Dice Throne: Sun Elf – Hero Pack
Dice Throne: Sun Elf – Hero Pack Rulebook
Table of Contents
Table of Contents
Sun Dial
Dial – Max: 5.
- When an ability or effect reads "Increase Sun Dial", increase the value on your Sun Dial by the same amount.
- If the Sun Dial would be increased above 5, Heal [heart] 1 for each increase above 5 instead.
Dusk
- During your Upkeep Phase, increase Sun Dial by 1.
- Whenever this dial reads 5, immediately flip it over to the DAWN side.
Dawn
- If your Offensive Roll Phase results in an Attack, you may choose to add the Sun Dial value as dmg. At the end of the Roll Phase, reduce Sun Dial by 4. Attack Modifier.
- Whenever this dial reads 0, immediately flip it over to the DUSK side.
Status Effects
Charged Gem
Positive Status Effect. Stack limit: 1.
Roll and gain [CP] and/or deal dmg:
A player with this token may spend it during their Main Phase and roll 1 [die].
- On 1–2, gain 1 [CP].
- On 3–4, deal 2 as an isolated source of undefendable dmg to a chosen opponent.
- On 5–6, gain 1 [CP] and deal 2 as an isolated source of undefendable dmg to a chosen opponent.
Sun Marked
Negative Status Effect. Stack limit: 7.
When Attacked, the Attacker Heals [heart icon; amount not legible at this resolution].
When a player afflicted with this token is Attacked by an opponent, the Attacker Heals [heart icon; amount not legible at this resolution]. Attack Modifier. Persistent.
Hero Setup
The Sun Dial is set to 5 with the DUSK side face up. [Value read at low resolution; the dial in the leaflet artwork shows 5.]
Dice
The Sun Elf's six dice faces are printed on the leaflet as follows:
| Face | Symbol | Name |
|---|---|---|
| 1 | Staff | STAVE |
| 2 | Staff | STAVE |
| 3 | Staff | STAVE |
| 4 | Triangle | CHARGE |
| 5 | Triangle | CHARGE |
| 6 | Sun burst | SUN POWER (label partly hidden by the leaflet's caption) |
Ability Cards
The Tri-folding Player Board shows the Sun Elf's ability cards. Each card lists the dice combination required, the effects, and the card's name in capitals.
Light Staff
- Three Staves: Deal 4 dmg.
- Four Staves: Deal 5 dmg.
- Five Staves: Deal 7 dmg.
- On 4-of-a-kind [?], increase Sun Dial by 1.
Ray Absorption
Four Charge dice.
- Increase Sun Dial by 3.
- Heal [heart] 2 [?].
- Gain Charged Gem [icon].
Scorching Staff
One Staff and three Charge dice.
- Deal 5 dmg and roll 1 [die].
- On [staff], add 2 [?] dmg.
- On [charge], increase Sun Dial by 2.
- On [sun burst], gain Charged Gem [icon] and increase Sun Dial by 2.
Radiant Energy
Three Staves and two Sun Power dice.
- Inflict Sun Marked [icon].
- Then deal 6 [?] dmg.
Ray of Light
Four dice in a Small Straight.
- Increase Sun Dial by 1.
- Then deal 7 dmg.
Solar Burst
Four Sun Power dice.
- Increase Sun Dial by 2.
- Choose one:
- Gain Charged Gem [icon]
- or
- Inflict Sun Marked [icon]
- Then deal 8 dmg.
Sun Beam
Five dice in a Large Straight.
- Increase Sun Dial by 2.
- Then deal 9 dmg.
Defensive Ability
Harness the Light
Defense Roll 3 [die].
- Heal [heart] 1 × [staff] [?].
- On two Charge dice, increase Sun Dial by 1.
- On [sun burst], increase Sun Dial by 1.
Ultimate Ability
Solar Flare!
Requires five Sun Power dice.
- Increase Sun Dial by 3. Gain Charged Gem [icon].
- Inflict Sun Marked [icon].
- Then deal 10 dmg.
Ultimate footnote: the printed small print beneath the ability is only partly legible at this scan's resolution. The readable opening reads "Dice may be altered to present an Ultimate. Otherwise, [illegible] of any kind may be taken [illegible] until the ability fully completes." The missing words are not transcribed and should be checked against the physical board.
Components
The leaflet and board scans show no printed component list, so none is transcribed here.