We're throwing bones and claiming thrones.
That's right, it's Dice Throne Season 2
from Roxley Games.
(gun shots)
(laughs)
(upbeat music)
This dicing card combat game puts two to six
fighters against one another in a cut throat
competition to win the Mad Kings Tournament
of Champions.
Players roll unique dice and play cards
from their hero's action deck,
in a round for round hit fest,
where dropping to zero health points
means you're out of the game.
Set up begins with each player choosing a hero.
Take out that hero's tray and set up
the hero board with your character's name,
eight abilities including offensive,
passive and defensive.
One ultimate ability and sick art.
Hero leaflet and tokens with setup info
and frequently asked questions
on one side, and status effects and companions
on the other.
Set the tokens on their correct spots
on the supply stacks.
Health dial turned to 50.
Combat points dial set to two.
Action deck shuffled and dice.
If your hero requires any special setup rules,
as noted on the back of the hero leaflet,
follow those steps as well.
Today, we're setting up for two player game.
Some slight rules variations can help you set up
for a free for all game with three to six players
or a team game.
Check the rule book for those details.
Each player now draws four cards
from their deck to form a starting hand,
then rolls a die to see who goes first.
Gameplay occurs in turns,
during which the active player proceeds
through a number of phases.
Let's go through them one at a time.
First, in the upkeep phase, any abilities
or conditions that occur at the start
of a turn resolve now.
If there are multiple effects,
the active player may choose the order
in which they resolve.
Next, in the income phase, the active player
gains one combat point and draws one card
from their deck.
In the first turn of the game,
the starting player skips the income phase.
Then it's time for the main phase
where the active player can take actions
in any order, including play main phase action cards
by spending the combat points or CP cost
shown on the left.
After which, they may perform that action.
Played action cards then go to that player's
discard pile.
Or play hero upgrade cards by paying the CP cost
and upgrading an ability listed on their hero board.
Some upgrades have levels.
If upgrading from a previous level,
the player only has to pay the CP difference
in cost.
Or, sell a card.
By discarding a card from their hand
and increasing their CP by one point.
Any of these actions can be taken multiple times
after which the player is ready to roll.
In the offensive roll phase,
the active player now takes their dice
and performs up to three dice rolls.
When rolling the player may choose
to keep any dice rolled and set them aside,
then, choose if they want to roll again.
During this time, any player can play roll phase
action cards to alter the rolls,
or activate effects in the game.
Once the active player has decided to keep
their roll, they may then use those dice
to activate one of their offensive abilities
on their hero board.
The cost of an ability on the top means
the active player must roll that combination
of dice in order to activate that power.
For instance, take the gunslinger's take cover ability.
It requires a roll of two bullets and three dashes.
Or, the fan the hammer ability, which requires
a large straight.
Essentially, five numbers in a sequential row.
Once the ability is declared,
players may still play a roll phase action card
to alter the roll.
If so, the active player can announce a new ability
based on those results, or use any
of their remaining re-rolls at this time.
If the ability grants any tokens, CP,
or health points, the active player gains them
at the end of this step.
Many of these abilities use the tokens
from a player's hero leaflet to provide benefits
or hinder opponents.
If the ability deals damage,
play proceeds to the defensive roll phase.
In a game with three or more players,
there's also a targeting roll phase
to decide who gets the damage.
Check the rule book for an easy breakdown
of how that works.
For the defensive roll phase,
the player's opponent first takes any tokens
or effects listed on the offensive ability.
Then, they may activate any one defensive ability
by rolling the indicated number of dice.
Either player may play a status effect
or roll phase action card, after which the damage
and any prevention from the defensive ability
are resolved.
If the player took damage, they lower their health points.
If anyone hits zero health, they're out of the game.
Next, a second main phase occurs,
where the active player can sell
or play cards.
Just like in the first main phase,
this step is an opportunity for a player
to resolve their plans after combat.
Finally, in the discard phase,
the active player must sell any cards
in excess of six in their hand.
They gain one CP for each card sold,
which go in the discard pile.
Players alternate turns in this order.
Here's a few awesome things to keep in mind.
Each player also has an ultimate ability
in the lower center of their board.
Once activated successfully,
an ultimate ability's effects are unstoppable.
The damage can be enhanced, but not prevented,
avoided, or responded to in any way.
The only way to prevent it is to alter the die roll
before the ability is activated.
Status effects are unique to each hero.
Positive effects can be gained,
while negative effects can be inflicted.
Either way, once activated, take a token
from the leaflet and add it
to the targeted hero's board.
Note that many status effects have a stack limit,
meaning that's the max number of tokens
of that type that can be on a single hero board
at any time.
Hero cards include several types.
Hero upgrade cards for increasing abilities.
Main phase action cards to be played
in either main phase.
Roll phase action cards to alter or affect rolls,
and instant action cards,
which can be played at any time
to interrupt other actions or abilities
and cannot be interrupted themselves.
Play continues back and forth
until only one player or team remains,
and they win the game!
And that's Dice Throne Season 2.
I'm Becca Scott, and I respect and appreciate
civic responsibilities such as jury duty.
No one should try and get out of it,
your judicial system needs you.
Your country needs you.
You can watch me and my friends play this game
and other amazing games on Game the Game,
right here on Geek and Sundry.
We'll see you there.
(upbeat music)