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Marvel Dice Throne: Missions

Expansion for Dice Throne: Season OneExpansion for Dice Throne: Season One ReRolled – Monk v. PaladinExpansion for Dice Throne: Season One ReRolled – Pyromancer v. Shadow ThiefExpansion for Dice Throne: Season One ReRolled – Treant v. NinjaExpansion for Dice Throne: Season Two – Battle ChestExpansion for Dice Throne: Season Two – Tactician v. HuntressExpansion for Dice Throne: VanguardExpansion for Marvel Dice Throne

Marvel Dice Throne: Missions Rulebook

Table of Contents

Table of Contents

  • Components
  • Overview
  • New Concepts
    • Melee vs Range
    • Simultaneous Play
  • Choosing a Mission
  • Setup Steps
  • Game Rounds
  • Round Phases
    • 1. Pass Phase
    • 2. Movement Phase
    • 3. Hero Phase Part 1
    • 4. Target & Resolve Phase
    • 5. Hero Phase Part 2
    • 6. Enemy Upkeep Phase
    • 7. Enemy Roll Phase
    • 8. Crisis Clock Phase
  • Other Gameplay
    • Boost Tiles
    • Momentum
    • Allies
    • Winning & Losing
    • Completing Map Sides
    • Exits
  • Henchmen Combat
    • Henchmen
    • Combat Example
  • Glossary
    • Types of Characters
  • Boss Fights
    • Overview
    • Enemy Roll Phase (Boss)
    • Boss Fight Example
    • Ending a Boss Fight
  • Perk Points & Perk Sheets
    • Perk Sheets
    • Earning Perk Points
    • Spending Perk Points
    • Applying Perks
    • New Game+ and Mythic Cards
    • Perk Sheet Examples
    • Player Perks Sheet
  • Status Effects Reference Chart
  • Enemy Dice Breakdown
  • Increasing Difficulty
    • Increased PP Rewards
  • Decreasing Difficulty

Components

Components manifest, as printed on page 3 of the rulebook:

  • 1 Player Perk Pad
  • 20 Double-Sided Missions
  • 1 Start Player Token
  • 2 Red Enemy Dice
  • 9 Black Enemy Dice
  • 4 Hero Pawn Bases
  • 4 Hero Pawns
  • 1 Crisis Clock Hand & 1 Crisis Clock Back
  • 50 Health Tokens
  • 22 Plot Tokens
  • 14 Defeat/Clear Tiles
  • 7 Mystery Tiles
  • 30 Boost Tiles
  • 40 Shield tokens
  • 1 Boss Health Dial
  • 25 Ally Cards
  • 4 Mythic Cards
  • 12 Momentum Level Cards
  • 4 Player Aid Cards
  • 4 Momentum Dials

Status tokens:

  • 4 Barbed Vine
  • 10 Bleed
  • 4 Blind
  • 16 Bonus Damage
  • 6 Burn
  • 12 Chaos
  • 4 Concussion
  • 4 Disruption
  • 4 Dominance
  • 4 Entangle
  • 7 Evasive
  • 12 Flight
  • 12 Focus Fire
  • 4 Hex
  • 4 Knockdown
  • 8 Oppression
  • 7 Paralyze
  • 18 Poison
  • 4 Silence
  • 7 Targeted
  • 12 Wither

Overview

Dice Throne Missions is an easy-to-set-up solo and cooperative expansion for Dice Throne. Heroes will attempt to survive a selected Mission while completing objectives, battling Henchmen, and recruiting iconic Marvel Allies. Ultimately, they will face off against a notorious Marvel villain in an epic Boss Fight.

Each game, your goal is to clear both sides of a Mission Board without a single Hero being defeated!

New Concepts

The following concepts are new to Dice Throne Missions and are not present in previous Dice Throne titles:

Melee vs Range

In Dice Throne Missions, Heroes and enemies occupy a space on a board. By default, your Attacks and Defensive Abilities can only target enemies in a space adjacent to yours (a space that shares a border with your space). This is called Melee. Various effects in the game can also grant you Range, allowing you to instead target an enemy anywhere on the map.

Simultaneous Play

Dice Throne Missions features some phases that are carried out by all Heroes simultaneously. Work together and make decisions collaboratively! In the event that the Heroes do not agree on a decision, decide what to do in turn order.

Choosing a Mission

Each Mission has a default difficulty represented by a colored die, shown in the top-left corner of each map. A Mission's difficulty number is described as its "level."

  • Intro - A fun introduction to the game and meant to be easy for anyone, including new players.
  • Moderate - Without Perks, veteran players will find these Missions a moderate challenge. New players may find them quite difficult unless they have unlocked Perks.
  • Hard - Without Perks, these Missions are very challenging for even veteran players. Some Perks are likely required for success.
  • Brutal - Without Perks, these Missions are nearly unbeatable for players of any skill level. Earning many Perks is suggested before attempting.
  • Ruthless - These Missions are incredibly challenging even for veteran players with many Perks.
  • Insane - These Missions would be so insanely challenging that we chose not to make any at this difficulty (yet..?).

Setup Steps

  1. Each player chooses and sets up any Dice Throne Hero. The Heroes' starting Health depends on the number of Heroes playing:

    1 Hero2 Heroes3 Heroes4 Heroes
    45 Health30 Health25 Health20 Health

    Each player's maximum Health is 10 more than starting Health.

    Note: you may NOT start with a Mythic Ability!

  2. Each Hero starts with the following:

    • 2 CP and 4 cards.
    • A Momentum Dial set to "0"
    • A Player Aid Card
    • The Momentum Card unlocked on their Perk Sheet (the card will be Level 1 until they unlock a higher-level Momentum Card).
  3. Choose a Mission and start it on the side marked "Side 1." Place the token tray within reach of all players.

    For your first game, use the Ock Knocks Knox Mission.

  4. Shuffle the Ally Cards into a face-down deck. Draw the top 3 cards and place them in a face-up row to create the Ally Headquarters (Ally HQ).

  5. Create the Enemy Dice pool by gathering 2 Red Enemy Dice and 1 Black Enemy Die, plus 1 additional Black Enemy Die per Hero.

Game Rounds

In each game of Dice Throne Missions, you are required to complete the Main Objective on both sides of a chosen Mission Board. Upon completing the Main Objective on Side 1, your team will advance to Side 2. When you complete the Main Objective on Side 2, you win the Mission.

In a Mission Run (usually Side 1), you will move your Hero around the map, navigating the unique rules and puzzles while fighting various Henchmen.

In a Boss Fight (usually Side 2), you will attempt to defeat a powerful villain, usually by reducing their Health to 0.

Round Phases

Gameplay takes place over a series of rounds, each of which is broken up into 8 round phases (these are also listed on your Player Aid Card):

  1. Pass Phase: Pass the Start Player Token clockwise (This is skipped the first round of Side 1).
  2. Movement Phase: Heroes move and collect Boost Tiles that they land on.
  3. Hero Phase Part 1: Heroes simultaneously complete their Upkeep Phase, Income Phase (skip on first turn), Main Phase (1), and their roll attempts at the start of the Offensive Roll Phase. After finishing their roll attempts, they stop and say "Ready to attack."
  4. Target & Resolve Phase: In turn order, each Hero resolves their Offensive Ability against a chosen enemy. If the enemy is a Boss, you also resolve the Boss's Defensive Ability for each Attack.
  5. Hero Phase Part 2: Heroes simultaneously complete Main Phase (2) and then their Discard Phase.
  6. Enemy Upkeep Phase: Resolve applicable Upkeep Phase status effects on enemies.
  7. Enemy Roll Phase: Perform the enemies' Offensive Roll Phase by rolling the Enemy Dice once (regardless of the number of enemies). Activate applicable Offensive Abilities (See "Enemy Attacks" on pg. 7). Heroes can defend against defendable Attacks.
  8. Crisis Clock Phase: Advance the Crisis Clock Hand and activate each Crisis Ability the Crisis Clock Hand moves through and ends on (but not the one it started on).

What follows is a detailed breakdown of each phase.

1. Pass Phase

Pass the Start Player Token clockwise at the start of every round, with the exception of the very first round of Side 1. This player will be the new Start Player until the end of the round.

Whenever you are asked to resolve something in "turn order," begin with the Start Player and continue clockwise.

2. Movement Phase

During the Movement Phase, all Hero pawns are moved simultaneously with the following considerations:

  • Heroes can move any number of spaces, including zero (staying in their current space), and end their movement on a hexagonal space.
  • If your pawn is not yet on a space (because you are beginning a new Mission Run or Boss Fight), it must move onto the map from the Entry Space. If there is no Entry Space, its first move is to land on any valid space.
  • You cannot move onto or through any space that features a dark inset background UNLESS it is covered by a Defeat Tile. Some Missions use Clear Tiles that can also sometimes be moved onto, depending on the Mission's specific rules.
  • You can move through other Heroes (or swap spaces), but multiple Heroes cannot occupy the same space at the end of the Movement Phase. If multiple Heroes want the same space, the Hero earlier in turn order decides who should occupy it.
  • You can move through or land on Boost Tiles. If you end your move on one or more Boost Tiles, you collect them (See "Boost Tiles" on pg. 8).

You will most often want to end your movement next to an enemy because your Attacks and Defensive Abilities are considered Melee by default, meaning they can only be activated against adjacent enemies.

Example: Storm enters the map through the Entry Space (A) and ends her move on space (B), picking up the Boost Tile there. Wolverine moves through the Entry as well, ending his move on the empty space (C).

3. Hero Phase Part 1

Heroes complete the first part of their Dice Throne turn simultaneously. This includes Upkeep Phase, Income Phase (all heroes skip in the first round), Main Phase (1), and all their roll attempts at the start of the Offensive Roll Phase. When a Hero is ready to activate an Ability, they should say "Ready to attack!" to inform everyone that they are ready to move on.

Prior to activating Offensive Abilities, Heroes may each progress through the phases of their turn at their own pace. However, Heroes cannot interact with teammates unless they are in the same phase. For example, a Hero cannot play a Main Phase card targeting a teammate that has entered their Offensive Roll Phase or vice versa.

4. Target & Resolve Phase

After Hero Phase Part 1, Heroes take turns selecting a target and resolving their Offensive Ability.

Melee Attacks

If your Offensive Ability is an Attack (it deals at least 1 non-collateral dmg to an opponent), it is considered Melee, meaning it can only target one adjacent enemy (their space shares a border with your space).

  • You cannot resolve any part of a Melee Attack unless there is an adjacent enemy to target first.

Range Attacks

To target a non-adjacent enemy with an Attack, you must gain Range.

  • You can gain Range by spending Momentum or through Allies (See "Momentum" on pg. 8). Gaining Range must be done BEFORE resolving any Attack effects.
  • Unlike Melee Attacks, you are allowed to resolve a Range Attack without choosing a target. This can be helpful in some situations.
  • Note: Range is not required if your Offensive Ability is an Ultimate Attack or only deals collateral damage/no damage (and therefore isn't an Attack). These Abilities can target any enemy on the map (or none at all).

Example: Storm and Wolverine complete their Offensive Roll Phase simultaneously. They each activate an Offensive Ability which will deal non-collateral damage to an enemy, so they are considered Attacks. Storm resolves her Attack first because she is the Start Player. Attacks are Melee, so she must choose an adjacent enemy as the target. This could be Cult Thug (E) or Strike Team (D). If she were able to gain Range, then she could instead target an enemy anywhere on the map. Wolverine resolves his Attack next. He is only adjacent to Cult Thug (E), so he must target this enemy because he does not have Range.

5. Hero Phase Part 2

Heroes simultaneously complete Main Phase (2), then their Discard Phase.

6. Enemy Upkeep Phase

Resolve applicable Upkeep Phase status effects on the enemies in any order the players choose.

7. Enemy Roll Phase

Enemies

On most maps, Side 1 will feature up to 3 Henchman types (green, blue and purple dice icons), and 1 Unstoppable Threat. Side 2 will typically feature a Boss.

All of these types of characters are called enemies.

  • Enemies are considered players for all cards, effects, and Abilities.
  • Because enemies are players, their maximum Health is also 10 above their starting Health.
  • You cannot change the enemies' quantity of dice, the type of dice that are rolled, nor their number of Roll Attempts (i.e. statuses like Entangle and Reality Warp have no effect).
  • Enemies have zero cards and are considered to have infinite Momentum.
  • When you would place a status effect on a targeted enemy (with an Ability or from another source), you can choose not to place that status effect and instead gain Momentum. This is helpful if the enemy is immune to that status, at stack limit, or if the status is simply not useful at the time.

This Henchman info panel shows the Cult Thug stats and Abilities. Any Henchman on the map marked with this panel's icon will use stats from this panel.

Unstoppable Threats

There are special enemies with the tag "Unstoppable Threat." These enemies cannot be targeted by Offensive Abilities. Also, they can never receive damage, nor have status effects placed on them.

Each Unstoppable Threat will explain what it does during the Enemy Roll Phase on its info panel printed on the map.

If a Mission objective requires you to defeat all enemies, this does not include Unstoppable Threats.

Enemy Attacks

During the Henchmen's Enemy Roll Phase, gather the pool of Enemy Dice (which were determined during setup) and roll them exactly once, regardless of how many Henchmen are attacking. The Heroes can use effects to adjust the results of the dice, and then the Henchmen Attack:

  1. For each Henchman's info panel, consult the rolled Enemy Dice. If the rolled dice match the dice symbols required by their roll objective, henchmen of that type activate their Offensive Ability.
  2. For each Offensive Ability that was activated (resolving based on panel position from left to right):
    • Each undefeated Henchman with that Offensive Ability activates it in order across the map from left to right, then top to bottom (like reading a book).
    • Most Henchmen's Abilities are Multi-Strike Attacks. Multi-Strike Attacks resolve against every adjacent Hero (for Melee Attacks) or every Hero on the map (for Range Attacks). If a Multi-Strike Attack cannot target a Hero, it is not resolved.
    • Each time a Henchman's Offensive Ability resolves, perform all of its listed effects (including status effects inflicted or gained).
  3. Finally, if the rolled dice contain the dice symbols required by the Unstoppable Threat's roll objective, it will activate its Offensive Ability.

Example: In this example roll, we go left to right, activating the Offensive Ability of the Cult Thugs (1), then Hellfire Club (2), then Sniper (3). The Strike Team will do nothing this turn, because their roll objective was not matched by the Enemy Dice.

Defensive Roll Phase

Heroes may perform a Defense Roll against each defendable enemy Attack:

  • Heroes may always perform Defense Rolls against adjacent defendable Attacks.
  • Heroes require Range to perform a Defense Roll against non-adjacent defendable Attacks.
  • If an Attack targets multiple Heroes, resolve the Defense Rolls in turn order.
  • If an enemy is defeated during a Defense Roll, their Attack still finishes resolving against all Heroes that were originally targeted.

Status Effect Clarifications

  • When an enemy is inflicted with a status effect that would get removed at the end of their turn or the Roll Phase (e.g., Blind or Paralyze), it is always removed after resolving the enemy's Attack against the first targeted Hero (and doesn't affect the Attack against any following heroes).
  • Some status effects will limit which Attack an enemy can activate (e.g., Hex or Spellbound). When these status effects are removed after resolving the enemy's Attack against the first targeted hero, the enemy does not change which Attack they activated (when attacking multiple heroes).

8. Crisis Clock Phase

The enemy turn concludes, and then the Crisis Clock determines what harmful things happen to the Heroes:

  • Rotate the Crisis Clock Hand clockwise a number of segments equal to the number of Heroes.
  • Each segment that the Crisis Clock Hand has advanced through or ended on (but not started on) will activate any listed Crisis Ability:
    • If a segment's Crisis Ability shows a specific effect, such as LOSE Health or DISCARD a card, it activates for all Heroes.
    • When a segment displays the icon of an enemy type, each undefeated enemy of that type activates its Crisis Ability. Crisis Abilities can usually target anyone, but some might specify they only affect heroes within Melee.
    • Some Crisis Clock icons will have effects that are defined above the Crisis Clock (for example, Boss Crisis Abilities).
    • All damage effects will accumulate against each target, then damage is resolved together at the end of the phase.
    • All other effects are resolved in clockwise order.

Example: In a 3 player game, the Crisis Clock Hand will advance 3 segments. Segment F requires each Hero to discard a card. Segment G is empty, so there is no effect. The hand ends on segment H, the Cult Thugs symbol, which means Cult Thugs activate their Crisis Ability (i). There are two undefeated Cult Thugs, so all Heroes receive collateral dmg. Lastly, 2 Enemy Dice are rolled for the last part of the Crisis Ability.

Crisis Ability (Cult Thugs, once per undefeated enemy): Deal 2 collateral dmg to all heroes. Roll 1 die: on a slash symbol, +1 Hacking Meter.

Other Gameplay

Boost Tiles

Boost Tiles are placed face up around the map during set up of either Map Side. Every Boost Tile provides the Hero who picks it up the effect shown on its face-up side.

Collect all Boost Tiles on the space you are in at the end of your Movement Phase.

  • Face-up Boost Tiles are resolved immediately upon collecting them. You gain its benefit, then discard it face up to a Boost Tile discard stack beside the Mission Board.
  • Face-down Boost Tiles only appear during a Boss Fight. When there are one or more face-down Boost Tiles in the stack you collect, place them face down on your Health Dial. You will not gain the rewards from these until after the Boss's next Attack attempt (See "Enemy Roll Phase (Boss)" on pg. 10).

When there are no more Boost Tiles in the draw pile, flip the discard stack face down and reshuffle them to form a new draw pile.

The face-up Boost Tile effects shown on the tiles are:

  • Gain the value of CP shown.
  • Heal the value shown.
  • Gain the value of Momentum shown.
  • Draw the number of cards shown.
  • Gain the status effect shown.
  • Remove 1 status effect token from self -OR- gain 1 Momentum.
  • Transfer 1 status effect token between any two players -OR- gain 2 Momentum.

Momentum

Momentum is a new currency that you track on your own personal Momentum Dial. You can have a maximum of 15 Momentum.

Gain Momentum by defeating Henchmen, collecting Boost Tiles, completing objectives, and more.

Perform Momentum Actions described on your Momentum Card by spending the Momentum listed to the left of the action. There is no limit to the number of times per round you may pay to perform Momentum Actions. However, some Momentum Actions have a limit on how many times you can use them, or are limited to a specific turn phase (e.g., the "Recruit An Ally" action may only be performed during the Main Phase).

Ally Powers on recruited Allies often require spending Momentum to activate (See "Using Allies" on pg. 8).

You will begin your first game of Dice Throne Missions with your Level 1 Momentum Card.

Unlock Momentum Perks to gain access to higher level Momentum Cards. Unlike other Perks, you must gain Momentum Perks in their listed order to unlock higher level Momentum Cards (See "Perk Sheets" on pg. 11).

Momentum Action Lists (as printed on page 8):

  • Level 3 Action List
    • Recruit An Ally (cost shown as a symbol): During your Main Phase, spend the required Momentum to recruit an Ally. You may have a maximum of 1 Ally.
    • Gain Range (cost 1): To activate an Attack or Defensive Ability against a non-adjacent enemy, you must gain Range.
    • Draw A Card (cost 3): During your Main Phase, draw 1 card.

The Level 1 and Level 2 action lists are only partly visible in the printed rulebook (their headers show, but their entries are covered by the Level 3 card), so their entries are not transcribed here.

Allies

Recruiting Allies

Allies are special characters you can recruit for help. When you recruit Allies during either of your Main Phases:

  1. Spend the Momentum cost of the desired Ally (top right), and move them from the Ally HQ to your play area.
  2. Replenish the Ally HQ immediately by drawing a new Ally from the top of the Ally Deck to replace the one you just recruited.
  3. Each Hero may only have one Ally in play by default, but you can increase this limit through unlocking Perks. If you want to recruit an Ally, but are already at your maximum number, you may discard one you have to the bottom of the Ally Deck to make room.

Using Allies

An Ally will have one or more powers. Each power may only be activated once per round. Most powers can only be activated during a specific turn phase, unless they are marked as an Instant Action. If there is a Momentum cost to activate a power, the power text will list it (e.g., Spend 2 or Exhaust 2).

Each Ally's powers are triggered in different ways:

  • Recruit powers (A) are a one-time benefit gained immediately when that Ally is recruited.
  • Kicker powers (B) activate during your Offensive or Defensive Roll Phase, and can be used once per round. If you meet a kicker's requirements (if any), it provides a bonus in addition to your normal Ability.
  • Offensive Ability powers (C) give you a new Offensive Ability, which is considered to be one of your own Abilities on your Hero Board. These Abilities will mention if they are Range or default to Melee. During your Roll Phase, you may still only activate one Offensive Ability, whether from the Ally or not. Some of these will show dice with circle and/or diamond symbols as the roll objective, which represent matching symbols of any type that appear on your hero's dice.
  • Exhaust powers (D) are gained by discarding the Ally to the bottom of the Ally Deck.
  • +Exhaust powers (E) are also gained by discarding the Ally to the bottom of the Ally Deck, but they may only be activated at the same time you activate the power listed directly above it.

Winning & Losing

Main Objectives are defined on each side of a Mission. Gameplay continues in rounds until your team has won or lost.

You win a Mission by completing the Main Objective on both sides of the map.

You lose a Mission if any Hero is defeated (their Health being reduced to 0) or if an objective specifically states that you lose the game.

  • If a Hero is defeated, you lose at the conclusion of the current round phase (See "Round Phases" on pg. 6). If you complete the Side 2 Main Objective before then, it counts as winning instead.

    For example, Wolverine Attacks the Boss and is defeated by the Boss's defense. During the same Round Phase, Captain Marvel manages to defeat the Boss with her Attack. This results in a win for the Heroes because they completed the Side 2 Main Objective before the conclusion of the current Round Phase.

  • Regardless of whether you win or lose, check to see if you gain any Perk Points, or "PP" (See "Earning Perk Points" on pg. 11).

Perfect Rewards provide additional benefits by fulfilling all "Perfect Reward" requirements in the Main Objective (See "Perfect Rewards" on pg. 11).

Bonus Objectives are optional objectives listed on many Missions. Completing a Bonus Objective can result in rewards for your team, while failing one may enact penalties. Bonus Objectives are resolved before the Main Objective (if completed simultaneously).

Completing Map Sides

When your team completes a Main Objective, the round ends after the current round phase resolves. If you completed Side 1 of a Mission, you then advance to Side 2 by doing the following:

  • Do NOT reset your Health, cards, or Momentum; you are not starting a "new game."
  • Keep any face-down Boost Tiles you may have, and place all other Boost Tiles in the discard stack.
  • Check if the Mission has any effects that carry over to Side 2.
  • Flip the map to Side 2 and follow setup steps 8–11 (see "Setup" on pg. 4).

Exits

Some Main Objectives require Heroes to EXIT the map.

To EXIT the map during the Movement Phase:

  • All other Main Objective requirements must be satisfied.
  • You must be able to move to the EXIT space via a connected path.
  • Once you reach the EXIT space, immediately remove your pawn from the map. You will no longer take turns, receive any dmg, nor suffer any effects from Offensive Abilities or Crisis Abilities. However, the number of Heroes considered playing stays the same when calculating effects.

Any Heroes that do not EXIT may continue performing rounds as normal until they also choose to EXIT.

Henchmen Combat

Henchmen

In Mission Runs, you will be fighting hordes of a villain's Henchmen.

Each Henchman is shown on the map itself, while information about each type of Henchman is shown along the bottom of the Mission Board on their corresponding info panel.

A Henchman's type is indicated with a green, blue, or magenta colored hexagonal icon. This color is also often the main color of the Henchman's outfit.

The current Health value of a Henchman is represented by a combination of Health Tokens, instead of a dial. When a Henchman suffers dmg, adjust their Health Tokens to display their updated Health total.

Henchmen only have a single Offensive Ability, which can be activated if they meet their Roll Objective during the Enemy Roll Phase.

Henchmen do not have a Defensive Ability and therefore do not perform Defense Rolls.

Shield is a new status effect, and is a Henchman's main line of defense.

  • During setup, Henchmen gain the number of Shield tokens (if any) indicated on their info panel.
  • Shield tokens may also be gained through the Henchman's Offensive Ability or Crisis Ability.
  • If a Henchman has any Shield tokens, they will spend as many as they need to prevent damage from defendable Attacks (even if the Attack has Range — Shield tokens are not restricted by Melee).
  • A spent Shield token prevents up to the listed dmg and is then discarded (a Shield token will still be removed even if it only prevents 1 dmg).
  • Shield tokens do not prevent damage types that are not defendable, such as undefendable, collateral, pure, or Ultimate damage. Therefore, Shield tokens are not removed when an enemy receives this type of damage.

Status effects inflicted upon Henchmen are placed directly on that Henchman's space, not their info panel at the bottom of the map.

Unstoppable Threats are not Henchmen and may not be the target of any Offensive Ability. They never receive damage or status effects.

Defeat a Henchman by reducing its Health to 0. Then, cover all shaded spaces that Henchman is on top of with a Defeat Tile (most Henchmen cover one space, while other large enemies may cover 2+ spaces). These covered spaces are now considered to be empty spaces that players can move through or onto.

When placing a Defeat Tile on the map, the Start Player (even if they didn't defeat the Henchman) distributes Momentum among the Heroes however they like.

Combat Example

  1. It is the Enemy Roll Phase, so the Start Player gathers the Enemy Dice. They use 2 red dice and 3 black dice because it is a 2 player game.

  2. They roll all of the dice one time and compare the result to each of the Henchmen's info panels. They see that the Savants' (D) and the Vanguards' (E) Offensive Abilities will activate.

    Remember: one single enemy roll is performed at the start of the Enemy Roll Phase, which determines all of the enemies' Attacks.

  3. Neither Hero wants to use any cards or status effects to alter the dice, so they move on to activating the Henchmen's Attacks. The Savants resolve their Attack first, because they are the left-most info panel.

  4. The Savants' Multi-Strike Attack has Range (D), so they can Attack both Heroes. Two of the Savants are undefeated, so each Hero is targeted twice.

    • The top-most Savant Attacks first. Neither Hero decides to spend Momentum to gain Range (required to activate their Defensive Ability since the Savant is not adjacent). As a result, the Heroes do not get to use their Defensive Abilities even though they are targeted by a defendable Attack.
    • The Heroes then resolve the next Savant's Attack. They again decide not to spend Momentum to gain Range to defend against it.
    • The Savants have finished resolving, so the Heroes proceed to the next activated enemy info panel, which is the Vanguards.
  5. The Vanguards' Multi-Strike Attack is Melee (E), so they can only Attack adjacent Heroes. The left-most Vanguard (F) Attacks first, resolving one Attack against each adjacent Hero.

    • The attacking Vanguard (F) has the Negative Status Effect Blind. For Blind, the Henchman must roll 1 die to see if they can Attack. They roll a 2 and therefore cannot perform their Attack. As a result, the first targeted Hero (by turn order) does not activate their Defensive Ability and the Blind is removed.
    • The attacking Vanguard is no longer Blind, so they still perform their second Attack against the other adjacent Hero. Since the Hero is adjacent, their Defensive Ability can be used against the Vanguard without having to use Momentum to gain Range.

Glossary

Types of Characters

  • Hero: A person and the Dice Throne Champion they are playing.
  • Enemies: Who the Heroes fight. These include Henchmen, Unstoppable Threats, and Bosses.
  • Player: A Hero or enemy.
  • Opponent: Heroes' opponents are the enemies. Enemies' opponents are the Heroes. All enemy Abilities are written from that enemy's point of view.
  • Teammate: Another Hero (not you).

Boss Fights

Overview

In a Boss Fight, you will attempt to defeat a powerful villain, usually by reducing their Health to 0. Boss Fights typically begin on Side 2 after a Side 1 Mission Run is completed (though this is not always the case).

Remember: when you switch from Side 1 to Side 2 of a Mission, you must follow the "Completing Map Sides" instructions on pg. 8.

Here are some rules to keep note of during a Boss Fight:

  • There are both face-up and face-down Boost Tiles located on the map during a Boss Fight.
    • Pick up ALL Boost Tiles on the space where you end your move.
    • Face-up tiles in the space are resolved immediately, then discarded.
    • Face-down tiles in the space are placed on your Health Dial until after the Boss attempts to Attack.
  • Bosses have a Defensive Ability (unlike Henchmen who have no defense).
    • When hit with a defendable Attack, Bosses automatically activate their "Boss Defense" Ability (no roll is required).
    • Resolve the defense, then apply any other effects (such as Shield).
    • Some Bosses have a "Unique Defense," which has special activation rules and is resolved last instead of first. Read carefully!

Enemy Roll Phase (Boss)

When a Boss Attacks, roll the Enemy Dice once. Use the same quantity and type of Enemy Dice gathered during setup. Then proceed as follows:

  • Heroes may alter the dice using cards or other effects.

  • For each Red Die, place a face-down Boost Tile on the numbered space that matches the die value (both tiles may end up on the same space).

    • If there are already tiles there, add the new tiles beneath them.

    IMPORTANT: A Boost Tile placed beneath a Hero is NOT collected.

  • Compare the Enemy Dice roll to the Boss's Attacks (from left to right).

    • Activate the FIRST Offensive Ability with a roll objective that matches the dice (If there is no match, the Boss activates no Attack).

    IMPORTANT: Only activate the first Offensive Ability that is matched.

    • The activated Offensive Ability adds its CRIT effect against each Attacked Hero who is standing on a face-down Boost Tile, or who has one or more face-down Boost Tiles on their Health Dial (add the effect only once, no matter how many Boost Tiles you have).
    • Each Attacked Hero makes their Defense Roll (if able, in turn order).
  • All Heroes reveal face-down Boost Tiles on their Health Dial (if they collected any while moving). Resolve their effects and discard them.

Boss Fight Example

  1. It is the Enemy Roll Phase, so the Start Player gathers the Enemy Dice. They use 2 red dice and 4 black dice because it is a 3 player game. They roll the dice one time and compare the result to Onslaught's Attacks, finding that it will activate his strongest Attack, "Magneton (A)." Storm uses a "So Wild" card to change the 6 into a 1 (B). The Boss is instead activating his second-strongest Attack, "Mind Drain (C)."
  2. The Heroes are done altering the Boss's dice, so they proceed to activating Onslaught's Attack.
  3. Onslaught rolled two 3s on the red dice, so two face-down Boost Tiles are placed on the "3" space of the map (D). Wolverine is in that space, but he does not pick up the new Boost Tiles.
  4. Onslaught's Multi-Strike Attack inflicts Wither on all targets, and then has unique Melee and Range effects.
    • Onslaught's Melee Attack targets Jean Grey (E) because she is adjacent. It is defendable, so she activates her Defensive Ability.
    • Onslaught's Range Attack deals undefendable dmg to Storm and Wolverine because they are not adjacent.
  5. Wolverine and Storm each suffer the CRIT effect once, and each receive Paralyze.
    • Wolverine suffers the CRIT because he is standing on face-down Boost Tiles.
    • Storm suffers the CRIT because she placed face-down Boost Tiles on her Health Dial from when she moved into space (F).
  6. After the Attack, Storm reveals the 3 face-down Boost Tiles on her Health Dial (not pictured in the diagram). She gains the benefits shown on the tiles, then discards them.

Ending a Boss Fight

Like a Mission Run, each Boss Fight features a Main Objective. Typically this requires you to reduce the Boss to 0 Health, though some Boss Fights may have other specified requirements.

Fulfilling a Boss Fight Main Objective completes that side of the Mission, ending it as the current round phase concludes.

  • If on Side 1, follow the "Completing Map Sides" instructions on pg. 8.
  • If on Side 2, you win!

Perk Points & Perk Sheets

Perk Sheets

After their first time playing Dice Throne Missions, every player should tear off a personal Perk Sheet and record their name along the top. These sheets record persistent rewards for that player. The player keeps the sheet with them and can use the unlocked Perks in any future Mission, regardless of which Dice Throne Hero they play as or who they are playing with.

After each game, players will earn a number of Perk Points (PP). Each PP will allow them to fill in one circle on their Perk Sheet. Once all the circles on a given Perk have been filled in, that player will gain the listed benefit during all of their future Missions.

Earning Perk Points

As you complete any Mission, you will earn one of the following PP rewards:

  • 0 PP - if you do not complete any Side of the Mission.
  • 1 PP - if you completed only Side 1 of the Mission.
  • 2 PP - if you completed both Side 1 and Side 2 of the Mission.
  • 3 PP - if you completed both Side 1 and Side 2 of the Mission AND you also earned the "Perfect Reward" listed on Side 1.

Perfect Rewards

Every map features a Perfect Reward listed on Side 1 beneath the Main Objective. These are optional and difficult challenges which you can attempt in order to earn in-game rewards and additional PP.

The first time you earn the 3 PP Reward for Perfecting a Mission, fill in the Mission's perfect check box on the back of your Perk Sheet. You cannot earn the 3 PP reward for Perfecting the same Mission a second time, but the 2 PP for winning and any in-game rewards for Perfecting can still be earned.

Spending Perk Points

After each Mission, ALL earned PP must be spent on the Perk Sheet:

  • You can spend PP to fill in one circle in any column that matches the difficulty of the Mission you just played or lower.
    • When you have filled in all of the circles on a Perk, you permanently gain that Perk for all of your future Missions.
  • You can spend PP to unlock any Perk even if you do not have its previous levels unlocked. However, note that the top row of Momentum Card Perks each replace a previous level of the Momentum Card, meaning you must have gained the previous level in order to unlock the next.
  • If you increase the difficulty of a Mission, this also increases the level of the PP you earn (See "Increasing Difficulty" on pg. 12).

When you earn PP for completing a Mission, use a pen or dark pencil to mark how you spent the PP by filling in circles on your Perk Sheet.

Applying Perks

Mission setup steps will instruct you to set up any additional items you have unlocked on your Perk Sheet. This applies to all Heroes with relevant Perks that require setup.

Once finished, players will tuck the Perk Sheet underneath their Hero Boards, leaving the bottom "Feats" row visible.

New Game+ and Mythic Cards

New Game+ is the sixth column of the Perk Sheet. It allows you to work towards unlocking a new and powerful Mythic Ability for your Hero.

The first time you Perfect a Mission on Side 1 and also complete Side 2, you may fill in the New Game+ circle that matches the Mission's difficulty level (this does not count as spending PP).

Once all 5 New Game+ circles have been filled, you immediately unlock access to a Mythic Ability. For all future Missions, you may start with one of the 4 Mythic Abilities included in this game (or with your Hero's unique Mythic Ability, if you have the promo pack).

Then, if you wish, you may choose to start a new Perk Sheet as follows:

  1. Discard your previous sheet. Earned Perks and the record of Perfected Missions will no longer be used.
  2. Take a new Perk Sheet and add a "+" next to your name. You can do this multiple times, adding a further "+" each time you start a new sheet for bragging rights!
  3. You gain access to a Mythic Ability if either all 5 New Game+ circles are filled on your sheet OR there is a "+" beside your name.

Perk Sheet Examples

Example G: Alex beat Side 1 & 2 of a level-Intro Mission (teal die), so they earn a 2 PP reward. As a result, they have 2 PP to spend in the first column. They decide to put both Perk Points into the first Heroism Perk, filling all its circles, which means they unlock it.

Example H: Alex Perfected Side 1 and also beat Side 2 of a level Mission (difficulty die shown in the printed example), so they earn a 3 PP reward and they also fill in the level slot of the New Game+ column. They mark the Mission as Perfected on the back of their Perk Sheet. Alex now has 3 PP to spend. They already have 1 mark in the second column of Grit. They decide to spend 1 PP there to unlock it, as well as 2 PP in the fourth column of Leadership.

Example J: Alex beat Side 1 of a level Mission (difficulty die shown in the printed example), but then lost on Side 2, so they earn a 1 PP reward. They would love to unlock their Level 3 Momentum Card, but since they do not have their Level 2 Momentum Card, they decide to spend their 1 PP on the level 2 Momentum Perk instead.

Player Perks Sheet

The printed Player Perks sheet lists the difficulty columns Intro, Moderate, Hard, Brutal and Ruthless, followed by the New Game+ column. Perks are listed by row below. The number of circles is as printed. The Feats row's Brutal and Ruthless cells are partly covered by the sheet's advertising box in the printed rulebook and are not transcribed.

Momentum

ColumnPerk
Intro (free)Start each game with a Level 1 Momentum Card.
Moderate (3 circles)Replace your Level 1 Momentum Card with Level 2.
Hard (3 circles)Replace your Level 2 Momentum Card with Level 3.
Brutal (4 circles)Replace your Level 3 Momentum Card with Level 4.
Ruthless (4 circles)Replace your Level 4 Momentum Card with Level 5.

Grit

ColumnPerk
Intro (1 circle)Increase your starting Health: +1.
Moderate (2 circles)Increase your starting Health: +2.
Hard (3 circles)Increase your starting Health: +3.
Brutal (3 circles)Increase your starting Health: +4.
Ruthless (3 circles)At game start, a chosen hero gains 2 Flight.

Leadership

ColumnPerk
Intro (3 circles)At game start, a chosen enemy is inflicted with Focus Fire.
Moderate (3 circles)At game start, a chosen hero gains Damage Bonus +3.
Hard (3 circles)At game start, you may sell a card and then draw a new card to replace it, +1.
Brutal (4 circles)At game start, recruit an Ally for free.
Ruthless (4 circles)At game start, a chosen hero gains 2 Shield.

Heroism

ColumnPerk
Intro (3 circles)At game start, gain 1 Momentum.
Moderate (2 circles)At game start, gain 1 CP.
Hard (2 circles)At game start, gain 2 Momentum.
Brutal (3 circles)At game start, draw 1 card.
Ruthless (3 circles)At game start, gain 1 CP and draw 1 card.

Feats (at game start, place a Plot Token on each unlocked Feat; remove this token to activate its effect)

ColumnPerk
Intro (3 circles)Re-roll an enemy die.
Moderate (3 circles)Roll 1 die and add the value to your Attack dmg.
Hard (4 circles)Your Attack becomes undefendable.

New Game+: Step 1: If you Perfect side 1 of a mission and also complete side 2, fill in the circle of its matching difficulty level (Intro, Moderate, Hard, Brutal, Ruthless; Perfect & Complete). Step 2: After filling in all circles in Step 1 above, you may begin a "New Game+" by starting a new blank Perk Sheet. On the new sheet, add a "+" next to your name (as a badge of honor) for each time you have completed this sheet.

Mythic Cards: A player who has completed Step 1 above or has a + at the end of their name may start each game with one of the 4 Mythic cards included in this game (or with their Hero's unique Mythic cards if you have the promo pack). mythic.dicethrone.com

Status Effects Reference Chart

  • Barbed Vine (Negative Status Effect): A player afflicted with this token receives 1 dmg for each Roll Attempt beyond the first during their Offensive Roll Phase, up to a maximum of 2 dmg per turn. This token is removed, and then this dmg is applied at the conclusion of the Roll Phase. Stack Limit: 1

  • Bleed (Negative Status Effect): A player afflicted with this token must roll 1 die during their Upkeep Phase. On 1–4, they are dealt 1 dmg. On 5–6, remove this token. Stack Limit: 2

  • Blind (Negative Status Effect): The next time a player afflicted with this token concludes their Offensive Roll Phase, they must remove it and roll 1 die. On 1–2, their Offensive Roll Phase fails and has no effect of any kind. Stack Limit: 1

  • Bonus Damage (Positive Status Effect): Players may choose to spend these tokens during their Offensive Roll Phase. Each token adds the indicated number of damage to your Attack. Attack Modifier. Stack Limit: 2. If you gain a token while at Stack Limit, you must either replace a previous token or discard the new token.

    Unless otherwise specified, Henchmen and Bosses will spend all Bonus Damage tokens available when their Attack activates. The bonus dmg only works on the FIRST Hero targeted by a Multi-Strike Attack, not all Heroes.

  • Burn (Negative Status Effect): A player afflicted with this token is dealt 2 dmg during their Upkeep Phase. Persistent. Stack Limit: 1

  • Chaos (Positive Status Effect): These tokens are gained by various Henchmen and Bosses. The specific enemy abilities will indicate how these tokens are used. These tokens have no effect on Heroes. Stack Limit: 6

Enemy Dice Breakdown

  • Strike (1, 2, 3 faces)
  • Vortex (4, 5 faces)
  • Hedron (6 face)

Increasing Difficulty

Want to play a low-difficulty Mission again, but it's too easy for you now? Fear not! You can increase the difficulty and even gain increased rewards!

When adding 1 or more levels of difficulty, perform the following additional Setup Steps:

  1. Add one additional Black Enemy Die to the Enemy Dice pool per level of increased difficulty.
  2. Inflict Oppression on each Hero equal to the level of increased difficulty (max 4). The value on the Oppression token represents the quantity of tokens inflicted on a hero.
  3. Henchmen starting Health is increased by 2 for each level of increased difficulty (max 8).
  4. Use the "+1" Crisis Clock Hand. This same token is used for all increased difficulty levels. The Crisis Clock will now move one extra segment during each Crisis Clock Phase.
  5. Boss Setup instructions apply a special effect for each Oppression on all Heroes.

Increased PP Rewards

When adding 1 or more levels of difficulty to a Mission, you may apply the Perk Points (PP) you earn from that Mission to a column with a difficulty level equal to the Mission's Total Difficulty. Total Difficulty is calculated as Mission difficulty + number of levels of increased difficulty.

For example, if you play the Nuclear Assault Mission (level 2, Moderate difficulty), and increase the difficulty by 3, the Total Difficulty is 5 (Ruthless). This means you can apply all PP earned from that Mission in the Ruthless column of the Perk Sheet.

Decreasing Difficulty

If you would like a more approachable gaming experience, choose one or more of the following modifications:

  1. Double all Perk Points earned.
  2. All Heroes start with an additional 10 Health.
  3. All Heroes start with 5 bonus Momentum.
  • 1 Hero: 2 Red Enemy Dice and 2 Black Enemy Dice.
  • 2 Heroes: 2 Red Enemy Dice and 3 Black Enemy Dice.
  • 3 Heroes: 2 Red Enemy Dice and 4 Black Enemy Dice.
  • 4 Heroes: 2 Red Enemy Dice and 5 Black Enemy Dice.
  • Each player rolls a die. Give the Start Player Token to the player with the highest roll (or only player in solo).

  • Each player places their Hero's pawn near the map.

  • Place the Crisis Clock Hand on the Crisis Clock pointing straight up. Then roll 1 die and advance the Crisis Clock Hand clockwise a number of segments equal to the result to randomize its starting position.

    Do not use the "+1" side of the Crisis Clock Hand for a normal game! This is only used for increasing a Mission's difficulty (See "Increasing Difficulty" on pg. 12).

  • If playing a Mission Run, place Health and Shield tokens on each Henchman on the map, so that they match the amounts listed on that Henchman's info panel along the map's bottom edge.

    Each Health Token displays two numbers: a low, odd number on one side and a higher, even number on the opposite side (e.g. 1/2, 3/4, etc.).

    If playing a Boss Fight, perform the map's Boss Setup steps (if any).

  • Shuffle all Boost Tiles and place them neatly beside the board. Then draw and place Boost Tiles randomly on each space with a Boost symbol. Then flip all placed Boost Tiles face-up.

  • If there is an "Additional Setup" section present, complete any special setup instructions. These may require specific tokens or markers.

    For the Ock Knocks Knox Mission, there are no additional setup instructions to perform.

  • Perform any additional setup items you may have unlocked on your personal Perk Sheet, and then tuck it beneath your player board, leaving the "Feats" row exposed. (See "Perk Sheets" on pg. 11)

  • The second Vanguard (C) does not activate their Attack because no Heroes are adjacent and triggers none of their Attack's effects.

  • Concussion (Negative Status Effect): A player afflicted with this token must skip their Income Phase and then remove this token. Stack Limit: 1

  • Disruption (Negative Status Effect): During their Upkeep Phase, a player afflicted with this token may choose to lose CP. If they do not (or cannot), they receive 2 dmg instead. Then remove this token. Stack Limit: 1

    Like other status effects that affect CP, Henchmen and Bosses are immune to this status effect token because they are considered to have infinite CP.

  • Dominance (Unique Status Effect): When a player with this token Attacks, they must roll 1 die:

    • On 1, they must choose a teammate to target instead. If they cannot, they must discard a card randomly. Then remove this token.
    • On 2–5, do nothing.
    • On 6, remove this token.

    This token may not be transferred by any means (but can be removed). Stack Limit: 1

  • Entangle (Negative Status Effect): A player afflicted with this token gets 1 fewer Roll Attempts during their next Offensive Roll Phase. At the conclusion of the Roll Phase, remove this token. Stack Limit: 1

  • Evasive (Positive Status Effect): When a player with this token receives damage, they may choose to spend it. If spent, roll 1 die. If the outcome is 1–2, no dmg is received (although other associated effects may still apply). Multiple tokens may be spent in an attempt to prevent the same source of damage. Stack Limit: 3

    Henchmen and Bosses will spend all Evasive tokens necessary to prevent a source dealing 4+ dmg or to prevent lethal dmg.

  • Flight (Positive Status Effect): Players may choose to spend these tokens at any time during the Roll Phase. Once spent, roll 2 dice. If a 6 was rolled, activate the token. When activated during their Offensive Roll Phase, the player's Attack becomes undefendable. If activated during their Defensive Roll Phase, ignore all incoming damage. Stack Limit: 3

    Henchmen and Bosses will spend 1 Flight token if they successfully activate a defendable Attack, only affecting the first Attacked Hero. They will spend all Flight tokens necessary during their Defensive Roll Phase to prevent a source dealing 4+ dmg or to prevent lethal dmg.

  • Focus Fire (Negative Status Effect): When a player with this token is Attacked by an opponent, the Attacker increases their damage by 1. Attack Modifier. Persistent. Stack Limit: 2

  • Hex (Unique Status Effect): Whenever a player afflicted with this token rolls a 6, it is as if their die has been altered to a blank die face that has no value. At the conclusion of their turn, remove this token. This token may not be transferred by any means (but can be removed). Stack Limit: 1

  • Knockdown (Negative Status Effect): To remove this token, a player afflicted with it must spend CP before the start of their Offensive Roll Phase. If the player does not, they must skip their Offensive Roll Phase and then remove this token. Stack Limit: 1

    Like other status effects that affect CP, Henchmen and Bosses are immune to this status effect because they are considered to have infinite CP.

  • Oppression (Unique Status Effect): When a player with this token is Attacked by an opponent, the Attacker increases their damage by 1 x Oppression tokens on the player. This token cannot be removed or transferred by any means. Unlike most other Status Effects, the quantity of Oppression tokens inflicted is represented by the value shown on a single Oppression token. Attack Modifier. Persistent. Stack Limit: 4

  • Paralyze (Negative Status Effect): While afflicted with this token, a player cannot gain or inflict any status effects associated with any of their Offensive Abilities (nor choose to gain Momentum instead of inflicting a status effect). All other effects of the ability still apply. When a player afflicted with this token concludes their Roll Phase, remove it. Stack Limit: 1

  • Poison (Negative Status Effect): A player afflicted with this token is dealt 1 dmg per Poison token during their Upkeep Phase. Persistent. Stack Limit: 3

  • Shield (Positive Status Effect): During the Defensive Roll Phase, a player with this token may spend 1 or more Shield tokens to prevent 3 dmg per Shield token spent. This token can only be used against defendable damage (but isn't restricted by Range rules, unlike Defense Rolls). Stack Limit: 5

    After using a Boss Defense, all enemies will spend any Shield tokens necessary to prevent up to all dmg caused by any Attack. If they have other Positive Status Effect tokens that could fully prevent dmg, they use those before Shield.

  • Silence (Unique Status Effect): A player afflicted with this token may not activate any of their Small Straight or Large Straight Abilities (other "Straights" are not affected). At the conclusion of their turn, remove this token. Stack Limit: 1

  • Targeted (Negative Status Effect): When a player afflicted with this token is Attacked by an opponent, the Attacker increases their damage by 2. Attack Modifier. Persistent. Stack Limit: 1

  • Wither (Negative Status Effect): If a player with a Wither token would deal damage as a result of their Attack, reduce that dmg by 1 per Wither token. Attack Modifier. Persistent. Stack Limit: 2