Rolling Realms: Risky Rewards
Rolling Realms: Risky Rewards Rulebook
Table of Contents
Table of Contents
Overview
With this mini expansion, you can boost your games of Rolling Realms. Each round, players can use a number of Rewards that give additional possibilities for gaining resources and scoring stars.
Round Setup
At the beginning of the game, give every player a Player card. Shuffle all Reward cards and reveal two. These are the available Rewards for this round. On subsequent rounds, discard those and reveal two more from the deck of Reward cards.
Every player marks these two Rewards as available on their Player card. You can keep the Reward cards on the table as a reference to all players.
Note: You may vary the number of available Rewards. Instead of two, you can pick any number you like. Also, if you want to shuffle up all Rewards every round, feel free to do so.
Gameplay
During a round, every player may activate each of the available Rewards. A player may activate a chosen Reward once per round and at any time during any turn. They may activate multiple Rewards per turn.
When activating a Reward, mark the matching icon on your Player card and follow the instructions on the Reward card. Just as with resource benefits, Rewards affect only the player activating them (i.e., a changed die will only change for you).
At the end of the round, available Rewards you didn't activate are worth 0.3 stars each. Include this score when noting your number of stars on your score card.
Erase your Player card afterwards.
Example: Walter earned 14.3 stars during the round, and used one of the two available Rewards. He gets an additional 0.3 stars for the Reward he didn't use. He scores 14.6 stars.
Rewards
Same Realm
Use both rolled #s in the same realm.
When activating a realm, you may use both rolled dice in the same realm. You may spend pumpkins or use other abilities to adjust them as usual. If you gain extra dice, the normal activation rules apply.
E.g., you roll a 3 and a 4. You spend 2 pumpkins to adjust the 3 by +1, and you then assign this adjusted 4 and the rolled 4 to the same realm. Note that this does not count as a "rolled pair".
Unused Rewards are worth 0.3 stars at round end.
Create Pair
Create a pair by ignoring one of the dice and duplicating the other.
You may choose one of the rolled dice and use it twice this turn. If you do, ignore the other rolled die. These 2 identical values count as "a rolled pair" for all game rules.
You may adjust your new pair of dice by the normal rules, as if you rolled it.
Unused Rewards are worth 0.3 stars at round end.
Buy Difference
Spend a resource to gain the difference between the rolled #s as an extra #.
Mark any one resource as used, then create an extra die—the value of this die is the difference between the rolled dice. The newly gained die follows all rules for created dice.
E.g., when rolling a 3 and a 5, you gain a 2-value die.
When rolling a pair, gain a 0-value die. This 0 may be used in applicable realms (e.g., Wingspan or The Society).
Unused Rewards are worth 0.3 stars at round end.
Wild
Spend a resource to adjust a rolled # to any number.
Mark any one resource as used, then adjust one of the rolled dice to any value (1–6).
Follow all base rules for adjustments by pumpkins. This means the adjustment is only for you, and the value of the "rolled dice" doesn't change.
Unused Rewards are worth 0.3 stars at round end.
Discount
In this turn, for every action that costs at least 2 resources, you may pay 1 resource of your choice less than needed.
Examples: you may adjust a die by spending 1 pumpkin; you may gain a die of the same value as either rolled die by spending 2 hearts; you may gain a die of value 3 by spending 2 coins. However, you can't create a value-1 die for 0 coins.
You may use this ability multiple times in the chosen turn. You may also use it in realms, where applicable.
Unused Rewards are worth 0.3 stars at round end.
Loan
Gain 1 resource of each kind. If you do, then at the end of the round pay back any 4 resources OR lose a star.
When activating the ability, immediately gain 3 resources—1 of each kind. At round end, if you used the Reward, you either spend any 4 resources, OR you score 1 less.
Unused Rewards are worth 0.3 stars at round end.
Risky Rewards: Minigolf
If you play a solo game by the normal (multiplayer) rules of Rolling Realms, you can add as many Risky Rewards as you want. You can also add Risky Rewards to your game of Solitaire Minigolf (from the base game) or to your Beyond the Realmiverse campaign (separately sold promo) by following the notes on these cards.
Minigolf
You can add Risky Rewards to your Solitaire Minigolf games by adding the specific Reward for the hole you're playing from the list at the back of this card. You may activate the Reward(s) whenever you want, or you may choose not to activate it. Adding these Rewards generally makes hitting the holes somewhat easier, so playing at a higher difficulty level is encouraged.
For holes that have a specific target score, that target is raised by 0.3, as indicated in the list. The other requirements stay as they are.
- Hole #1: Wild (target 8.3 / hard 9.8)
- Hole #2: Create Pair (target 12.3 / hard 13.3)
- Hole #3: Same Realm
- Hole #4: Discount (target 14.3 / hard 16.3)
- Hole #5: Create Pair (target 12.3 / hard 13.8)
- Hole #6: Loan (target 12.3 / hard 14.3)
- Hole #7: Same Realm (target 13.3 / hard 13.8)
- Hole #8: Buy Difference (target 9.3 / hard 11.3)
- Hole #9: Same Realm (target 11.3 / hard 12.3)
- Hole #10: Buy Difference (target 13.3 / hard 13.8)
- Hole #11: Create Pair (target 9.3 / hard 10.3)
- Hole #12: Wild (target 16.3 / hard 17.3)
- Hole #13: Buy Difference
- Hole #14: Discount (target 15.3 / hard 15.8)
Risky Rewards: Beyond the Realmiverse
To lower the difficulty of the Beyond the Realmiverse chapters, you may add 2 Risky Rewards per play (hard: 1), by following these rules:
- Reward cards are not part of the fleet.
- Before chapter setup, perform these extra steps:
- When retrying a chapter, put aside the Reward(s) that were available in your previous play (unless you put the game away between two plays).
- For chapter 4, additionally put aside the "Same Realm" reward.
- Out of the remaining Rewards, draw 2 cards (hard: 1). These will be your available Rewards.
- At the end of a chapter, unused Rewards are worth 0 stars.
More rules and clarifications on the back of this card.
- Reward "Loan":
- In chapter 1, if the Reward "Loan" is used: if you activate this Reward, you may not pay back the loan at the end of the chapter. This means you can't spend 4 resources at the end, and you must subtract 1 star from your score before comparing it to your star target.
- In chapters 2/3/4, if the Reward "Loan" is used: if you activate this Reward, you must pay back the loan at the end of the chapter. This means that you must spend 4 resources at the end, even if you reached the "immediate win" from the chapter rules. If you can't pay back the loan, you lose the chapter.
- In chapter 3: resources gained from "Loan" don't count towards marking spaces on the damage track.
- Chapter 1: If the Reward "Discount" is available: the chapter rule "You cannot spend 3 pumpkins/hearts if 2 would suffice" doesn't force you to use the Discount Reward.
- Chapter 2: The "Same Realm" reward doesn't allow you to score stars in one realm twice in a row. If you score stars on your first activation, you must move the realm to the right.
- Chapter 4: The Reward "Same Realm" cannot be used in this chapter.