DICE-OCALYPSE: a game of risk, reward, luck, skill, strategy and rage! Who will be diced and who will be crowned the one and only DIE-STRUCTOR?!?
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DICE-OCALYPSE RULE BOOK & GAMEPLAY
Finish the game with the highest score over 10,000 points.
Gameplay (2-6 Players):
Each player rolls 1 die to determine who takes first turn. The player who rolls the highest number earns the right to the first turn and then proceed clockwise to the next player. If there is a tie for the highest roll, those players will roll again to break the tie. Players roll the six game dice to begin a turn. If a scoring combination is rolled, the player may choose to keep the score of the roll and add it to their total score, or roll the remaining non-scored dice to add to their score for the turn. This continues until a player either scores with all the dice, does not score with any rolled dice, or chooses to keep their rolled score and add it to their total score. If a player scores with all dice, they may pick up all six dice and continue their turn, adding to the score from the previous rolls. If a player does not score with any dice on a roll, they score zero points for that turn and the dice pass to the next player. The total of the first scored turn for each player must equal 1,000 or greater. All other scored turns have no minimum.
Immediately after each player scores 5,000 points, a Battle Zone takes place before the next player takes their turn. Each player rolls two dice. If a one is rolled (excluding double ones), that player loses their next turn. If the player who initiated the Battle Zone rolls a one, they will lose their following turn. If doubles are rolled, that player doubles the score of their next turn. If the player who initiated the Battle Zone rolls doubles, they double the score from the current turn.
Act of War Cards:
Each player begins the game with five Act of War cards. Only one Act of War card may take affect at a time (including double score from a Battle Zone) and they can be played at any time during a player’s turn. Each player may only play each Act of War card once per game. To play an Act of War card, a player must have at least 1,000 points.
- Prove It: Play this card during or immediately after an opponent’s turn. Once the challenged player is satisfied with their score, they must “prove it” by rolling one die. If the challenged player scores zero points from their roll, the challenging player keeps this card. If a one, two, or three is rolled with the “prove it” die, the challenged player scores zero points for that turn. If a four, five, or six is rolled, the challenged player receives the score from their turn.
- Double or Nothing: Play this card during your own turn. After a turn is complete, roll one die. If a one, two, or three is rolled, you receive zero points for that turn. If a four, five, or six is rolled, double your score from that turn.
- Do or Die: Play this card during or immediately after an opponent’s turn. After the challenged player finishes their turn, one die is rolled. If a one is rolled, the challenged player’s total score is reduced to zero. If any other number is rolled, the challenged player’s score remains intact.
- Bloodshed: Play this card before your own turn. Any points scored during this turn are subtracted from all other players’ scores. Your score is not affected.
- Collateral Damage: Play this card during or immediately after an opponent’s turn. After the challenged player’s turn is complete, a head to head battle occurs between the challenged player and their aggressor. Each player rolls three dice simultaneously. If the sum of the challenged player dice is lower or equal to that of the aggressor’s, the challenged player loses 1,000 points and the aggressor gains 1,000 points. If the sum of the challenged player’s dice is higher than that of the aggressor’s, all scores remain the same.
- Special Note: Only 1 Act of War card may be played per turn. If more than 1 player attempts to play an Act of War card, then the first card played will take precedent over any others and the other players may put their card back in their deck. In the event of a simultaneous play, the other players who did not play an Act of War card, will decide who’s card was played first. If it can still not be decided, the players of the cards will roll a die until one player rolls a number higher than the other. The winner of that roll will make their Act of War card the actionable card.
Each player begins the game with one Immunity card. The Immunity card can be played once per game and can be used to render any Act of War card useless when used against you.
Zombie Die (3+ players only):
The Zombie die is first brought into play and earned by the first player to score zero points on the first roll of their turn. The Zombie die is rolled prior to any player’s turn and removes the number rolled from the next player’s available dice. Example: The Zombie die is rolled and lands on a two. The next player may only roll four dice for the next turn, since the Zombie die “infected” the two other dice. The Zombie die is then passed to the infected player who may use it to infect the dice of another player at a time of their choosing.
Special note: The Zombie Die may not be played if there remain Battle Zone cards in play or if an Act of War is in progress.
Left Behind Die (3+ players only):
The Left Behind die is first brought into play and goes to the last remaining player with zero points. The Left Behind die is rolled prior to any player’s turn and skips the number of players that is rolled. Example: The Left Behind die is rolled and lands on a four. Four players are skipped in order and it is now the fifth player’s turn. The Left Behind die is then passed to the first person that was skipped. This die may only be used once before a turn is taken.
Special note: The Left Behind Die may not be played if there remain Battle Zone cards in play or if an Act of War is in progress.
Once any player scores over 10,000 points, a dice-ocalypse occurs and every other player has one more turn (unless a player lost a turn resulting from a Battle Zone card). At this point, no player may use an Act of War card, the Zombie die, or the Left Behind die. If an Act of War card was played prior to the player crossing 10,000 points, it does not take effect. However, any “double next score” or “lose a turn” Battle Zone cards remains in effect. If in their final turn, a player cannot match or exceed the total of the player to first cross the the 10,000 point mark, they are “diced” and are eliminated from the game. The player with the highest score wins and is named “The Die-structor”. In the rare event of a tie. The two remaining challengers are to each roll all 6 game dice. The player who’s dice sum equals the greater total wins the game and is name “The DIE-STRUCTOR”.
1 set of game instructions
8 Game Dice:
- 6 red game dice
- 1 green Zombie die
- 1 black Left Behind die
30 Act of War cards:
- 6 Prove It cards
- 6 Double or Nothing cards
- 6 Do or Die cards
- 6 Bloodshed cards
- 6 Collateral Damage cards
12 Battle Zone cards:
- 6 Lose a Turn cards
- 6 Double Next Score cards
6 Immunity cards
The game can be overwhelming if you are just getting started. But practice makes....well.....it makes you better. The more you play, the more you may run into unique scenarios that raise questions in regard to the game play. This section will cover some of those questions and answers to those questions. Feel free to use the scenario form below for a same day response to your specific question if your question is not answered in the rules stated above. I will also post the user submitted scenarios along with the appropriate resolutions below as a reference for those who run into the same scenarios.