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Dicetopia: Roll with the Punches thumbnail

Dicetopia: Roll with the Punches

Expansion for Dicetopia

Dicetopia: Roll with the Punches Rulebook

Table of Contents

Table of Contents

  • Components
  • Preparations
  • Setup
  • First Player Marker
  • Protection Token
  • The Wasteland Board
  • The Blood Dome
  • Ravin Sanctuary
  • Nuclear Springs
  • The Magmacorium Dice
  • New Factions
    • The Conclave
    • The Pagans
    • Retorium Comradery
    • Skelletas
    • Zai
  • New Mission Cards
  • Terminology & Clarifications
  • Scenario Cards Compatibility
  • ...What About Steve?
  • Source Notes

Components

  • 1 x Wasteland Board
  • 1 x Blood Dome Card
  • 1 x Faction Board
  • 1 x First Player Marker
  • 7 x Protection Tokens
  • 7 x Green Agent Cubes
  • 7 x Clear Money Dice
  • 7 x Purple Weapon Dice
  • 7 x Orange Magmacorium Dice
  • 7 x Teal Information Dice
  • 24 x 3 Decks of Mission Cards (English, French & German)
  • 5 x 2 Decks of Scenario Cards (English, French/German)
  • 5 x 2 Decks of Faction Cards (English, French/German)
  • 1 x Mission Card Tuck Box
  • 4 x Quick Guide Cards

Preparations

Remove the following Mission Cards from the original game: DROP OFF, HIGH STAKE GAMBLING, UNDERCOVER and VIGILANTES. Then mix all Faction, Mission and Scenario Cards from the Expansion in with the cards from the original game. Use the Mission Card Tuck Box to store the Mission Cards during play in order to conceal any possible discrepancy between card printings. Once in play, keep your Mission Cards under your Faction Card.

Setup

Put the Wasteland Board next to the City Board and follow the rules of setup as normal with the following exceptions:

Dice in the Wasteland: Use this chart for the amount of Dice in the Wasteland:

  • 5 Players: 4 x 3 Dice of the standard colors, 6 x Magmacorium Dice
  • 4 Players: 3 x 3 Dice of the standard colors, 4 x Magmacorium Dice
  • 3 Players: 2 x 3 Dice of the standard colors, 3 x Magmacorium Dice
  • 2 Players: 2 x 3 Dice of the standard colors, 2 x Magmacorium Dice

Randomly roll and place the standard colored Dice for your Player count on The Blood Dome and Ravin Sanctuary Locations. For the Nuclear Spring Location, roll and place the new Magmacorium Dice on the spaces marked for your Player count. Do not put any Dice on the spaces marked for higher player counts.

Place the Blood Dome Card above the Blood Dome Location, and put 3 Dice of every standard color in a Dice bag or other suitable opaque container. Randomly draw, roll and place 3 of the Dice on the Blood Dome Card.

Finally, randomly assign the First Player Marker and put the Protection Tokens and the leftover Magmacorium Dice as a supply next to the Ravin Sanctuary.

First Player Marker

The Player with the First Player Marker starts the round. A round consists of each Player taking a turn in clockwise order. Once the current round is finished, a new round begins, starting with the Player with the First Player Marker.

Protection Token

Protects a Die from being swapped or rerolled. Place it around a Die on your Faction Board to indicate which Die is protected. The Player possessing the Protection Token may move it to another Die on their turn (and only then).

Advanced Variant: A Player may remove another Players Protection by using an Action that otherwise would interact with the protected Die (the Nethal Syndicate Action for example).

The Wasteland Board

On a Players turn they can now send their Agents to the Locations in the Wasteland instead of the Neighbourhoods in the City. The Wasteland Locations work similar to the city's Neighbourhoods, with some very important differences. A Location is NOT considered a Neighbourhood in regards of other Neighbourhood Actions, Faction Abilities and for scoring Mission Cards (only if specifically referred to as Locations).

Players Agents can therefore not be moved or swapped once placed in a Location (from the Wasteland Management Action for example), and you can't swap the Dice in a Location by using a Neighbourhood Action (such as the Observatory Bank). A Location also have 6 spaces instead of 5, but they do not have the standard core value of 5 ★ during scoring of Domination (only the left over Dice counts for ★ when scoring Locations).

The Blood Dome

When visiting the Blood Dome, if the visiting Player has matching Dice in both color and value on their Faction Board to those on the Blood Dome Card, they score ★ for them (1 match = 2 ★, 2 match = 4 ★, 3 match = 7 ★). Before scoring, the visiting Player may reroll the Dice on the Blood Dome Card, one time each.

Finally, regardless of whether the player received ★ or not, place all Dice back in the bag, draw 3 new Dice and roll and place them on the Blood Dome Card.

"When money is a little short, or you're just looking for an ultra violent shortcut, The Blood Domes door is always open. In fact, it doesn't even have one!"

Ravin Sanctuary

Decide who will get the First Player Marker OR take a Protection Token from the supply and place it around a Die on your Faction Board.

"One of the last holy places where true political power lies, as well as considerable backup resources...."

Nuclear Springs

This Location has no Action, but Players may as a turn swap an Agent from their Faction Board with a Magmacorium Die from this Location.

"All this funky nuclear business will of course ultimately lead to the doom of all, but hey, there's crazy money to be made!"

The Magmacorium Dice

The Magmacorium Dice are considered jokers colorwise (they can for example be scored both as white and purple) with unchangeable values, and once they are in a Players possession, they cannot be swapped or rerolled.

"The Magmacorium is a highly toxic cocktail of lava and nuclear substances. It can be traded for pretty much anything as these kinds of extremely dangerous stuff tend to be quite popular, and the best part, it's too dangerous to steal!"

New Factions

To distinguish the Factions of this expansion from others, they have a different colored background.

The Conclave

IMMUNITY: Starts the game with a Protection Token.

"What do you mean unoriginal? It's a bloody toxic wasteland for heaven's sake, of course there will be mutants!"

The Pagans

HOMELAND: Receives an additional 5 ★ for control over Wasteland Locations (ties do not count).

"The whole back to nature thing is quite hard when you're surrounded by toxic wasteland… But the Pagans definitely makes an effort!"

Retorium Comradery

CONNECTIONS: May once per game on their turn draw 4 Mission Cards and discard 4 to the bottom or top of the deck in any order.

"Collectors with strange connections everywhere, treating the whole body of history as a twisted cosplay-smorgasboard..."

Skelletas

SACRIFICE: May once per game on their turn sacrifice one of their Agents not on their Faction Board and turn it into any valued Magmacorium Die (it can not be swapped or rerolled) from the supply.

"Skelletas believe that death is not the end, rather an opportunity… So, you got your submission all filled out and ready over there?"

Zai

ALPHA: May once per game on their turn, instead of a Neighbourhood or Location Action, swap any two Agents not on Faction Boards with each other.

"Android militia upholding the small crumbs of justice that's left. AKA big time party poopers!"

New Mission Cards

The new Mission Cards are listed below by their card name, with the scoring condition printed on each card.

  • Gun Nut: 4 ★ for each purple Dice of your opponent to the right
  • Sugar Mama: 4 ★ for each white Dice of your opponent to the right
  • Deep Throat: 4 ★ for each teal Dice of your opponent to the right
  • Ignorance is Bliss: 12 ★ for having the least teal Dice (ties not eligible)
  • Lover not a Fighter: 12 ★ for having the least purple Dice (ties not eligible)
  • Down to Earth: 12 ★ for having the least white Dice (ties not eligible)
  • Playing with Fire: 5 ★ for each of your Magmacorium Dice
  • Sharing is Caring: 4 ★ for every tied domination of Neighbourhoods and Locations
  • Crowd Control: 4 ★ for every Neighbourhood you don't have any Agents in
  • Slacker: 6 ★ for doing absolutely nothing
  • Interest: Score ★ Score VP again for your total Dice Value divided by 3 and rounded down
  • Scavanger: 3 ★ for each Dice with value 1 on the City Board
  • Low Key: 3 ★ for each Dice with value 2 on the City Board

Terminology & Clarifications

Round: A round consists of each Player taking a turn in clockwise order.

Standard Colors: The different types of Dice from the original game (Teal = Information, Purple = Weapons, Clear = Money).

Scenario Cards Compatibility

All Scenario Cards from the original game works with the expansion. However, if you use "Back to Square One", remove the "Scavenger" Mission Card.

...What About Steve?

You may use this expansion with the solo expansion for Dicetopia! Steve is much too lazy to bother with the new Wasteland Board though, but he will send his far off cousins to destroy resources for fun over there. So, every time after you've rolled Steves Mood Dice, remove one Die on the Wasteland Board of the same number. If there are any ties, you get to decide which Die to remove. If you can't find any Die with the same value, lucky you, Steve cousins took some time off smashing cactuses instead! In regards of the new Magmacorium Dice and Protection Tokens; Steve won't touch any of it, and if you're instructed to swap his Dice with yours, simply swap all possible Dice with the Dice you would be the least happy with.

Source Notes

Spelling and punctuation are reproduced as printed in the source. The new Mission Card is printed as "Scavanger" on the card and in the rules, but the Scenario Cards section refers to it as "Scavenger"; both spellings are kept as printed.

  • Medium Rare: 3 ★ for each Dice with value 3 on the City Board
  • Prosperity: 3 ★ for each Dice with value 4 on the City Board
  • Boom: 4 ★ for each Dice with value 5 on the City Board
  • Six and the City: 5 ★ for each Dice with value 6 on the City Board
  • Hackers: 3 ★ for each of your Agent that is adjacent to a teal Dice
  • Dealers: 3 ★ for each of your Agent that is adjacent to a purple Dice
  • Exchange Offices: 3 ★ for each of your Agent that is adjacent to a white Dice