Roll & Raid
Roll & Raid Rulebook
Table of Contents
Table of Contents
Contents
- A rulebook
- A notepad with 100 Clan sheets
- 6 pencils
- A deck of 55 cards
- 48 Raid cards (with the name of a city)
- 1 Special Raid card for the city of Paris
- 6 Creature cards
- 2 red Raid dice
- 3 Resource dice
- 1 brown die (wood)
- 1 gray die (metal)
- 1 orange die (villagers)
Game Objective
The player with the most Glory Points (GP) at the end of the game wins.
Roll & Raid also includes two additional game modes: a cooperative mode and a solitaire mode, both with objectives of their own. For more information see the Expansions section.
Game Setup
Game setup for a 3-player game (example)
- Deal 1 Clan sheet and 1 pencil to each player.
- Place all the dice in the center of the table.
- Remove the Creature cards and the Paris Special Raid card. These cards function as mini expansions of the game. For more information see the Expansions section.
- Prepare the Raid deck: Check the back of all the Raid cards and remove all the cards that show a number next to the icon that is equal to or lower than the number of players in the game. Return the rest of the cards back to the game box.
Example: For a 3-player game take the cards with the numbers 1, 2, and 3.
- Create the Raid deck: Divide the selected Raid cards into 3 separate piles according to their Raid level (I, II, and III). Shuffle each pile independently and place them face down on top of each other so that the level I cards are on the top of the deck and the level III cards are on the bottom of the deck. Place this new deck (the Raid deck) face down in the center of the table. Now draw as many Raid cards from the deck as there are players in the game and display them face up next to the deck for everyone to see. In 6-player games draw 5 cards instead of 6.
The Clan Sheet
Each player's Clan sheet has the following areas:
- Name your Clan.
- Round Tracker. This tracker keeps track of the passing of time. The darker spaces represent the winter and the lighter spaces represent the summer. Spaces 4, 8, 12, and 16 are special and mark the Viking festivals.
- Production Trackers. This is where the Resource dice (wood, metal, and villagers) are used to produce the three products used in the game: ships, axes, and houses. Each tracker corresponds to the die of the same color.
- The Sacrifice Altar. This is where the Viking sacrifices are carried out in order to obtain a series of benefits.
- Upgrades. This is where you can perform clan upgrades like increasing your production or enhancing your combat force.
- The Great Hall. This is where you keep track of your Vikings.
- The Harbor. This is where you keep track of your ships.
- The Armory. This is where you keep track of your axes.
- The Settlements. This is the area where houses are built to create different settlements. Each settlement provides a loyalty bonus and a Fate die.
- God Trackers. These trackers are used to make offerings to the gods, who in return will provide you with products and Fate dice.
- Point Summary. This is where the Glory Points (GP) obtained during the game are accounted for. At the end of the game players will add up all of their points to determine the winner.
- Glory Points for Creatures. This area is only used in the Creatures mini expansion.
How to Play
Each Roll & Raid round is divided into 3 phases: The Production Phase, the Raiding Phase, and the Cleanup Phase. During the Production Phase products are obtained and Viking warriors are recruited for the raids that take place later during the Raiding Phase and during which Glory Points (GP) are obtained. The Cleanup Phase wraps up the round by replenishing the game area with new destinations to raid and gives the defeated players a chance to lick their wounds.
1. The Production Phase
All players carry out their Production Phase simultaneously. It can be divided into 3 different tasks:
- Updating the Round Tracker
- Rolling the Resource dice
- Spending 2 Resource dice and other unblocked bonuses
1.1 Updating the Round Tracker
At the beginning of each round all players cross out the first empty space in their Round Tracker. The spaces on rounds 4, 8, 12, and 16 are special and mark the Viking festivals. At the beginning of these rounds, you may perform sacrifices to obtain GP. For more information see the Sacrifices section.
1.2 Rolling the Resource Dice
One of the players rolls all 3 Resource dice in the center of the table. The results of the roll are then used by the players during that round. The dice must remain in the center of the table where everyone can see them.
1.3 Spending 2 Resource Dice and Other Unblocked Bonuses
Resource dice
Each round, each player may spend the values rolled on 2 of the 3 Resource dice. They may do so on any of the following options:
In the Production trackers: Spend a chosen Resource die result on its corresponding tracker (same color) to obtain products (ships, axes, and houses). To use a die in a Production Track, starting from the first empty space (not crossed out) on the tracker, count as many spaces as the result of the die roll. Each product icon reached or surpassed on the tracker hexagons will provide you with 1 product of that type. The last two hexagons are considered part of the same space and when reached, both products depicted are obtained. The blank hexagons are described in the Specialized Production section. You may use Fate dice in the Production trackers. For more information check the Fate dice section.
The products produced must be stored in their corresponding areas on the Clan sheet: ships in the Harbor, axes in the Armory, and houses in the Settlements.
For the ships and the axes, fill in 1 inner hexagon for each product produced. The first hexagon you fill in must be one of the two hexagons adjacent to the icon of the product. After that, any new hexagons you fill in must always be adjacent to a hexagon that is already filled in. There is a limited number of hexagons. If you fill all of them in, you have run out of space and won't be able to store any more products of that kind.
Houses are built right away to start settlements under your clan's domain. You must decide where to build your houses and then fill in their hexagons. Once all the hexagons for a settlement are filled in, the settlement is completed and a loyalty bonus and a Fate die are received. For more information check the Settlement loyalty bonus and the Fate dice sections.
Example: Ragnar has produced 1 house in his turn and builds it in an initiated settlement (the one with the orange shield) completing the construction of the settlement. From now on, he will count with the loyalty of the settlement (orange shield) and will have 1 Fate die to use with the value of 1.
In the Great Hall: Use the Villagers die (orange) or a Fate die to recruit as many Vikings as the value shown on the die. You must place these Vikings in the Great Hall by filling in the hexagons the same way the products are stored in the Harbor and the Armory. Fill in 1 hexagon per Viking recruited. There is a limited number of hexagons: if all of them are filled in, you won't be able to house any more Vikings.
Example: Björn chooses the Villagers die showing a result of 3 and decides to use it in the Great Hall to recruit 3 Vikings. He then proceeds to fill in 3 hexagons in the Great Hall.
In the God Trackers: You may spend Resource dice of any kind and Fate dice here. Choose one of the God trackers and write the value of the chosen die on the first empty space (starting from the bottom). Each time you jot down a value you will unlock whatever is shown on that space: if it's a product, you'll earn 1 unit of that product (which you must store) and if it's a Fate die, it will be unlocked for you to use. For more information check the Fate dice section.
Upgrades
To perform an Upgrade: Spend a Resource die of any kind or Fate die with a result of 4 or higher to perform an upgrade of your choice.
Upgrades can be placed in 3 different categories depending on their nature:
- (A) Unlimited use upgrades: You may perform this upgrade as many times as you want during the game. You will obtain its effect every time you use it.
- (B) Limited use upgrades: You may perform this upgrade a limited number of times during the game. Each use is represented with the lightning icon. Each time you use it, cross out one of these icons. Once all the icons have been crossed out, you won't be able to perform that upgrade any longer.
- (C) Permanent effect upgrades: Once you have activated this upgrade, its benefits will remain permanent during the rest of the game. To activate it, cross out the infinity icon.
There are 6 different upgrades:
- Improved production (unlimited use): Cross out the first empty space (starting from the left) in one of your Production trackers. From now on, when you spend the corresponding Resource die on that tracker, you will start counting from one space further along the tracker. This will make it easier to reach the product producing spaces (white hexagons) with lower rolls. These white hexagons, with or without icons inside, are considered spaces and can't be skipped when performing this upgrade. Once upgraded (crossed out) you will not obtain resources from them.
- Intensive production (limited use): Perform the action described above 2 times. You may cross out spaces on different trackers.
- Specialized production (limited use): Draw 1 product (ship, axe, house) inside 1 empty hexagon of your choice (on any of the Production trackers). Each time you reach or surpass that hexagon when using a die on that Production tracker, you will obtain 1 unit of the product depicted.
- Ritual (limited use): Write "0" in the first empty space (starting from the bottom) of one of the God trackers (of your choice). Then repeat the process again. You may choose the other God tracker this time. Obtain the reward as usual.
- Upgraded tools (permanent effect): When you perform one of these upgrades for a Resource die, you may henceforth and once per round, modify the value of your rolls for that Resource die in +1 or -1. You may pay for these upgrades with a die of any color (the die used in the upgrade does not need to match the color of the die being upgraded). This upgrade does not apply to Fate dice. For more information check the Fate dice section.
- Berserker substances (permanent effect): Add +2 to the result of each of your Raid rolls. For more information see the Raiding Phase section.
Fate Dice (white)
You'll find several small white dice depicted in different areas of the Clan sheet. These are the Fate dice and they represent how favorable the gods are to your cause. You will unlock these dice and use them during the game.
Fate dice are unlocked at:
- The Harbor and the Armory when a product is stored in a hexagon adjacent to the space with a Fate die.
- The God trackers when writing a value inside one of the spaces with a Fate die.
- The settlements when a settlement is completed.
Once unlocked, you may use a Fate die at any time during the Production Phase of that round or other future rounds. Fate dice are single use and act as Resource dice of a color of your choice (brown, gray, or orange). Their value is the value depicted in their image. Fate dice can be used in places where you have already used a Resource die during that round. Fate dice can't be used as Raid dice but they can be modified in the Sacrifice Altar. For more information see the Sacrifices section.
There is no limit to the number of Fate dice you can use during a round. When you use a Fate die, cross it out on the Clan sheet to show that it has been used. You may not combine two Fate dice to combine their results.
Settlement Loyalty Bonuses
There are three:
- (A) Intensive production: Receive (without marking the lightning icon) an Intensive production upgrade.
- (B) Specialized production: Receive (without marking the lightning icon) a Specialized production upgrade.
- (C) Settlements with shields: You obtain that number of shields of the colors shown. These are used to gain GP during the end of the game scoring.
Sacrifices
It is widely known that the Vikings performed sacrifices to their gods with the hopes of harvesting good crops and obtaining favorable outcomes in battle. In Roll & Raid you can sacrifice your Vikings to obtain different benefits.
Sacrifices can be performed during the Production or Raiding phases in the Sacrifice altar, and also at the beginning of rounds 4, 8, 12, and 16, when the Viking festivals take place.
1. Making Sacrifices During the Viking Festivals
As shown in the small grid on the right of the image below, you may sacrifice between 0 and 3 Vikings to gain 2 GP per Viking sacrificed. If you don't sacrifice any Vikings during the festival, you will suffer -2 GP. As is shown in the image, write down the GP obtained in each festival in its corresponding tracker.
2. Making Sacrifices in the Sacrifice Altar
At any time during the Production or Raiding phases you may sacrifice as many Vikings as you please in the Sacrifice altar to obtain one of the following benefits for each Viking sacrificed (they are cumulative).
- (A) +1 to the result of any Resource die/Fate die.
- (B) +2 to the result of your Raid roll (explained in detail later).
- (C) Re-roll your Raid dice (explained in detail later).
When all players have made use of 2 of the 3 rolled dice and spent any Fate dice they wish to, the game advances to the second phase of the round: The Raiding phase.
2. The Raiding Phase
This phase can be divided into 3 steps:
- Choosing where to raid
- Solving conflicts
- Raiding
The Raid Cards
Front:
- Products and Vikings needed to raid in the winter
- Products and Vikings needed to raid in the summer
- Battle GP
- City name
- Clan shields
- Defense value
- Creature symbol (used only in the Creatures mini expansion)
Back:
- Number of players
- Raid level
2.1 Choosing Where to Raid
All players check their products to determine potential destinations they can afford to raid. A number (1, 2, 3...) is assigned to each Raid card currently on the table. All players must now simultaneously announce their raiding destination. To do so, once a player has made up their mind, they will extend one of their arms on the table forming a fist with their hand. When all players are ready with their fists on the table, everyone must chant: "FOR LOKI! FOR ODIN! FOR THOR!" raising their fist and swinging it down, striking the table on each name. On the third impact, all players must turn their fist into a show of fingers. The number of fingers each player shows corresponds with the number assigned to the Raid card they wish to raid. Players can keep their hand in a fist to indicate that they won't be raiding during that round.
2.2 Solving Conflicts
Conflicts arise when 2 or more clans choose the same raiding destination (Raid card). The clans involved in the conflict will dispute the card in combat. When this happens, follow these steps:
Product check: The players involved in the conflict must ensure that they have the necessary products and Vikings to carry out the raid. If one of the players lacks the necessary products or Vikings, they will be forced to retreat (see Retreat later on).
Solving combats: All the players involved in the conflict will once again extend one of their arms on the table forming a fist with their hand and chant "FOR LOKI! FOR ODIN! FOR THOR!" raising their hand in a fist and swinging it down, striking the table on each name. On the third impact, each player must show as many fingers as Vikings they are willing to lose in the battle. The player with the highest bid will win the combat and, on their own, raid the city on the Raid card. All players involved in the combat must cross out their fallen Vikings in their Great Hall (regardless if they lost or won the combat).
If there is a tie, the players will repeat the process once again, starting with a product check, then the chant "FOR LOKI! FOR ODIN! FOR THOR!" and finally crossing out the Vikings lost in combat. This will continue until there is a tie break. If a player keeps their fist closed (0 Vikings), this will be considered a retreat.
Retreat: When a player retreats, they are forced to lose 1 Viking, 1 axe, or 1 ship. The player will have retreated from the battle and forfeited their chance to raid.
2.3 Raiding
Rolling the Raid dice: All raiding players will take turns rolling the Raid dice. The result of your roll must be equal to or higher than the defense value shown on your Raid card. You may go to the Sacrifice altar to modify the result or to re-roll the dice (see the Sacrifice altar section). If you fail the roll or if you simply run out of products and/or Vikings, you will be forced to retreat.
Spending the products and Vikings and obtaining the card: Once you have successfully passed the Raid roll, you must spend as many products and Vikings as those shown on the Raid card. Keep in mind that the requirements for raiding in the winter are different than those of a summer raid.
If you have enough products and Vikings, you will spend them and take the card, placing it in your gaming area.
If you do not have enough products and/or Vikings, you will forfeit your chance to raid. If you engaged in combat with another player to get to this point, the chance to raid that location will pass on to that player (if several players were involved, it will pass on to the player that lost the most Vikings in that combat). If you are forced to forfeit a raid, you will not recover any of the Vikings that died in combat. Once a player has retreated, they will have forfeited their chance to raid during that round.
Just like with the Vikings, any time you consume a product cross out the outer hexagon of the product to indicate it is no longer available.
3. Clean Up Phase
Replenish the gaming area with new cards from the Raid deck (leave the cards that have not been raided on the table) until there are as many cards on the table as players in the game. In 6-player games, only 5 cards are left on the table. The round will be over and the next round will begin.
End of the Game
When all rounds have been played the final scoring takes place.
GP for Vikings sacrificed (yellow triskelion): Add the total GP you obtained during the festivals (on the Round tracker) and write the score here.
GP for upgrades (green triskelion): Count all the enhanced spaces on your Production tracker. Convert the number into GP using the small table and write the score here. If you have 10+ upgrades, you will earn 3 extra GP per upgrade after the tenth upgrade.
GP for the God trackers (blue triskelion): The gods will grant you 10, 15, or 20 GP per tracker depending on how far up the tracker you get. You will earn the GP granted minus the total sum of the values written inside the spaces.
Example: Floki has reached the second part on NJORD's tracker, and the third part on TYR's tracker. He receives 15 GP from the first + 20 GP from the second. He now subtracts the total sum of the values in the spaces on the trackers (10). Floki receives a total score of 25 GP for the God Trackers (35 - 10 = 25).
GP for the Clan (red triskelion): Count the number of shields of each color that you have earned in Raid cards and settlements built. Convert that number into GP using the table and write the score here. Count each color separately. If you have 9+ shields of the same color, you will earn 1 extra GP per shield after the ninth shield.
Example: Lagertha has a total of 8 yellow, 7 blue, and 6 red shields. She has therefore respectively earned 12+9+6 GP. This totals 27 GP for her Clan.
GP for Battle (black triskelion): Add the total GP you have earned in Raid cards and write the score here.
Final Score (multicolor triskelion): In this last triskelion add all the GP obtained. The player with the most GP is the winner. If there is a tie, the player with the most Raid cards wins. If the tie continues, it will be considered a glorious and epic draw. The players will feast together in Valhalla and celebrate their victory for eternity.
Expansions
Roll & Raid includes several game variants and mini expansions that are explained below.
1. Destination: Paris
You can play this expansion using the cooperative or solo game modes.
Destination: Paris Cooperative Mode (2-6 players)
Prepare the Raid deck as usual following the game setup. Then place the Paris Raid card at the bottom of the deck.
The game objective is to carry out all the raids in the deck, culminating in the raid of Paris. Since this is a cooperative mode (with a common objective) the players may pact their raiding destinations during the 'Choosing where to raid' step in the round to prevent any conflicts and to make reaching Paris an easier task. Each player may only raid once per round. When all the cities have been raided, and only the Paris Raid card remains on the table, the players must raid Paris together. Each player must individually pay for the cost shown on the Paris card before joining their forces to take the city together. The game will reach its end when either Paris is raided, or the last round is played.
If Paris is raided, combine all players' total individual scores and divide the result among the number of players in the game to obtain a mean score. Compare the mean score with this table:
| Mean GP | Result |
|---|---|
| < 130 | You seriously reached Paris? You reached the end with decimated forces and with little chance of maintaining your power. Any time now, you will most likely be executed by the Paris townsfolk. |
| 130 ≤ GP < 150 | You've lost a lot of brave warriors in combat, yet luckily you've made it! It's not the most triumphant of arrivals, but it'll do. You've earned yourself entry to the sacred Valhalla and a funeral worthy of a king when your time comes. Congratulations! |
| 150 ≤ GP < 175 | Cooperation has been the key to reaching Paris. The lineage of the Norse folk will forever run strong in the history of the city. Beer in hand, your people chant your name. SKOL! |
| ≥ 175 | You have changed the course of history. The world will never be the same again. The sagas will record your feats, which will echo throughout history and bear a mark on future societies to come. |
Destination: Paris Solo Mode
Set up the game deck for 1 player and place the Paris Raid card at the bottom of the deck. Instead of showing 1 Raid card on the table, place 2 face up. The game objective is to raid 10 cities (Paris included) before round 16 is over. You may perform one raid maximum per round, so even if you raid every summer (when it is easier to raid), you will still have to raid during at least two winters (when it is harder to raid).
Compare the score obtained with the table shown.
2. The Creatures
This expansion may only be used in the normal game mode. This expansion can't be combined with the Destination: Paris expansion.
Create a deck with the 6 Creature cards. During the replenishing Raid cards step at the end of the round, if you reveal a Raid card with the creature symbol, draw the top card of the Creature deck and resolve it immediately before starting the next round.
There are two types of Creatures.
Creatures defeated with bids
All players extend one of their arms on the table, forming a fist with their hand, and chant "FOR LOKI! FOR ODIN! FOR THOR!" raising their hand in a fist and swinging it down, striking the table on each name. On the third impact, each player must show as many fingers as products/Vikings they are willing to lose. Each Creature card will require spending either axes, ships, or Vikings. The highest bidder will claim the points for the first position, the second highest bidder will claim the points in the second position, and the third highest bidder will claim the points in the third position. If there is a tie, all affected players will claim the points of the position they are tied on. Write these points in the first empty space on the Creatures area of the Clan sheet.
Creatures that accept offerings
All players can individually pay the number of axes, Vikings, or ships shown on the card and then roll a die. They will receive the card bonus that matches the result of the roll. Add the products/Vikings obtained to your Clan sheet.
Game Variants
Roll & Raid was created as a Roll & Write homage of deeper resource management games but with added intensity during interactive combative play coupled with great doses of fun. Keeping this in mind, we've created some game variants for all player types.
Variant 1 for the soft gamers
During the conflict resolution, only the winner of the combat loses their Vikings. The players that lose the combat will keep their Vikings intact.
Variant 2 for the risk averse
You may ignore the Raid dice. The game was designed in such a way that you may choose between taking risks or being more conservative. However, if you prefer to have better control of the game, you may choose to discard the Raid dice and consider any Raid roll successful.
Variant 3 for the creative minds
Write your game variant here
Credits
- Illustrations and Game mechanics: Jesús Fuentes
- Production: Javier Valera and Jesús Fuentes
- Revision of texts: Cristóbal Morales
- Translation: Cristóbal Morales
- Translation revision: Emily Gendrolis
- Final adjustments: Judit Aguilar
Perro Loko Games — www.perrolokogames.com
Acknowledgements
We'd like to thank all the people that have shown us their support in any form, especially those of you that have played and tested the game and given us your feedback. Fede, Henry, Marta, Kike, Javi Bruña, Jose Billy, Pablo Jiménez, Pedro, Julián, Paco Queen, Nico, Juan Ra, Álvaro Castillo, Mr. Hat, Alberto Millán, David, ¿Queremos Jugar?, Juan Carlos, House Little Board Games, Moraza, Adri, Pablito, Migue Moreno, Jowa, Jago... los, House Little Board Games, Moraza, Adri, Pablito, Migue Moreno, Jowa, Jago, ...