Karma Dice
Karma Dice Rulebook
Table of Contents
Table of Contents
Components
- 1 Karma Points track
- 30 Chakra dice:
- 6 red, 4 orange, 4 yellow, 4 green, 4 light blue, 4 dark blue, 4 purple
- 1 Yogi die (white)
- 4 Karma Points markers
- 4 Player boards
- 12 Character Trait cards
- 1 First Player marker
Objective
The goal of the game is to be the player with the most Karma at the end of the game. Each player manages a personal reserve of dice, with which they must earn as many Karma points as possible each turn.
To avoid breaking the energy balance you need for your well-being, choose your Chakra dice wisely: they will lead you to fullness.
Solo Mode: Evil Eye
Play against the Evil Eye (Malocchio) and try to escape it before it reaches you. The solo rules are a separate PDF, linked in the rulebook at www.cutt.ly/karma-solo; they are not reproduced in this file.
Setup
- Each player chooses a player board in the colour they prefer and places their Score marker on zero of the points track.
- Place the white die (Yogi) above the points track.
- Place the 6 red Chakra dice at the bottom of the points track, then place as many Chakra dice of each remaining colour as there are players, in front of their spaces indicated on the points track.
- Each player draws 2 Character Trait cards (see page 12) and chooses one. When all players have chosen, they place it face up next to their board. Each player adds the die shown on their card from the general reserve to their personal reserve.
The 6 red Chakra dice form the base of the players' personal reserves. They pass from player to player at the end of each turn.
Example: with two players, use 2 green dice, 2 purple dice, and so on.
The most zen player takes the First Player marker and starts the game.
For your first game we recommend not playing with the Character Trait cards. Do not perform step 4 during setup; you will start with the Chakra dice only.
Playing a Turn
During their turn, the player tries to achieve the best score by going as far as possible along the track on their personal board. To do this, they use part of their reserve of dice. However, they must always obtain a result higher than the previous one with each roll of the dice.
At the end of their turn, they count the number of Karma points indicated in the space where they stopped.
First roll of the game turn: on the first roll of the turn, the player rolls as many dice from their personal reserve as they wish. The die or dice used cannot be taken back or reused until the end of the player's turn.
Example: roll only one die, then place it in zone 1.
- To advance to the next scoring zone, the player may roll as many of the remaining dice in their personal reserve as they wish.
- If the result is higher than the previous roll, place these dice in the next scoring zone.
- Otherwise, take back the dice placed in the last validated scoring zone, then go to step 4.
The scoring zones show the number of Karma points for the turn: 1, 2, 4, 7, 10, 15. If you reach 15, you get 2 Karma points for each unused die in your personal reserve.
Example: You are in zone 4 and try to move to zone 7. If you fail, you return to zone 2. If you fail in zone 1, you score no points.
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The player may repeat step 2 as long as they have dice in their personal reserve, or decide to stop so as not to risk losing the points already earned.
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At the end of their turn, the player receives the number of Karma points corresponding to the last validated zone. If they have validated zone 15 and still have dice in their personal reserve, they get 2 Karma points for each unused die.
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The next player recovers the 6 red Chakra dice and starts their turn.
Example: Aris has validated zone 7, so he advances 7 spaces on the points track.
Dice effects: see "Dice Effects" below. The printed reference reads "page 10"; the section is actually on page 11.
- Starting with the player who has the fewest Karma points and proceeding in ascending order along the points track, each player chooses one of the free Chakra dice from the general reserve and adds it to their personal reserve. If several players have the same score, distribution follows turn order (clockwise).
Example: Mounia and Aris both have 7 points. Since Mounia played before Aris, she chooses a die from those available first.
Caution:
- Dice in your personal reserve cannot be returned to the general reserve.
- New dice are never added to the general reserve, even if there are no more dice of one or more colours.
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The player with the lowest Karma score takes the Yogi die for the next round. (In case of a tie, proceed as in step 6.)
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The First Player marker passes to the player on the left. A new round of play begins!
End of the Game
When all the dice in the general reserve have been distributed, play one last round. At the end of this round, the player with the most Karma points reaches Nirvana and is declared the winner. In case of a tie, the players share the victory.
For more information: www.chevre-edition.com/karma-dice Traceability: www.chevre-edition.com/karma-tracabilite FAQ: www.chevre-edition.com/karma-faq
Dice Effects
All dice effects are optional. You may resolve them in any order you prefer.
- Purple die: triple the result of this die.
- Dark blue die: double the result of this die.
- Light blue die: you may reroll this die once.
- Green die: copy the face of any other die (only among the dice just rolled).
- Yellow die: remove one die from among those just rolled (including itself), provided it was not rolled alone.
- Orange die: modify the result of this die by +1 or -1 (it can therefore show 0 or 7).
- Red die: this die has no effect.
- Yogi die (white): the player with the lowest Karma score takes the Yogi die. Its values are 1, 2 and 3.
Character Trait Cards
The Character Trait cards (page 12) carry two pieces of information:
- Gained Chakra die (the die symbol in the corner): each player gets the Chakra die shown on their card. The die is taken from the general reserve.
- Unique ability (the number 8 in the corner): each card can be used only once during the game. Once used, the card is turned over.
The card set contains twelve traits. Their French names are printed on the cards, with English equivalents below:
- Calme (Calm)
- Impatient (Impatient)
- Concentré (Focused)
- Critique (Critical): After an opponent's roll, make them reroll one die. Yellow die.
- Flexible (Flexible)
- Conformiste (Conformist)
- Tenace (Tenacious)
- Opportuniste (Opportunist): Before a roll, borrow one die from an opponent in place of a red die for this turn. Light blue die.
- Volontaire (Volunteer)
- Prudent (Prudent)
- Fayot (Fayot): Before a roll, add the Yogi die to this roll. Purple die.
- Méthodique (Methodical): Before a roll, make your roll one die at a time. It cannot be used to reach zone 15. Purple die.
Note on the source: in this file the printed abilities of Calme, Impatient, Concentré, Flexible, Conformiste, Tenace, Volontaire and Prudent are hidden in the card stack and are not legible in the PDF, so they are not transcribed here. Their die colours are also not legible. The gained die and unique ability rules above apply to all twelve cards.