Roll Player Glossary
Welcome to the Roll Player Glossary! Here, I’ll break down some important terms and abilities you’ll come across in the game. Let’s dive in!
General: Whenever you find yourself wondering about conflicting information between a card and the rulebook, always follow the rules stated on the card. That way, you’ll stay on the right track!
Attuned (Druid Class Ability): If you’re playing as a Druid, you have a special power called “Attuned.” This means you can take any card from the Market discard pile and put it back into the Market. It’s like giving cards a second chance to find their way into the game. Remember, you’re not replacing cards, but only adding to them. For example, in a game with four players, before the Market Phase begins, you can add a sixth card to the Market from the discard pile. How cool is that?
Charming (Bard Class Ability): If you’re a Bard, you possess the “Charming” ability. This ability allows you to make two purchases during your turn in the Market Phase. However, if you decide to use a Charisma token, it only applies to one of your purchases. Keep in mind that Charming doesn’t give you the power to discard cards from the Market to gain Gold. It’s all about making smart buys!
Climb / Intimidate: These special abilities only affect the dice on Initiative cards that haven’t been chosen yet in the Dice Phase. When you rearrange the dice on the Initiative cards in the middle of the table, you follow the same rules for ordering as you did in the Roll Phase as if you were the Start Player.
Diplomacy: When you play this card, it becomes exhausted while the targeted Skill card remains unaffected. You can use Diplomacy to change the Alignment of the player who played Diplomacy without taking the action on the targeted Skill card.
Jeweled Dagger / Longsword: When you use these weapons and successfully achieve your Attribute Goals, your dice can have a value greater than 6. These Weapon cards do not affect whether you meet the requirements of a Trait card, such as Reckless or Weak. Here’s an example: Let’s say you have the Jeweled Dagger, and in your Strength attribute, you have a Blue 5, a Gold 6, and a Gold 5. When you score your Attribute Goals, your Attribute Score is 18, which is calculated as 5 + 6 (+1) + 5 (+1).
Move Silently: When you use the Move Silently action to purchase a card from the Market discard pile, you cannot also discard a card from the Market to gain 2 Gold. However, you can use Charisma tokens when buying from the discard pile.
If you use the Move Silently action with the Heavy Crossbow, you pay 1 fewer Gold when buying from the Market discard pile.
Negotiate: When I use Negotiate, if I place a gold die from the Dice Pool on my Character Sheet, I gain 2 Gold from the supply. When I reorder the dice on the Initiative cards, I follow the rules from the Roll Phase as though I were the Start Player.
Open Lock: When I use Open Lock to buy a card from the top of the Market deck, I can’t use discounts (Charisma tokens, Heavy Crossbow, etc). If the card I buy is a Trait card, I must move the tracking token on my Alignment card, but only if I can move from the current position.
Looking for Something?
When you’re picking a die from the dice bag, you can take a peek at what’s inside. If you end up grabbing a gold die and placing it on your Character Sheet, you’ll earn some gold.
A Sneaky Move
When you use the Sleight of Hand skill, moving a die won’t activate the Attribute Action in its new spot. Also, if the die ends up in the last spot of an Attribute Row, you won’t earn any gold. Once you’ve used this skill card, make sure to slide any open spaces closed by moving all the dice to the left.
The Mighty Shield
If you don’t have any Armor or only have complete Armor sets (like 5 Chain, 4 Leather, or 3 Mystic), you won’t earn any extra Reputation Stars.