Dice Throne Rival - 2.0
Dice Throne Rival - 2.0
Set-up
● Upgrade Pile = Place all level 2 in random order on top of all level 3 in random order
● Action Pile = All Rival cards (non Hero Upgrades) are shuffled together and are now considered Action
Cards and they all act as interrupts during the game
1. Upkeep Phase:
1. Rival will activate any required status effects in order:
a. Protect Rival’s Offensive Roll
b. Cause harm to YOU
c. Provide a benefit to Rival
2. Income Phase:
1. If CP >= 6; spend 6 CP and gain 3 Health
2. Gain 1 CP
3. Main Phase:
1. Rival Roll [d6]
a. If result is odd
■ Pay CP and play top card of Action Pile if usable; else discard and gain half
CP value rounded up
b. If result is even and it is Main Phase 1
■ Perform an Upgrade if Rival has enough CP to play top card of Upgrade Pile
4. Your Turn:
1. After YOUR 3rd roll, do a Rival Roll
Key Concepts:
1. You’ll need a d6 (or use any die from any character, only the numbers will be used)
2. Rival is the AI character
3. PLAYER is the player controlled character
4. Anytime a PLAYER card manipulates a roll, the Rival will do a Rival Roll
5. Draw Cards = gain that value in CP
6. Rival receives 1 CP at the beginning of each turn as normal
7. Rival does not have a ‘hand of cards’. Only two piles (one for upgrades one for modifiers)
8. Any cards that allow the Rival to gain cards, gains the character CP
9. All cards in the Rivals’ Action Pile are playable at any time. e.g. any card that is not an upgrade, is
considered usable whenever it is drawn.
Difficulty Adjustments:
Follow normal set-up rules with the following adjustments for the Rival
1. Harder
● Rival Roll success on 2,3,4,5 (fail on 1, 6)
● Anytime CP is earned it also heals the Rival
● Upgrades cost 1 less CP
● Upgrades are played the same turn they are turned over
● Rival will ‘Respond’ to defensive rolls
● Allow the Upgrade success to occur during Main Phase 1 and 2
2. Easier
● Rival Roll success on 1,6 (fail on 2,3,4,5)
● Effects that gain cards, do not gain CP