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Paradice

Paradice Rulebook

Table of Contents

Table of Contents

  • Components
  • Objective of the Game
  • Game Setup
  • Turn of Play
    • Choosing One or More Dice from the Dispensing Machine
    • Taking a Stall Card
    • "Roulette" Move
  • The Stalls
    • When Is a Stall Completed?
    • And How Do I Obtain New Stalls?
    • But What Happens If I Have Leftover Dice? Pre-turn
  • Stall Powers
  • Tickets
  • Black Dice
  • The Storehouse (Stock Marker)
  • End of the Game
  • Scoring
  • Prize List
  • Credits
  • Super Achievements

Components

  • 55 Cards: 45 Stall cards, 9 Surprise Bag cards, and 1 help card.
  • 50 Dice: 9 pink, 9 lilac, 9 orange, 9 blue, 9 green, and 5 black.
  • 5 tokens: rubber duck, gift, fries, balloon, and cotton candy.
  • 6 Tickets: 1 Golden Ticket and 5 Stall Tickets.
  • 1 Dispensing Machine made of 5 pieces.
  • 1 Storehouse / Master of Paradice Prize board (reversible).
  • 1 cloth bag for storing the dice.
  • 1 rulebook, which you are holding.

Objective of the Game

Get the best score by the end of the game by completing stalls and earning reward tickets.

Game Setup

  1. Assemble the Ticket Dispensing Machine in 4 easy steps:

    • Step 1: join pieces B and C to the central piece A, using the slots.
    • Step 2: once joined, slide pieces B and C down along the slots to lock them together.
    • Step 3: attach piece D from the bottom rear until it is completely locked in place with pieces B and C.
    • Step 4: insert piece E into the horizontal slot of piece A until it is firmly seated. The Dispensing Machine is now ready!

    The Dispensing Machine has 2 available designs: dark blue and light blue. Choose whichever side of the pieces you like best for each occasion.

  2. Place the dice randomly in the Dispensing Machine (fig. 1), leaving the 5 black dice (fig. 2) for the top row (the numbers will be random).

  3. Deal one Stall card at random, worth 10 points, to each person. The point value is shown in the upper-left corner of the card.

  4. Shuffle the remaining cards and place 4 Stalls face up, side by side, in the center of the table — this area is called the Plaza. Place the rest of the cards face down next to it, forming a deck to use during the game.

  5. Place the Surprise Bag cards next to the Plaza, and place the Storehouse (with its tokens) and the Tickets in the center of the table, visible and accessible to all visitors:

    • Surprise Bags
    • Plaza
    • Tickets
    • Storehouse (stock marker)
  6. Choose who starts the game. On this occasion, it will be the last person who visited a fair.

Everything is now ready to spend a great day at Paradice!

Turn of Play

On your turn, you must take one of the following basic actions, summarized below:

  • Choose one or more dice from the Dispensing Machine and place them in the corresponding spaces within your Stalls.
  • Take a card from the 4 available in the Plaza.
  • "Roulette" Move.

IMPORTANT If, before starting your turn, you have received one or more leftover dice from the person on your right, you must place them before making your play on any of your Stalls. We call this the pre-turn (see explanation on page 7). Your turn then begins.

Choosing One or More Dice from the Dispensing Machine

To obtain prizes and food at the Stalls you visit, you need to complete them by placing the dice you get from the Dispensing Machine onto the cards. But how is it used?

You always play from the bottom row of the Dispensing Machine.

You may choose dice, horizontally or vertically, in the following ways:

  • By color grouping (whether or not they match in number).
  • By number grouping (whether or not they match in color).
  • A single die, if it does not match its neighbors in either number or color.

The dice at the ends are connected to each other and can be grouped by color or number, only in the bottom row.

Dice groups can be of various sizes: 2 dice, 3 dice, 4 dice... It will depend on chance when the dice are placed in the Dispensing Machine and on how the dice move during the game.

IMPORTANT If a grouping matches in both color and number, you must always choose the entire grouping, as shown in the following example:

Choosing only the blue die would be incorrect, since the two dice to its right also match it in number.

So you must choose the complete group of the three dice showing 4.

Taking a Stall Card

If there is no combination in the Dispensing Machine that interests you, or you simply want more options for placing dice on future turns, you can take a Stall card from the 4 available in the Plaza. Then refill the card from the deck and your turn ends.

Special powers cannot be used with this action.

IMPORTANT We can only have 5 active Stalls in our play area.

"Roulette" Move

Like any self-respecting fair, there will always be a roulette wheel to try your luck. Paradice is no exception! Slide the dice in the bottom row as shown in the picture to produce, on the table, a new combination of dice.

With the new result of the 5 dice, you must choose which one(s) to keep, following the basic grouping rules. Any dice you do not select return to the top of the Dispensing Machine.

Do you dare try your luck?

The Stalls

There are 5 types of Stalls that provide points and special powers. The limit of Stalls in your space is five. To complete them you must fulfill a series of mandatory conditions and requirements.

Each Stall card has two areas:

Dice Area In this area you see a space for placing the 3 dice and their corresponding positions (1st position, 2nd position, 3rd position). Depending on the Stall, it will be necessary to meet certain requirements, such as placing a die of a specific color or number.

Conditions Area In addition to the requirements in the upper part, the dice must be placed while meeting the conditions each Stall specifies. For example: placing even dice, having the total sum equal to or less than 6, not being able to place green and lilac dice, etc.

IMPORTANT Dice cannot be placed on Stalls unless the requirements of both areas are met 100%.

For example, on a Stall whose goal is a total sum of 18, only 3 dice worth 6 can be placed. It would be impossible to place a lower-value die, since the required total would not be met.

If a die is placed incorrectly by mistake, it must be returned to the Dispensing Machine through the top.

When Is a Stall Completed?

When you correctly place 3 dice on a Stall, you complete that Stall and it will provide points at the end of the game.

That Stall also grants you an extra power you can use on future turns (see page 8).

Once completed, mix the 3 dice in your hands and return them to the top of the Dispensing Machine at random, always filling the emptiest columns first.

Likewise, when you complete a Stall you must indicate it on the Storehouse. (See explanation on page 9.)

And How Do I Obtain New Stalls?

Apart from your basic "Take a card" action, there are several ways to obtain new Stalls from the Plaza, which will depend on the dice you get from the Dispensing Machine and how you place them on the Stalls.

You will get a new Stall:

  • When placing a second die on a Stall.
  • When placing two dice at once on the same Stall.
  • When placing three dice at once on the same Stall.

If any of these cases occur, at the end of the turn, you take a new Stall from the Plaza for each one of them.

But What Happens If I Have Leftover Dice? Pre-turn

If, after playing on the Dispensing Machine, you get dice that you cannot place on any of your Stalls, they pass directly to the person on your left.

Whoever receives those dice must place them before starting their play.

During the pre-turn, the Stalls' special powers cannot be used, but you can still complete Stalls in your play area and/or obtain Stalls from the Plaza (as explained in the previous section). Their turn then begins.

If they cannot place the dice, they are returned to the top of the Dispensing Machine.

Stall Powers

Stall cards, besides points, grant prizes in the form of powers that you can use on future turns. They are single-use, but you can use more than one power at a time.

After using a Stall's power, turn that card to mark it as used. You can no longer use it again.

Each type of Stall grants a different power. Below, each one is explained, along with when you can use it:

Balloon Stall Change the color of one of the dice you get from the Dispensing Machine. To do this, choose a die on the Machine with the same value and a different color, and swap them (placing it in the Dispensing Machine in the same position and with the same value).

Black dice may not be chosen.

Use this power with the dice obtained after making your basic action.

Cotton Candy Stall Choose, from any column, a single die from the top. The height of the column does not matter.

Black dice may not be chosen.

Use this power before or after making your basic action.

Duck Stall Play in any row and choose one or more dice, following the basic rules for obtaining dice.

Black dice may not be chosen. The dice at the ends are not connected.

Use this power to replace your basic action.

Fries Stall Change the value of one of the dice you get from the Dispensing Machine for any other value. For example, a 4 for a 1, or a 2 for a 6, etc.

Use this power with the dice obtained after making your basic action.

Surprise Bag Stall Take a Surprise Bag card, cross your fingers, and receive a small prize.

Show it to the other visitors.

Use this power before or after making your basic action.

Tickets

If you visit certain fair Stalls you will obtain reward Tickets that add points at the end of the game. So don't let them get away.

Types of Tickets:

  • Golden Ticket (20 points). The first person to complete 5 different Stalls, regardless of their value, gets the Golden Ticket. There is only one Golden Ticket and no one can take it away from anyone for the rest of the game.

  • Stall Tickets (10 points). If you get 2 Stalls of the same type you will have earned a Ticket of the same type as that Stall. But watch out — if someone surpasses you in the number of Stalls of the same type, they can steal your Ticket. For example:

    Judit gets 2 Fries Stalls. She obtains the Fries Ticket.

    Gael gets 3 Fries Stalls. He steals the Ticket from Judit.

Black Dice

The Dispensing Machine has 5 special black dice that you must use the moment you obtain them. These are their two possible uses:

  • Wild: it acts as any number and/or color you want. You can only place one per Stall.
  • Storehouse: you can advance or move back any Storehouse token, except if one has already reached the "no stock" line.

IMPORTANT Black dice can be chosen by number grouping, individually if there are no adjacent dice of the same number, or by color grouping, that is, if there are 2 or more adjacent black dice. They can only be chosen when one of them reaches the bottom row of the Dispensing Machine.

The Storehouse (Stock Marker)

The fair opens its doors for several days and its Stalls keep handing out prizes and selling food, but eventually they run out of stock. The Storehouse is a stock indicator, shared by all visitors.

How does it work? Place the tokens in their corresponding rows on the left side of the Storehouse. The moment you complete a Stall, you must indicate it by advancing one space with the corresponding token.

When two tokens reach the "no stock" space, the game ends immediately and moves to the scoring phase.

End of the Game

The game ends when two tokens reach the "no stock" line of the Storehouse.

We add up the points provided by the completed Stall cards following the rules given in Scoring (see page 10), the points from the Golden Ticket and Stall Tickets (these are always added, even if they coincide with the first type of Stall to reach the "no stock" space), plus the extra points from Surprise Bag cards, if any.

Whoever gets the highest number of points wins the game and goes to collect their prize (see Prize List on page 10).

Scoring

In case of a tie, whoever has fewer Stalls among those that reached the "no stock" space wins.

Point tally:

  • The first type of Stall to reach the "no stock" space does not score. Flip the token to indicate it was first. In example A, we see it is the Cotton Candy Stall.
  • The second type of Stall to reach the space triggers the end of the game, but scores normally. Example: if the Duck Stall B reaches the "no stock" line.
  • The type of Stall furthest to the left within the Storehouse, without sharing a position, scores double. The Balloon Stall C in the example.
  • The rest of the Stalls score normally. Example, the Fries Stall and Surprise Bag Stall D.

Prize List

Have you added up all your points yet? Then it's time to find out what you've won during your day at Paradice. Look up your final score in the list below and get the number that will award you your well-deserved prize. Got it? Then go to the game box and look in our giant shop window for the number with the mole of the color matching the number of visitors. That's your gift — congratulations!

2 visitors

PointsPrizeNumber
0 to 50Crazy hand1
55Helium balloon2
60Parcheesi3
65Water pistol4
70Bag of peanuts5
75Meeple-shaped keychain6
80Piggy bank7
85Fuzzy dice for the car8
9090s mobile phone9
95Harmonica10
100Movie clapperboard11
105Message in a bottle12
110Lava lamp13
115Laser pointer14
1206-pack of stink bombs15
125Anti-odor foot insoles16
130Chicken plush17
135Venus flytrap18
140Vintage toaster19
145Whoopee cushion20
150Drink-holder cap21
155Scarecrow22
16080s stickers23
165Lucky cat24
170Cursed diamond25
175Vintage TV26
180Set of pots27
185Hair-growth tonic elixir28
190Firecrackers and fireworks29
195Remote-control car30
200Giant plush31
205

3 visitors

PointsPrizeNumber
0 to 50Crazy hand1
55Parcheesi2
60Meeple-shaped keychain3
6590s mobile phone4
70Movie clapperboard5
75Lava lamp6
80Chicken plush7
85Vintage toaster8
90Drink-holder cap9
95Lucky cat10
100Vintage TV11
105Hair-growth tonic elixir12
110Remote-control car13
115Giant plush14
120Tin robot15
125Mini motorbike16
130Giant pool float17
135Unicorn horn18
+140"Master of Paradice" diploma (look behind the Storehouse)19

4 visitors

PointsPrizeNumber
0 to 50Crazy hand1
55Parcheesi2
60Meeple-shaped keychain3
65Harmonica4
70Laser pointer5
75Anti-odor foot insoles6
80Whoopee cushion7
85Cursed diamond8
90Firecrackers and fireworks9
95Toy game console10
100Dinosaur booties11
105Bowling ball with "your name"12
110Doormat that tells you how much you weigh13
115Unicorn horn14
+120"Master of Paradice" diploma (look behind the Storehouse)15

Credits

  • Author: Sergio Ortiz
  • Illustration: Isaac Murgadella
  • Graphic design: Sergio Ortiz
  • Publisher: ZACATRUS, C/ Fernández de los Ríos, 57, 28015 Madrid, SPAIN

Super Achievements

You have proven yourselves to be great visitors of Paradice, but do you think you've done it all? We propose a series of challenges to prove that no one can top you. To do so, mark the achievements accomplished and write your name and the date you earned them:

  • Play with the Dispensing Machine in the dark blue color
  • Play with the Dispensing Machine in the light blue color
  • Steal a Ticket from the rest of the visitors
  • Finish the game by advancing a Storehouse token with a Wild die
  • Use the Roulette Move 5 times in a row in the same game
  • Win 3 games in a row
  • Win a game without Tickets or Surprise Bag cards
  • Finish and win the game
  • Play Paradice in class or at work
  • Play Paradice at a fair
  • Get 2 Wild dice on your turn
  • Get all the Stall Tickets in the same game
  • Use 6 powers in the same turn
  • Share the photo of your best game, tagging Zacatrus and Paradice
  • Share the photo proving you are "Master of Paradice"
Toy game console
32
210Tin robot33
215Dinosaur booties34
220Bowling ball with "your name"35
225Doormat that tells you how much you weigh36
230Mini motorbike37
235Giant pool float38
240Encyclopedia39
245Unicorn horn40
+250"Master of Paradice" diploma (look behind the Storehouse)41