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Dice Throne Outcasts: Headless Horseman

Dice Throne Outcasts: Headless Horseman Rulebook

Table of Contents

Table of Contents

  • Hero Setup
  • Hero Board
    • Attack Dice Faces
  • Companion: Haunted Head
    • When an Opponent is Terrorized
  • Dreadful
  • Grim Pursuit
  • Rules Clarifications
  • Components

Hero Setup

Begin the game with the Haunted Head on your Hero Board. If you are not the first player to begin the game, gain Dreadful.

Hero Board

  • Complexity: shown as a row of dice icons on the leaflet (three filled blue, one yellow, one red).
  • Weapon of choice: Axe.

Attack Dice Faces

The Hero Board shows what each die face does for this hero:

Die faceSymbol
1Axe
2Axe
3Axe
4Horseshoe
5Horseshoe
6Scare

Companion: Haunted Head

Use your Pumpkin Head to frighten an opponent!

The Haunted Head is the Headless Horseman's companion token.

  • At the conclusion of your turn, if an opponent has the Haunted Head, gain Dreadful.
  • You may Terrorize an opponent during your Upkeep Phase when you have at least four Dreadful tokens (reference your Passive Ability, Headless Mayhem).

When an Opponent is Terrorized

When an opponent is Terrorized:

  • Remove four Dreadful tokens.
  • Move the Haunted Head to your Hero Board (if it is not already there).
  • Deal 3 as an isolated source of undefendable damage to a chosen opponent.
  • Gain Grim Pursuit and 1 Roll Attempt.

Dreadful

Positive Status Effect. Stack limit: 5.

Boost various abilities:

These tokens affect various abilities, including when you can Terrorize an opponent.

Grim Pursuit

Positive Status Effect. Stack limit: 3.

Increase Attack damage or gain Roll Attempt:

A player with this token may spend it to activate one of the following effects:

  • Perform an additional Roll Attempt during your Offensive Roll Phase.
  • After Attacking, roll 5 dice: add 1 × Horseshoe dmg.

Attack Modifier.

Each effect may only be activated once per turn.

Rules Clarifications

Headless Mayhem (Passive Ability): You are not required to choose either option during your Upkeep Phase. You may instead choose to do nothing (i.e. to neither Terrorize or move the Haunted Head).

The effect that reads "If your Offensive Roll Phase does not successfully deal at least 1 dmg" activates if your opponent prevents all incoming dmg or if the Headless Horseman fails to Attack at all.

Dreadful: Gaining additional Dreadful from your Defensive Ability does not mean that you now get to roll additional dice (the defense roll and its effects have already concluded).

Rolling additional dice per Dreadful does not spend those tokens.

The Dreadful gained when activating your SPECTRAL ASSAULT Offensive Ability does allow you to roll 1 additional die (since the Dreadful gained is before a "then" in the ability).

Terrorize: You can Terrorize any chosen opponent, even if they do not have the Haunted Head.

You cannot spend a Grim Pursuit to increase dmg.

Grim Pursuit: Can be spent the turn it is gained. If you are about to gain more Grim Pursuit beyond the Stack Limit, you can spend one to make room for the incoming tokens, as spending status effects is an Instant Action. You may spend up to two Grim Pursuit tokens during a single turn (one token for each of the two different effects).

Since Grim Pursuit requires a Horseshoe to be effective, it has no effect if spent by a player other than the Headless Horseman.

The Haunted Head and being defeated: If an opponent who has the Haunted Head is defeated, immediately move the Haunted Head to the Headless Horseman.

If the Headless Horseman is defeated, the Haunted Head is removed from the game.

Headless Horseman Mirror Match: The Haunted Head is considered unique to each Headless Horseman player (i.e. any movement effects).

Components

Dice x5, Health Dial x1, Combat Point (CP) Dial x1, Hero Board x1, Hero Leaflet x1, Hero Cards x32, Turn Order Card x1, Dreadful tokens x6, Grim Pursuit tokens x4, Haunted Head token x1, Hero Standee x1.