Shiny Dice – Rules

Transcription

Shiny Dice – Rules
™
Firefly ™: Shiny Dice
A Press Your Luck Dice
Game set in the Firefly™
Universe!
Game Components:
• 1 Rulebook
• 10 Crew Dice
• 7 Outlaw Dice (Brown)
• 3 Passenger Dice (White)
• 5 Foe Dice (Black)
• 38 Mission Cards
• 32 Victory Point Cards
• 20 – 100 Point Cards
• 12 – 500 Point cards
• 30 Supply Cards
• 10 Single Supply Cards
• 10 Double Supply Cards
• 10 Triple Supply Cards
• 5 Player Screens
• 2 Play Mats
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Mission Cards
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Victory Point Cards
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2
Object:
Use Crew Members aboard
Serenity to complete missions
and defeat evil Foes! Firefly ™:
Shiny Dice is played over 3
rounds. At the end, the player
with the most Victory Points wins
and is declared the “Best in the
’Verse”! For longer games, you
can add more rounds, however,
we recommend 3 for an average
game length.
Set Up:
•
•
•
•
•
•
•
3
Ensure each player has their own empty space in front of them for their play area.
Each player chooses a player
screen to place in front of
them which has game information on the back and will hide their collected points from their opponents.
Randomly choose a player to be the first player.
Hand all 15 dice to the first player.
Place all Victory Point Cards in the center within reach of all players.
Place all Supply Cards in Mal
the center within reach of all players.
Zoe
Shuffle all Mission Cards together to form Wash
the Mission Deck.
Play Area:
While playing, ensure you have
enough space to roll all of the
dice. Once the dice are rolled they
are then placed in the appropriate
areas on the Play Mat. If a Play
Mat is not used, ensure that
players distinguish between dice
“In Play” and those “Locked” or
“Knocked Out”.
Here’s how it is… Firefly ™: Shiny
Dice is played over a course of
3 rounds. In each round, each
player will take a turn. Depending
on the outcome of that turn, a
player may take additional turns,
in a row, pressing their luck,
over the course of one round.
Remember, this is a press your
luck dice game, and while at first,
it may seem easy to defeat your
Foes, over time, your Crew will
tire, and they will need to recoup!
Danger lurks around every corner,
but with smart teamwork, you can
become the “Best in the ‘Verse”!
Dice Icons
Supplies
Badger
Simon
Saffron
River
Niska
Jayne
Inara
Kaylee
Book
Gameplay:
Step 1 – Get a Crew:
This is where you make your
initial roll to see what Foes are
attempting to make life miserable
for the Crew of Serenity, and what
members of the Serenity will help
you… you hope!
Phase 1: Roll all 15 dice and based
on the die faces rolled, perform
the following steps in order:
1. Foe Dice are locked in their respective area(s).
2. Supplies are locked in the Supplies area.
3. Crew Dice are all placed
into Serenity.
Phase 2: Choose which dice, if
any, to reroll:
• For each Wash die, you may re-roll it and one other Crew Die of your choice that is in Serenity.
• You may reroll just the Wash •
die and do not have to choose an additional die to reroll.
You may not reroll any
Supply Dice.
• For each River die, you may
reroll it and any one Foe Die of your choice.
IMPORTANT NOTE: You may only
make one reroll, choosing some,
all, or none of your dice to reroll all
at once, based on the above rules.
Phase 3: Check the dice as they
are after rerolls are complete
and perform the following steps
in order:
1. If you rolled 4 of a kind of any
Foe, all other players must discard 100 Victory Points
to the main supply. If any
player does not have any Victory Points to discard, there is no additional penalty.
2. If you rolled 5 of a kind of any Foe, then in addition to all other
players discarding 100 Victory Points to the main supply, your turn is immediately over.
3. All Crew Dice are placed
in Serenity.
4. Apply the Team Bonus! If you have at least four different
Outlaws, the team gets to immediately do 1 damage point to any Foe! (Supply dice rolls do not count as Outlaws)
5. Proceed to Step 2 –
Get a Mission!
• You may reroll just the River die and do not have to choose a Foe Die to reroll.
4
Note: If you like, you can try
different levels of difficulties
for the “Get a Crew!” step by
changing the results based off the
number of Foes rolled:
• Rookie: If you rolled 5 of a kind of any Foe, all other players must discard 100 Victory Points to the main supply.
• Hero: If you rolled 4 of a kind of any Foe, all other players must discard 100 Victory Points to the main supply.
• Legendary: If you rolled 3 of a
kind of any Foe, all other players must discard 100 Victory Points to the main supply.
Lyt Pos. 39
Card # 9
Form 1
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Master Mission Card
Image Name sc09
PAGE #: Page 09
Mal 2
Zoe 2
Wash 0
Jayne 0
Kaylee 0
Supplies 0
Simon 0
River 0
Inara 0
Book 0
Saffron 0
Niska 0
Badger 0
Total 4
d 1 / Side A Escape
Keyword 2 / Side B
ctory Points to your
and gain 2 Supplies.
much care what it is.
5
We are just too pretty for God to let us die
Step 2 – Get a Mission:
Each turn, the active player
has the chance to complete an
optional Mission!
The active player reveals the top
card of the Mission Deck and
places it in front of them. For this
turn, it is the active Mission and
for only this turn, the active player
may complete it for additional
bonuses, as described by the
Mission Card. If a Mission is not
completed before the end of this
turn, it is discarded.
Card Name
Die Icons required to
complete the mission
Mission Complete: Add 2 Victory Points to
your Temporary Score Pool and gain 2 Supplies.
Card Text
Flavor Text
“You got a job, we can do it. Don’t much care what it is.”
ESCAPE
©2015 UDC. ™ & © 2015 Fox.
Mission Keyword
Mission Cards may have one or
more of the following Keywords
on them.
Mission Keywords:
Escape: If the active player
completes a Mission with Escape,
they may choose to end their
turn immediately, gain all Victory
Points in the temporary score pool
regardless of how many Foes are
left in play and then pass the dice
to the next player to begin that
player’s turn.
beginning of Step 3 - Misbehave.
This damage is dealt immediately
at the start, before the Foes
strike! Additionally, all Shiny
Missions offer an added bonus of
an additional 1 point of damage
to any Foe, if you can complete
them!
Bushwhacked: If a Mission with
Bushwhacked is not completed
the turn it is revealed then the
player must choose to “Lay Low”
in Step 4 - Lay Low or Keep Flyin’.
Phase 1 – Shiny Times:
If the active Mission is a Shiny
Mission then the active player may
choose one Foe to deal 1 point of
damage to them immediately.
Gorram: If a Mission with Gorram
is completed this turn the active
player must choose to “Keep
Flyin’” in Step 4 - Lay Low or
Keep Flyin’.
Phase 2 - Foes Strike:
For all Foes remaining (Black
Dice), resolve their Effects in
the following order: Niska, then
Saffron, then Badger.
Sabotage: If a Mission with
Sabotage is revealed, you must
immediately reroll all of your
Crew Dice and keep the results
rolled. (Foe Dice are not rerolled)
This can be avoided if you have
the appropriate Crew Dice to
complete the Mission.
•
•
•
Shiny: Missions with Shiny
immediately deal 1 point of
damage to any Foe at the
Step 3 – Misbehave!:
During this step, it’s your chance
to complete the active Mission
and/or fight the Foe(s)!
If any Niska dice were locked: KO 1 Crew Die, at the active player’s choice!
For each Saffron die locked: Move 1 Crew Die in Serenity to the Cargo Hold.
For each Badger die locked: Move and lock 1 Supply die next to a Badger die. These Supplies are considered to have been captured by Badger, however, they can be scored 6
the moment you defeat Badger as well!
NOTE ABOUT SUPPLIES: If there
are more Supply dice than Badger
dice, then place 1 Supply die next
to each Badger die and leave
the remaining Supply dice in the
Supplies area. These additional
Supplies can only be scored if ALL
of the Foes are defeated!
Phase 3 – Have a plan:
Using the remaining Crew Dice
in Serenity, players use Effects
from each Crew Member Power
granted from the dice face
showing on each die to defeat
the Foes and possibly complete
the Mission!
• You may perform die Effects in any order. When a Crew Die’s Power is used it is moved to the “Knocked Out” (KO) area and will not be available if you choose to “Keep Flyin’” in
Step 5.
• Dice used to complete Missions are NOT moved to the KO Pile. Completing a Mission using dice requires you to only have rolled the required dice face(s), not use
the dice as an Effect to complete the Mission.
7
•
•
Dice previously moved to the
Cargo Hold will not be available to be used for Effects,
nor to be used to complete Missions, as they are no
longer in Serenity, but may
be brought back to Serenity with Mal’s “Inspiration” Power
or Simon’s “Adoration” Power, both of which are outlined below.
When a Power is used to deal damage, each point of damage removes a single Foe Die.
•
•
When you defeat a Foe, place
100 Victory Points in a temporary score pool, forming the current “at risk” score pool. This will act as a “running
total” of points the current player is racking up, and could potentially score this round.
Keep the current “at risk” score pool separate from any
player’s current claimed Victory Points so as not to mix them up.
•
•
Foes are considered to have a Health Total equal to the number of their dice showing. For example, if the active
player rolled 3 x Saffron and
2 x Niska, it will take 3 damage to defeat Saffron and 2 damage to defeat Niska.
When all of a specific Foe’s dice are removed from play,
the Foe is considered defeated
and is no longer in play.
•
The active player may, at any time during their turn, from this point
on, use the dice face showing in Serenity to complete the active mission. If they do, the Mission Bonus as described on the card is applied immediately.
Crew Dice Powers: Below are the Powers and associated Effects for
each dice face that could be rolled for the Crew Dice
Outlaw Dice (Brown)
Name:
Power(s): Effect(s):
Mal
Charm: Deal 2 damage to Saffron (All damage must be applied to Saffron only)
Inspiration: Choose 1 Outlaw Die or up to 2 Passenger Dice in the Cargo Hold
and reroll them, and place them in Serenity (These dice may be used this turn
to fight any Foe!)
Zoe
Cover Fire: Deal 2 Damage, divided as you choose to any Foe(s)
Wash
Leaf on the Wind: Re-roll Wash and any one additional Crew Die
(Only during Step 1 - Get a Crew)
Jayne
Vera: Deal 2 Damage to any one Foe
Damaged Calm: KO this and 1 additional die in Serenity and
defeat any one Foe regardless of their remaining health.
Kaylee
Thruster Overload: Deal 1 Damage to any Foe and move 1 die
from the KO pile to the Cargo Hold
Supplies
Locked in the Supply Hold
Passenger Dice (White)
Name:
Power(s): Effect(s):
Simon
Adoration: Move 1 Kaylee from the KO pile to Serenity
River
Psychic Link: Re-roll River and any one Foe die (Only during Step
1 - Get a Crew)
Unstable Reaction: Deal 1 damage to each Foe
Inara
Companionship: Score 100 Victory Points immediately (Note, this
is scored immediately and not placed in the current “at risk”
score pool!)
Book
Salvation: Discard an amount of Book dice equal to the number of
Foes in play (total Foes, not total Foe dice) to capture all Victory Points
in the current “at risk” score pool and end your turn immediately
Supplies
Locked in the Supply Hold
Additionally, any Passenger can be used to deal 1 point of damage to any
Foe (Supplies do not count as Passengers)
8
Phase 4 – Damage report:
In this step you will either have
been defeated and pass your turn
or determine your potential spoils
of victory!
If any Foes are still in
play, undefeated:
• The current player’s turn is over and they score 0 Victory
Points for this turn, placing any
and all “at risk” Victory Points from the current temporary score area back into the
main supply.
• Any Supplies claimed this turn are placed behind the player’s player screen.
• They pass all 15 dice to the next player and that player takes the next turn.
• Skip Step 4 – Lay Low or Keep Flyin’, as the current player’s turn is over.
If the current player defeated all
of the Foes in play:
• For each Supply remaining in the
Supplies Area, take 1 Supply from
the center of the table. This
represents the Supplies you have
salvaged this turn. While Victory
Points may be accumulated and
lost, Supply Tokens are
permanent. If you choose to
“Keep Flyin’” in Step 4, the Supplies you’ve claimed cannot be lost, should you be defeated.
9
Step 4 – Lay Low or
Keep Flyin’:
In this step you will reap your rewards
or choose to press your luck!
•
•
•
Move all Crew Dice left in Serenity, as well as all Supply dice remaining in the Supplies Area, to the Cargo Hold.
All dice used for Effects this turn remain in the KO area (KO’d dice are not available should you choose to
“Keep Flyin’”).
The current player now chooses to “Lay Low” or
“Keep Flyin’”.
• If the player chooses to
“Lay Low”:
• They take all Victory Points accumulated in the current
“at risk” score pool as their
score for this round, add them to their total, and they end their turn.
• Place all Victory Points, and
any Supplies claimed this
turn, behind the player’s
player screen.
• They take all 15 dice and give them to the player on their left and play continues with that player’s turn.
• If the player chooses to
“Keep Flyin’”:
The player risks all Victory •
Points in the current “at
risk” score pool and takes another turn using all 5
Foe Dice and only the remaining dice in the Cargo Hold for another turn, starting at Step 1 –
Get a Crew.
• If the player fails to defeat the Foe(s) in their next turn,
all Victory Points accumulated in the current “at risk” score pool are
lost and they will get 0 Victory Points
• Remember that Supplies claimed are permanent and are not lost if you “Keep Flyin’” and lose to the Foes.
End of Game Scoring:
After 3 rounds of play, each player
reveals their Victory Points and
Supplies they have gained from
behind their player screens and
adds up the total of each they
have accumulated. Victory Points
are worth their face value and
every two Supplies are worth 100
Victory Points. The player with the
most total points is the winner!
Remember, you can vary the
game’s length by changing the
number of rounds you play as well
and change the level of difficulty
in the “Get a Crew” step to add
variation to your gameplay.
Designer notes:
I never set out to become a game
designer, but as a wise man once
said, “Life is what happens when
you’re making other plans.” In
truth, this game in your hands is
the culmination of a bit of luck,
a lot of work, and even more
love. When it started, the game
was “Orcs vs Goblins” and was
something I made with my son,
Zach, for us to enjoy together. We
wanted something different from
press your luck dice games, and
we hope you agree that’s what
you’re holding right now.
I want to thank my amazing,
talented, creative, and funny kids,
Elyzabeth, Zach and Wyatt. They
inspire me and motivate me every
day, and thankfully, make me
laugh and smile all the time! I also
want to thank my wonderful wife,
Betsy, who not only supports me
in all my crazy habits and ideas,
but actually encourages me to go
further into the ‘Verse! I love you,
you’re my best friend, and you
always make me feel Shiny!
Finally, I’d like to thank Joss
Whedon and the entire cast of
Firefly for providing us some of the
best moments on TV ever. Firefly
means so much to so many of
us and I know I personally have
smiled so many times thanks to
them and their creative efforts
and talents!
With that… I guess there’s really
only one thing left to say…
“Well... here I am.”
10
Credits
Designer: Scott Morris
Co-Designer: Zachary Morris
Brand Management: Jason Brenner
Product Management: Bubby Johanson
Development Team: Jason Brenner, Heather Denaro,
Crystal Goggio, Bubby Johanson, Travis Rhea,
Matt Rogers, Mark Shaunessy
Graphic Design: Krista Timberlake
Project Management: Rachel Valverde
Director of Creative Services: Mike Eggleston
President, Upper Deck Company: Jason Masherah
Special thanks to the following Play Testers for their help, their
time, their feedback, and their (sometimes) brutal, but tremendous
honesty: Benjamin Sperling, Betsy Morris, Chris Fianchi, Daniel
Louzau, Donnie Clark, Jacqueline Sperling, Jasmine Tan, Kendra
Fianchi, William Zobac, Xander Lee, Zachary Lee, Zachary Morris
©2015 UDC. 2251 Rutherford Road, Carlsbad, CA 92008. All rights reserved. Printed in Canada.
Firefly ™ & © 2015 Twentieth Century Fox Film Corporation. All Rights Reserved.