2018 Puesto n.º 1849 en BGG

Dice Throne: Season Two – Cursed Pirate v. Artificer

2 jugadores 20–40 min A partir de 8 años 2.6/5 de complejidad 6.3/10 de valoración

Acerca de este juego

Dice Throne is a game of intriguing dice, tactical card play, powerful heroes, and unique abilities. It's a fast-paced 2-6 player combat game (1v1, 2v2, 3v3, 2v2v2, or free-for-all). Select from a variety of heroes that play and feel completely distinct from one another. Attack opponents and activate abilities by rolling your hero's unique set of five dice. Accumulate combat points and spend them on cards that have a large range of effects, such as granting permanent hero upgrades, applying status effects, and manipulating dice directly (yours, your teammate's, or even your opponent's). Dice Throne: Season Two introduces a roster of new heroes and intriguing new matchups. A stand alone game supporting 2 players. Additional heroes required to play with more than 2 players.

Qué sensaciones ofrece

Variable Player Powers Dice Rolling Take That Card Game Fantasy Dice Fighting

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Preparación

1. Each player selects their hero (Cursed Pirate or Artificer) and takes the corresponding player board, dice, cards, and tokens.\n2. Set each player's HP to its starting value and place any starting status effect tokens as indicated (Artificer starts with 3 Synth on their board; Nanite starts at 0).\n3. Shuffle each hero's card deck and deal a starting hand (hand size limit is 6).\n4. Determine the first player and begin.

Flujo del turno

Each player's turn consists of the following phases in order:\n1. Upkeep – Resolve status effects (1.1), trigger passive abilities like 'Scrap Collector' (1.2), then gain income (1.3). The opponent also resolves their status effects during this phase (e.g., rolling to remove Nanite stacks).\n2. Strategize – Play card actions (no limit) and/or activate Bot Actions (paying Synth costs). This phase is repeated as Phase 4.\n3. Combat – Make an Offensive Roll (3.1), which may be re-rolled up to 2 times, to trigger board actions. The targeted opponent then makes a Defensive Roll (3.2).\n4. Strategize – Repeat of Phase 2: play more card actions and/or activate Bot Actions.\n5. Discard – Discard down to hand size (6).\nAdditionally, at any time on your turn, you may play cards (marked 'Any time on your turn'). If you take 6 or more damage immediately after a hit, you may immediately repeat Phase 2 (Strategize).

Puntuación y victoria

Last hero standing – reduce your opponent's HP to zero to win. Puntuación objetivo: 0 Fuentes de puntuación: Reducing opponent HP to 0 via Offensive Roll board actions, Nanobot detonation damage, Shock Bot attack bonus damage, Nanite status effect damage over time

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Turn structure

Upkeep phase: resolve status effects, passive abilities, and gain income.

At the start of your turn, resolve three upkeep sub-phases in order: (1.1) Resolve all Status Effects on yourself. (1.2) Trigger 'Scrap Collector' and any other passive abilities. (1.3) Gain your Income as shown on your board. During your upkeep, your opponent also resolves their own status effects (e.g., the Nanite removal roll).

Turn structure

Strategize phase (Phases 2 and 4): play card actions and/or activate Bot Actions.

During the Strategize phase, you may play any number of Card Actions (no limit) from your hand. You may also activate Bot Actions by paying their Synth costs. This phase occurs twice per turn: once as Phase 2 (before Combat) and once as Phase 4 (after Combat). Strategize is also triggered immediately if you take 6 or more damage in a single hit during Phase 3 (see rule: emergency_strategize).

Turn structure

Combat phase: make an Offensive Roll, then the target makes a Defensive Roll.

In Phase 3, you make an Offensive Roll (3.1) to trigger board actions. You may re-roll any dice up to 2 times total. If the attack is successful, the targeted opponent makes a Defensive Roll (3.2). Results of these rolls determine damage dealt and any additional effects triggered.

Combat

Offensive Roll: roll dice to trigger board actions; may re-roll up to 2 times.

During your Offensive Roll (Phase 3.1), roll all of your combat dice to attempt to trigger one of your board actions. You may re-roll any number of dice up to 2 additional times (for a total of 3 rolls). Each re-roll may target any subset of dice. After your final roll, resolve whichever board action(s) you have achieved.

Combat

Defensive Roll: the targeted opponent rolls dice to reduce or negate incoming damage.

After a successful Offensive Roll, the targeted opponent makes a Defensive Roll (Phase 3.2). The result may reduce or negate the damage or effects of the attack, depending on what the defender rolls. The number of re-rolls and specific defensive abilities depend on the defender's hero board.

Turn structure

Phase 4 is a second Strategize phase, identical to Phase 2.

After Combat (Phase 3), you take a second Strategize phase (Phase 4), which works identically to Phase 2. You may play any number of Card Actions and activate Bot Actions by spending Synth. This gives you another opportunity to set up bots or play cards after seeing the result of your combat.

Turn structure

Discard phase: discard cards down to hand size limit of 6.

At the end of your turn (Phase 5), discard cards from your hand until you have no more than 6 cards. You choose which cards to discard.

Restriction

Maximum hand size is 6 cards.

A player may never hold more than 6 cards in hand at the end of their turn. During the Discard phase (Phase 5), you must discard down to 6 if you exceed this limit. Cards drawn or gained mid-turn above 6 are only discarded at Phase 5, unless a card or ability specifically says otherwise.

Informe estratégico

Synth Economy Management

Synth is your primary currency and caps at 7, so avoid over-accumulating it. Plan your Nanobot detonation (cost: 5 Synth) around income cycles so you always have enough to trigger it at the critical moment. Scrap Collector and income help refuel between turns.

Nanite as Pressure Tool

Nanite stacks passively drain your opponent's resources by forcing them to roll dice to remove tokens each upkeep. Since the max is 3 stacks and removal is luck-based (rolling 6s), keeping the opponent at max Nanite creates persistent upkeep pressure. Prioritize inflicting Nanite early and consistently.

Shock Bot Timing

The Shock Bot grants +3 to a successful attack. Activate it during Phase 2 Strategize (before your Offensive Roll in Phase 3) so it's ready to apply. However, since it's limited to 1x per turn, reserve it for your most impactful roll.

Two Strategize Phases = Flexibility

Having Strategize both before and after Combat (Phases 2 and 4) allows you to adapt. Use Phase 2 to set up Shock Bots and card combos for your attack, then use Phase 4 to Build or Upgrade bots after seeing the combat result. Save Heal Bot uses for Phase 4 if you took damage.

Emergency Strategize After Heavy Damage

Taking 6+ damage in a single hit grants an immediate bonus Strategize phase. This is a reactive safety net — keep Heal Bot activations and defensive cards available precisely for this scenario, as it lets you recover resources or activate abilities right after taking a big hit.

Nanobot Detonation Timing

The Nanobot action is limited to 1x per turn and costs 5 Synth. It detonates ALL Nanobots placed on opponents. Build up multiple Nanobot companions on your board first (via Basic Bot Build actions), then detonate for maximum burst damage in a single activation.

Preguntas frecuentes y casos límite

Can the Artificer activate the Shock Bot before knowing if their attack roll is successful?

No. The Shock Bot adds +3 to the attack roll only if the attack is successful, implying it is evaluated after the attack roll outcome is determined. Activate Shock Bot during Strategize (before Combat) to set it up, but the +3 bonus only applies upon a successful hit.

Can the Artificer activate the Nanobot action if they only have 4 Synth?

No. The Nanobot action costs 5 Synth. The Artificer must have at least 5 Synth to activate it. If they only have 4, they cannot use the Nanobot action.

What happens if the Artificer tries to inflict Nanite on an opponent already at 3 Nanite stacks?

Nothing happens. The Nanite stack cannot exceed 3, so any additional Nanite infliction on a target already at the maximum is lost and has no effect.

When the Artificer triggers the emergency Strategize phase (after taking 6+ damage), can they activate Bot Actions during it?

Yes. The emergency Strategize phase is a full repeat of Phase 2, which includes both Card Actions and Bot Actions (subject to their normal per-turn limits and Synth costs).

The Artificer used the Heal Bot twice in Phase 2 Strategize. Can they use it again in Phase 4 Strategize?

No. The Heal Bot is limited to 2 activations per turn total. If both uses were spent in Phase 2, it cannot be activated again in Phase 4 during the same turn.

When exactly does the opponent roll to remove Nanite tokens?

The opponent rolls to remove Nanite during their own Upkeep, sub-phase 1.1 (Status Effects). They roll 1 die per Nanite stack; each '6' rolled removes 1 token.

If the Artificer is at 6 Synth and gains 3 more from income, what happens?

The Artificer's Synth caps at 7. They would gain only 1 Synth (bringing them to 7), and the remaining 2 Synth from income are lost.

Can the Artificer Build a bot and immediately Upgrade it in the same Strategize phase?

Yes. The Basic Bot action has no per-turn limit, so the Artificer can Build a companion bot onto their board and then immediately use the Upgrade action to flip it over in the same Strategize phase.

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