36d6_rules.pdf

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The 36d6 Game
You Will Need
·
36d6 - You can use any size or colour combinations of dice (one of the Chessex dice cubes is just about
perfect), though for the Elemental variant you'll need four sets of nine dice, each set being a different colour
·
A six by six grid for a playing surface - each square should be at least big enough to hold one die
·
Other players (however many you want, although the Team variant needs an even number)
How To Play
Place all 36 dice on the board, one in each square, with the '1' pip facing upwards
Players take it in turns to move one die one square, you can only move horizontally and vertically, no diagonal
movement is allowed
If you move into a square occupied by another die, roll 1d6 and add it to the upward number on your die
Roll 1d6 and add it to the upward number on the other die
If you roll a natural 6, that die automatically wins
If you roll a natural 1, that die automatically looses
If both rolls are 6, you have a standoff and the die you moved returns to it's original square
If both rolls are a 1, both dice are destroyed and move to the discard pile
Other than that, the higher total wins. If that's your die, it moves into the square and the die you destroyed goes
into your pile (keep the upward face showing for scoring later). If the winner is the die you attacked, it stays where it
is and your die is discarded
If both totals are the same, and no-one rolled a 1 or a 6, there is a standoff and your die returns to its original
square
If your die won, turn it's face so it shows the next number up (i.e. 1 becomes 2, etc : you can't go above 6)
[2.1] If the die you won with shows a '6', change it so it shows a '1'
[1.4] If you rolled a natural '6', you get another go, but must use a different die
You cannot move the same die as the player before you
Continue until all dice but one have been removed from the table
Add up the values on your dice - the highest total wins the game
Refinements
When you get to the last few dice (say six or less), there is a tendency to move dice aimlessly so that you don't
give the next player the opportunity to attack - if this happens then after six turns in which no dice have been
attacked, the game ends (use one of the discarded dice to keep track of how many rounds there have elapsed since
there was an attack)
The 36d6 Game 1/3
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Boards
For your general ease, here are four boards to download. Each will take around half a minute on a narrowband
connection. (Note: All boards mentioned in the rules have been included in the ZIP file -- D. Seagraves)
Board 1 Board 2 Board 3 Board 4
Special Tiles / Variant Games
Stonghold - A square which gives any dice defending it +1 to its roll. Should you manage to defeat a die on a
Stronghold, your die increases its value by two
Stronghold Board
Elemental - Four different tiles and four corresponding types of dice - Earth, Fire, Water, Air - The following
modifiers apply to a die depending on which square in which the attack takes place. The first number is the modifier
to attack, the second is to defend
Fire Square
Air Square
Water Square
Earth Square
Fire Die
+1/+2
0
-1/-2
0
Air Die
0
+1/+2
0
-1/-2
Water Die
-1/-2
0
+1/+2
0
Earth Die
0
-1/-2
0
+1/+2
Or, to make it into a simple rule: if your attacking it's +1/-1 for your element and the opposing one whereas if
you're defending it's +2/-2 for your element and the opposing one... (does that actually make it simpler?)
To play this variant, you need four sets of nine dice - red (fire), blue (water), green (earth) and white (air). To
set up the board, place each die on a square of the same element.
The opposing elements pairs are Fire and Water in one and Earth and Air in the other.
Elemental Board
Team Game - In this variant, rather than every person for themselves, the players are split into teams. You need an
even number of people, and the two teams are split so that there is an alternation in play (i.e. with six people, split
The 36d6 Game 2/3
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them so they sit Team1, Team2, Team1, Team2, Team1, Team2)
When you successfully attack another die, place it in a team pile rather than in an individual one. The winners
are the team with the most pips at the end
Zombie Dice (using a 7x7 board) - For this variant, you'll need some other counters. You can get a pack of zombies
from xxx but anything will do. Place a die on each grey square and a zombie on each of the corner squares. The
middle, unoccupied, square is a stronghold. As well as the normal options in a turn, you can choose to move a
zombie instead of a die. The zombie attacks as though it we a die showing '2', and if it wins, the other die is discarded
and another zombie is placed in the square (max 2 zombies in any square). You cannot move a zombie into a square
which already has a zombie in it. If you wish to move a die into a square with a zombie in it, roll as normal but if you
win, the zombie is not discarded, the die simply shares the square with the zombie. If a zombie starts a turn in a
square with a die in it, the player may opt to attack that die and not move the zombie
Zombie Board
Comments
If you have any comments on the game, or any fantastic ideas to make it better, use the comments box on the
Returns page. Put your name and e-mail address in also and I'll get back to you
Border Games
October 2003
The 36d6 Game 3/3
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