Vices and Vengeance Dice (2024)

ag.gameitem.AGID:
Playtime: 240
Min. Age: 13
Number of Players:
2 - 7
ag.gameitem.publisher:
(Self-Published)
Designers:
Unknown
Artists:
Unknown
Mechanics:
Dice Rolling
Beschreibung
Engage in this thrilling, strategic dice game where role-playing steps aside for a mix of strategy and chance. Friends turned rivals face off in intense battles, rolling and scoring dice. Defenders navigate the treacherous effects of the 7 Deadly Sins and epic mythical clashes, while attackers aim to sabotage their opponents’ high scores. Experience the rush of dice-driven excitement—get ready to roll!
Unveil your darker side and get ready to battle your nemeses in Vices and Vengeance—a simple, yet thrilling dice game where heavenly virtues are nowhere in sight. In this perilous world, the Seven Deadly Sins reign, and your goal is to outmaneuver and out-roll your opponents while keeping your score as low as possible. Silver Bullets and Mirrors may be your key to success, but be careful, though; reaching 70 points, often the number of forgiveness, could spell your doom!
The Seven Sins have Colors! You will play with:
7 larger 6-sided Sin dice (16mm): Lust (Blue), Gluttony
(Orange), Greed (Gold), Sloth (Light Blue), Wrath
(Red), Envy (Green), & Pride (Purple).
7 smaller 6-sided Sin Dice (14mm).
1 special 6-sided Pride Die: Purple metal.
7 "Nemesis” dice: 20-sided & sin-colored.
6 Mythical Match-up 6-sided dice pairs: Mirror & Medusa, David & Goliath (Maroon - 25mm & 12mm), the Silver Bullet & Werewolf.
3 Spoiler dice: 12-sided (black), 10-sided (gray), & 8-sided dice (white).
2 rolling trays with a removable foam insert.
7 sin-colored "tracker" tokens.
THE GAME
Assign the Sins
Determine the first player by the highest roll on any 20-sided die (d20). Play goes clockwise.
The first player rolls the "Mirror" die along with the 7 (16mm) sin dice. That player chooses from any sins matching the mirror die. If none match, roll again. The next rolls 6 sins, etc. until all players have a sin.
Each player receives their 16mm sin die, the matching d20 (Nemesis die), and sin token.
A player with Pride also gets the metal purple "Pride" die.
Everybody Rolls!
The player whose turn it is is called the Defending Player (DP). The DP rolls all 7 of the 14mm sin dice, the Mythical Match-up dice, the 12, 10, 8-sided dice, and their d20 Nemesis die to start a turn (* See the example below).
The DP does not roll their 16mm Sin die on their turn.
All other players (Attacking players-APs) roll their 16mm Sin die and their d20 Nemesis die every roll. APs are trying to match the DP's 14 mm sin die of the same color as well as trying to match any Nemesis dice the DP rolls. Upon a match, the DP faces an Effect roll detailed below.
At least one die must be removed/scored each roll. The DP repeats rolls until the end of their turn. Their turn ends after all dice have been scored/removed.
† APs only need to roll dice they can still match to DP's!
Die Removal & Scoring
The DP must remove and score at least one die each roll.
When they have removed all the dice they want to score on a roll, they roll unscored dice again, and the APs roll their dice, too.
Mythical Match-up pairs must be scored in pairs. (See below)
A Matching Nemesis die from any AP must be taken by the DP and rolled next roll. It cannot be scored the turn it matches. The DP may still remove any nemesis die/dice that they rolled. For example, if an AP rolls any 19, and the DP rolls 19, the DP can only remove the 19 that they rolled.
Scoring
The DP wants to score the lowest total in each turn. The way to score low is to roll Max Rolls on dice or match specific dice.
Max Roll: Any die that rolls its maximum number can score 0.
Non-Max Roll: Points add up by 1 for each pip less than the max roll. For Example, an 8 on a 12-sided die scores 4.
Mythical Match-up: If a Mythical Match-up pair matches (e.g., Medusa and Mirror), they both score 0 points! If the bullet lands upright, it is wild and matches any number on the Werewolf die.
DP's Matching Nemeses or Sins: Any DP rolled Nemesis d20s that match, or any matching penalty Sin dice score 0 points.
Engage in this thrilling, strategic dice game where role-playing steps aside for a mix of strategy and chance. Friends turned rivals face off in intense battles, rolling and scoring dice. Defenders navigate the treacherous effects of the 7 Deadly Sins and epic mythical clashes, while attackers aim to sabotage their opponents’ high scores. Experience the rush of dice-driven excitement—get ready to roll!
Unveil your darker side and get ready to battle your nemeses in Vices and Vengeance—a simple, yet thrilling dice game where heavenly virtues are nowhere in sight. In this perilous world, the Seven Deadly Sins reign, and your goal is to outmaneuver and out-roll your opponents while keeping your score as low as possible. Silver Bullets and Mirrors may be your key to success, but be careful, though; reaching 70 points, often the number of forgiveness, could spell your doom!
The Seven Sins have Colors! You will play with:
7 larger 6-sided Sin dice (16mm): Lust (Blue), Gluttony
(Orange), Greed (Gold), Sloth (Light Blue), Wrath
(Red), Envy (Green), & Pride (Purple).
7 smaller 6-sided Sin Dice (14mm).
1 special 6-sided Pride Die: Purple metal.
7 "Nemesis” dice: 20-sided & sin-colored.
6 Mythical Match-up 6-sided dice pairs: Mirror & Medusa, David & Goliath (Maroon - 25mm & 12mm), the Silver Bullet & Werewolf.
3 Spoiler dice: 12-sided (black), 10-sided (gray), & 8-sided dice (white).
2 rolling trays with a removable foam insert.
7 sin-colored "tracker" tokens.
THE GAME
Assign the Sins
Determine the first player by the highest roll on any 20-sided die (d20). Play goes clockwise.
The first player rolls the "Mirror" die along with the 7 (16mm) sin dice. That player chooses from any sins matching the mirror die. If none match, roll again. The next rolls 6 sins, etc. until all players have a sin.
Each player receives their 16mm sin die, the matching d20 (Nemesis die), and sin token.
A player with Pride also gets the metal purple "Pride" die.
Everybody Rolls!
The player whose turn it is is called the Defending Player (DP). The DP rolls all 7 of the 14mm sin dice, the Mythical Match-up dice, the 12, 10, 8-sided dice, and their d20 Nemesis die to start a turn (* See the example below).
The DP does not roll their 16mm Sin die on their turn.
All other players (Attacking players-APs) roll their 16mm Sin die and their d20 Nemesis die every roll. APs are trying to match the DP's 14 mm sin die of the same color as well as trying to match any Nemesis dice the DP rolls. Upon a match, the DP faces an Effect roll detailed below.
At least one die must be removed/scored each roll. The DP repeats rolls until the end of their turn. Their turn ends after all dice have been scored/removed.
† APs only need to roll dice they can still match to DP's!
Die Removal & Scoring
The DP must remove and score at least one die each roll.
When they have removed all the dice they want to score on a roll, they roll unscored dice again, and the APs roll their dice, too.
Mythical Match-up pairs must be scored in pairs. (See below)
A Matching Nemesis die from any AP must be taken by the DP and rolled next roll. It cannot be scored the turn it matches. The DP may still remove any nemesis die/dice that they rolled. For example, if an AP rolls any 19, and the DP rolls 19, the DP can only remove the 19 that they rolled.
Scoring
The DP wants to score the lowest total in each turn. The way to score low is to roll Max Rolls on dice or match specific dice.
Max Roll: Any die that rolls its maximum number can score 0.
Non-Max Roll: Points add up by 1 for each pip less than the max roll. For Example, an 8 on a 12-sided die scores 4.
Mythical Match-up: If a Mythical Match-up pair matches (e.g., Medusa and Mirror), they both score 0 points! If the bullet lands upright, it is wild and matches any number on the Werewolf die.
DP's Matching Nemeses or Sins: Any DP rolled Nemesis d20s that match, or any matching penalty Sin dice score 0 points.
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-05-02 03:51:52.141