Introduction

Dice and Danger is a simple race game where you roll a ten-sided die (d10) to move along a path.

Along the path are monsters, traps, and safe spots.

Read the rules below to find out what happens on each of these spaces.

Starting the game

Each player is dealt a card from the character class deck.

Each player is dealt 3 treasure cards from the dragon’s hoard.

Players dice off to go first.  Highest roll wins.  If two players tie with the highest roll, they roll off to see who goes first.  The rest of the players move in clockwise order around the table.

What happens on a turn?

A player’s character must be standing up to have a turn. If a character is not standing, stand them up so they’re ready for the next turn.

Each turn has a move phase and an event phase.

Move Roll

Five of the treasure cards can be played before a move roll.

  1. Imp – a player can play the Imp card to steal a treasure from another player.  Only one Imp card can be played per turn.
  2. Boots of Speed – a player can play Boots of Speed to add 3 to their move roll.
  3. Jack of All Trades – Only a Scout can play this card during the move phase because boots of speed is their specialty card.
  4. Queen’s Blessing – Queen’s blessing will add 2 to a move roll.  This stacks with boots of speed or another Queen’s Blessing.
  5. King Card – A King Card can be used as Boots of Speed to add 3 to a move roll.  A King Card can also be used as a Queen’s Blessing to boost Boots of Speed by an additional +2.  Only one King Card can be played during the move phase.

Once the player chooses what treasures to use, a d10 is rolled.  The number on the die indicates how many spaces the character moves.  Note:  The zero on the d10 included in the box counts as a “10.”

A Scout using Boots of Speed can choose upon which space they land along the path of their die roll.

If a character lands on a space where another player is resting, the two players can trade.  If three characters are on the same space, they can work out a three way trade.  The trade needs to happen on the turn that the player lands on the space.  The trade happens before the event of the space happens.  However, when fighting the dragon, trades can happen at any time even during a battle with the dragon.

Spaces

There are 5 different types of spaces.

  1. Safe space – The gray spaces on the board are safe spots.
  2. Monster space – Monster spaces have an illustration and a number on them.  A player must roll the number or higher to defeat the monster.  Treasure cards can help boost this roll.  If a player defeats a monster, that player receives a treasure card.  If that player loses to the monster, the player retreats, knocks his piece over, and loses a turn.
  3. Trap spaces – There are 3 total trap spaces: the pit, the citadel, and the tripwire.  Characters lose a turn if they land on a trap space.  Only a magic toolbox can help against a trap.
  4. The Magic Fountain – There is only one magic fountain on the path.  Players land on this space receive a treasure card without having to fight a monster.
  5. Dragon space — The dragon is the space at the end of the game.  You must roll a total of 10 or more to defeat the dragon.  The bonuses to attack rolls from treasure cards can help against the dragon.