Rolling Realms Redux
Rolling Realms Redux Rulebook
Table of Contents
Table of Contents
Overview and Goal
In Rolling Realms Redux, players compete to earn the most stars in a series of minigames played over 3 rounds. This is a roll-and-write game, meaning that players will write on the game components using dry-erase markers.
Each turn, all players use the results of 2 dice on their realm cards to generate resources and earn stars.
Rolling Realms Redux plays with 1–6 players out of the box, but you can combine multiple copies to play with any number of players. It can easily be played remotely and/or asynchronously, as there is no direct player interaction.
Components
- 2 dice — On each turn, any player rolls 2 dice, sharing the results with all players. You may use each die once, each in a different realm. You may not activate the same realm more than once per turn.
- 72 realm cards (12 cards per player)
- 1 Compendium rulebook — the individual realm rules (for all realms) and resource benefits are explained in the Compendium rulebook
- 6 score cards (1 card per player) — earned-but-unused resources are 0.1 stars each; resources do not carry over each round
- 6 resource cards (1 card per player)
- 6 eraser cloths
- 6 dry-erase markers
The solo mode components are listed in the RRR Ball rulebook.
Setup
- Give each player a set of cards (each set is identical; the backs differentiate them). A set of cards includes 12 realm cards (and any additional cards you may have from the original game or from promo realms), 1 resource card, and 1 score card.
- Give each player 1 dry-erase marker and 1 eraser cloth.
Gameplay
At the beginning of each round, any one player shuffles their realm cards and randomly reveals 3 cards. Each other player then finds and reveals those same 3 cards from their individual set so that all players are using the same subset of cards in a round. Set aside the rest of the realms, which will be used for future rounds.
A round consists of 9 turns, with players taking turns simultaneously. A turn looks like this:
- Roll Dice: Any player rolls the 2 dice and shares the results with all players. Each player writes the rolled numbers on their score card in the turn spaces numbered 1–9.
- Activate Realms: You may use each die once, each in a different realm. You may not activate the same realm more than once per turn. You may spend resources anytime while activating realms. a. If you cannot use a die as rolled in any realm, you may instead gain a resource. This rarely happens, and this rule is intended to soften the blow of missing out on using a die. This isn't the primary way to gain resources. b. If it's circumstantially better for you to not use a die, you may choose to do so. However, a compensatory resource can only be gained if you cannot use a die as rolled. c. Some resources and realm rules allow you to create extra dice. There is no limit to the number of "dice" you may create per turn, but you may not activate the same realm more than once per turn unless this rule is altered by the resources or realm rules. However, compensatory resources for dice that cannot be used can only be gained for rolled dice.
After 9 turns, the round is over. Write the number of stars you earned that round on your score card. Each leftover resource at the end of the round is worth 0.1 stars. Do not round up or down. Erase everything but the scores on your score card, and completely erase your realm and resource cards (don't carry over earned resources from round to round). Set aside the realms from that round—you won't use them again. If fewer than three rounds have been played, the player who shuffled their cards randomly reveals 3 new realm cards for all players to retrieve and start the next round.
After the third round, proceed to end-game scoring. The player with the most cumulative stars is the winner.
Example Turn
At the beginning of a turn, any player rolls the two dice—they roll a 4 and a 2. If there are any effects that trigger "at the beginning of a turn," they are immediately resolved now.
Each player plans their turn and activates their realms with the two available die values. Players may spend resources before, after, or in between these activations. All players simultaneously activate their realms, so there's no waiting!
- In this example, Miles chooses to activate his SpaceShipped realm with the 4-value die. He writes it in the top box of a new set and brings down the 4 and 1 from the previous set. The sum is 7, so he gains a coin. He circles it on his resource card below the coin he already gained in the previous turn. If he could also assign the 2-value die to this realm now, he would make a new sum of 12, earning him a star. However, he can only activate a realm once per turn, so he can't do that right now.
- Before using the 2-value die, Miles first spends a coin he gained in the previous turn to create a new die. He crosses off the coin and he activates the Rock-Paper-Scissors realm with the 4-value die he just gained. No one else can use this imaginary die. Miles draws a rock in the third row (because he wants to gain another coin) and circles a coin on his resource card. He must now draw the icon of "the other rolled die" in any slot on the right side. Since Miles activated this realm with a created die, he can choose either of the dice. He chooses the 2. He draws a scissors and picks the same row. Rock beats scissors!
- With the 2-value die (that is still available), Miles activates the Planet Unknown Realm. He would like to draw a line of 3. Before doing so, he first lowers his 2-value die by 1 by crossing off 2 pumpkins from his resource card. He now uses the adjusted value of 1 to assign to his desired shape (the sum of the paired shapes is now 7, which meets the requirements), gains a heart, draws the shape, completes a line, and thus scores a star!
When everyone has finished activating their realms, someone will reroll the dice and start the next turn.
The individual realm rules (for all realms) and resource benefits are explained in the Compendium rulebook.
End-of-Game Scoring
After the third round, add up your scores (including decimals earned from earned-but-unspent resources) from each round. The player with the most stars is the winner.
If there is a tie, the tied player with the highest score in round 3 is the winner. If still tied, refer to round 2. If still tied, the tied players share the victory.
General Realm Rules
The following rules, from the official Rolling Realms Compendium, apply across all realms, including the 12 new realms introduced in Rolling Realms Redux.
All realms require players to use dice (referred to as #s) to mark, fill, or outline portions of the card. If a realm asks for a number, that number comes from the dice rolled at the beginning of the turn. Each player may adjust these numbers (or even "create" additional dice) by spending resources or using realm abilities. An overview of the resource benefits can be found in the Resources section below. These resource benefits only apply to the player spending the resources or using the ability.
Some realms refer to "rolled" dice (e.g., Poker). In those instances, you must look at the dice as they are actually rolled. This means the base value of the rolled dice—you may not use resources or realm abilities to manipulate or create dice for this purpose.
Some realms refer to "the other rolled die" (e.g., Rock-Paper-Scissors). Unless otherwise stated on the realm card, these rules apply:
- If you assign one of the rolled dice, "the other rolled die" is the die you didn't assign to that realm.
- If you assign a created die, "the other rolled die" is either of the two rolled dice.
- The die you use as "the other rolled die" stays available for use in other realms—you don't use up its activation. The order in which you activate the realms doesn't matter—i.e., you may first use a rolled die to activate a realm, and you may use that die as "the other rolled die" in another realm later that turn.
Some realms have you mark stars as they are completed; others have you mark stars at the end of the round. However, you may always mark a star as soon as you are sure you scored it. Example: As soon as you have written 3 numbers in one shop in Flamecraft, you may immediately mark a star.
You can never score more than 6 stars in a realm, even if a realm doesn't explicitly mention this limit. In most realms, it's impossible to score over 6 stars, but some realms offer the possibility to theoretically score more. In those realms, all stars scored above 6 don't count.
Realm-by-Realm Explanations
Wondering how to tell the realms apart? The realms included in the Redux box have a hex in the upper-left corner. The promo realms (sold separately) have a star in that corner. The original Rolling Realms realms have no symbol there. The 12 realms below are the new realms introduced in Rolling Realms Redux, as transcribed from the official Rolling Realms Compendium.
Atiwa
USAGE: When you assign a number, either outline any matching terrain card (1/2: column 1, 3/4: column 2, 5/6: column 3) (the top-left terrain card is already outlined) and gain the depicted resources or stars, OR use the number to circle up to that number of bats on terrain cards that have already been outlined. After outlining a card or circling bats, you may mark exactly 3 circled, unmarked bats to gain 1 pumpkin or heart. Marking circled bats is a free action, but you may only do it once per activation (i.e., you may NOT mark 6 bats at once).
SCORING: Score stars on outlined terrain cards. Score 1 star if you circled all bats and an additional 2 stars if you also marked them all.
Realm design: Karel Titeca. Background artwork: Andy Elkerton.
Dog Park
USAGE: Choose a dog to walk. You can only walk one dog at a time, until it has reached the house icon. When you use a number, continue walking your chosen dog or choose a new dog to walk. Move up to that number of steps rightward. Choose a spot to stop and outline the leash icon or the treat icon and gain the column resource, if any. When reaching the house icon, cross off the dog and score stars based on the number of outlined dogs.
Realm design: Karel Titeca. Background artwork: Kwanchai Moriya.
Flamecraft
USAGE: Use a number to either ENCHANT or GATHER.
When you ENCHANT, the number doesn't matter—outline any resource circle on one of the three shops.
When you GATHER, write the number in a matching shop (a 6 cannot be used to GATHER), then gain and mark that shop's outlined, unmarked resources, and then you may activate the shop's ability.
In the first shop, you may ENCHANT again. In the second shop, you may GATHER again using the same number (as if you would activate the realm again). In the third shop, you gain 1 pumpkin or heart.
SCORING: Score 1 star per shop where you outlined both resource (enchant) circles, and 1 star per shop where you wrote 3 numbers.
Realm design: Karel Titeca. Background artwork: Sandara Tang.
Legacy of Yu
USAGE: Use a number to fill any box on the river and gain the resource. As soon as you have filled two numbers in one column, fill in the sum in the bottom row. The "2" in the left column is a prefilled sum.
SCORING: At the end of the round, score 1 star per column where the sum is greater than each of the sums to the left. In columns where only 1 number is filled, that number is the sum. Empty columns are ignored.
SOLO COMPATIBILITY: For Beyond the Realmiverse, you may score stars as soon as you've established that the scoring condition for a column is fulfilled. You may score a column with only one number in it, but you may no longer write a number in the other box then (cross off the box). You may score a column that still has an empty column to its left, but you may not then fill that column with a number that would break the fulfilled condition.
Realm design: Matt Scorah. Background artwork: Sam Phillips.
Meadow
USAGE: Use a number. If it is 1–4, write the number on a fence post, then cross off an uncrossed symbol that many spaces away and mark a corresponding (= the same symbol) card in the meadow, bottom to top, without skipping any cards. Gain the card benefits as they are marked. If the used number is 5–6, mark one of the discovery cards at the bottom and gain the card benefits.
SCORING: Score stars from marked cards (both meadow and discovery).
Realm design: Nathan Smith. Background artwork: Karolina Kijak.
Planet Unknown
USAGE: Use a number to draw a shape. Every number from 1 to 6 will be uniquely assigned to a shape (1 is pre-assigned). If you haven't used a specific number in the realm before, first assign it to a shape and gain the resource, then draw the shape. When assigning a number, the sum of paired numbers may not exceed 7 (e.g., you may not pair a 6 and a 6).
If the number you're using has already been assigned, just draw its shape. You may rotate or flip the shape. Shapes may be used before the paired shape has been assigned.
When completing one of the 3 middle planet columns, gain the corresponding resource.
SCORING: Score 1 star for every completed planet row.
Realm design: Karel Titeca. Background artwork: Yoma.
Poker
USAGE: Use a number to either WRITE, DEAL, or PLAY.
You may WRITE a number on a matching card in the flop (the top row of the realm) if the number matches the condition below the card. Gain the resource.
To DEAL, use a rolled number (no created or modified number), and then note both rolled numbers (without modifications) on one "hand". The other rolled number remains available for use in another realm.
To PLAY, use any number to outline an unplayed (= not outlined) hand (the used number doesn't have to match with the hand or the flop). Combine the hand with any number of cards from the existing flop to make one of the scoring combinations. The flop remains as-is (don't mark or outline cards).
SCORING: When playing a hand, score stars and gain benefits as follows:
- 1 pair (= 2 equal numbers): 1 star.
- 2 pair (= 2×2 equal numbers): 1 star and 1 pumpkin.
- 3 of a kind (= 3 equal numbers): 1 star and 1 coin.
- 4 of a kind (= 4 equal numbers): 2 stars and 1 pumpkin.
- Full house (= 2 equal numbers + a different set of 3 equal numbers): 2 stars and 1 heart.
- 5-card straight (= 1+2+3+4+5 or 2+3+4+5+6): 2 stars and 1 coin.
Realm design: Jamey Stegmaier. Background artwork: Marius Petrescu.
Rock–Paper–Scissors
USAGE: Use a number and draw its corresponding icon (rock/paper/scissors) in any free slot on the left side. Gain the benefit. Then, draw the icon of the other rolled die in any free slot on the right (this may be on the same row, it may be on another row). The other rolled die remains available for use in another realm. If you used a created number to activate this realm, pick either of the rolled dice to draw on the right side.
SCORING: Score 1/2/3/4/5/6 stars for 1/3/5/7/8/9 different matches won by you (the left side). Rock defeats scissors, scissors defeats paper, paper defeats rock.
Realm design: Morten Monrad Pedersen. Background artwork: Marius Petrescu.
SpaceShipped
USAGE: Use a number to write it in the top (white) box of the leftmost empty set (top row first). This is the current set for the rest of this activation. Copy the top 2 numbers from the previous column (following the arrows). Now add up the three numbers in the current set and gain benefits based on that sum.
Realm design: Karel Titeca. Background artwork: Conner Gillette.
The Guild of Merchant Explorers
USAGE: Use a number to mark hexes adjacent to the middle city or to already marked hexes. The pattern of hexes you may mark depends on the number you use.
If you use a 1 or a 2, you may mark 1 single hex, but not a sea hex.
If you use a 3 or a 4, you may either mark 2 adjacent hexes of any color (these may be a different color) or any 2 sea hexes (no need for adjacency).
If you use a 5 or a 6, you may either mark 3 adjacent hexes starting with sea (e.g., sea–grassland–desert, or sea–sea–mountain) or 3 hexes each of a different color (grassland–desert–mountain, no need for adjacency).
When marking patterns, the specific rotation shown in the legend is not important. To mark star hexes, you may use any color—they are sea, grassland, desert, or mountain.
SCORING: Score stars from marked star hexes.
Realm design: Mark Espiridion. Background artwork: Gerralt Landman.
Tidal Blades
USAGE: Mark a number on any monster and gain the benefit. A 6 can be used as any number. The trophy benefit lets you progress on the champion track (at the bottom of the realm) by marking 1 step there. When all numbers on a monster are marked, you gain the kill bonus, which lets you mark a number of steps on the champion track. E.g., if you mark the fourth and final die on the bottom-right monster, you may mark 4 steps on the champion track.
SCORING: Score stars for marked spots on the champion track.
Realm design: Karel Titeca. Background artwork: Mr. Cuddington.
Wonderland's War
USAGE: Use a number and write it in any battleground circle space to gain the resource. At the end of a battle turn (turns 4, 5, 7, 8, and 9), right before rolling the dice for the next turn (or ending the round), fill the sum of the 2 rolled, unmodified dice in the appropriate rectangle, check the battle outcome and immediately score any stars.
You may write numbers in battleground circles of past battles to gain the resource, but the battle outcome doesn't change.
SCORING: At the end of the turns 4, 5, 7, 8, and 9, score a star (or 2 stars in turn 5) if you won the battle. To win a battle, the sum of the numbers written on that battleground must be greater than or equal to the sum of the rolled dice. Empty battleground circles are allowed—they equal zero. Immediately mark the stars (because the battle outcome can never change).
SOLO COMPATIBILITY: This realm is not compatible with chapter 2 of Beyond the Realmiverse.
Realm design: Ben Baker. Background artwork: Manny Trembley.
Resources
Each realm features ways to earn resources (pumpkins, hearts, and coins). When you gain a resource, circle it on your resource card. When you spend a resource, cross out a resource you've already circled (don't erase it). You may spend resources at any time on a turn, including before you use the 2 rolled dice or immediately after earning the resources. You may spend as many resources as you want as many times as you want on any turn (e.g., you could use 4 pumpkins to adjust a die from a 1 to a 2, then from a 2 to a 3). All resource benefits affect only the player spending the resources. When you adjust a die, never physically change the rolled dice (the effect only applies to you). Similarly, a gained "die" is only available to you, can only be used once, and does not carry over to the next turn.
You are limited to earning the number of resources shown on your resource card. You may not carry over unspent resources from round to round; instead, they add 0.1 each to your score for that round. Erase all your spent and unspent resources at the end of each round.
| Cost | Benefit | Example | Notes |
|---|---|---|---|
| 2 pumpkins | Adjust a die by +/-1. | A 5 is rolled, but you need a 4. Spend 2 pumpkins to adjust the number you use to a 4. | You may not adjust a die out of the range of 1–6. A 1 cannot be adjusted into a 6 and vice versa. You may adjust a die you created with hearts and coins. You are not creating a new die. |
| 3 pumpkins | Adjust a die by +/-1 (or don't adjust it). You may use it in a realm you've already activated this turn. | A 3 and a 5 are rolled. You use the 5 in a specific realm, and you also need a 2 in that realm. Spend 3 pumpkins to adjust the number you use from a 3 to a 2. | Same as above, with the addition that you don't need to adjust the die at all (if you're just using this ability to activate a single realm twice on the same turn). As is the universal rule for Rolling Realms, you may not use the same die more than once per turn. |
| 2 hearts | If the rolled dice are a pair, gain a die of that value. | The rolled dice are 4 and 4. Spend 2 hearts to gain another 4-value die. | The die you gain cannot be used in either of the other realms you activate this turn.* |
| 3 hearts | Gain a die of the same value as either of the rolled dice. | The rolled dice are 1 and 6. Spend 3 hearts to gain another 1 or 6. | The die you gain cannot be used in either of the other realms you activate this turn.* |
| 2 coins | If the sum of the rolled dice is 7, gain a die of the same value as either of the rolled dice. | The rolled dice are 3 and 4. Spend 2 coins to gain another 3 or 4. | The die you gain cannot be used in either of the other realms you activate this turn.* |
| X coins | Gain a die of value X (1–6). | Spend 3 coins to gain a 3-value die, or spend 2 coins to gain a 2-value die, etc. | The die you gain cannot be used in either of the other realms you activate this turn.* |
Unless 3 pumpkins are used on the newly created die
Credits
Rolling Realms Redux is based on Rolling Realms, a separate standalone game with 11 different realms and a Minigolf solo mode. In addition, dozens of promo realms have been published. Any combination of 9 realms can be used in a game. This brings the number of possible realm combinations for one round of Rolling Realms to over 40,000.
Both Rolling Realms and Rolling Realms Redux are compatible with the Risky Rewards mini expansion and the Beyond the Realmiverse solo campaign. With Risky Rewards, you can boost your games of Rolling Realms with additional possibilities for gaining resources and scoring stars. Beyond the Realmiverse is a replayable 4-chapter solo campaign, in which you draw, mix, and choose realms to complete a series of challenges.
The Rolling Realms base game, the promo realms, the Risky Rewards mini expansion, and the Beyond the Realmiverse solo campaign are all available separately from www.stonemaiergames.com. Rolling Realms Redux features a box big enough to hold all realms and expansions ever released.
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