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Regidice

Regidice Rulebook

Table of Contents

Table of Contents

  • Setup
    • 3 Player Setup
  • Aim of the Game
  • Enemies
  • How to Play
    • Roll
    • Declare
    • Gather
    • Resolve
      • Attack
      • Block
      • Heal
      • Cast
      • Animal Companion
    • Suffer
    • Prepare
    • Next Round
  • Defeating an Enemy
  • Ending the Game

Setup

Place 3 black dice in the center of the table, all showing 1 pip. This represents the first enemy you are trying to defeat.

Each player takes a collection of red, yellow and blue dice, depending on the number of players.

  • 4 players: 6 dice each. All players: 2 red, 2 blue, 2 yellow.
  • 3 players: 7 dice each. Player 1: 3 red, 2 blue, 2 yellow. Player 2: 2 red, 3 blue, 2 yellow. Player 3: 2 red, 2 blue, 3 yellow.
  • 2 players: 9 dice each. All players: 3 red, 3 blue, 3 yellow.

The last player to have committed regidice is the first caller.

3 Player Setup

The table is laid out with a main area and an off-to-the-side area.

Main area: each player has a dice pool and a prepare zone. The current enemy sits in the middle, between the players' dice pools.

Off to the side: the upcoming enemies (the black dice for the enemies not yet in play) and the injured pile (defeated enemy dice and any player dice that have been knocked out) sit apart from the main area.

Aim of the Game

Regidice is a co-operative game where 2 to 4 players work together to defeat three powerful enemies. Players take turns to roll dice, pick actions and attack the three enemies, represented by black dice. Once enough damage is dealt, the enemy is defeated. The players win when the last enemy is defeated. But beware! Each turn the enemy strikes back.

Players will discard dice to satisfy the damage and if they can't discard enough, everyone loses!

Enemies

The goal of the game is to defeat the 3 enemies that are made up of black dice.

  • 1st Enemy: 3 black dice.
  • 2nd Enemy: 4 black dice.
  • 3rd Enemy: 5 black dice.

Enemies start with all dice showing 1's. As the game progresses, they become damaged and the dice values increase. When they all show 6's, the enemy is defeated.

Each enemy has an attack value and a defence value. The attack value is always the number of dice making up the enemy. So the first enemy has 3 attack, the second 4 attack, and the last 5 attack.

An enemy's defence value increases the more you damage them. Enemy defence is the total value showing on all of their dice.

Example: an enemy made of 3 dice showing 1, 1, 1 has Enemy Defence: 3. An enemy made of 5 dice showing 3, 2, 2, 2, 2 has Enemy Defence: 11.

How to Play

Play goes in rounds. Each round has six stages:

Roll - Declare - Gather - Resolve - Suffer - Prepare

All players participate in each stage together.

Roll

At the same time, all players roll the dice in their dice pool, hiding the results behind their hand. Players may look at their own dice, but not at those of other players. Players may not say what they have rolled behind their hand, but they may remind other players of how many of each dice they have.

Declare

Beginning with the first caller, players go clockwise around the table and one at a time declare their move. Each move is declared as action and the value of dice they are gathering. I.e. "Attack gathering 3's", "Block gathering 4's".

There are five actions:

  • Attack (Warrior)
  • Block (Paladin)
  • Heal (Priest)
  • Cast (Wizard)
  • Animal Companion

The number may be any number from 1 to 6.

Special rules about declaring

  • A player declaring Animal Companion cannot declare a number.
  • No player can declare the same number as someone else this round.
  • Players may declare the same action.
  • If you declare "cast", instead of gathering a number you declare a color and evens or odds. I.e. "Red Evens" or "Yellow Odds".

Gather

All players now reveal their dice. Each player then takes all dice that match the number they have declared from every other player's dice pool. (i.e. If a player declares, "Attack gathering 3's", they will collect all 3's that other players have rolled this turn and add them to their dice pool).

After everyone else has taken dice, any casters then take all dice that match their declared call (i.e. all red 2/4/6's or all yellow 1/3/5's). Once all dice have been exchanged, players take any prepared dice to their right from the previous turn (see Prepare below) and add them to their dice pool.

Special rules about gathering

  • You never take dice from anyone's preparation zone.
  • Animal Companions do not pass any dice showing 1.
  • A dice may be exchanged more than once.

Resolve

After gathering their dice, players resolve their action using the dice in their own pool. The players can resolve their actions in any order, but it is usually attacker, caster, healer and then blocker, with the animal companion resolving theirs in between.

Attack

To attack, group together sets of dice that total the defence value of the current enemy. Enemy defence is the total showing on all their dice.

Deal 1 damage for each set of dice that totals the enemy defence value.

Example: If enemy dice show 1, 1 and 1 (Enemy Defence: 3), you will hit for every set of dice that add to 3. Rolling red-yellow-blue as 1/1/1, 2/... etc. — each set summing to 3 deals 1 Damage; a set that does not sum to 3 deals No Damage.

If all dice have 6 pips showing, the enemy is defeated. See Defeating an Enemy.

Note that all attackers are using the enemy defence value from the start of the round, not after any changes happen from damage during the round.

For each damage dealt, add 1 pip to any of the enemy dice.

Block

To block, group together sets of dice with the same value on each die. A set of 3 dice blocks 1 damage, and then every extra die in that set blocks 1 more. I.e. 3 of a kind blocks 1 damage, 4 of a kind blocks 2 damage, 5 of a kind blocks 3 damage, etc.

Heal

To heal, group together sets of dice that form a straight. Heal 1 die for a straight of 3 numbers (e.g. 2, 3, 4); heal an extra die for each further number in the straight (e.g. 2, 3, 4, 5, 6 heals 3 dice). Healed dice are taken from the injured pile and added to the healer's dice pool.

Cast

To cast, group together the dice of the same color that exactly match the enemy dice. For every matching set you cast a spell (e.g. if the enemy dice show 2, 2 and 3, to cast a fireball you need 3 red dice showing 2, 2 and 3). The color of the dice determine the type of spell cast.

  • Red - Fireball: Deal 1 damage to the enemy for each die in the spell (add a pip to enemy die for each damage). Example: a fireball cast with 3 red dice deals 3 Damage.
  • Blue - Ice Block: Block 1 damage for each die in the spell. This will always fully block an enemy attack. Example: an ice block cast with 4 blue dice blocks 4 damage.
  • Yellow - Holy Light: Heal 1 damage for each dice in the spell (retrieve from injured pile). Example: a holy light cast with 5 yellow dice heals 5.
  • Black - Touch of Death: Instantly defeat the enemy.

Animal Companion

Animal Companions help players get the sets they need by manipulating other players' dice. For every die that rolled a 1 you can add one pip to any other die on the board, for any player.

Suffer

After every player has resolved their actions, if the enemy has not been defeated, they hit back. The enemy deals damage equal to its attack value (the number of dice it contains, i.e. the first enemy deals 3 damage, the next 4 and the final 5). Any unblocked damage causes the blocking player to lose dice into the injured zone, one die per damage. If the blocking player does not have enough dice to cover damage, all players lose the game.

Special rules about suffering

  • You do not suffer damage if you defeat an enemy this round.
  • If you can cover damage and end up with no dice left, you do not lose the game.
  • If two players are blocking, collectively decide who takes the damage. If no players are blocking, the enemy damages attackers, then casters, then healers, then companions.

Prepare

After the Suffer step, all players may prepare. To do this, they can take any dice that were not used as part of their action and choose to put any number of those dice between themselves and the player to their left. They are not rolled the next round, they are never gathered by other players, all players can see them, and they are added to the player to the left's dice pool at the end of the next gathering stage. (e.g. If you choose to pass all 2's in your dice pool, you set them aside, then the player to your left is guaranteed to have those 2's when resolving their action.)

Special rules about preparing

  • You may pass dice that had previously been passed to you as long as you did not use them for an action.
  • You cannot pass any dice that were used as part of a set, or any dice that were used as an animal companion.

Next Round

After all players have prepared, begin the next round. The first caller is now the player to the left of the previous first caller.

Defeating an Enemy

When an enemy has 6 pips showing on each die, it is defeated. Take the enemy dice and put them into the injured pile, where you may heal them back to add to the player's dice pool. If you overkill (deal more damage than was necessary) instead of putting the enemy dice in the injured pile, the attacker takes the enemy dice and adds them to their dice pool directly.

Once the old dice have been cleared, add the next enemy to the center of the table as the new current enemy. The second enemy has 4 black dice, the third has 5 black dice.

Ending the Game

The players win when they defeat the 3rd and final enemy.

The players are defeated if any player cannot lose enough dice to satisfy damage from an enemy's attack.