Dice Throne – How To Play


Hi there, welcome to Watch It Played, my name
is Rodney Smith and in this video we’re going to learn the 2 to 6 player game Dice
Throne, designed by Nate Chatellier and Manny Trembley, and published by Roxley Games who
helped sponsor this video. I think I’m… going to need two hands for
this one. So just, give me a second. Okay. Much better! So it turns out there’s
a mad king on the throne. I don’t know why these kings are always so angry, but they
usually are – and this one is looking for a worthy challenger in combat, and it could
be you, but first you’re going to have to survive the latest tournament that he’s
set up for you and your opponents, so join me at the table, and let’s learn how to
play. First off, I should mention that what I have
here is the Battle Chest for Dice Throne, and this has all 8 of the heroes from what
they are calling the second season of the game. There was also a first season, which
came boxed like this, containing six heroes, and these heroes can be combined together
when you play. Now if you’d rather get into the game more
gradually, there are also 4 battle boxes, which split the second season heroes into
packages of two each. No matter what you have though, this video will teach you the rules,
and although you can play with up to six players at a time, here, we’re going to show you
the setup for two players, using Gunslinger and Samurai from the second season. A new feature of the season 2 characters,
is that they come in their own individual cases, which makes storing and retrieving
their components, quite easy. When setting up, you’ll find a Hero board
and double sided leaflet, which you’ll place with the side face up that shows these status
effects symbols. On their icons, you’ll stack the matching tokens. You’ll have a health dial, that you set
to 50, and a Combat Points dial set to 2. You’ll also have a deck of cards which you
should shuffle into a face down pile, drawing 4 as your starting hand. And each character also has their own set
of 5 dice, and along with various symbols found on them, they’ll also have sides numbered
from 1 to 6. Your leaflet will also have an illustration here that shows the sides of
your dice and now players will each take one of their dice and roll them. Whoever gets
the highest value, will take the first turn, and you re-roll any ties. Some characters, like Huntress here, will
have special setup rules, that you’ll find on this side of their leaflet, along with
further explanations about their special abilities. Each player will also have a general player
reference card, which you can set nearby that will remind you of the steps of a turn. And that’s the setup. In Dice Throne, you’ll
be battling an opponent, using your various skills and abilities, which come from your
deck, your dice, and your board – all with the intention of trying to reduce their health
to zero. The game is played over a series of turns,
starting with the first player, and then going back and forth in a two player game, or clockwise
around the table, if you have more players, and on your turn, you’ll perform the 8 phases
shown here on your player reference card, starting with the Upkeep phase. Here, you’ll check to see if any of your
Status Effects or abilities activate during this time, so let’s start by looking at
abilities. These are found within the various boxes of
your hero board, and there are 4 main types: Passive abilities have this purple background
and this figure within the box. These are always active and/or available for you to
use. This green boxed ability with a shield symbol
is a defensive ability and can be used when an opponent attacks you with dice. In the center of your board, you’ll find
your Ultimate ability, this is your most powerful attack, and any other boxes you might have
are your offensive abilities, which are also used during a later phase. You should read over all of your character’s
abilities, because you might find one, like Quick Draw here, that says it activates during
your Upkeep Phase, and that means it happens, right now – and this tells us to gain a
Reload status token, which we find on our leaflet here. Anytime you gain a status token it’s placed
in the middle of your board, and sometimes these will be beneficial, like this one, but
other times, your opponents will inflict negative ones on you. And many of these can be applied
multiple times, to yourself or to others, creating a stack of them. However, you will
find a stack limit written with the effect, and each player may not have a number of these
tokens greater than that limit. Now some abilities might allow you to remove
a status effect, in which case it’s returned to its original heroes leaflet. Some Status Effects can be spent, usually
to provide you with a benefit and unless otherwise stated, you may spend these at any time, during
any players turn, returning them to the appropriate leaflet. Their effects are then resolved immediately
and may not be interrupted. Some characters, like the Curse Pirate also
Unique status effects which will have their own custom components and rules, which are
be explained on your leaflet. We won’t go over all the various status
effects in this video, but each one is explained in the areas neside their tokens. With that understood, let’s return to the
Upkeep phase, where again, you’ll resolve any Status Effects or abilities that would
resolve at this time, and if you have several, then you choose the order in which to resolve
them, and if some damage you, while others heal you, combine them all together and apply
the final result at the end of this phase. Damage is shown inside of a burst symbol and
healing has a heart icon. When you take damage, you show it by lowering your value on this
dial, or you increase it when you’re healed, but this value may never be raised higher
than 10 points above your starting health, so sixty, in this case. Now it’s time for the Income phase. The
first player of the game skips this during their first turn, but normally you’d add
1 combat point to your dial, unless you were already have the maximum of 15. Then you also draw 1 card from the top of
your deck and add it to your hand. If this deck is ever empty when you would need to
draw, just shuffle any you have discarded, into a new deck. Now we’ll move to the Main Phase where you
can perform 3 different types of actions, as often times as you like, in any order. One option is to sell any number of cards
from your hand, sending them to a face up discard pile that you’ll keep near you and
for each card that you sell like this, you’ll gain 1 combat point. Another action you can perform her, is to
play Hero Upgrade cards. These show the Main Phase symbol, an upward arrow and a cost which
you must pay in combat points, by reducing the value shown on your combat dial. The upgrade will have the same name as another
ability on your board, and will go in that space, making it stronger, when you go to
use it later, or providing you with a whole new ability as we see here. Sometimes the same space can have multiple
upgrades, and you don’t have to do them in order. For example, I could play this level
3 upgrade of Show Down right away by paying simple paying 3 combat points, but if I already
had the level 2 showdown card here, then I would only have to pay the difference between
their 2 costs, so 1 combat point in this case and then I would stack this one on top.. The other thing you can do in this phase is
play Main Phase action cards, which will show the Main Phase symbol and a star. They also
have a cost you must pay in combat points, and then you perform the action listed here,
placing the card into your discard pile. Now we come to the Offensive Roll Phase, which
is made up of 4 steps. In the first step, you’ll roll all of your dice. Then you may
re-roll any number of them and then you can re-roll any of them one more time. After any one of those three rolls, you can
instead stop and announce the Offensive Ability you intend to activate, if any, and these
are the boxes on your board that are not purple or green, but and at most, you can pick only
a single one to use. And these will all have requirements, which
are the dice shown under their name. For example, to perform Take Cover, I would need 2 blue
symbols and 3 yellow ones. Unfortunately with this roll, I only have the yellow symbols,
but not enough of the blue ones. That said, I do satisfy the dice requirements shown here. Blank dice symbols like this, represent a
Small Straight and this means that you must have 4 numbers, that go in order, without
repeating, like, 1, 2, 3, 4 or 3, 4, 5, 6. A large straight, requires 5 values in a row,
like 2, 3, 4, 5, 6. If you can satisfy the requirements of an
attack, then you can perform it, but during this phase, anyone can also play Roll Phase
Action cards. These have an orange border, a star and a
cost. They also show the Roll Phase symbol here, and once paid, you resolve its effect
and discard it. You can play these on yourself, which might change one of your die values,
or an opponent might play them to interfere with your results. There are also Instant Action cards, and these
are similar but they have a red border and an exclamation mark symbol, and these can
be played at any time during any player’s phase. Either way, if your dice have been
changed, you can then announce a new offensive ability, based on your new results, if any
are available. Or if you hadn’t performed all of your re-rolls initially, maybe you’d
had stopped, getting what you’d wanted sooner, then you can continue to re-roll now to try
to get what you need. In this case, I satisfy the conditions for
both the small straight and the large straight, but again I can only pick one offensive ability. Assuming you have an ability you can resolve,
you’ll follow its instructions here, and some may have additional steps that must be
followed to determine its full effect. For example, Showdown requires that you and your
target both roll 1 die, with the result determining the damage that it can cause. If the ability has any effects that do not
require you to pick a target, you resolve those now. For example, Take Cover is made
up to of two steps, gaining an evasive token and dealing 5 damage. The damage would require
a target, so that doesn’t happen you, but you do gain the Evasive token right away.. Before assigning any damage, if you are in
a game with more than 2 players then you must resolve this Targeting Roll Phase. We only
have 2 players in this example, so we can move directly to the Defensive Roll Phase. Now that you have your target, you will resolve
any effects from the ability that required a target, but were not damage related, for
example, this Bounty Hunter offensive attack, inflicts 1 Bounty status on your opponent.
This means you’ll take one of those tokens from your leaflet and place it on their hero
board. Then, if the ability results in damage that
is defendable, which is represented by a black attack burst, the Defender may activate their
Defense ability. This again is found here, and if the here had more than one option to
pick from, they would choose just one defense ability to resolve. Sometimes the attacker’s damage is shown
in a red burst, meaning it’s undefendable, and in those cases, the target opponent will
not be able to make a defense roll, however, we’ll assume that Showdown is the attack
resolving and after following the instructions here, it has resulted in 7 points of defendable
damage. Now the target of the attack rolls the number
of dice shown here, in their defense ability which is three, and then they resolves all
non-damage effects that result from this. For example, this says that if neither of
these two sides are rolled, then this player will gain a Shame token. That didn’t happen
in this case and there are some other effects that will happen here, but these all relate
to damage, so just before these are resolved, there is one last chance for players to spend
status effects or play cards. Some will modify an attack, and any damage
that they add is considered to be the same type as the original damage dealt, so if Eat
Lead was modifying Showdown, it would add additional defendable damage, if it was modifying
Deadeye, it would become additional undefendable damage. In either case, you can only modify
an offensive ability that targets an opponent with at least 1 point of damage. Some types of damage may show special keywords
other than undefendable, like: Pure, Collateral or Ultimate, and if so, you check this table
found in the rule book and it will tell you whether or not that type of damage is defendable,
or avoidable, which just means it can be reduced or prevented in some way by cards or status
effects, Enhanceable, which means it can be improved with attack modifiers, or has special
targeting rules, if you have more than 2 players. Ultimate Damage is a type that only comes
from your Ultimate ability. If can be enhanced by you, but not reduced, prevented, avoided,
responded to or interrupted in any other way, and opponents cannot take actions of any kind
from the time it is activated, until the conclusion of the Roll Phase itself. The only way to stop an ultimate ability,
as mentioned here, is to play a card that would alter the active player’s die roll,
before they can activate it. With that understood, once all damage from
the attack, and any prevention or healing effects have been calculated, these are all
added together and applied at once to their targets. Now as you can see here, with the right roll,
the Samurai player, while defending, can cause 1 damage to their opponent for each of these
symbols that they get, and they can prevent 1 point of incoming damage for each of these
symbols, like we see here, and if they roll any number of this symbol, they’ll block
a total of 2 damage, but not 2 damage each. Just know that defense rolls only happen in
response to being attacked by the Active player, during their Offensive Roll Phase. Any other
damage you might receive because of status effects or other cards that were played at
other times, will not allow you to roll your defensive ability. With the Defensive Roll Phase complete, you
now move to the second Main Phase, where the active player can perform all the same types
of actions they were able to in the first main phase: selling cards for combat points,
playing main phase action cards and/or playing upgrades. Then it’s time for the Discard
phase. Here, if you have more than 6 cards in your
hand, you must sell some until you’re down to at least 6, but even if you had 6 or fewer,
you can still choose to sell more cards as well, but either way, you’ll gain 1 combat
point for each one of these you discard. With that, the player’s turn is over and
then the next player goes, and back and forth it will continue like this until a player’s
health is reduced to 0. They have then been defeated, and the other player is declared
the victor. Now if all remaining players are simultaneously reduced to 0 heath at the same
time, the game ends in a draw. As the rules say, dead is dead, you can’t
be MORE dead than your opponent. And with that, you’re ready to play, but
there are two other little rules that we should just quickly go over before we wrap up. Some heroes come with companions, which are
represented by special components. These are immune to cards and abilities that target
status effects, and they cannot be removed from play, transferred or destroyed, unless
specified in their custom rules which are described on your hero’s leaflet. If players ever want to perform actions at
the same time, resolve those actions in clockwise order, beginning with the active player – and
while those actions are resolving, any player can interrupt with instant actions, or status
tokens as usual. Otherwise, that’s everything you need to
know to play a 2 player game. If you want to include more players – you’ll just
need to resolve the Targeting Roll Phase which I’ll leave you to discover on your own,
and which you can read here if you’d like to pause the video. There are also rules for
team and King of the Hill styled games, described in the rulebook and found on the Dice Throne
website, which I’ll leave for you to investigate. If you have any other questions though, about
anything else you saw here, feel free to put them in the comments below and I’ll gladly
answer them as soon as I get a chance. Keep in mind, I won’t be able to help with
questions related to specific characters and their abilities and how they interact with
each other, as that would just be a bit too much for me to handle as one person. That
said, you could post those questions over at the game’s page at BoardGameGeek, and
there you’ll find forums for discussion, pictures, other videos and lots more – and
if you found this video helpful, consider subscribing, liking and clicking that little
bell icon so you get notifications each time we put up a new video, but until the next
episode, thanks for watching.

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