pda printandplay 111113
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Print and Play
Note: These are not final components.
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1Note: These are not final components.
ComponentsYour copy of Pathfinder Dice Arena comes with the following components. If any of these are missing or damaged, contact [email protected]
These rules 64 custom six-sided dice (16 each of 4 colors) 6 hero reference cards 6 talent cards 12 character item cards 16 fate cards
Pathfinder Dice ArenaIn Pathfinder Dice Arena, 24 players takes on the role of a hero in the Pathfinder universe, competing against each other for fame and glory. While you are all mighty adventurers, only one of you can win the Royal Tournament.
Overview and Winning:During the game players will take turns rolling a number of dice, and then adding 2 dice to the grid on their playmat. When all of the dice are on grids, the round ends. Each player scores VP, Victory Points, based on what types of patterns they were able to make on their grids. After two rounds, the player with the most VP wins!
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2Note: These are not final components.
Setup (2-4 players) Each player chooses a hero to play, then takes that heros reference card and talent card and puts them
within easy reach. Then each player takes their heros item cards, sorts them by type, and puts them in the market, in stacks, face up. These cards arent owned by anyone until they are purchased in later turns (not just the ones that match your character!). Shuffle the fate deck and place it face down in the market.
Finally, build the communal dice pool. The number of dice in the dice pool varies with the number of players as shown:
2 players: 8 of each color 3 players: 12 of each color 4 players: 16 of each color (all of them!)
This ensures that each player has access to 16 dice. Leave any dice you dont need in the box, you wont be using them.
2 Player Setup: In 2 player games, place only 1 copy of each character item card in the market. The other cards are not used in the game; you can leave them in the box.
Player 2
Player 1
Dice
Talent Card
Talent Card
Hero Reference Cards
Market
Fate Deck
Recharge: Another player has 2 or more starbursts (aft er rerolls).
Expend during the Spend Gold step. Gain gold pieces equal to the number of dice
in another players tent.
Pick Pocket
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
3Print
and P
lay
Recharge:
Another
player
rolls 5 or
more dice.
Expend at the end
of your turn.
Immediately
take an extra
turn.
Bravery
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
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Base
Base
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N
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Merisiel
When scoring, you may change the color of one key in your grid.
You may reroll blue or yellow dice that arent keys.
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds2013 Paizo Publishing, LLC
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Base
Base
T
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N
T
When scoring, you may score 4 VP for
one pattern that has 4 or more diff erent
icons.
You may reroll red or yellow dice that
arent hammers.
Valeros
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
Print and Play
Fate
Print and Play
2013 Paizo Publishing, LLC
Illustration by Kieran Yanner
Boots of
Elvenkind
Once per round, at the beginning of
your turn, use this card to negate all text, including reroll text, on character cards
until the beginning of your next turn (this does not aff ect scoring).
2
Print and Play
2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
Whenever you gain a gold piece, you m
ay take it from
another player instead of the bank.
Flashing Rapier
3
Print and Play
2013 Paizo Publishing, LLC
Illustration by Diana M
artinez
Score 2 VP at the end of each round.
Cloak of V
ictory
3
Print and Play
2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
You may skip your R
eroll step to change one rolled die to a shield.
Longsword
4
Print and Play
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3Note: These are not final components.
How to Play Pathfinder Dice Arena, PDA, is played in a series of turns and rounds. A turn is one player taking one
action. A round is completed when all players have placed all of their dice on their grid. The youngest player takes the first turn of the game, then play proceeds clockwise (thats to the
left for you digital-clock-only people). Once every player has taken a turn, a new round begins. Play continues until all dice in the pool have been placed on players grids.
A TurnDuring a turn, you perform the following steps in order:
1. Choose and Roll2. Reroll3. Add to Your Grid4. Save One Die5. Spend Gold
Players continue taking turns in a clockwise fashion until the end of the turn in which all players grids are full of dice.
1. Choose and Roll Choose four dice from the communal dice pool to roll, then roll them! You must choose the base dice listed on your hero card as two of your four choices, if those dice
are still available in the pool (if only one is available, you must choose it). You can then freely choose any other diceincluding more of your base dicefrom the pool
until youve chosen a total of four dice. If you dont have that many left in the pool, choose as many as you can.
Once youve chosen your dice, roll em!
2. Reroll Every hero has some ability to reroll certain dice if you so choose, and during the game you
can gain extra ways to reroll. Make those rerolls during this step. No matter how many sources of rerolling you have, though, you can only reroll each individual die once per turn (so, if your hero allowed it, you could reroll all of your dice with one ability, but then none of those dice could be rerolled a second time that turn, even if you had a second reroll ability).
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4Note: These are not final components.
3. Add to Your Grid Take two dice from those you rolled (or those dice saved in your tent from a previous turn; see
below) and put them in your grid. If you have the same number of empty spaces in your grid as you have dice in your tent (your
tent is the area on the far right of your character reference sheet), even in the middle of this step, you must choose dice from your tent to add to your grid. You cannot choose from the dice you rolled while the number of spaces in your grid equals the number of dice in your tent.
Play Tip: If the quantity of dice you have left in your tent equals the number of spaces left in your grid, you dont need to choose any extra dice during your Choose and Roll step; you wont be able to use them! When you place a starburst die into your grid, it triggers its special power (See page 7). When you place a gold (1) die into your grid, you immediately gain a gold piece. If you placed
the gold (1) die on a square that has a bag of coins pictured in it, then you gain an extra gold piece; take a gold piece token, from the bank.
4. Save One Die If desired, you may take one die you rolled, but didnt place, and add it to your tent. These dice
must be put into the grid on later turns. Also, dice in your tent cannot be rerolled; you place them in your grid without changing their facing.
Return the dice that you didnt place or save back into the communal pool.
5. Spend Gold You may spend gold pieces to purchase any item cards in the market, recharge talents, and/or
buy draws from the fate deck. You can buy any or all items, recharges, and draws in any order during your turn. See the
various descriptions under Special Effects for more information.
Ending a Round Players continue taking turns in a clockwise
fashion until the end of the turn in which all players grids are full of dice.
At that time, no matter whose turn it was, the round ends. Each player scores VP (victory points) for the various patterns players were able to create (see Scoring, Page 8). After all VP are scored, all players return all dice from their grids to the pool, flip any face-down talent and item cards face up again, and play another round.
The player with the lowest score goes first in the second round. After the second round, the player with the highest total VP from both rounds is the grand champion and winner of the tourney!
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5Note: These are not final components.
Talents Each player starts with a talent card that provides the player with a special
ability. The card tells you what the ability is and when it can be used. After you use the ability, turn the card over.
During the Spend Gold step, you can spend gold equal to the cards recharge cost to allow you to use the talent another time. When you recharge a talent, flip the card back over to its front side (the side that describes the ability) so everyone knows that the power is available to you again.
Additionally, each talent has a recharge section on the front of the card. If the situation outlined in the recharge section happens and the talent is expended, then the player may choose to recharge it immediately, without having to spend any gold.
Fate Cards During the Spend Gold step, you may spend 1 gold coin to draw a card from the
fate deck. Keep these cards secret from the other players until you use them. Each card tells you what it does. After playing the card, put it in the fate card discard pile. Players may never have more than three fate cards at a time, but may voluntarily discard fate cards for no effect during the Spend Gold step to make room so they can buy more.
You can only buy fate cards once per turn, and you must announce in advance how many you wish to purchase. Its fate; you cant always control it.
Hero Item Cards During the Spend Gold step, you can buy any of the item cards available in the
market for the cost listed on the card. You do not need to be the hero named to buy the card, any hero can use any card. However, if you are the hero named by an item card, you score 1 VP when you buy the card.
When you purchase an item card, move it next to your hero reference sheet. You can use the ability printed on the card for the rest of the game. Some abilities can only be used once per round; if you use such an ability, flip the card over. Unlike talents, such cards cannot be recharged.
Recharge: Another
player rolls 5 or
more dice.
Expend at the end of your turn.
Immediately take an extra
turn.
Bravery
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
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lay+
2013 Paizo Publishing, LLC
Choose and roll an additional red die.
Power Focus
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2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
You may skip your Reroll step to change one rolled die to a shield.
Longsword
4
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Cards
Special Rule - the TentThe Tent is a place where you can save dice you roll from one turn to another. Unless something unusual happens, these dice will eventually end up in your Grid. If you ever have the same number of empty spaces in your Grid as you have dice in your Tent, you MUST choose to add the dice from your Tent to your Grid during your turn, instead of choosing from the dice you rolled.
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6Note: These are not final components.
Special Powers
When you place a die showing a starburst icon into your grid, you get to use the dies ability. This ability varies based on the color of the die.
Green (Will): Change the icon of any die in your grid (including this die) to any other facing.
Blue (Mind): Move any die in your grid to an empty space on your grid, or swap the locations of two dice in
your grid. Any die that you move retains its current icon.
Red (Power): Choose any die in another players grid. Roll that die and place it back in the grid in the same
location. If the result is a starburst icon, the player does not get to use the dies ability.
Yellow (Speed): Choose a die in another players grid. Move that die to any empty spot on that players grid. The
die retains its current icon.
Gold
Each crown icon earns you one gold when you place it. Additionally, if you place a crown on one of the spaces on your grid that is marked with a bag of gold, you gain two gold instead of just one. When you earn gold, take gold counters equal to the amount you earned and place them near your hero reference sheet. You can spend the gold later.
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7Note: These are not final components.
Scoring The Round Your score in each round is based on the patterns you were able to make of the icons in your grid. A pattern is any sequence of 3 or more icons on dice that form contiguous lines. Dice are only considered
adjacent if they share a side; dice that touch diagonally do not count. Note that players can score VP for making patterns out of any icons, even crowns and starbursts.
When scoring, players score first for sequences of icons and then a second time for sequences of icons on dice that match color. Thus, if you have a sequence that is comprised entirely of icons that also match color, that sequence gets scored twice (once for the icons, once for the icons with matching color).
Total Score for this grid:Hammers ...... Pattern of 4 = 5 VPStarburst ........ Pattern of 3 = 3 VPShields ........... Pattern of 5 = 7 VPRed Shields ... Pattern of 4 = 5 VPGold ................ Pattern of 3 = 3 VP
The Book doesnt score because its not part of a pattern of 3 or more.
Total = 23 VP
Total Score for this grid:Books ...............Pattern of 5 = 7 VPHammers .......Pattern of 5 = 7 VP
Shields, Keys, and Gold dont score because none of them are a part of a pattern of 3 or more.
Total = 14 VP
# of Dice
VP
3 3
4 5
5 7
6 9
7 11
8 13
9 15
10 17
11 19
12 21
13 23
14 25
15 27
16 29
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Game Design: Fun To 11www.funto11.com
2013 Paizo Publishing, LLC Pathfinder and all images and logos are registered trademarks of Paizo Publishing, LLC.
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CreditsDesign: David FreemanAdditional Design: Kai NesbitDevelopment: Grumpy CatCover Art: BenWoottenGraphic Design: Jordan W MartinEditing: Ed BolmeSpecial thanks to the Goblin Squad for playtesting
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Dispel Magic
Recharge: The player to your
right saves or places a starburst.
Expend aft er you reroll. Starbursts have no eff ect until the beginning of your next turn.
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
3Print
and P
layRecharge: Return 2 starbursts from your tent
to the pool at the beginning of your turn.
Expend at the end of your turn. Each other player
returns 1 die of the most common icon in their grid to the pool (their choice if several icons are tied).
Animal Fury
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
3Print
and P
lay
Recharge: Another player
has 2 or more books (aft er rerolls).
Expend at the beginning of your turn. Exchange a die from your tent with a die from the pool of
another color. Set the new die to the same icon as the old die. (you gain no gold or starburst eff ects)
Bonded Cane
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
3Print
and P
lay
Recharge: Save a book.
Expend when you save a shield. Expend another players talent.
Prayer of Protection
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
2Print
and P
lay
Recharge: Another player has 2 or more starbursts (aft er rerolls).
Expend during the Spend Gold step. Gain gold pieces equal to the number of dice
in another players tent.
Pick Pocket
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
3Print
and P
lay
Recharge: Another player
rolls 5 or more dice.
Expend at the end of your turn. Immediately
take an extra turn.
Bravery
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
6Print
and P
lay
2013 Paizo Publishing, LLC
Illustration by Vincent Dutrait
Choose 2 extra dice each turn.
Belt of Giant Strength
6
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
Whenever the red or yellow starburst eff ect is used on you, roll a die from
the pool (and return it). On a book or starburst, choose a die on another players
grid (other than the player using the starburst eff ect, if possible)
for the power to aff ect.
Amulet of Life
3
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Vincent Dutrait
Once per round, at the beginning of your turn, use this card to make all players skip the Reroll step until the beginning of your
next turn.
Headband of Alluring Charisma
2
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d Play
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2013 Paizo Publishing, LLC
Roll a die in your grid (leave it in the same location) or move a die in your grid to an
open space.
Readjustment
FPOPrint an
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+2VP
2013 Paizo Publishing, LLC
Score 2 VP.
Victory Shout
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+
2013 Paizo Publishing, LLC
Choose and roll up to 2 additional dice.
A Look Ahead
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d Play
+
2013 Paizo Publishing, LLC
Choose and roll an additional yellow die.
Speed Focus
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+
2013 Paizo Publishing, LLC
Choose and roll an additional red die.
Power Focus
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d Play
+
2013 Paizo Publishing, LLC
Choose and roll an additional green die.
Will Focus
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+
2013 Paizo Publishing, LLC
Mind Focus
Choose and roll an additional blue die.
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d Play
2013 Paizo Publishing, LLC
Recharge your talent.
Second Wind
FPO
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d Play
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2013 Paizo Publishing, LLC
Roll a die in your grid (leave it in the same location) or move a die in your grid to an
open space.
Readjustment
FPOPrint an
d Play
+2VP
2013 Paizo Publishing, LLC
Score 2 VP.
Victory Shout
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d Play
+
2013 Paizo Publishing, LLC
Choose and roll up to 2 additional dice.
A Look Ahead
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d Play
+
2013 Paizo Publishing, LLC
Choose and roll an additional yellow die.
Speed Focus
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d Play
+
2013 Paizo Publishing, LLC
Choose and roll an additional red die.
Power Focus
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d Play
+
2013 Paizo Publishing, LLC
Choose and roll an additional green die.
Will Focus
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d Play
+
2013 Paizo Publishing, LLC
Mind Focus
Choose and roll an additional blue die.
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d Play
2013 Paizo Publishing, LLC
Recharge your talent.
Second Wind
FPO
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d Play
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2013 Paizo Publishing, LLC
Illustration by Je Carlisle
When you use a red or yellow starburst eff ect, you may also return one die from
any players tent to the pool.
Wand of Force Missiles
2
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Eric Belisle
Once per round, at the beginning of your turn, use this card to roll a die from the pool (and return it). On a shield or a starburst, change each die on a bag of
gold space of your grid to any icon.
Magical Breast Plate
2
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
Once per round, at the beginning of your turn, use this card to recharge all talents.
Phylactery of Positive Channeling
2
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
Whenever you gain a gold piece, you may take it from another player instead of the
bank.
Flashing Rapier
3
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Kieran Yanner
Boots of Elvenkind
Once per round, at the beginning of your turn, use this card to negate all text, including reroll text, on character cards
until the beginning of your next turn (this does not aff ect scoring).
2
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Diana Martinez
Score 2 VP at the end of each round.
Cloak of Victory
3
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
Players that have more dice in their tent than you do choose one fewer die each
turn.
Magical Large Bastard Sword
3
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
You may skip your Reroll step to change one rolled die to a shield.
Longsword
4
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Vincent Dutrait
Once per round, at the beginning of your turn, use this card to negate starburst
eff ects until the beginning of your next turn.
Ring of Protection
2
Print an
d Play
-
2013 Paizo Publishing, LLC
Illustration by Je Carlisle
When you use a red or yellow starburst eff ect, you may also return one die from
any players tent to the pool.
Wand of Force Missiles
2
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Eric Belisle
Once per round, at the beginning of your turn, use this card to roll a die from the pool (and return it). On a shield or a starburst, change each die on a bag of
gold space of your grid to any icon.
Magical Breast Plate
2
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
Once per round, at the beginning of your turn, use this card to recharge all talents.
Phylactery of Positive Channeling
2
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
Whenever you gain a gold piece, you may take it from another player instead of the
bank.
Flashing Rapier
3
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Kieran Yanner
Boots of Elvenkind
Once per round, at the beginning of your turn, use this card to negate all text, including reroll text, on character cards
until the beginning of your next turn (this does not aff ect scoring).
2
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Diana Martinez
Score 2 VP at the end of each round.
Cloak of Victory
3
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
Players that have more dice in their tent than you do choose one fewer die each
turn.
Magical Large Bastard Sword
3
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
You may skip your Reroll step to change one rolled die to a shield.
Longsword
4
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Vincent Dutrait
Once per round, at the beginning of your turn, use this card to negate starburst
eff ects until the beginning of your next turn.
Ring of Protection
2
Print an
d Play
-
2013 Paizo Publishing, LLC
Illustration by Vincent Dutrait
Choose 2 extra dice each turn.
Belt of Giant Strength
6
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Roberto Pitturru
Whenever the red or yellow starburst eff ect is used on you, roll a die from
the pool (and return it). On a book or starburst, choose a die on another players
grid (other than the player using the starburst eff ect, if possible)
for the power to aff ect.
Amulet of Life
3
Print an
d Play
2013 Paizo Publishing, LLC
Illustration by Vincent Dutrait
Once per round, at the beginning of your turn, use this card to make all players skip the Reroll step until the beginning of your
next turn.
Headband of Alluring Charisma
2
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d Play
# of Dice
VP
3 3
4 5
5 7
6 9
7 11
8 13
9 15
10 17
11 19
12 21
13 23
14 25
15 27
16 29
Special PowersWhen you place a die showing a starburst icon into your grid, you get to use the dies starburst eff ect. This ability varies based on the color of the die.
Green (Will): Change the icon of any die in your grid (including this die) to any other facing.
Blue (Mind): Move any die in your grid to an empty space on your grid, or swap the locations of two dice in your grid. Any die that you move retains its current icon.
Red (Power): Choose any die in another players grid. Roll that die and place it back in the grid in the same location. If the result is a starburst icon, the player does not get to use the power.
Yellow (Speed): Choose a die in another players grid. Move that die to any empty spot on that players grid. The die retains its current icon.
ScoringYour score in each round is based on the patterns you were able to make of the icons in your grid. A pattern is a group of adjacent
(not diagonal) icons on dice. The size of the patterns determines your score, as shown in the chart to the right.
Icon Patterns: You score for any sequence of 3 or more matching icons, even crowns and starbursts.
Icon/Color Patterns: You score for any sequence of 3 or more matching icons (even crowns and starbursts) that also share the same die color. (Thus if you have a sequence of icons that also match color, that sequence scores twice.)
Turn Order
1. Choose and Roll2. Reroll3. Add to Your Grid4. Save One Die5. Spend Gold
2013 Paizo Publishing, LLC
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Base
Base
T
E
N
T
Merisiel
When scoring, you may change the color of one key in your grid.
You may reroll blue or yellow dice that arent keys.
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds2013 Paizo Publishing, LLC
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d Play
Base
Base
T
E
N
T
When scoring, you may score 4 VP for one pattern that has 4 or more diff erent
icons.
You may reroll red or yellow dice that arent hammers.
Valeros
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
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d Play
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Base
Base
T
E
N
T
When you place a red starburst, you may use the green starburst eff ect
instead of the red one.
You may reroll blue or green dice that arent shields.
Kyra
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
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Base
Base
T
E
N
T
When you place a blue or red die in your tent, choose a player. That player returns one red or blue die from his or
her tent to the pool.
You may reroll blue or red dice that arent books.
Ezren
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
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Base
Base
T
E
N
T
If any player has more dice in his or her tent than you do, you may choose
an additional red die.
You may reroll books and keys.
Amiri
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
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Base
Base
T
E
N
T
When you place a book in your tent, you may exchange a die in your grid with a die from the pool of another
color. Set the new die to the same icon as the old die (you gain no gold or
starburst eff ects).
You may reroll dice that arent books.
Seoni
2013 Paizo Publishing, LLC Illustration by Wayne Reynolds
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Print 1 copy of this page for each player
*To play full 4 player game you will need 4 copies of this page