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THE RULES 1

Table of Contents Section 1 - GAME OVERVIEW... 3 Section 2 - GAME COMPONENTS... 4 THE GAME BOARD... 5 GAME COUNTERS... 6 THE DICE... 6 The Hero Dice:... 6 The Monster Dice:... 7 The Encounter Dice:... 7 The Power Dice:... 7 TREASURE CARDS... 8 Section 3 - PLAYING THE GAME... 9 PRE-GAME SETUP... 9 THE PLAYER TURN... 9 1. Advance the Hero... 9 2. Encounter a monster... 10 3. Fight a battle!... 10 4. Determine the Battle s Outcome... 11 5. Continue on, or end the turn... 12 TREASURE CARDS... 13 Maximum Hand Size... 14 LEVEL UP! Reaching the midway point... 14 Defeat beyond the Level Up space... 16 BATTLING THE LICH... 16 WINNING THE GAME... 17 2

Section 1 - GAME OVERVIEW EPIC ROLL is a game for 2-3 players, ages 14 and up. Players each take the role of a questing hero, competing against one another to be the first to defeat the fearsome Lich. On their journey, the heroes battle the Lich s undead minions, gain power, and earn treasures to help them against their foes. Players must balance courage and caution as they make their way towards the Lich and ultimate victory. At its core, Epic Roll is a fast paced dice game, with players rolling for both their hero and the enemy monster simultaneously. Players also collect cards to aid their hero in combat, or possibly to spoil another player s plans. Players may press their luck and advance through multiple monsters each turn, or choose instead to steadily make their way across the board, allowing their hero to rest and restore health between battles. Updated rules and Frequently Asked Questions can always be found at www.epicroll.com 3

Section 2 - GAME COMPONENTS In this section you will find a listing and brief description of all the components included in Epic Roll. You may wish to refer back to this section (and The Game Board, in particular) when reading the step-by-step play guide found in Playing the Game. Epic Roll consists of: Game Board Three Hero Dice Wizard, Warrior, and Elf Two Encounter Dice Basic and Advanced Two Monster Dice Basic and Advanced Two Power Dice Hero and Monster Three glass Hero Counters Two glass Health Counters 20 Treasure Cards Instruction Booklet 4

THE GAME BOARD As the heroes battle their way towards the Lich s lair, their progress is tracked on the Game Board. Each hero s path towards the Lich is referred to as their Storyline. Heroes advance along their storyline, fighting a monster on each space they enter. The heroes grow in power once they reach the Level Up space at the midway point of the game, and fight even tougher monsters in the series of battles beyond. Finally, the heroes must test their strength against the Lich in a final showdown. While battling monsters, the health of the hero and his or her current adversary are tracked on the Health Meters located along the bottom of the board. Heroes begin each turn at six health, while the starting health for each monster is noted above the monsters health meter. 1. Wizard Starting Position 4. Level Up! Space 7. Hero Health Meter 2. Wizard Storyline 5. Battle Spaces (Advanced) 8. Monster Health Meter 3. Battle Spaces (Basic) 6. The Lich! 9. Monster Starting Health (Mummy) 5

GAME COUNTERS Each hero s position is marked by a glass Hero Counter of the appropriate color Blue for the Wizard, Red for the Warrior, and Green for the Elf. The hero counters begin the game in their starting positions (the Wizard s start position is noted above), and move along the character s storyline with each new battle. The two clear Health Counters mark the active hero s life total, along with the life of his or her current enemy monster during battles. THE DICE Epic Roll is all about fast-paced combat, and the weapons of choice for hero and monster alike are dice! Each hero is represented in battle by his or her unique Hero Die, while monsters fight using the Monster Dice. The Encounter Die is rolled at the beginning of each battle to determine what type of monster is being fought. We ll look at each die face and its effect later, but here is an overview of the dice used in Epic Roll: The Hero Dice: Each hero die is unique, representing the strengths and weaknesses of the associated character. The Wizard Die (blue) is capable of dealing heavy damage, but lacks any sort of defense. The wizard die also has the highest chance to roll a miss. The Warrior Die (red) offers balanced offense and defense, and rarely misses. Finally, the Elf Die (green) is the most defensive and consistent of all three hero dice, but lacks the high damage potential of the Wizard or Warrior die. 6

The Monster Dice: Monsters lash out and attack the heroes using the monster dice. The weaker monsters encountered in the first three battle spaces use the basic Monster Die (black with green markings), while the nastier monsters found beyond the Level Up! space (including the Lich) make use of the Advanced Monster Die (black with yellow markings). Neither die offers any defense, as the monsters are only concerned with inflicting injury on their foes. The two Monster Dice have identical faces with once exception the Advanced Monster Die replaces one Hit result with a Double Hit, allowing these foul creatures to dish out even more damage to the heroes. The Encounter Dice: Each time a hero moves forward to a battle space, they are met by a fresh, bloodthirsty monster. To determine what sort of fiend awaits them, roll the basic Encounter Die (black with green markings). After the hero has passed the Level Up! space, the Advanced Encounter Die (black with yellow markings) is rolled instead. The basic encounter die has results for the lower level monsters the Mummy, Ghoul, and Skeleton, while the advanced encounter Die features much tougher foes the Ghost, Zombie, and Banshee. The Power Dice: Once a hero has reached the Level Up! space, he or she gains an additional die the Power Die (white with silver markings). This die is rolled in addition to the hero die while battling monsters. When a power result is rolled (indicated by a star), the hero makes use of their unique special ability. The Monster Power Die works in the same way, but is only rolled by the Lich. 7

TREASURE CARDS Each time a hero defeats a monster in battle, the controlling player draws a treasure card as a reward. Each card grants an effect similar to a die result hitting a monster, healing lost life, or blocking an attack. There is also a special Counter card, which can be used to cancel another player s card. 8

Section 3 - PLAYING THE GAME In this section you will find step-by-step instructions for playing Epic Roll, including rules for fighting battles, advancing your hero across the board, and details for using all the cards and dice included in the game. Please refer to Section 2 Game Components for help identifying game pieces and areas on the game board. PRE-GAME SETUP Lay the game board on a flat surface and place each hero counter in its starting position. A health counter is placed at the 6 position on the hero health meter this is the starting health total for each hero, and the health counter is returned to this position at the beginning of each new player turn. Shuffle the treasure cards and put them in a stack to the side. The Wizard (or the Warrior, if the Wizard is not being played) takes the first turn of the game, followed by the Warrior, and then the Elf. THE PLAYER TURN 1. Advance the Hero 2. Encounter a monster 3. Fight a battle! 4. Determine the victor 5. Decide whether to continue 6. Ending the turn Below are the details for each step of a player turn. It s a good idea to read through the entire section prior to playing the first time, as it will make you aware of all available options. 1. Advance the Hero At the beginning of each player s turn, the active hero moves to the next space on their storyline. Move the hero s counter forward one space. Spaces cannot be skipped or avoided, nor are heroes able to move backwards (to the left) on their storyline...such cowardice is unbecoming of mighty heroes! 9

2. Encounter a monster When a hero progresses to a space marked by crossed-swords, the controlling player rolls the basic Monster Encounter Die to discover what sort of foe awaits them. This will result in a Mummy, Ghoul, or Skeleton. Move the health counter to the corresponding starting position on the monster health meter. You will see right away that the Mummy is quite weak with only three starting life, while the Ghoul (four life) is a bit tougher, and the Skeleton is even more difficult to defeat, starting with five life. No one likes skeletons. 3. Fight a battle! With the identity of the monster determined and our health counters properly set, it s time to fight! Let s look at the faces of the Hero and Monster dice and their effects. We will use the Warrior s die to illustrate the possible results on the hero dice: While the Elf die features only Hits and Blocks, and the Wizard die lacks Block faces, the Warrior die has all four possible results. Miss: A blank facing indicates a miss, and has no effect. Block: A block, represented by a shield icon, prevents all damage from a monster s die result. Hit: The sword icon indicates the hero has hit the monster, dealing a point of damage. Each point of damage reduces the monster s health by one point. Double Hit: The sword icon accompanied by a x2 means the hero has landed a critical strike, dealing two points of damage to the monster. The basic Monster Die, used in battle by low level monsters. The Monster Die is quite simple, with only two possible results A blank face (Miss), and a Hit which deals a point of damage to the Hero, reducing the Hero s health by one point. 10

When battling a monster, the player rolls his or her hero die and the monster die together. The results of these two dice tell us how the exchange went. Here are some example rolls using the Warrior die and the basic monster die, along with the outcomes: Roll the dice and adjust the hero and monster health accordingly. Continue rolling and adjusting the health totals until either the hero or the monster loses their last point of health. 4. Determine the Battle s Outcome If the hero s health drops to zero (marked on the health meter by a tombstone), the monster has triumphed, sadly, and the hero is defeated. If the monster s health drops to zero (marked by a suitably evillooking skull), the hero has emerged victorious! If both the hero and monster lose their last point of health on the same roll, the hero is still considered defeated. Note that a hero s health bottoms out at zero, and cannot 11

go negative an important distinction when healing! (See healing effects from treasure cards and the power die, later in this section.) Sweet victory and the spoils of battle If the hero defeats the monster and ends the battle with one or more health remaining, the controlling player draws a card from the top of the treasure deck. The player may look at the card at any time, but should be careful to conceal it from his opponents. We ll talk more about treasure cards and their uses shortly. The Agony of Defeat If the hero is defeated, the hero s counter is returned to its starting position on the far-left of the board, any treasure cards the player may be holding are discarded, and the player s turn ends. But fear not - The hero will begin their quest anew on their next turn. Running Away! If a battle turns against a hero, they have the option to attempt to flee from the monster, rather than face certain death. If a hero runs from a battle, the monster gets one last attack roll the monster die (by itself). If the hero survives the result of the die roll, they have successfully escaped! Their counter is moved backwards one space, and the turn automatically ends. However, if the monster s die roll reduces the hero to zero health, the hero is defeated as described above return the hero counter to its starting position, and the controlling player discards any treasure cards. 5. Continue on, or end the turn After winning a battle, the player may choose to either end their turn, or continue on to the next space on their storyline. If the turn is ended, the hero s health is fully restored, and control immediately passes to the next player. However, if the player decides instead to continue their turn, the hero s health remains unchanged and their counter is advanced to the next space. The encounter die is rolled, and a new battle begins. Fighting multiple battles in a turn can allow a hero to race out to a lead, or to catch up with other heroes if they ve fallen behind. Of course, because heroes do not heal until their turn ends, consecutive battles become increasingly dangerous. 12

TREASURE CARDS Players receive a treasure card whenever their hero defeats a monster. When cards are used, the player using the card places it into a discard pile, next to the treasure card deck. The discard pile is reshuffled when the last treasure card is drawn. Each card has an effect similar to those rolled on the hero dice: Hit cards deal a point of damage, reducing an enemy monster s health by one point. Hit cards can be used while the hero is in battle simply place the card in the discard pile, and reduce the monster s health by one point. When used, Heal cards return one lost health point to the hero. A player may use a Heal card to heal their hero at any time during their own turn this could be in the middle of a battle, or after a battle is concluded. Heal cards can even be used when a hero is reduced to zero health, restoring them to 1 health and allowing them to fight on. Heal cards can never be used to increase a hero s health beyond the maximum six points. Using a Block card prevents all damage from a monster die roll. Thus, Block cards can only be played while in battle, in response to a monster s Hit or Double Hit result. Note that in the case of a Double Hit, all of the damage is prevented. Counter cards are used to cancel the effect of a card played by another player. Counter cards are the only treasure card that can be used on an opponent s turn. Counters can also be used on a player s own turn to cancel another Counter card played by an opponent. For example, if you play a Hit card to deal a point of damage to a monster, and an opponent plays a Counter card to cancel the Hit, you may respond by playing a Counter of 13

your own to cancel the opponent s Counter card. Apart from the limitations explained above, players are free to play any number of cards at any time. For example, after an unfavorable die roll, a player may choose to play both a Hit card and a Block card (no doubt surprising and upsetting the monster!). Similarly, a player may choose to play two Heal cards at the same time for a huge health boost. Of course, players may wish to exercise caution in these situations, as sly opponents may be waiting with Counter cards at the ready. Maximum Hand Size Players can only have two treasure cards at any time. If a player already has two cards and draws a third, one card must immediately be played (Heal cards are useful for this purpose) or simply discarded. LEVEL UP! Reaching the midway point The fourth space on each hero s timeline is marked with a banner icon, rather than the crossed swords found on the battle spaces. This special location is the Level Up space. No battle is fought here, and heroes automatically move to the Level Up after defeating the monster in the third battle-space. Heroes may end their turn on the Level Up space, if they so choose. The Advanced Encounter Die, and the Advanced Monster Die After reaching the Level Up space, players no longer roll the basic encounter die or basic monster die From that point on, they use the Advanced Encounter Die when determining monsters, and the Advanced Monster Die when rolling for monsters in battle. That means encountering much tougher monsters in the second half of the game, like Ghosts, Zombies, and the dreaded Banshees. It also means the monsters are capable of dealing more damage, due to the advanced monster die s Double Hit facing. 14

Behold, the mighty Power Die! While monsters may be nastier in the second half of the adventure, our heroes also have some new tricks up their sleeves. When battling monsters beyond the Level Up space, players roll the Power Die in addition to their hero die. Just as with the hero die, the blank facings on the power die have no effect. When a power (star icon) result is rolled, the die s effect varies depending on which hero is fighting the battle. The Wizard s power effect is a Block, the Warrior s power effect is a Heal, and the Elf s power effect is a Hit. Let s look at a couple example die rolls for each hero: Note the differing effect of the Power Die for each hero 15

Defeat beyond the Level Up space Once a hero has passed the Level Up space, they no longer return to their original starting position when defeated in battle. Instead, the hero returns to the Level Up space. Defeat still results in a loss of any held cards, and immediately ends the player s turn. BATTLING THE LICH Once a hero has advanced to the end of their storyline and defeated the monster in the sixth and final battle-space, they may move on to face the Lich. Heroes may end their turn on the final space in order to heal up before fighting the Lich, or they may continue their turn and dive straight in. When ready, the hero s counter is placed on the image of the Lich. The Lich rolls the advanced monster die, as well as its own power die (black with purple markings). Just as the Warrior, the Lich heals a point of health (up to its maximum 9) when its power die shows a star result. Thus, when fighting the Lich, the player rolls four dice together their hero die, the advanced monster die, and both power dice. Here are a few examples, illustrating some of the more complex possible results: Heroes may attempt to run away from the Lich as normal, retreating to the last battle-space on their storyline. As with all battles, if the Lich and the hero reach zero health simultaneously, the hero is considered to be defeated. If defeated by the Lich, the hero s counter is returned to the Level Up space, and any held treasure cards are lost. 16

WINNING THE GAME The first hero to defeat the Lich is declared the winner of the game. HUZZAH!! This victory can be celebrated in any way seen fit, though local laws and age restrictions still apply. 17