Perthro
Perthro Rulebook
Table of Contents
Table of Contents
How to Play
Each player takes all 6 dice of one single color. You and your opponent roll your dice in turn order until a player has placed 4 of their 6 dice on their 4 runes on the game mat. The first player to do this, wins.
After you rolled your dice, check if you have any combinations listed below.
You can't split any combinations. (a triple cannot be split into a single and a double)
Dice that were used as part of a combination, must be set aside for the rest of your current turn.
Once all combinations have been used, the turn passes to your opponent.
The combinations are:
Double Runes
A double of any of the 4 runes on the mat lets you place that rune on the mat.
Spiral
You may reroll any number of dice, including the spiral.
Double Spirals
Create any symbol.
Gungnir
You can attack an opponent's die on the mat. You can only attack if you and your opponent both have placed that rune on the mat. Both players roll a die. The higher result wins.
Spiral is 0. Gungnir is 5 (highest). Runes have their value marked on them.
If the attacker wins, the defender removes their die from the mat. If the defender wins, their die remains on the mat.
Double Gungnir
Remove one of your opponent's dice that shares a rune with one of yours.
Any Triple
Place any rune on the mat.
Wyrd (Alternative Win Condition)
If your first roll of the turn is with exactly 4 dice and you roll one of each rune on the mat, you instantly win the game.