Yugoh Dice Master Rulebook (Text Only)
Yugoh Dice Master Rulebook (Text Only)
Yugoh Dice Master Rulebook (Text Only)
Foreward
The DDD(Dragon, Dice and Dungeons) that appeared in the source material is brought to life.
In this game appears a large amount of monsters that are used as the pieces to battle with. You can
play with just the starter box monsters, but if you collect the additional boosters boxes with the
monsters that have various abilities it will be an even more fun game.
“A strategy game unlike anything up to now”
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This starter box contains everything you need to play the game, so you can have fun playing
Dungeon Dice Monsters only using this box. The various items included in this set are introduced
on the next page.
*The items included in this set are for one player.
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2. Introduction to the Items
“Dice” When deployed the dice make up the dungeon. The white space on the inside is to write
your name.
“Dungeon Master” They are figures that take the place of the player, and the dungeon master can
take up to three damage before losing.
“Monster figures” In this set are packaged 10 monsters that are used as pieces.
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“Monster Cards” The monster’s various abilities are written on the cards.
“Crest counter” This counts the crests which are used to pay for various actions.
“Damage Counters” These are used to mark the damage taken by monsters in battle.
“Field” This is the field in which the dungeon is deployed on the grid spaces.
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For monsters and items, within the limit any number of the same thing can be used. However for
the dice, only 3 level 4 dice can be used in a game so be careful. If you get booster pack series
(sold separately), the variety of monsters and the pool of strategies will increase.
“It is important to build up a solid strategy and use the dice to match it!”
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5. Victory conditions
The player that takes their opponents dungeon masters down to 0 life points wins the game.
The game starts with both players having 3 life points.
Life points are reduced by the player controlled monsters making attacks on the figure of yourself –
the dungeon master. If you reduce your opponent’s life points to 0 you win, and in reverse of your
life points are reduced to 0, you lose. If the player and their battle opponent’s life points are both
reduced to 0 at the same time, then the game is a draw.
As the game progresses and you come to a point where your dice cannot dimension and there are no
monsters remaining to attack the follow victory conditions come into effect.
1. The one with the dungeon master that has the most remaining life points wins (if a tie, go to 2)
2. The one with more summoned monsters wins (if a tie, go to 3)
3. From the monsters that are summons the player with the highest level monster wins. (if a tie, go
to 4)
4. Draw
If it comes to a point in which you cannot attack the enemy dungeon master, but the enemy can
attack you, the game continues.
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6. Dungeon Master
- Rules for the Dungeon Master
The dungeon master is the important figure that takes your place in the game. The following rules
are determined for the dungeon master
- Dungeon Master power meter
You can check the dungeon master’s power meter on the dungeon master card. The dungeon
doesn’t have an HP, and all enemy monster attacks reduce LP by 1. They have a defence of 0 and
an attack 10, and can attack adjacent monsters. (in this case reduce the sword crest by 1)
-Dungeon Master area
The dungeon master is placed in the white spaces on either edge of the field separating enemy and
allies. This space is called the dungeon master area. The dungeon master cannot move from this
space.
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7. Game Progress
- Game start preparation
Do rock scissors paper to determine first and second player. Then place the dungeon master in the
dungeon master area on the field. Layout the monster cards to be used in the game face up and
place the monsters on top of their cards. For the item cards, place them face down with the items
placed on them. Place all of these to the left side of the field, and when you summon a monster or
item move them to the right side of the field. The item cards are moved face down.
When a monster is destroyed, remove it from the field. Then flip that monsters card face down.
When an item’s power is used flip it face up.
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3 Dimension Dice
When you succeed at a summoning, open that die and it becomes part of the dungeon. The
summoned monster is placed on the white space (where you write your name). The player
controlling the dice aims for the enemy dungeon master. The first dimension dungeon has to be
placed connected to your dungeon master. (refer to the example below)
First dimension ex: *DM = dungeon master
EX1: can dimension EX 2: cannot dimension
From the 2nd and so on dimension, it must be placed connected to a part of your dungeon, cannot
stick off the edge of the field and cannot lay on top of a part of the enemies dungeon.
- In the following cases even with a successful summoning a dimension cannot be done.
1 If on the field there is no place to progress the dungeon.
2 If the successful summoning dice has no corresponding monster (item) of the same level and color
to be summoned.
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Your turn
Dice roll
Summoning failure
Summoning successful
Dimension dice
Monster’s progress/attack
Use an item etc..
End of turn.
Opponent’s turn
* Repeat that from the second turn
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9. How to do Combat
- How to attack and defend
1. Normal attack
On a player’s own turn they can make an attack once per monster against an enemy monster. A
normal attack that does not use special abilities needs to follow the below rules.
Normal attack rules
In order to attack you need to pay 1 sword crest. On your turn you can only make one attack per
monster. You can only attack monsters in adjacent spaces.
2 Normal defense
When one of your monsters takes an attack from an enemy monster, it can defend itself. In the case
of the normal defense, when taking an attack from one enemy monster if you use shield crests you
can defend as many times as you need.
Normal defense rules
You need to pay 1 shield crest to defend. You can defend as many times as you need as long as you
have shields to pay with.
* Warning: If you pay extra crests for normal attacks or defense it does not increase the attack or
defense strength.
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Special attack abilities
You don’t need to pay attack crests except the cost of the special ability when attack using special
abilities. (continuous attacks “duker, twin, sword” etc.)
- Determining damage
1. How to calculate damage
Attack damage calculation is divided into two types depending on whether the attack is normally
defended or not. If while accumulating damage it exceeds the monsters HP, it is destroyed.
Destroyed monsters are removed from the game, and excluding special circumstances, they cannot
be used in the that game again.
(Calculating damage when normally defended)
Attacking monster’s attack strength – Defending monster’s defence strength = Defending monster’s
damage.
* Even if the defending monster’s defense is higher than the attacking monster’s attack strength, the
attack monster does not take damage.
(Calculating damage for a non-defended attack)
The defending monster reduces their HP the amount of the attacking monster’s attack strength.
2. Damage counter
The damage taken by the defending monster is shown on the damage counter and it is placed on that
monster’s card. One counter shows 10 damage. A monster that accumulated damage and was
destroyed turns it’s card face down.
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Chapter 2 Dice and Cards
1. Dice rules
- Dice colors
Basically the dice colors are divided into the 6 monster and item types.
White – Magic
Blue – Warrior
Yellow – undead
Green – Beast
Red – Dragon
Black – item
The cards and dice are both divided into 6 colors. (This set does not include items or item dice.)
- Dice level
The number displayed in the center of the summoning crests are the die’s level. The die level
displays the level of the monster or item a player can summon. The higher level monsters are
statistically harder to summon. Also, the yellow numbers written on other crests are the number of
crests, this number is how many crests can be gathered.
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2. About crests
- The meaning of each crest
A maximum of 10 crests can be gathered for each crest except the summoning crests.
Summoning crest
Crests used to summon monsters (or items), these cannot be collected. If within the dice rolled two
or more have the same number you can do a summoning.
Attack crests
Collected as sword crests. They are used to pay for normal attacks and special abilities when
attacking. You can only attack on your own turn.
Defense crests
Collected as shield crests. They are used to pay for normal defense and special abilities when
defending. You can only defend on your opponent’s turn.
Progress crests
You can collect progress crests which are used when you need to move your monsters. Normally
you need to use one for one space of movement. You cannot move during your opponent’s turn.
Magic crests
You can collect magic crests. They are used to pay for monster special abilities that are activated by
magic. Magic cannot be used during an opponent’s turn.
Trap crests
You can collect trap crests. They can be used to pay for traps that monsters have. Traps can be
activated during anyone’s turn.
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3. Using cards
- Monster cards
A monster’s HP, attack, defense, level, type and special abilities are written on them.
1. Monster special abilities
By paying the indicated crests you can activate the special ability power written on the card. If you
have enough crests you can activate special abilities as many times as you want on your turn.
However check to make sure it doesn’t say “Once per turn” or “When activating a dimension” and
follow those directions.
The timing for crest payment of special abilities is determined as shown below.
Progress, and magic crests – on your turn
Sword and shield crests – during battle
Trap crests – during either turn
Upgraded sword special abilities attack strength reverts to normal at the end of combat. Also trap
special abilities can be activated during an opponent’s turn. If in the space that shows the crest cost
only has a number, any crest can be used to activate it. Also for abilities with a crest cost of “0”,
they can be activated without paying anything (they can be automatically activated).
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Linking structure
resolve order→
Each type of effect-action → response → trap activation
← Activation order
- Item cards
Summoning items works the same as summoning monsters. The die color is black. Once placed an
item cannot be removed with the exception of special circumstances. Regardless of whether an
enemy or ally, once a monster monster over an item it activates. Unlike monsters, the item cards
are placed face-down until they activate, making what item it is a secret from your opponent.
When they activate the item card is flipped over, and if after it activates it is destroyed, then remove
it from the game.
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- Viewing the cards
Monster cards
Type – dragon
Monster name – Lizard Dragon
Level - 2
HP – 30
Defense – 10
Attack – 10
Crest to activate abilities – (shield thing…)
Special ability explanation - Reduce damge by 10. This effect can only be used when attacked by
an enemy monster.
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Item cards
Item name - Landmine
Level - 3
Item effect explanation – Place two damage counters on a monster that crosses over the landmine.
After that the landmine is destroyed.
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Chapter 3 Lets take a look at the progress of a game
- Explanation of game flow in scenes.
The fastest way to remember how to play it to actually play. In this chapter is explained in scenes
points to be careful of when at that point in the game flow.
Early game – First try for a successful dimension.
Scene 1 – First dimension
After the dice roll and a successful summoning, the dungeon needs to be placed in connection with
the dungeon master area.
“As long as it connects it is okay”
Scene 2 - Expanding the dungeon
From the second dimension onward, place it in connection with the dungeon you have made. Don’t
do off the field.
“Don’t place it off the edge.”
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Mid-game 1 – After summoning some monsters, try attacking
Scene 3 – Start progressing
After you and your opponent’s dungeons connect, it is time to progress your monsters forward. At
this time your can cross over allied monsters, but not enemy monsters. Think about the distance
from your opponent as you dimension.
“The facing of the monsters determines ally and enemy. The ones pointing towards your opponent
are your allies.”
Scene 4 – Join battle
In the photo to the right “Duker twin swords” is attacking “Gorogon”. The attacking side’s attack
strength is 20 and the defending side’s defense is 10, so with a normal defense the “Gorogon” takes
10 damage.
“In a normal attack you can only attack your opponent’s monster from up, down, left or right.”
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Mid-game 2 – Lets use special powers and items well.
Scene 5 – Items are convenient things
Item effects are activated when a monster goes over the top and the card is flipped over. Before that
your opponent doesn’t know what item it is. Regardless of whether an enemy or ally, items activate
when moved over.
“The type of item is revealed when it is activated”
Scene 6- How to view “within 3 spaces”
The photo to the right shows the within three spaces area for “Wizard Dragon’s” special ability
“destroy a monster/item within three spaces”. Different from progressing three spaces, be careful to
count the diagonal spaces also.
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Endgame – Every step towards the dungeon master is vital.
Scene 7 With a trap going off, the tables are turned
With the special bomb lizard power seemed like it would take out the “swift attack black ninja”,
instead the trap activated and got “cannot be the target of a special ability” so it wasn’t destroyed.
Traps are useful abilities because effects can be used in response to your opponent’s actions.
“Traps can activate regardless of whether it is your turn or your opponent’s, so they can be used
when you want to use them.”
Scene 8 Dungeon Master’s last stand.
The dungeon master has an attach strength of 10 and like monsters can make a normal attack when
paying with attack crests. However, it cannot defend itself, and if the opponent’s monster attacks it
three times you lose.
“The dungeon master has a defense of 0, so damage calculation is not needed.”
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Q&A
Q: When paying three progress crests for the Duker Twin Sword special ability, must I progress 6
spaces? Also after using this special ability, can I progress normally?
A: You can move any number of spaces within 6. Moving 5 spaces and stopping is fine. Also after
using this special ability, you cannot progress normally. As well as after moving normally you
cannot use this special ability to move once more.
Q: When using the Duker Twin Sword ability to make repeated attacks, can I pay 4 attack crests to
make 4 attacks? Also when doing this, how many shield crests does the defending monster need to
pay?
A: If you pay 4, then you can attack 4 times. If you pay 6, then 6 times, 8, then 8 times is also
possible. However, 3 for 3 times and 5 for 5 times is not possible. You must pay 2 at a time. Also
you must pay one shield crest to defend against each attack. If 4 attacks, then you must pay 4 shield
crests to defend 4 times.
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Q: Using the Crocsaurus special ability to boost an attack, will the attack be boosted the next turn?
A: After using a special ability, it only boosts during the attack. When the attack is finished your
attack strength returns to normal. Only after paying the sword crest for the crocsaurus special
ability can you use it for that attack, and after the combat is finished it reverts to the prior combat
strength.
Q: With the Godogres special ability attack boost, is it still boosted on the next turn?
A: It stays boosted. Unlike the Crocsaurus special ability, the Godogres special ability is paid for
with magic crests. In this case the attack strength is boosted until the monster is destroyed. Also
the Godogre special ability can be used as long as you have crests to pay for it.
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Q: Can the special ability of the little wizard that allows an attack from two spaces away and the
continuous attacks of the Duker twin sword special ability be used to make an attack against the
dungeon master?
A: No. You cannot attack the dungeon master with special abilities. You have to deal three damage
with normal attacks to take him down.
Q: When changing the dungeon with the little wizards special ability, is there any changes that are
not allowed?
A: You cannot change the dungeon so that it overlaps the enemy dungeon. Also you cannot
rearrange it so that it cuts off the path to your own dungeon master. If moving a dungeon piece with
a monster on it, please move the monster with it.
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