow the normal Portal Crawl Hero Step and Minion Step, including any Minions with First Strike (see DTA Rulebook, pg. 8-9).
- End of Turn: Follow the End of Turn rules for Portal Crawls as normal (see DTA Rulebook, pg. 9).
If You Defeat the Minion
When a Minion is defeated, roll your Loot die and receive a reward from the new One-Shot Loot Table based on your roll.
- NEW: Loot Cards are added directly to your hand! See Glossary (pg. 12) for more details.
Note: Any Gold rewards received from Minions are ignored.
Set the defeated Minion card aside to be scored at the Minion Rush conclusion.
Conclusion
If your Health is reduced to 0, or if you defeat all Minions, your Rush has ended.
For each Minion you defeated, receive points equal to their difficulty level. Additionally, add your Health total as bonus points to your score.
Points
| Minion Level | Points |
|---|---|
| Level I Minion | 1 |
| Level II Minion | 2 |
| Level III Minion | 3 |
| Level IV Minion | 6 |
For example, if you were only able to defeat 2 of each Level I/II/III Minions, you would calculate your points as follows: 1 x 2 + 2 x 2 + 3 x 2 = 12 points.
King's Hand Tokens
- A successful King's Hand roll value is 4-6.
- All other King's Hand rules are unchanged (see DTA rulebook, pg. 9).
Minion Rush - Rules Clarifications
- You do not skip your Income Phase on your first turn.
- You cannot use your Mythic Ability cards.
- Whenever you reveal a Solo symbol, discard this Minion and replace it with a new random Minion of the same level.
- Status effects stay on the Hero Board even if a Minion is defeated.
- Gold has no effect in this game mode. If you draw a Loot card that would cause you to gain Gold, choose one of the other two Loot cards.
Glossary
One-Shot Loot Table
The One-Shot Loot Table rewards are similar to ones on the original Dice Throne Adventures Loot Table (see DTA rulebook, pg. 12) with the following exceptions:
Gain Loot Cards: If you roll a Loot Card reward, perform the following steps:
- Deal the top 3 cards of the respective Loot deck faceup.
- If you are playing solo, immediately replace any cards with the Solo symbol.
- Choose one of these cards and add it directly into your hand.
- Important: Ignore any swap icons. You can have multiple cards with the same name, but different rarity, in your hand at the same time.
- Place the other two cards on the bottom of its matching Loot Card deck.
Loot Table Reminders:
- You can choose to discard a Loot Card from your hand at any time to draw a replacement card from your Deck.
- When earning a Loot Chest for defeating a Minion, the Loot die should be rolled at the end of the Active Player's turn (after the Discard Phase).
New Keywords and Phrases
Ghost Equipment: There is no limit to the number of Ghost Equipment cards you can have in play and they do not count against your normal Equipment limit of two.
"Can only be played immediately after discarding a card": This effect is triggered by all forms of discarding cards, including:
- a Hero ability effect, card effect, or status effect
- an Environment Tile
- discarding a Loot card in order to draw a replacement card from your deck
- playing a card with the phrase "Discard 1. Then..."
You can play multiple Action cards with this phrase when a single card has been discarded. Note that 'selling' cards is not the same as 'discarding' cards.
"Discard 1. Then...": These Action cards can only be played if you also discard a card of your choice (as an additional cost of the card).
Losing Health: When a card instructs you or an opponent to "lose 'X' Health," lower the relevant Health dial by the specified amount. Lost Health does not count as damage (i.e. it cannot be prevented or avoided in any way).
Witch Key: Spent to fight the Vault Witch instead of the original Fallen Boss. One Witch Key is received each time you successfully complete a scenario. See Vault Witch section (pg. 4) for additional rules.
Dice Throne Adventures Rule Changes
- Salve Stack Limit is 15.