Rolling Realms: Beyond the Realmiverse
Rolling Realms: Beyond the Realmiverse Rulebook
Table of Contents
Table of Contents
Core Rules
You play through 4 chapters with a fleet of realms, which will evolve over the course of the campaign. In every chapter, you will play a round of Rolling Realms with altered rules.
You score stars in realms as soon as you fulfill the condition to score them (instead of waiting until the end of the round).
Examples: In Wingspan, if you complete a bird and you matched the wingspan, immediately score 2 stars. In Between Two Cities, score stars as you score stars in other realms.
At the end of every chapter
- Write the number of the chapter you played in the leftmost empty circle on your Campaign card. If you won the chapter, outline the circle.
- If you won, move on to the next chapter. Otherwise, you play the chapter again (always perform the chapter setup).
Putting the game away
At the end of a chapter, whether you won or lost, you can save the game to resume later as described on the Campaign card or use the sheet from stonemaiergames.com/rolling-realms.
Campaign Setup
- Choose a difficulty level (easy/normal/hard) and mark it on the Campaign card.
- Take 1 set of realm cards (including any promo realms) and draw 5 random realms. This is your starting fleet. All realms not in the fleet are reserve realms. They must be kept in a face-down deck called the reserve.
- For balance reasons, we recommend starting the campaign with no more than 2 promos in your fleet. When assembling your starting fleet, continue drawing until you have 5 realms with at most 2 promos and then return promo realms beyond the first 2 to the reserve.
- Pick star target: Pick one of the circles on the Chapter card for your chosen difficulty and outline it. The number(s) in it indicates your star target (as a range or an exact count).
Chapter 1: The Hole in the Realmiverse
You take control of a fleet of realms as they're being sucked into The Promoverse and you must navigate through the maelstrom of laminated cardboard without getting crushed.
Chapter setup
- Update your fleet (skip when starting the campaign): When retrying the chapter, randomly draw 2 reserve realms. Choose 1 of them to move back to the reserve and add the other realm to your fleet. Then, choose any other realm from your fleet and move it to the reserve, so that your fleet consists of 5 realms again.
- Choose active realms: Randomly draw 2 realms from your fleet and choose 1 additional realm from the remaining 3 to be your active realms.
- Realm order: Place the 3 active realms in a row in an order of your choosing.
Gameplay
Play a round of Rolling Realms with these rule changes:
- Each time you activate a realm:
- You can only spend pumpkins to modify (unmodified) rolled dice, or dice that have been created using hearts.
- You can spend at most 3 pumpkins.
- You cannot spend 3 pumpkins/hearts if 2 would suffice.
Winning or losing the chapter
You lose immediately at any time if there's a # you cannot use.
You win if at the end of the 9th turn:
- you have scored at least 2 stars in each realm, and
- your total of stars excluding resources matches the marked circle on the Chapter card, and
- you have at most 4 (easy: 5) (hard: 3) unspent resources.
Chapter 2: Synchronicity
With skillful maneuvering the fleet makes it through the hole, but the chaos has spilled ink all over the table. To make it through the inkblot field, the fleet must maneuver with perfect synchronicity while hoping that their parents won't notice the mess they've made on the table. Some realms linger for a while to clean it up.
Chapter setup
- Update your fleet: a. Realms that can score stars without activating them (e.g., Between Two Cities and My Little Scythe) are excluded from this chapter. Set aside excluded realms from your fleet—they'll return at the end of the chapter. b. Count the number of set-aside realms from step a (this may be 0) and add 2. Randomly draw this number of realms from the reserve. When drawing an excluded realm during this step, immediately place it at the bottom of the reserve and draw a replacement. c. Choose 1 of the drawn realms to move back to the reserve and add the other realm(s) to your fleet. Then, choose any realm from your fleet and move it to the reserve. You now have 5 non-excluded realms in your fleet.
- Choose active realms: Randomly draw 1 realm from your fleet and choose 2 additional realms from the remaining 4 to be your active realms.
- Realm order: Place the 3 active realms in a row in an order of your choosing.
- Mark maximum resource count: In this chapter, you lose if you would earn 12 resources of a kind. As a reminder, cross off the 12th resource of every kind on your resource card.
Gameplay
Play a round of Rolling Realms with these rule changes:
- You can play up to 14 turns (hard: 12). Keep track of your rolls on the Chapter card.
- You cannot use a # in the rightmost realm if that would cause you to gain a star there.
- Every time you score at least 1 star in a realm, you move that realm to the far right. Note: If you can fulfill the condition to score a star in a realm where you have scored 6 (like in Euphoria), you're allowed to assign dice that would fulfill this condition, but the realm doesn't move to the right.
- Once per game (easy: 3 times / hard: 0 times), you may move a realm to the far right without scoring a star (check the appropriate box on the Chapter card).
Winning or losing the chapter
You lose immediately if you would earn the 12th resource of a kind, or if at any time there's a # you cannot use. You also lose at the end of the last turn if less than 6 stars are marked in any realm.
You win immediately if 6 stars are marked in all realms. Don't finish the turn in which you win.
When you win the chapter or when you're about to save the game after a loss, return the set-aside (excluded) realms to the fleet, while moving the same number of realms from the fleet to the reserve—you choose which ones.
Chapter 3: The Boss Monster
After clearing the Inkcident, the fleet travels back towards the hole that connects the two universes, but in the chaos of the Promoverse they must first defeat the Boss Monster (even though it's not the final chapter!!!)
Chapter setup
- Determine damage track: Roll a die and mark the corresponding damage track on the Boss card.
- Update your fleet: Randomly draw 2 realms. Choose 1 of them to move to the reserve and add the other realm to your fleet. Choose any other realm from your fleet and move it to the reserve, so that your fleet consists of 5 realms.
- Choose active realms: Randomly draw 2 realms from your fleet and choose 1 additional realm from the remaining 3 to be your active realms.
- Realm and Boss card layout: Place the 3 active realms in a row in an order of your choosing. Place the Boss card above the middle realm—this is the Boss Monster.
- Pick turn target (easy: skip this step): Choose 2 consecutive numbers (hard: choose 1 number) as turn target and outline them on the Chapter card.
Gameplay
Play a round of Rolling Realms with these rule changes:
- You can play up to 15 turns. Keep track of your rolls on the Chapter card.
- To damage the Boss Monster, you must gain a resource or score a star that matches the left-most unmarked space on the damage track, in the realm that's neighboring the Boss card (left/right/above/below). If you do, mark that space. You can't mark more than 1 space per realm activation, even if you gain/score multiple items simultaneously.
- At the end of every turn, move the Boss card one step clockwise as shown in the illustration.
[The printed illustration shows the clockwise path the Boss card follows around the active realms; it is not reproduced here.]
Winning or losing the chapter
You lose immediately if you've earned 12 resources of a kind, or if at any time there's a # you cannot use.
You win immediately if during one of the turns you outlined (easy: any turn), you mark the last box on the damage track. Don't finish the turn in which you win.
Chapter 4: The Swarm
Having defeated the Boss Monster, the fleet powers up its warp drives to jump back home, escorting some badly damaged realms. Alas, they are rudely interrupted by the attack of a swarm of boxes on a dry-erase card.
Chapter setup
- Update your fleet: a. Realms that explicitly refer to a total of 3 realms (e.g., Between Two Cities), and realms that include created dice as a benefit are excluded from this chapter. Return any from your fleet to the game box. b. Randomly draw reserve realms and add them to your fleet until your fleet has 8 realms. When drawing excluded realms during this step, immediately return them to the game box. c. Choose 2 realms from your fleet to move to the reserve (freshly drawn or not). You now have 6 non-excluded realms in your fleet.
- Choose active realms: Randomly draw 2 realms from your fleet and choose 2 additional realms from the remaining 4 to be your active realms.
- Realm layout: Place them in a 2x2 grid in an order of your choosing.
- Pick resource target: Choose a target number of resources (easy: choose a range of 3) and note it on the Chapter card.
Gameplay
Play a round of Rolling Realms with these rule changes:
- You can play up to 12 turns. Keep track of your rolls on the Chapter card.
- You play with 4 realms instead of 3.
- You can activate any realm multiple times per turn, ignoring the normal limitation.
- When you use a die in a realm you must use a copy of that exact # in one of its two neighboring realms (left/right/above/below). Copies cannot be modified separately from the original.
- If this double activation (original + copy) leads to exactly 2 stars being scored in the realms combined, mark a swarm box on the Chapter card.
- For realms where the non-assigned die has a function (e.g., Charterstone), ignore copies when determining which number to write.
Winning or losing the chapter (and winning the campaign)
You lose immediately if you exceed your resource target, or if at any time there's a # you cannot use.
You win immediately if upon marking the 6th (easy: 5th / hard: 7th) swarm box, your number of resources (spent and unspent) is equal to the predicted number on your Chapter card (easy: in the range).
If you won, you have completed the campaign and your score is the number of attempts it took you to win all chapters (lower = better).
As the last box is marked the fleet makes the jump back to the Realmiverse.
Congratulations, Admiral, you have successfully guided your fleet of realms to safety and brought a united and joyous play experience to the Realmiverse and Promoverse.