How to play Roll for Adventure Official Rules

By: Dennis B. B. Taylor

Let’s Dive into the Rules of the Roll for Adventure Game!

Are you ready to embark on an epic adventure? Get ready to roll the dice and face thrilling challenges! In this game, we’ll explore the rules and strategies so you can have the most fun possible.

Introduction

Welcome to the world of Roll for Adventure! This game is all about teamwork, strategy, and a dash of luck. You and your fellow players will work together to save the kingdom from an ancient evil.

Objective

The goal of Roll for Adventure is to collect magic crystals and use their power to seal away the ancient evil. You’ll need to work together, using your unique abilities and making clever choices, to overcome obstacles and succeed.

Setting Up

Before you can begin your adventure, you need to set up the game. Here’s how:

  1. Place the game board in the center of the playing area.
  2. Give each player a hero sheet, matching colored dice, and a set of action tiles.
  3. Shuffle the task cards and place them face down on the allocated area.
  4. Separate the magic crystals by color and place them near the game board.
  5. Place the hero markers on the start space of the game board.

Gameplay

Let the adventure begin! Follow these steps to play Roll for Adventure:

  1. Roll the dice: Each player rolls their dice and places them on their hero sheet. The dice show different symbols, which represent your hero’s abilities.
  2. Perform actions: Starting with the first player, take turns performing actions. You can spend your dice to take actions like moving your hero, collecting crystals, or fighting minions.
  3. Draw task cards: After every player has taken their actions, draw a number of task cards equal to the number of players. These cards represent the challenges you’ll face on your adventure.
  4. Resolve challenges: Work together to overcome the challenges on the task cards. Each card shows a combination of symbols that you must match using your dice. Spend dice to match symbols and complete the challenges.
  5. Regenerate dice: At the end of your turn, you can choose to regenerate one of your spent dice. This gives you more options for future turns, but be careful not to fall behind on the mission!
  6. Advance the storm: After each round, advance the storm marker. When the marker reaches the end of the track, a new challenge appears that can make your quest even more difficult.
  7. Collect crystals: Whenever you defeat a minion or complete a challenge, you collect a matching magic crystal. These crystals are essential for sealing away the ancient evil.
  8. Seal away the ancient evil: Once you’ve collected all the magic crystals, you can use their power to seal away the ancient evil. It’s a race against time, so work together and make smart choices!

Conclusion

Now that you understand the rules of Roll for Adventure, it’s time to gather your friends and embark on an unforgettable quest. Work together, make daring choices, and use your dice wisely to save the kingdom from the ancient evil. Good luck, adventurer!

How to play Roll for Adventure Official Rules UltraFoodMess

How to play Roll for Adventure Official Rules UltraFoodMess

  • First off, you’ll find 4 game board pieces that are double-sided.
  • There are also 54 cards included.
  • Don’t forget about the Vortex of Resurrection, which is a crucial part of the game.
  • 20 hero dice are included in the set.
  • You’ll also receive 4 bonus dice to enhance your gameplay.
  • Keep an eye out for the 8 power stones, as they hold great power.
  • 6 barrier tiles are included to strategically block your opponents.
  • Don’t be scared by the 4 skulls, they’re just for decoration.
  • The territory die is an important tool for controlling the game board.
  • Be sure to have the 4 end-of-game markers ready to signal the end of the game.
  • Each player will need their own hero board, so we’ve included 10 of them.
  • There’s a boundary tile that you’ll need to keep things organized.
  • 4 adventure boards will guide your heroic journey.
  • Look out for the 5 chain tiles, they’ll give you an advantage.
  • At the end of the game, you can store all your pieces in the convenient storage chest.
  • Connect the 4 game board pieces together using the game board connectors.
  • Finally, you’ll find a card holder board to keep your cards organized.

Getting Set Up

Before starting your first game, make sure to carefully remove all the parts from their frames.

When you’re ready to start playing, let’s set up the game board. Take the four game board pieces, known as territories, and put them together in the middle of the table. Make sure they’re arranged correctly so that all territories are on their A-sides, which have the letters in the lower right corner, for your first game. To prevent the boards from shifting, use the matching-color connector pieces between them.

As you become more familiar with the game, you can create your own territory configurations or play with the B-sides facing up in later games. But for now, stick to using all A-sides.

Next, place the storage chest, the card holder board, the Vortex of Resurrection, and one of the adventure boards at each of the four corners of the game board.

If you’re new to playing cooperative games, start with the “The Book of Magic” adventure board. It only requires five power stones to win. If you’ve played cooperative games before, go for the “The Sword of Saints” board. You’ll need to gather six power stones to win.

Each section of the game board, also known as territory, has a damage track on the bottom edge. Put one skull in the starting hole of each track. These holes are on the left side of each territory and are marked with an arrow.

On the fortress territory, you’ll place a barrier tile on each empty square below the dice spaces.

Keep in mind that the other three barrier tiles, the five chain markers, and the four end-of-game markers won’t be necessary for the A-side territories. You won’t need them in your first game.

Setting Up a Game for Four Players

So, you want to gather a group of friends for an exciting game night, and you’ve got exactly four players. That’s perfect! Let’s talk about how to set up a game that will make your evening unforgettable.

First, let’s take a look at the game you have in mind and make sure it’s suitable for four players. Not all games work well with this specific number, so it’s important to choose the right one. Keep in mind that a game designed for two players might not be as enjoyable with four, and vice versa. Look for games that explicitly mention they are meant for four players.

Once you’ve found the perfect game, it’s time to prepare the playing area. Make sure you have enough space for everyone to sit comfortably and access the game board or cards. Clear the table from any distractions and gather all the necessary components of the game, such as dice, cards, or tokens.

Next, it’s important to read the instructions and rules of the game thoroughly. Understanding how the game works and what the objective is will make the experience much more enjoyable for everyone. If you’re unsure about any rules, don’t hesitate to look up tutorials or watch videos that explain them in detail.

Now, let’s distribute the game components among the players. Each person should have their own set of cards or tokens, if applicable. Make sure everyone understands which pieces they are responsible for and how they should use them during the game.

At this point, it’s time to decide who goes first. You can do this by various means, such as rolling a dice or drawing cards. Remember that the order of play can have a significant impact on the outcome of the game, so make the choice fairly and carefully.

Once the order of play is determined, you can start the game! Follow the instructions and take turns according to the rules. Remember to stay engaged and attentive to what other players are doing. This will not only enhance your own gameplay but also make the experience more challenging and exciting for everyone involved.

And most importantly, have fun! Games are meant to be entertaining and enjoyable. Don’t get too caught up in winning or losing, but rather focus on the process and the time spent with your friends. Laugh, strategize, and make lasting memories. That’s what game nights are all about.

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When you’re playing the game, make sure to place the boundary tile on the forest territory. Look for the first boundary line, which is between the sixth and seventh dice space.

To start the game, fill the storage chest with power stones. The number of power stones you need depends on the adventure board you chose. For the first game, you’ll need either five or six power stones. You can choose any color you want, as it won’t affect the game.

Now it’s time to choose your heroes. There are ten hero boards available, but for your first game, you’ll only need four. These four heroes are the Adventurer, Fighter, Healer, and Warrior.

To determine which hero you’ll play with, shuffle the four hero boards face down. Each player will then draw one and place it face up in front of them. If there are fewer than four players, simply put the remaining hero boards back in the box.

Remember: For future games, you have two options. You can either shuffle all ten hero boards and draw from them, or you can choose specific heroes to play with.

When we play the game, each of us gets five hero dice, all the same color. Now, if there are fewer than four of us, we also get some ally dice. For example, if we’re playing with three people, each of us gets one ally die. And if it’s just two of us, we each get two ally dice.

If there are any dice left over, we put them back in the box. Then we place all of our dice on our hero board. Oh, and don’t forget, we also get a turn overview card that matches our color. It’s there to help us during the game. And for “The Master of Shadows Appears,” we put the overview card next to the card holder board.

Lastly, we need to put the four gray bonus dice on the big space in the ice cave territory. And we place the big territory die next to the card holder board.

Alright, let’s get started by organizing the special enemy cards separately from the rest of the enemy deck. These special cards include six dragon cards, six phantom cards, six giant cards, and six blank cards. For now, we won’t be using these cards in the first game, so let’s put them back in the box.

Next, we need to find the “Master of Shadows” card from the remaining 25 cards. Once we locate it, we’ll set it aside for now. Take the remaining 24 enemy cards and give them a good mix-up. Then, we’ll place them face down and divide them into three equal stacks, with each stack containing eight cards.

Now it’s time to put one of the stacks directly on the card holder board, in the designated space. Make sure it fits nicely. Take the “Master of Shadows” card and shuffle it into the second stack. Once that’s done, place the second stack on top of the first stack. And finally, take the third stack and place it on top of the second stack. This deck we just made is called the draw deck, also known as the enemy deck.

Note: You can add some special enemies to this enemy deck in later games.

The most heroic player starts the game as the starting player.

Let’s Get Started

1. Roll the Dice and Place Them

My turn begins with rolling all the dice on my hero board. After that, I need to choose at least one or more dice with the same number and place them on any territory, active enemy, or the Vortex of Resurrection.

If I still have some dice left, I should roll them again and place them just like before. I can choose the same territory or a different one this time. I keep doing this until I have no dice left to place.

Remember: I cannot end my turn early. I have to use all my dice.

If there aren’t any empty spots for a certain number on a territory, you can’t place any more dice with that number there.

You can’t take back any dice that you’ve already placed. The only way to get them back is by finishing a subtask or task, defeating an enemy, or freeing the dice from the Vortex of Oblivion (which is in the middle of the game board).

Remember: If you do get dice back during your turn, put them on your hero board and don’t roll them again until your next turn starts.

Note: Sometimes you might be able to complete a subtask or task on your own. But most of the time, it’s better to work together with the other players over a few turns.

Remember: You can talk about your actions whenever you want. If you can’t agree on something, the active player gets to make the decision.

Step 2: Reveal and Attack – Unleashing the Enemy

After I take my turn, it’s time to face the next challenge – revealing the top card from the enemy deck. This triggers the appearance of a new enemy who immediately launches an attack.

Note: Even if I don’t have any dice left because they have been used or lost to the Vortex of Oblivion, I still have to reveal the top card from the enemy deck.

Now it’s time for the next player, who becomes the active player, to continue the battle. The game proceeds in a clockwise direction.

The Heroes

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Hey there! Let’s talk about a super fun game called Heroes and Heroines. In this game, every player gets their own special card with unique powers. It’s really cool because you can use these powers to your advantage during your turn.

Getting Power Stones

Now, I’m going to tell you all about Power Stones. They’re like little magical gems that you can collect in the game. The more Power Stones you have, the stronger your hero or heroine becomes!

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Hey there! Let me tell you how you can collect power stones in this game. You just need to place the right dice in three different territories: the desert, the fortress, and the forest.

Now, here’s something important to keep in mind: if you’re playing with two or three players and you retrieve any ally dice from a task, all of them go back to the player who placed them.

Once all the spaces on the adventure board are filled with power stones, you and your friends have won the game! A big congratulations to you all!

The Territories (A-sides)

The Desert

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In the desert, there are three parts.

When you fill the first part with three dice showing a one, you finish a task. Then, you take one die from the next part and return the rest to their owners.

Now, the first part is empty again, waiting to be filled.

After you fill the first part three times, there will be three dice in the second part. Take one of these dice and move it to the third part, giving back the other two to their owners.

This completes the desert task and you earn one power stone. Now, you can start again, filling the first part and taking on the desert task once more.

Here’s the deal: When you put a die on the third spot, it gets gobbled up by the desert and stays there on the skull space in the desert for the whole game.

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Example: I’m Player Red, and I just rolled my five dice. I found two dice with a value of one, so I put them in the first section of the board. Oh, look! There’s already one die from Player Blue in that section. I guess I completed the subtask!

Now, I’ll take one of my dice and move it to the second section. The other placed red die goes back to my hero board, and the blue die goes to Player Blue, who will put it on his hero board. Alright, time to roll my remaining three dice again.

In this game, there’s a special area called “The Fortress” that has its own rules and tasks. It’s an important part of the game that can sway the outcome. The Fortress is where you’ll find unique challenges and opportunities to strategize and score points. It adds an extra layer of excitement to the game!

There you have it! By following the rules and using your dice strategically, you’ll conquer The Fortress and gain an advantage in the game. It’s thrilling to see the different possibilities that arise and to adapt your strategy accordingly.

So, whether you’re new to the game or a seasoned player, The Fortress is definitely something to keep in mind. It can be a game-changer and give you the edge you need to emerge victorious.

Give it a try and see how The Fortress transforms the game! You’ll be hooked in no time.

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If you want to win a power stone at the fortress, you’ve got some work to do. There are three subtasks you have to complete in order to claim your prize.

Each subtask has four spaces that need to be filled with dice. The numbers on the dice have to match the numbers shown in the spaces.

Once you’ve filled all four spaces in a subtask, you can remove the barrier tile below it and put it in the storage chest. The dice go back to their owners. You have to remove all three barrier tiles to finish the fortress task and receive your power stone.

Once you’ve finished the three subtasks, watch as the barriers miraculously reassemble themselves. Simply replace the barrier tiles on their designated spots. And don’t worry, you can attempt the fortress challenge as many times as you’d like in a single game.

When you’ve successfully placed enough dice in a territory to finish a task, you’ll be rewarded with a power stone. Choose any color power stone from the storage chest and put it on an empty spot on the adventure board. Then, give back any dice used to complete the task in that territory to the rightful player.

How to play Roll for Adventure Official Rules UltraFoodMess

Example: So, let’s say Player Blue has just rolled four 3’s and one 4. Here’s what happens next. Since there’s already a red die on the fortress section showing a three, Player Blue adds three of his 3’s to it. This means there are now four red dice showing threes on the fortress.

Once this is done, the barrier tile is removed. Player Blue and Player Red can now retrieve their dice and place them back on their hero boards. Player Blue then gets to roll his remaining dice again. But here’s the catch – he’s not allowed to use the 4 die on the fortress in addition to the 3 die from the same roll. Only one number represented on the dice during each roll is playable.

Now, pay close attention to this: Once a barrier tile has been removed from a fortress section, no dice can be placed there again until all three barrier tiles have been removed.

Moving on to the Forest section of the game…

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As I delve deeper into the mysterious forest, every step along the path presents a challenge. Each space requires a roll of a five or six on the dice. Starting from the first space, I must strategically place my dice along the path. It doesn’t matter if I start with a five or a six – the choice is mine to make.

Once I have successfully placed the dice required to reach the boundary tile, I will have completed the first task in the forest. As a reward for my accomplishment, I will receive a valuable power stone.

After the dice have fulfilled their purpose, they must be returned to their respective owners’ hero boards. Then, the boundary tile moves one space deeper into the forest, marking my progress.

To obtain the first power stone, I will need six dice. As I tackle the subsequent tasks, the number of required dice increases – seven for the second task, then eight, and finally nine dice to complete the final task.

How to play Roll for Adventure Official Rules UltraFoodMess

Imagine this: I’m a player in a game called Player Red. I have three dice on my hero board. I roll them and guess what? I get two 6’s and a 5! But wait, there are already three dice on the forest path, so I only need three more for that spot.

Here’s the thing – during each roll, I can only place dice that have the same value. So, I take my two 6’s and put them on the forest path. Then, I roll the remaining die again. Guess what? It’s a 1! Unfortunately, I can’t place this die on the desert because it just doesn’t belong there.

Now, Let’s Talk About the Ice Cave

How to play Roll for Adventure Official Rules UltraFoodMess

When you enter the ice cave, you won’t find any power stones. Instead, you’ll have the opportunity to connect with the spirits of your ancestors and receive valuable advantages from them, such as bonus dice.

Inside the cave, you’ll see a line of dice displayed in different spaces. Each die has a unique number. You have the freedom to arrange the dice in any order you prefer, matching them with the corresponding spaces.

Remember: You can only place one die per turn on an open space within the ice cave.

Once you have strategically placed four dice, you have a decision to make. Do you want to claim your reward now or continue placing dice to fill up five or even all six spaces for multiple rewards?

Keep in mind: The four dice don’t need to be right next to each other. You can leave spaces between them if you wish.

The Rewards in the Ice Cave:

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Four dice: bonus dice

Hey, did you know that when you place one of your dice on a space in the ice cave, you get a special treat? You receive a bonus die! How cool is that?

But wait, there’s more! If you’re the only one who has placed dice in your color, then you’re the lucky duck who gets the bonus die, and you only get one. It’s like a little extra reward just for you.

Now, here’s where things get interesting. If there aren’t enough bonus dice left in the ice cave to go around, the active player has to make a tough decision. They get to decide who doesn’t receive a die. Talk about being in the power seat!

At the beginning of your turn, you get to roll the bonus die along with your other dice. But here’s the catch – you can only use the bonus die once. Once you’ve used it, if you happen to get it back, it goes right back into the ice cave.

Here’s an important rule to remember: If you’ve used bonus dice to complete a task, you can’t take them back. They have to stay in the ice cave for someone else to use. It’s all about fairness and playing by the rules, after all.

How to play Roll for Adventure Official Rules UltraFoodMess

Five dice: Bonus dice + Defeat one enemy.

With these five dice, you get a bonus and the power to defeat one enemy right away.

How to play Roll for Adventure Official Rules UltraFoodMess

Let’s talk about six-sided dice: They have a special power that allows you to gain extra dice, defeat enemies, and reset damage.

When you roll these special dice, you have the chance to gain bonus dice, which can give you even more options on your turn. And if you manage to defeat an enemy, you’ll not only gain victory, but you’ll also reset any damage on a territory of your choice.

The Enemies you’ll face:

In this ancient kingdom, there are different kinds of enemies that attack specific territories.

At the end of your turn, you’ll reveal a card from the enemy deck. This card will show you which territory is under attack.

The enemy attack happens in two stages:

    First, let’s check the number on the new enemy card. Compare it to the numbers on all the other enemy cards that are face up in different areas. The enemy with the highest number has control over all the enemies with lower numbers. This means that the lower-ranking enemies have to attack their territory again when the higher-ranking enemy commands it.

    Remember, this doesn’t apply to the first enemy you encounter, as there are no other enemies in play at that point.

    It’s important to note that the enemy card remains on the table even after the attack.

    If an attack ends up with dice being removed from a territory, those dice are placed in the middle of the game board, specifically on the Vortex of Oblivion. These dice are no longer usable by any player and can only be brought back into play later with the help of the Vortex of Resurrection or certain heroes.

    If an enemy attacks and I can’t remove enough dice from a territory, the territory gets damaged. To show the damage, I move the skull on the damage track one space to the right.

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    Example: So, picture this: there’s a big fight going on between me and the bad guys. Suddenly, a super spooky Crypt Spirit shows up at Rank 2 and decides to join the chaos. Now, the enemies that were already causing trouble, the Sand Devil, and the two Tree Shrikes, who are all Rank 1, get all fired up and attack again.

    But here’s the thing, the Cave Troll at Rank 2 and the Black Knight at Rank 3 are too cool for that. They don’t bother attacking because they either have the same rank as, or an even higher rank than, the Crypt Spirit.

    The Bad Guys’ Attacks

    When a new, scarier enemy shows up and tells all the lower-ranking enemies to attack again, that new enemy doesn’t just sit back and watch. Nope! The new enemy joins in on the action and starts attacking too.

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    The Threat of the Desert

    If an enemy from the desert strikes, you’ll have to snatch a die from the initial desert area and transfer it to the Vortex of Oblivion. Don’t worry about the dice in the second or third sections, they’ll be safe. However, if you find yourself unable to remove any dice, brace yourself, because the desert will suffer some damage.

    Keep in mind: You can remove a maximum of two dice from the back side of the desert.

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    Enemy Attack on Fortress

    When an enemy attacks my fortress, I have to take action. I must remove one die from each section of my fortress, if possible. This means that I remove one die from the section with a 2, one from the section with a 3, and one from the section with a 4.

    If I can’t remove any dice from my fortress, then my fortress will be damaged. It will suffer one point of damage.

    Take Note: I don’t have to remove a die from every section of my fortress to avoid damage. As long as there are no dice in the other sections, it is enough to remove a single die from any one section.

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    Forest Attacker

    If an enemy launches an attack in the forest, you have to take action. I suggest that you pick one die with a value of five and another die with a value of six from the forest path and eliminate them, but only if it’s possible.

    In case there are any gaps between the dice on the path, don’t worry. Just push the dice together to close the gaps. However, if you find yourself unable to remove any dice, the forest will suffer damage.

    Remember: To prevent damage, it’s enough to remove either a die with a value of five or a die with a value of six from the path.

    How to play Roll for Adventure Official Rules UltraFoodMess

    The Sneaky Ice Cave Foe

    So, imagine this: I’m in an icy cave, minding my own business, when suddenly, out of nowhere, an enemy shows up. And you know what this cheeky enemy does? It attacks! Not cool. But fear not, my friend, because I’ve got a little trick up my sleeve. When an ice cave enemy decides to crash the party, I have to be quick on my feet and remove the dice with the highest numbers from the dice row. Catch my drift?

    Now, here’s the catch – if a sneaky little number 6 finds its way into the row, that bad boy needs to be kicked out pronto. No exceptions. But let’s say we don’t have a 6 lurking around. What then, you might ask? Well, my clever pal, we simply remove the next highest number, which is 5. And if there are no dice left at all on the dice row, well, let’s just say the icy cave takes a bit of damage. Ouch.

    Show ‘Em Who’s Boss

    But here’s the fun part – instead of using my dice after rolling them in one territory, I can use them to defeat any enemy that dares to stand in my way. All I need is a total value of six or more. Pretty sweet, right? I can either go all in with a single dice showing a 6 or get sneaky myself with two dice showing 4 each. The choice is mine!

    And you know what’s even better? I can defeat an enemy in one roll or take my time and do it in multiple rolls. Who said battles had to be rushed? Oh, and get this – my fellow players can join in on the fun and attack the enemy too. Teamwork makes the dream work, as they say.

    How to play Roll for Adventure Official Rules UltraFoodMess

    Let’s say I’m Player Red and during my turn, I place a 2 on a Tree Shrike. Now, that’s not enough to defeat the enemy. Later on, Player Blue comes along and places a 5 on the same enemy. We now have dice with a total value of seven. This is greater than the required six. So, guess what? We have successfully defeated the Tree Shrike!

    Once we defeat an enemy, we put its card face up on the card holder. It goes in a discard pile right beside the enemy draw deck. This means the enemy is out of the game. All the dice that were placed on it go back to their owners. They can then be placed back on their own hero boards.

    Just remember: An enemy can keep attacking until it’s defeated. This includes when there are dice on it, as long as their total value is less than six.

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    The Shadow Master Emerges

    At the start of the game, the Shadow Master was secretly placed somewhere in the enemy deck.

    If the top card of the enemy deck happens to be the Shadow Master, it is revealed and left face up on the deck.

    His attack is divided into three phases:

    1. All enemies that have already been revealed and positioned on territories will attack those territories again, regardless of their rank.
    2. Then, the Shadow Master launches his attack. Roll the special territory die to determine the outcome: One Territory: If one of the four territories is rolled, the Shadow Master deals two damage to that territory. All Territories: The Shadow Master deals one damage to every territory. No Territory: You got lucky! The Shadow Master doesn’t inflict any damage on the territories.

    Listen up: The territory die can only hurt territories. Dice already on the territories never go away.

    Pay attention: Once all the enemy cards are out in the open, the Master of Shadows sticks around. He keeps attacking with all the active enemies and hurts the territories himself after every player takes a turn.

    Damage

    If a territory gets hurt, you move the skull on that territory’s damage track one spot to the right, closer to the skull symbol.

    If you have to put a skull in the last spot on the damage track, that territory becomes the Master of Shadows’. You lose the game right away (see “End of Game” for more info).

    Vortex of Resurrection

    When you’re playing this game and your dice get attacked by enemies, they go to the Vortex of Oblivion in the middle of the game board. But don’t worry, you can bring them back with the help of the counter vortex called the Vortex of Resurrection.

    To summon the counter vortex, you need to put dice on the Vortex of Resurrection that add up to ten or more.

    Once you’ve rolled the dice, you can pick any number of dice that have the same value and put them on the Vortex of Resurrection.

    Remember: Putting dice on the Vortex of Resurrection means the end of your turn. Even if you have more dice left, you can’t roll or place them during this turn.

    If you manage to get a combined value of ten or more on the Vortex of Resurrection, something really cool happens. All the dice that were stuck in the Vortex of Oblivion in the middle of the game board are instantly released. You and the other players get all your dice back, including the ones you had placed on the Vortex of Resurrection.

    If you had any bonus dice, they go back to the ice cave. And if you had any ally dice, they go to you, the active player.

    How to play Roll for Adventure Official Rules UltraFoodMess

    Example: I’ve already put a die with a value of five on the Vortex of Resurrection. Now it’s my turn to roll the dice. I get three dice with a value of three and one die with a value of four. I decide to put two of my 3’s on the Vortex of Resurrection. The total sum of 11 has been reached, which means we can all take back our dice from both vortexes and place them on our hero boards. It’s important to note that since I’ve placed dice on the Vortex of Resurrection, my turn is over. The two dice I haven’t used cannot be rolled or placed again.

    End of the Game

    The Master of Shadows is Defeated

    If you’ve collected enough power stones to fill all the spaces on your adventure board, you’ve successfully defeated the Master of Shadows and everyone wins the game.

    The Master of Shadows Triumphs

    If a skull reaches the final hole on the damage track in any of the four territories, then we’ve lost that territory to the Master of Shadows.

    In addition, we’ll also lose the game if – at the start of someone’s turn – no one has any dice left because they’re all on territories, enemies, the Vortex of Oblivion, or the Vortex of Resurrection.

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