THE BEGINNING
Gather your players.
2–4 players. Three six-sided dice each. A way to count life.
Everyone starts with 12 life. There is no maximum: you can gain life above 12.
HOW TO PLAY
1 of 10THE BEGINNING
2–4 players. Three six-sided dice each. A way to count life.
Everyone starts with 12 life. There is no maximum: you can gain life above 12.
THE DUEL
With two players, face each other. With three or four, take turns clockwise; the active player chooses any opponent still in the game.
The two opponents roll all three dice at the same time. Add your three numbers.
CHECK THE FIRST ROLL
If your first totals are equal, or either player rolls three matching dice, neither player may roll again.
Go straight to the result. The special rules ahead explain ties and matching dice.
ONE MORE CHANCE
Otherwise, each player may keep everything or reroll one, two or all three dice once, together. Kept dice stay unchanged; new numbers must be used.
No fixed order. Talk, wait, or change your mind while your reroll is unused—even after seeing the opponent’s reroll. Compare when both are finished.
THE USUAL RESULT
The higher total wins. The other player loses life equal to the difference.
A tie or three matching dice uses the special rules on the next cards instead.
THREE MATCHING DICE · HIGHER TOTAL
With a higher-total triple, choose normal damage to your opponent, or gain life equal to one die’s face value—not the total.
If you heal, your opponent loses nothing. If both players have triples, use card 8 instead.
THREE MATCHING DICE · LOWER TOTAL
If your triple has the lower total, you lose no life. Instead, gain life equal to one die’s face value.
Your opponent loses nothing from this result.
BOTH PLAYERS HAVE TRIPLES
Each player gains life equal to one of their own dice, even if the two triples show different numbers.
Neither player attacks. There is no attack-or-heal choice.
EQUAL TOTALS
Compare each player’s highest die. The lower one loses life equal to the higher die’s face value—at most 6.
If those dice also match, neither gains or loses life. Triple healing still applies.
THE LAST PLAYER STANDING
At 0 life, you’re out. Skip eliminated players as play continues.
The last player with life remaining wins. Start at 12, but remember: healing has no upper limit.
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