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Living Well Is the Best Revenge

Living Well Is the Best Revenge Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • How to Win
  • Player Board
  • Playing a Round
    • On Your Turn
      • 1. Roll Dice
      • 2. Opponents Score
      • 3. Use Unlocked Abilities
      • 4. Unlock New Abilities
    • The First Turn
    • Reroll Tokens
    • End of Round
    • Starting the Next Round
  • End of Game
    • Tiebreaker
  • Clarifications
    • Ability Timings
    • Ability Cards

Components

  • 40 Ability Cards
  • 24 Reroll Tokens
  • 8 Player Dice
  • 4 Player Boards
  • 8 Power Dice (4 black, 4 yellow)
  • 4 Player Tokens

Setup

  1. Place the reroll tokens where all players can reach.
  2. Each player selects a color and takes the player board, player token, 10 ability cards, and 2 dice of that color.
  3. Each player arranges their ability cards in a sequential row (#1-#10) on the table in front of them, with the "locked" side faceup.
  4. Each player takes 1 Power die (black) and places it with their color dice, then takes 1 Power die (yellow) and places it on their #10 ability card.
  5. Each player takes 1 reroll token.

How to Win

The game is played over 3 rounds. The player with the most points at the end of the 3rd round wins.

Player Board

Use your player token to keep track of your score. If you gain over 50 points, flip your player board to the 51-100 side.

The printed board shows the score track as a grid of numbers 1-50 (with a 1-10 track along the side), with one side labeled PLAYER 1 and the other PLAYER 2. The grid itself is not reproduced in the text render.

Playing a Round

Each round is made up of a number of turns. For the first turn of each round (and only the first turn), all players roll and resolve their dice at the same time (this is explained in more detail on pg. 7).

After the first turn, players take turns rolling and resolving their dice individually. This continues until a player has unlocked all 10 of their ability cards, or only one player is left in the round.

On Your Turn

When it is your turn to roll, follows these steps in order:

  1. Roll Dice
  2. Opponents Score
  3. Use Unlocked Abilities
  4. Unlock New Abilities

1. Roll Dice

Begin your turn by rolling your player dice and Power dice together. Each of your opponents rolls their Power dice only.

Example 1a: Jane rolls her dice on her turn, getting a pair of 2s and a 4. Her opponents Juan and Ying each roll their 1 unlocked Power die at the same time, getting a 2 and a 4.

Your Dice

Each player starts the round with 2 player dice and 1 Power die. If a player unlocks their #10 ability card, they gain an extra yellow Power die to roll for the rest of the round. Once unlocked, your yellow Power die follows the same rules as the Power die you started with.

(Ability card #10, "Alone": Gain an additional Power die.)

2. Opponents Score

Each of your opponents gains 1 point for each of their Power dice that matches BOTH 1 of their unlocked (faceup) ability cards AND at least 1 of your dice (either your player dice or Power dice).

Example 1b: Both Juan and Ying's rolls match at least 1 of Jane's dice! Juan has unlocked his #2 ability card, so he gets 1 point. Ying, however, has not yet unlocked her #4 card, so she doesn't get any points.

Each opponent can score each Power die they roll once per turn (no matter how many different dice it matches). For example, if you roll a 3, 3, and 5, and one of your opponents rolls a 3 (and has their #3 card unlocked), they score 1 point (not 2 points).

Note: If an opponent has unlocked multiple Power dice, each of their dice can match the same die you rolled. For example, if you roll 3, 5, 2, and your opponent rolls a yellow 3 and a black 3, they get 2 points.

3. Use Unlocked Abilities

Next, you (and only you) may use any number of your unlocked (faceup) ability cards, in any order. There are 3 types of abilities:

  • Power Die Ability (#1-6): In order to use a Power die ability, you must roll the matching number on at least 1 of your Power dice.
  • Modify Player Dice Total (#7-9): Once you have unlocked one of these abilities, you may use it once per turn to modify your player dice total for unlocking new abilities (see Step 4). Do not change the die faces you rolled when modifying your total.
  • Extra Power Die (#10): Once you unlock your yellow Power die, you may roll it for the rest of the round.

Example 1c: Jane earlier unlocked her #2 ability card. Since she rolled a Power 2, she can use her #2 card to gain a reroll token. She's also unlocked her #4 card, but she can't use it, since the 4 she rolled was not on her Power die.

(Example 1c shows the Power die ability card #2, "POWER DIE: 2 Gain a reroll token.")

Using Multiple Power Dice

Since you can unlock a second Power die, it is possible to activate more than 1 Power die ability in a turn. You may choose the order you use these abilities. If both your Power dice match the same unlocked ability card, you may use the same ability twice.

4. Unlock New Abilities

After you use your abilities, add up the numbers on only your player dice to determine your player dice total (and apply any modifiers from unlocked ability cards if desired).

Then choose a combination of your locked (facedown) ability cards that add up exactly to your player dice total, and flip each of them faceup to unlock it.

You must choose a combination of cards that are ALL locked. For example, if your #1 card is already unlocked, you may not choose any combination of cards that include a 1 (regardless of what you rolled).

If you have no combination of locked cards that add up to your player dice total, you may not unlock any new cards and are instead out of the round.

After unlocking cards, your turn is over.

Example 1d: Jane's dice total is 6. This means she could unlock her #6 card, or she could unlock any combination of cards that add up to 6. Since Jane's #2 and #4 cards are already unlocked, she can't choose any combination that includes a 2 or a 4. Luckily, she has some options left, so she is not knocked out.

Getting Knocked Out

Once you're out of the round, you can take no further turns for the rest of the round, and turn order skips you until the round ends. You may still roll your Power dice on other players' turns to score extra points.

The First Turn

At the start of the round, no one will have any unlocked abilities available, so players can't use abilities, score points for matching other players' rolls, or be knocked out. Instead, all players rsimultaneously roll only their 2 player dice, and then skip straight to unlocking their first set of abilities.

(The printed text reads "rsimultaneously" here; this is the source's typesetting, transcribed as printed.)

Once everyone has done this, the player who rolled the lowest total becomes the first player to take their individual turn. If there is a tie, the player who rolled the lowest individual die becomes the first player. If there is still a tie, the tied players roll their Power dice until one of them has a lower result.

Once the first player has taken their turn, play proceeds clockwise around the table.

Reroll Tokens

If your #2 ability card is unlocked, rolling a Power 2 grants you a reroll token, which can be used to reroll a player die.

You may spend reroll tokens at any time on your turn before you unlock new abilities (including immediately after you gain a reroll token). Each token you spend lets you reroll any 1 of your player dice. You may not use reroll tokens to reroll Power dice.

Keep in mind the following rules when rerolling:

  • Other players who did not score their Power dice the first time you rolled may be able to score their Power dice when you reroll. For example, if you rolled 2, 2, 4 and an opponent rolled a 3 (and has an unlocked #3 card), they score no points; but if you reroll one of your 2s into a 3, they then score 1 point (no matter when on your turn you use the reroll).
  • No matter how many times you reroll, you only unlock new abilities once each turn. You must resolve each of your rerolls before determining your player dice total and unlocking new abilities.
  • Spent reroll tokens are returned to the supply. On the rare occasion that there are no reroll tokens left in the supply, #2 ability cards have no effect.
  • You may use the reroll token you were given at setup during the simultaneous first turn.
  • Unused reroll tokens are each worth 2 points at the end of the game.

End of Round

The round ends when either of these conditions are met at the end of any player's turn:

  • Any one player has all 10 ability cards unlocked
  • All but one player has been knocked out

Bonus for Unlocking All 10 Ability Cards

Any player who ends the round by unlocking all 10 of their ability cards earns bonus points by rolling all 4 of their dice and scoring points equal to the total.

Bonus for Being the Last Remaining Player

If the round ends because all but one player was knocked out, the remaining player rolls 2 dice and scores their total.

Starting the Next Round

If you have not reached the end of the game, each player flips all of their unlocked abilities back to the locked side. Any player who unlocked their yellow Power die during the round returns it to their #10 card (so that each player again has 2 player dice and 1 Power die).

Players then begin the new round with a simultaneous turn, as in the previous round.

End of Game

The game ends at the end of 3 rounds. At the end of the game, each player flips their unused reroll tokens over to score an additional 2 points each, and whoever has the most points is the winner.

Tiebreaker

If there is a tie, the player with the most reroll tokens wins. If there is still a tie, the player who had the most unlocked cards in the final round wins.

Clarifications

Ability Timings

You must use all unlocked abilities and reroll tokens that you want to before you unlock any new abilities on your turn. Once you unlock new abilities, you may not use any further unlocked abilities or reroll tokens, and you must wait until your next turn to use the new abilities you've unlocked.

Ability Cards

  • #1. Power Die: Gain points equal to 1 of your dice.
    • You may score points equal to the value of any 1 die you rolled, even your extra unlocked Power die.
  • #2. Power Die: Gain a reroll token.
    • You may use a reroll token in the same turn that you gain it.
  • #3. Power Die: Steal 3 points from another player.
    • You cannot steal more points than a player has. If you steal from a player that only has 1 or 2 points, they lose all their points, and you gain the points they lost.
  • #4. Power Die: Score 1 point for each of your locked cards.
    • The most you can gain from this ability is 9 points, since you must unlock this ability before you can use it.
  • #5. Power Die: Score 1 point for each of your unlocked cards.
    • The most you can gain from this ability is 9 points, since unlocking all 10 abilities ends the round, and you must use your unlocked abilities before you unlock new ones.
  • #6. Power Die: Choose a player to lose half their points, rounded down.
    • The chosen player reduces the total points on their player board by half, rounded down. You do not steal or gain the points they lose.
    • If you activate this ability twice with 2 Power die results of 6, you may choose two players to lose half their points, or a single player who loses half their points, twice. For example, a player with 12 points would lose 6 points, then lose another 3 points, leaving them with 3 points total.
  • #7. You may subtract 1 from your roll.
    • You may not reduce your player dice total below 1 (if you use your #9 ability as well).
    • This does not change any of your dice to a lower number; it only affects your total.
  • #8. You may add 1 to your roll.
    • You may increase a player dice total of 12 to 13, as long as you are able to unlock abilities totaling 13.
    • This does not change any of your dice to a higher number; it only affects your total.
  • #9. You may remove any 1 die from your roll.
    • You may choose to remove either of your player dice. Your player dice total is the value rolled on the other player die.
    • This does not stop other players from scoring points on their Power dice; it only removes the die's value from your total.
  • #10. Gain an additional Power die.
    • You may only have 2 Power dice at any time.
    • Your newly unlocked Power die is not rolled during the turn it was unlocked.