Cubitos BaseGame Rulebook-Lowrez

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John D Clair

RULEBOOK 1
CREDITS IN THIS BOOK
Design Graphic Design Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
John D Clair Phil Glofcheskie
Matt Paquette Co. Game Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Director of Projects
Nicolas Bongiu Art Goal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Banu Andaru, Felicia Cano, Jacqui Components. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Production Davis, Kali Fitzgerald, Ryan Iler
David Lepore Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Editing
Development Champion Tours . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Richard A. Edwards
Scot Eaton Tour de Cube . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
John Goodenough Proofreading
Nicolas Bongiu, Ryan Dancey, Dice Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Art Direction
Josh Wood
Todd Rowland, Mark Wootton, Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Erik-Jason Yaple
Money. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Playtesters
Endre Balogh, Eva Balogh, Mona Balogh, Neil Baumgartner, Bryan
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Beck, Leon Blight, Nicolas Bongiu, Chris Buckley, Chis Buskirk, Csilla Ability Symbols. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Clair, Jackson Clair, Ryan Dancey, Scot Eaton, Eric Elder, Patricia
Gavin, Nye Green, Rhys Green, Sean Growly, Mark Harbison, Hershey
Power Symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Harris, Terry Hughes, Ian Ingoldsby, Neil Kimball, Michael Kutan, David Gray Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Lepore, Ben Lesel, Joel Livingston, Eric Martinez, Andy McGuire, Robin
Norwood, Kyle Nunn, Kaz Nyborg-Anderson, Vladimir Orellana, Matt
Start Player Die . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Paquette, Shea Parker, Will Pell, Kaleb Pomeroy, Todd Rowland, John Using Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Sanderson, Taylor Shuss, Dwight Stone, Richard Tatge, Thorin Tatge,
Manolis Trahiotis, Tracey Trouten, Andrew Voigt, Pace Wilder, Josh
Using Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Wood, Mark Wootton, Erik-Jason Yaple, Sara Yordonov, John Zinser How to Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Roll Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Copyright & Contact Draw. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
© 2020 Alderac Entertainment Group. Cubitos and all related marks
are ™ or ® and © where indicated Alderac Entertainment Group, Inc. Roll. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2505 Anthem Village Drive Suite E-521 Henderson, NV 89052 USA. Move Hits to Active Zone . . . . . . . . . . . . . . . . . . 10
All rights reserved. Printed in China. Busting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Warning: Choking hazard!
Not for use by children under 3 years of age.
Draw Amount. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Run Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Questions?
Email: [email protected] Use Abilities, Resolve , Determine Total . . 11
www.alderac.com/cubitos Move. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Buy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Discard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Space Descriptions. . . . . . . . . . . . . . . . . . . . . . . . 12
End of Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Additional Rules. . . . . . . . . . . . . . . . . . . . . . . . . . 13
Card Clarifications . . . . . . . . . . . . . . . . . . . . . . . . 14
Dice Box Assembly. . . . . . . . . . . . . . . . . . . . . . . . 19

2
A Game by John D Clair
For 2-4 players, ages 14 and up

Introduction
Cubitos™ is a cube-shaped world populated by little cube
creatures. Every year the Cubitos population gets together to
hold the Cube Cup; a race of strategy and luck to determine the
Cubitos Champion. Each participant has a runner, represented by
a character on the racetrack, and a support team, represented by
all the dice you roll. The support team starts off fairly small, but
gradually, through smart choices and a bit of luck, improves into
an expert racing crew powering your runner forward!

Game Overview
Players take on the role of runners in the annual Cube Cup race.
Each round you roll dice and use their results to run along the
racetrack, buy new dice, and use abilities. But you must be careful
not to push your luck too much or you could bust!

Goal
The player who reaches the finish space first wins and becomes
the new Cubitos Champion!

3
COMPONENTS
Your game should include the following. If it does not, please contact [email protected] for assistance.

8 x Runner Figures Starting Dice consisting of: 1 x Start Player Die

28 x 12 x
Light Gray Dark Gray
Dice Dice

56 x Ability Cards consisting of:

7x 7x 7x 7x 7x 7x 7x 7x
Cards Cards Cards Cards Cards Cards Cards Cards

80 x Ability Dice consisting of:

10 x 10 x 10 x 10 x 10 x 10 x 10 x 10 x
Red Dice Orange Dice Yellow Dice Green Dice Blue Dice Purple Dice Brown Dice White Dice

4
4 x Player Boards 1 x Fan Track 2 x Double-sided Racetracks

4 x Phase Tokens 40 x Credits consisting of: 25 x Draw Tokens

24 x 1-point 16 x 5-point
tokens tokens

1 x Storage Box
12 x Dice Boxes

To assemble the dice boxes, follow the steps shown in the diagram on page 19 or visit the following
link to view an assembly video: www.alderac.com/cubitos
5
SETUP
1. Set Up Players
Each player chooses a color and takes the following:
6
• 2 Runner figures of their color
• 1 Player board of their color
• 1 Phase token
• 7 Light gray starting dice
• 2 Dark gray starting dice 3e
Players should place their phase token next to their
player board with the green “Roll Phase” side facing 4
up (1a).
Players should place their starting dice in their Draw
Zone on their player board (1b).

2. Choose Card Set 3d


Different sets of ability cards will make the game
feel different each time you play. Choose from one
of the card sets listed on page 8. Then return any
unused cards to the game box as they will not be
used during this game.
When players are first learning the game, we
suggest using this card set from “Race 1 [First
Game]” on page 8. 3c
Smelly Cat Dugout
Rich Dog Rollosaurus
Mr. Soldier Reckless Cheese
Rock On Bob

3. Set Up Racetrack
Players can either choose a racetrack or use the
chosen card set’s track suggestion (the “Nothing
Goes Right” track is recommended for first-time
players). Place the track in the center of the playing
area (3a). Then place 1 runner figure from each
player on the start space (3b).
Place the fan track next to the racetrack (3c).
Then place 1 runner figure from each player on the
bleachers (3d).
Place the ability cards from the chosen card set
around the racetrack (3e).

6
4. Set Up Dice Trays
Place boxes next to their matching color ability
card so their tray is facing up. Then place all of the
corresponding dice in each box’s tray.
Dice placed in the boxes’ trays are available for
players to buy during the game.
Make a pile of unused gray dice near the play area.

5. Set Up Token Trays


There are 4 other boxes for storing components
when you are not playing. During the game these
5 boxes are designed to be used as token trays for
the and . Place these boxes so their tray is
facing up around the play area. Split the roughly
evenly into 2 trays and do the same with the into
the other 2 trays. If it’s helpful, a tray of each token
3b type can be put at opposite ends of the table for
easier accessibility for all players.

6. Determine Start Player


3a Select a player at random and place the start player
die in their Roll Zone. The player with the start
player die is considered the start player during
that round.
Players are now ready to begin the game!

1a
1b

7
CHAMPION TOURS TOUR DE CUBE
The following card sets are a series of seven races with all 56 ability cards being used once. This allows players to The following are additional card sets for experienced
experience every ability over the course of seven games. players.

Race 1 (First Game) Race 5 Combotastic


This setup is recommended for your first game. Abilities are Is it time for the crab to be champion with a magic llama Get ready to bend your mind, as the difference between
on the simpler end and you can expect some straight up push and an army of Cubitos at his back? You bet Mr. Bats and his the right dice and the wrong dice can be combotastic or
your luck dice rollin’! malfunctioning Jurassic cheese cows may have something to llama-licous.
say about that!
Smelly Cat Dugout Dope Cat Pinch Eater
Rich Dog Rollosaurus Broken Cow Mr. Bats Captain Bark You Bet Jurassican
Mr. Soldier Reckless Cheese Dr. Livingstone You Bet Jurassican Mr. Soldier Cheese Boy
Rock On Bob Champion Bad Cheese Piña Cubelada Bob
Up to 11 Llama Shaman
TRACK SUGGESTION: Nothing Goes Right (1 lap) TRACK SUGGESTION: Testing the Waters
TRACK SUGGESTION: Ahead of the Curve
Race 2 Such Much Fans
Cheesy fans, a dino combo, or a fishy llama? This set
Race 6 This race is a popularity contest. Play aggressive and bust
encourages you to get fans and be more particular about the There is some broken combo nonsense in this set, but watch hard, it’s not too bad here.
color of dice you roll together. out that the cheese doesn’t skip all that and just do it on
their own. Cat Tastrophy Mr. Bats
Cat Tastrophy Reliever Beaver Rich Dog Wikiwiki Dinosaur
Captain Bark Dancing Dino Fast Cat The Babe
Supah General! The Big Cheese
Punch Guy The Big Cheese Mr. Dog Shimmy Shimmy Dino
Punk Fruit Chilly McChillster
Piña Cubelada Undercover Fish Crabby The Cheese Stands Alone
Rolling Stoned Stogie TRACK SUGGESTION: Ahead of the Curve
TRACK SUGGESTION: Ahead of the Curve
TRACK SUGGESTION: Testing the Waters
Grand Finale
Race 3
Claw your way to popularity and get some general fan points.
Race 7 This is it, the grand finale! All the Cubitos’ hopes and dreams
are at stake. This race is more a marathon than a sprint,
This set also encourages collecting fans, though with some This set closes out the Champion tour with a 2 lapper, so plan so plan accordingly.
well-dressed cheese and clever combos you may not need for the long haul. Tip: Punk Fruit and Pinch Eater can make a
them for victory. great combo. Smelly Cat The Babe
Note: When using the ability for Pronto Bronto, only count red Dapper Doggie Cubasaurus
Fat Cat Benchwarmer
lines to the end of the current lap; not the end of the race. El Bandito The Cheese Stands Alone
Wizard Cubasaurus
Rolling Stoned Stogie
Supah General! Ledercheesen Schmutz Pinch Eater
Keep on Rollin’ Llama-rama Muggles Pronto Bronto TRACK SUGGESTION: Use racetracks Still Waters Run
El Bandito Cheese Boy Deep and Testing the Waters. Players begin at the start of
TRACK SUGGESTION: Testing the Waters track Still Waters Run Deep and end at the finish of track
Punk Fruit Chilly McChillster Testing the Waters. Place the boards such that the finish of
track Still Waters Run Deep is adjacent to the start space
Race 4 TRACK SUGGESTION: Nothing Goes Right (2 laps) of track Testing the Waters. It costs 1 to move from the
finish space on track Still Waters Run Deep to the start space
Is it time to wikiwiki or stink it up? Gray dice look a lot nicer in on track Testing the Waters.
this set and a vacationing llama might know some shortcuts.

Dope Cat Batter Beaver


Dapper Doggie Wikiwiki Dinosaur Create Your Own
Jacques Couteau Stinky Cheese You can also create your own card sets! While you can
Pineapple Rocks Bahama Llama make the setup however you want, including randomly, the
following are some tips to ensure a fun game. Make sure you
TRACK SUGGESTION: Still Waters Run Deep have a reasonably balanced distribution of costs (e.g. include
at least 2 or 3 ability cards that cost 5 or less). Also try to
include at least 1 ability card that lets you lose dice or draw
extra dice.

8
DICE OVERVIEW USING ABILITIES
Cubitos features a variety of dice and symbols, as described below. With the exception of gray starting dice and the start player
die, all other dice have a corresponding ability card. Unless
MOVEMENT GRAY DICE specifically stated otherwise, using an ability is optional.
You use movement to move your runner Each player begins the game
figure along the racetrack. with 7 light gray and 2 dark gray
starting dice. Dark gray dice have 1
MONEY 1 and 1 , while light
You spend money to buy new dice, gray only have 1 without any .
additional movement, and pay other
Light and dark gray are both considered
costs.
“gray dice” for rules and abilities. 2
CREDITS Light and dark gray dice are considered to 3
The only die that has this symbol is the have a cost of zero. Players cannot buy gray dice,
start player die. You use this symbol to but unused gray dice can be gained with certain
gain 1 token. abilities.

Unlike which must be spent or lost at the end


of the round, can be saved to be used during
Any gray dice not being used can accumulate in
a pile somewhere on the table. These are still 1 COST
You must spend this amount of and/or to buy 1 die
a future round. considered to be in a “tray” for abilities that allow of the corresponding color.
you to gain dice.
ABILITY SYMBOLS
START PLAYER DIE 2 ABILITY
This describes what the symbol on the die does when you
use the die.
The start player die is an extra die that
you roll when you are the start player.
It does not count towards the total
amount of dice you roll that round (see 3 DICE SIDES
This image is just for reference and shows what the 6 sides
of the dice are.
page 11).
The start player die is always passed to the next Each ability states when it can be used during the round, as
You use these symbols on your dice to use
player clockwise at the end of each round, so it described below:
abilities on their corresponding card.
cannot otherwise be bought, lost, traded, or taken
POWER SYMBOLS using any abilities or effects. Now
This die also helps determine certain timing rules Now abilities are used immediately after the die with the ability
and tiebreakers. symbol is placed in your Active Zone. If multiple Now abilities
are placed in your Active Zone at the same time, you resolve
them in the order of your choosing.
Unless otherwise stated on the ability card, the Using Dice
power symbol is identical to the regular ability Active
symbol. However, some ability cards have a You will use the face up side of dice in
section with a symbol indicating an effect Active abilities are used as the ability instructs so long as the
your Active Zone. Each die can only be die with the ability symbol is in your Active Zone. Some active
the power symbol does in addition to the
used once. To remember that you have abilities will specifically tell you when the die can be used.
regular effect.
used a die, you can simply turn it to a Others will have an ongoing effect so long as the die is in your
blank side. Active Zone. Others may not indicate a specific time when you
can use the die, in which case it can be used at any time.
All abilities, unless specified, are optional Dice typically gain you to buy new
to resolve. But note, if you roll a power dice, or to move your runner figure
symbol and choose to resolve the regular along the racetrack, or some ability as
Run
ability portion, you must also resolve the described on the corresponding card. Run abilities can be used only during the Run Phase. If you have
extra power ability. multiple Run abilities, you may use them in any order.
Some abilities refer to active dice.
All of the dice in your Active Zone are All dice faces that show a , , or a are also considered
considered active dice, regardless if they run abilities.
are showing a symbol or a blank.
9
HOW TO PLAY
Cubitos is played in a series of rounds. During each round all players will first complete a Roll Phase, followed by a Run Phase. Once all players complete a Run Phase,
the start player die is passed to the next player clockwise around the table and a new round begins! Players continue playing rounds until the game ends.

ROLL PHASE
Players complete this phase at the same time.
Hits & Misses Busting
During the Roll Phase, you must complete the ROLL PHASE If you bust, complete the following steps:
following steps in order:
1 DRAW 2 ROLLMISS 3 MOVE • You must move all dice from your Active Zone to your
Dice
TOthat have aZONE
ACTIVE blank
1. Draw side showing are
Discard Zone.
Move dice from your Draw Zone to your PUSH? considered a miss.PASS?
• As a bonus, you may move any dice from your Roll
Roll Zone until the number of dice in Zone to your Discard Zone; any dice that you do
your Roll Zone is equal to your draw not discard in your Roll Zone stay there for the next
amount, which at the start of the game HIT round.
is 9. You may choose which dice to draw. Your Roll Dice that have • Advance your runner figure 1 space on the fan track
Zone is the table space above your player board. something other than and gain any and shown on the space you
You will usually start each round with some dice already a blank side showing just moved to.
in your Roll Zone left there from the prior round. For are considered a hit.
example, if your draw amount is 9 and you already have Some abilities refer to active dice.
2 dice in your Roll Zone, then you will only add 7 more All of the dice in your Active Zone are
dice from your Draw Zone to your Roll Zone.
considered active
ROLLdice, regardless if they
PHASE
If you need to draw more dice but do not have any in are showing a symbol or a blank.
ROLL
your Draw Zone, move all dice from your Discard Zone PHASE
1 DRAW 2 ROLL 3 MOVE
to your Draw Zone and then continue drawing. TO ACTIVE ZONE
1 DRAW 2 ROLL 3 MOVE
3. Move Hits to
TO ACTIVE ZONE
2. Roll PUSH? PASS?
Active Zone
2.1 ROLL PUSH? PASS?
Move all your hits to the Active Zone on
Take all of the dice in your Roll Zone
your player board and leave any misses
and roll them into your Roll Zone.
in your Roll Zone. Your Roll Phase is now over.
2.2 CHECK IF YOU BUST Flip your phase token over to the red Run side.
You must now choose to either push or pass.
If you roll any hits, proceed to step 3. If your roll results
in all misses, you might bust. If you choose to push, then return to step 2.1 and roll
again. However, if you have 3 or more dice in your
You risk busting only if you have ever had at least 3 dice Active Zone, then you risk busting by choosing to push.
Roll Phase Timing Rule
in your Active Zone, or if you already risked busting
during the current Roll Phase (see “Busting with Fewer If you choose to pass, then you are done with the Roll Most of the time, players can resolve their
Dice” on page 13). Phase. Flip your phase token over to the red Run side to entire Roll Phase simultaneously and
indicate that you are ready for the Run Phase. Wait until independent of the other players. Occasionally,
When you risk busting and your roll results in all misses, all other players have completed their Roll Phase and players may wish to wait and see what the
then you bust and your Roll Phase is over (see “Busting” then all players together move on to the Run Phase.
on this page). other players do before choosing to push or
In this manner, you continue until you either pass or pass. In these cases, the player with the most
bust. Eventually all players will have either passed or dice in their Roll Zone must act first.
busted, at which point all players move on to the If 2 or more players are tied for the most dice,
Run Phase. then break the tie in clockwise order beginning
with the person who has the start player die.
10
DRAW AMOUNT RUN PHASE
The Run Phase begins after all players have completed their Roll Phase and flipped their phase token over to their
BASE DRAW Run side. Players complete the steps of this phase at the same time.
All players begin the game with
During the Run Phase, you must complete the following steps in order:
a draw amount of 9, as indicated
by the draw symbol on the player
board’s Roll Zone. 4. Use Abilities, Resolve , 6. Buy
Determine Total You may spend some or all of your and to buy
new dice. gained is a non-physical total number
Players may use any Run abilities they have and wish to that can only be used during the current round; any
HAND TOKENS
use. When all players are ready, they compare the total you don’t spend is lost at end of the round. gained
Your draw amount permanently
in their Active Zone and resolve the effect of the are accumulated with physical tokens; any you
increases +1 for each you
red card (see “Compare ” on page 13). don’t spend is kept for future rounds.
gained by advancing on the fan
track (see “Busting” on page 10). Then players may continue using abilities and ultimately The cost to buy a new die is listed in the upper right
determining their total and (see “Using corner of its ability card.
Abilities” on page 9).
You may buy up to 2 dice each round. If you buy 2 dice,
RED LINES they must be different colors; you cannot buy 2 of the
Your draw amount temporarily increases +1 5. Move same die.
for each red line on the racetrack that you are For every you have, you may move your runner
currently behind the leading runner figure. When you buy a die, place it in your Discard Zone.
figure 1 space on the racetrack.
This bonus will continually change as the race
progresses. You may also spend 4 and/or to gain 1 . 7. Discard
There is no limit to the amount of and you may Move all dice from your Active Zone to your Discard
spend to gain . Note that this does not work the Zone. DO NOT discard dice in your Roll Zone; those
other way; you cannot spend to gain or . dice stay there for the next round. Then, flip your phase
token over to the green Roll side. You must wait until
If a space already has a runner figure, you may move all other players have completed their Run Phase and
into the space normally; other runners do not block your flipped their phase token over to their Roll side.
movement.

You do not have to use all of your (movement is When all players have completed their Run Phase, pass
the start player die to the next player clockwise and
optional). However, any not used is lost.
place it in their Roll Zone. Then, all players proceed
If you end your Move step in a reward space, and you together to a new Roll Phase.
didn’t start the round in that space, you gain that reward
(see “Space Descriptions” on page 12).
Run Phase Timing Rule
Most of the time, players can resolve
their entire Move, Buy, and Discard steps
simultaneously and independent of the other
players. Occasionally, players may wish to
Remember: The start player die wait and see what the other players do before
does not count towards your draw making a decision. Alternatively, a tray may
amount. This is a “free” die that the not have enough dice left for each player who
start player rolls without it counting wants to buy a die of that type. In these cases,
players must take turns resolving their entire
towards the dice in their Roll Zone.
Move, Buy, and Discard steps, beginning with
the start player and proceeding clockwise.

11
SPACE DESCRIPTIONS END OF GAME
When any runner figure reaches the finish space,
Standard Terrain Movement Effects it triggers the end of the game. Finish playing the
OPEN Movement effects may be resolved during your Move current round, then the game ends and the winner
Can be moved step when you are on the movement effect space. They is determined.
into normally. may be activated mid-movement. If a player’s runner figure reaches the finish space
SHORTCUT and still has any remaining, they move to the start
Pay the required amount of to move space and continue moving from there in case a
WATER tiebreaker is required.
to the indicated space (the destination
Cannot be moved into.
space has the same symbol and color, but
EXCEPTION: Some abilities allow you to is not surrounded by standing stones). How to Win
move into water spaces, as described on If you cannot pay the full amount of , If only 1 player reaches the finish space during a
the card. you cannot use the shortcut. round, they win and become the Cubitos Champion!
SHORTCUT If 2 or more players reach the finish space during the
Reward Spaces Pay the required amount of to move same round, the player who goes the most distance
If you end your Move step in a reward space, and you to the indicated space. If you cannot pay beyond the start space wins. If players are still tied,
didn’t start the round in that space, you may gain its the full amount of , you cannot use the then all players continue the race by playing an
reward. Moving through a reward space gives shortcut. additional round and the player who goes the most
you nothing. distance beyond the start space wins. If players tie
For example, if you had 10 and started again, they all keep playing additional rounds until the
GAIN CREDITS 2 spaces away from this space, you could tie is broken.
Gain the indicated amount of . use the first 2 to move into this space,
then spend 7 to
take the shortcut, and finally have 1
left over to move 1 more space.
GAIN A FAN
Advance your runner figure 1 space on the JET PACK
fan track and gain the and for When you are in this space, double your
that space if any. remaining .

LOSE A DIE For example, if you start the round in


Take any 1 die of your choice in any of this space, all you gain are doubled
your zones and return it to its tray. Gray and count as 2 . Alternatively, if you
dice lost this way can be returned to the had 6 and started 3 spaces away, you
box or accumulate in a pile somewhere could use the first 3 to move into this
on the table. space, then your remaining 3 would
be doubled, giving you 6 so you could
GAIN ANY DIE move 6 more spaces.
Gain any 1 die in any tray for free without
paying its cost and place it in your Start and Finish Space
Discard Zone. This has no effect on
your ability to still buy 2 dice of different The start and finish space are each one
colors as normal. big space and are adjacent to all spaces
they touch.
GAIN ANY DIE (COST) When any runner figure reaches the finish
Gain any 1 die in any tray for free that space, it triggers the end of the game and
has a cost equal to or less than the cost the winner is determined (see “End of
listed on the reward space and place it in Game” on this page).
your Discard Zone. In the example reward
space above, you may take any die that If you move into the finish space and still
costs 0 to 4 without paying its cost. have any remaining, move to the start
This has no effect on your ability to still space and continue moving from there.
12 buy 2 dice of different colors as normal.
ADDITIONAL RULES
This section covers additional explanations beyond the basic rules required to play.

Fan Track Adding Dice to Your Roll Movement Effects


Players advance their runner figure 1 space along Some abilities feature the symbol. This means Shortcuts and jet packs are the 2 types of movement
the fan track each time they bust and each time they that you select the indicated amount of dice from your effects in the game.
gain a . The first time a player advances on the Draw Zone and roll them into your Roll Zone.
fan track, they must take their runner figure from the Unlike a reward space which can only be gained when
bleachers (not the racetrack) and place it in the first Note that you roll these dice into your Roll Zone and you end your Move step in the space, movement effects
space numbered “1.” Unless an ability specifically states move any hits to your Active Zone as normal; this is a can be activated while moving during your Move step.
free roll with just the selected dice and you cannot bust
otherwise, players always gain any and shown Movement effects are optional. If you choose not to use
on this roll. When selecting dice, as normal, if you run
on the space to which they just moved. (or cannot pay to use) the movement effect, it is treated
out of dice in your Draw Zone but still need to select
more dice, move all dice from your Discard Zone to your as an open space.
Some abilities refer to your count. Your current
count is equal to the number of spaces that your Draw Zone and then continue selecting. If any rolled dice You may only use a movement effect space once during
runner figure advanced on the fan track, represented show a symbol that has a Now ability, you may use the your Move step; you cannot use the same space twice
by the spaces numbered 1 to 13. For example, if your ability as normal. during the same round.
runner figure is still on the bleachers, you have a
count of 0. If you advanced 3 spaces on the fan track, Mandatory Hits Moving Through Water
you have a count of 3.
During your Roll Phase, you must move hits to the Active Water cannot normally be moved into but some abilities
If you reach the last space numbered “13” and need to Zone. When you roll a hit, you cannot choose to keep it in allow you to move into a water space, as described on
advance again, your runner figure remains in the space your Roll Zone and attempt to roll a different result when the card.
and you simply gain 6 again. you push, for example.
If you end your movement in a water space and the only
Compare Active Dice adjacent spaces are water, you must use an ability to
move into the adjacent water spaces. Players should be
Red cards require players to compare the total number Some abilities refer to active dice (active ). All of careful to avoid getting stuck in spaces surrounded
of that they have during the Run Phase to determine the dice in your Active Zone are considered active dice, by water!
which player has the most . Only in a player’s regardless if they are showing a symbol or a blank.
Active Zone are considered for this total. Public Supply
Losing Dice If all of the dice in a tray run out, then dice of that
If 2 or more players are tied for the most , the ability
card may list a tiebreaker that reads “Start player die The “Lose a Die” reward space on some racetracks and color cannot be bought. If a player loses a die and it is
breaks ties.” In this case, the player closest to the start card abilities allow (or force) you to lose a die. When returned to the tray, then the die may be bought
player die wins the tie, starting with the player with the you lose a die, take it from any zone (unless otherwise as normal.
start player die and continuing clockwise around the stated) and return it to the corresponding dice tray. Dice
returned to the tray can be bought as normal. You cannot In the unlikely event that any of the tokens run out,
table. If 2 or more players are tied for the most and simply use an alternative token like coins. There is no
choose to lose the start player die. Gray dice lost this
the ability card does not list a tiebreaker, then no player
way can accumulate in a pile somewhere on the table or limit to the number of and tokens.
is considered to have the most . be returned to the box.
Once a player is determined to have the most , they If an ability states that you must lose a die with the “not Busting With Fewer Dice
are considered to have the most for the remainder optional” clarification, you must lose the die even if you If you push with at least 3 dice already in your Active
of that round. This means that the player can use and choose not to use the ability. Zone and risk busting, you risk busting each time you
lose dice with during the Run Phase and still be push for the remainder of that Roll Phase regardless of
considered to have the most . Free Dice how many dice you have in your Active Zone. In other
words, once you risk busting, you always risk busting
Some abilities allow you to gain a die for free without
Abilities paying its cost. Gaining free dice has no effect on your
even if you have fewer than 3 dice in your Active Zone.
This is important to remember when abilities have you
Unless specifically stated otherwise, abilities only last ability to still buy 2 dice of different colors as normal. lose or move dice in your Active Zone.
until the end of the round.
When an ability says “up to” in its effect, you may
choose zero.

13
CARD CLARIFICATIONS
This section covers additional explanations for card abilities that may be referenced during play.
When you use the Run ability, you must also take 1 die
Champion Jacques Couteau from any of your zones and return it to its tray if you
Only the player with the most may use this ability. Each player with may use this ability, not just the gained at least 1 this round. The can be gained
When you draw during your next Roll Phase, you may player with the most . from a reward space, fan track, dice symbol, ability, or
move all dice from your Draw, Active, and Discard Zone any other effect. You must use the Run ability even if you
to your Roll Zone, regardless of your draw amount. You When you use this ability, first determine how many choose not to use the Now ability.
may choose to leave any dice in their zone instead of players have fewer total than you. Red dice with
If you bust during your Roll Phase, you cannot use the
moving them to your Roll Zone. a power symbol are considered 2 instead of only
1 during your Run Phase since it would be moved from
. Only dice in players’ Active Zones are counted; do
your Active Zone to your Discard Zone. Since the Run
Crabby not count from red dice in Draw, Roll, and Discard
ability did not get resolved, you do not lose the in
Zones.
Only the player with the most may use this ability. this case.
When you use this ability, take 1 die in any of your zones For each player with fewer than you, choose 2 non-
and give it to another player with the fewest total in red dice in any of your zones and roll them. Move any Benchwarmer
their Active Zone. The player must place the die in their hits to your Active Zone and any misses stay in your Roll
Discard Zone. Giving a player the die has no effect on Zone. This is not considered pushing, so you do not bust When you use this ability, you may lose the die and
their ability to still buy 2 dice of different colors if all of the dice roll a miss. If any rolled dice show a one other die from any of your zones. Return the dice to
as normal. symbol that has a Now ability, you may use the ability as their corresponding dice tray (gray dice can accumulate
normal. in a pile somewhere on the table or be returned to
If 2 or more players tie for the fewest total , then the the box).
player with the most chooses which tied player is If a player has the same number of than you, they
given the die. are not considered to have fewer than you (there is Dugout
no tiebreaker for this ability).
If you choose to use the Now ability, you must do so at
El Bandito the time it is rolled. When you use this ability, select 3
Each player with may use this ability, not just the
Mr. Soldier dice from your Draw Zone and roll them into your Roll
player with the most . Only the player with the most may use this ability. Zone; this is a free roll with just the selected dice and
When you use this ability, gain 3 and 2 . you cannot bust on this roll. Then move any hits to your
When you use this ability, first determine how many Active Zone. If you do not have enough dice in your Draw
players have fewer total than you. Red dice with Zone, move all dice from your Discard Zone to your Draw
a power symbol are considered 2 instead of only
Punch Guy Zone and then continue selecting dice.
1 . Only dice in players’ Active Zones are counted; Only the player with the most may use this ability.
do not count from red dice in Draw, Roll, and When you draw during your next Roll Phase, white and Mr. Bats
Discard Zones. green dice do not count towards your draw amount. The
When you use this ability, you may choose to either gain
dice still count towards busting if you roll all misses.
2 or gain equal to half of your count rounded
For each player with fewer than you, gain 1 .
down. For example, if you have a count of 5, you
If you have at least 1 , players with zero are
Supah General! would gain 2 .
considered to have fewer than you. If a player Only the player with the most may use this ability.
has the same number of than you, they are not When you use this ability, gain equal to your Pinch Eater
considered to have fewer than you (there is no count. For example, if you have a count of 5, you If you choose to use the Now ability, you must do so at
tiebreaker for this ability). would gain 5 . the time it is rolled. When you use this ability, take any
1 die in your Roll Zone and set it on any face of your
Batter Beaver choice in your Active Zone. If that die shows a symbol
If you choose to use the Now ability, you must do so at that has a Now ability, you may use the ability as normal.
the time it is rolled. When you use this ability, select 2 If you do not have any dice remaining in your Roll Zone,
dice from your Draw Zone and roll them into your Roll then this ability has no effect.
Zone; this is a free roll with just the selected dice and
you cannot bust on this roll. Then move any hits to your
Active Zone. If you do not have enough dice in your Draw
Zone, move all dice from your Discard Zone to your Draw
Zone and then continue selecting dice.
14
Reliever Beaver Stinky Cheese Punk Fruit
When you use this ability, you may choose any 1 die in When you use the main ability, gain 2 . If you bust and use this ability, keep all your green and
your Roll Zone and return it to its corresponding dice tray gray dice in your Active Zone but move all other dice in
(gray dice can accumulate in a pile somewhere on the When you use the power symbol ability, light and dark your Active Zone to your Discard Zone. Advance your
table or be returned to the box). gray dice do not count towards your draw amount when runner figure 1 space on the fan track and gain any
you draw during your next Roll Phase. rewards for busting as normal.
If you do not have any dice remaining in your Roll Zone,
then this ability has no effect. The Big Cheese During your Run Phase, you may use a in your Active
Zone to take up to a total of 9 different colored dice in
The Babe You may either gain 1 or gain equal to half your
count rounded down. For example, if you have a
your Draw and Roll Zones and roll them once. Move any
hits to your Active Zone and any misses stay in your Roll
When you use the main ability, gain 5 . count of 5, you would gain 2 . Zone. If any rolled dice show a symbol that has a Now
ability, you may use the ability as normal. If you have
When you use the power symbol ability, also gain 1
and then you must lose the die. You must lose the The Cheese Stands Alone multiple in your Active Zone, you may use this ability
multiple times. Any dice in your Active Zone can be used
die even if you choose not to use the ability. The Now ability must be used at the time it is rolled. If as normal during your Run Phase.
you roll a and have fewer than 3 dice in your Active
Bad Cheese Zone, it still counts as a push when you roll again to Light and dark gray dice are both considered the same
fulfill the Now ability’s requirements, even if there is no color of gray for this ability. The start player die is
When you use the main ability, gain 2 . risk of busting. considered to be a unique color for this ability.
When you use the power symbol ability, also gain 3 If you roll multiple at the same time, you are forced
and then you must lose the die. You must lose the to push only one more time, not one more time for each
Rock On
die even if you choose not to use the ability. you just rolled. However, if you roll on separate The Active ability is ongoing and may be used each time
rolls, each roll will force one more push. you push. When you use the main ability and push during
Cheese Boy your Roll Phase, first move the from your Active
When you use the Run ability, gain 3 . Zone into your Roll Zone. The will be rolled along
If you have at least 1 brown die in your Active Zone, gain
with all of the other dice in your Roll Zone. Rolling
2 . If you have at least 1 orange die in your Active
Zone, you may also lose any 1 die in your Roll Zone and
Keep On Rollin’ more dice increases your chance of rolling a hit and
avoid busting.
return it to its tray. If you have brown and orange dice in If you were to bust and have a in your Active Zone,
your Active Zone, you may use either or both abilities as you may lose the die and return it to its tray to not bust.
you wish. You may then choose to either push (and risk busting Rolling Stoned
again) or pass and end your Roll Phase. When you use this ability, take any of your light and dark
Ledercheesen gray dice in any of your zones and roll them. Move any
The main Active ability is ongoing and may be used
Piña Cubelada hits to your Active Zone and any misses stay in your Roll
Zone. If you roll at least 1 hit, then you do not bust and
each time you push and do not bust. When you use this When you use a in your Active Zone, you cannot
you may continue to push or pass. If you do not roll any
ability, take 1 die in your Draw Zone and roll it into your bust the next time you push even if you roll all misses.
hits, then you bust as normal. If you do not roll any hits
Roll Zone. (See “Adding Dice to Your Roll” on page 13.) If If you choose to push again after that roll, then you risk
and have another in your Active Zone, you may use
the rolled die shows a symbol that has a Now ability, you busting unless you use another on a different green
the die to perform this ability again.
may use the ability as normal. die. If you choose not to push, then this ability has no
effect. You may only use this ability if you were to bust
The power symbol Run ability allows you to gain 1 after pushing.
for every 4 dice you have in your Active Zone. For
example, if you have 7 dice in your Active Zone, you
Pineapple Rocks
would gain 1 . The Active abilities are ongoing and may be used each Up to 11
time you push. When you use the main ability and push The main Active ability is ongoing and may be used each
If you have multiple in your Active Zone, you may during your Roll Phase, first move the from your time you push. When you use the main ability and push
use the Active and Run ability multiple times. Active Zone into your Roll Zone. The will be rolled during your Roll Phase, first move the from your
along with all of the other dice in your Roll Zone. Active Zone into your Roll Zone. The will be rolled
Reckless Cheese When you use the power symbol ability, you must also
along with all of the other dice in your Roll Zone.
This ability is ongoing and may be used each time you move another die from your Active Zone (if able) into You may only use the Run ability if you have a green die
push and do not bust. your Roll Zone. Rolling more dice increases your chance with a power symbol in your Active Zone during your
of rolling a hit and avoid busting. Run Phase.
Since reward spaces and movement effects can only be
used during your Move step, you cannot gain rewards or
activate movement effects with this ability during your
Roll Phase.
15
Bahama Llama Stogie Pronto Bronto
When you use this ability, gain 3 and 1 . You may If you choose to use the Now ability, you must do so at During your Run Phase, you first determine your total
use the 1 to move into a water space any time during the time it is rolled. When you use this ability, take all during step 4 and then spend to move during step 5.
the Move step of your Run Phase. of your gray and white dice in your Draw and Roll Zones Therefore, if you have multiple in your Active Zone,
and roll them. Move any hits to your Active Zone and any you would use all of them to determine how many
If you end your movement in a water space and the only misses stay in your Roll Zone. This is not considered you gain before actually moving your runner figure.
adjacent spaces are water, you must use an ability to pushing, so you do not bust if all of the dice roll a miss.
move into the adjacent water spaces. Be careful to avoid If you are playing a multi-lap race or multi-track race,
getting stuck in spaces surrounded by water!
Undercover Fish only count red lines to the end of your current lap/track.
If you move into a jet pack space during your Move step When you use this ability, gain 2 . You may use 2 If a player has already crossed the finish space and you
and have any remaining from this ability, those to move into water spaces any time during the Move are playing a tiebreaker round, this ability has no effect.
are doubled and can be used to enter water spaces. For step of your Run Phase.
example, if you have 2 remaining and move into a jet
pack space, you may move up to 4 water spaces during If you end your movement in a water space and the only
your Move step. adjacent spaces are water, you must use an ability to Example
move into the adjacent water spaces. Be careful to avoid
getting stuck in spaces surrounded by water! Your runner figure is 5 red lines from the finish
Bob space and you have 2 in your Active Zone.
After your Move step is finished but before you proceed If you move into a jet pack space during your Move step
Using both of your would give you a total of
to your Buy step, you may gain 1 reward space that is 1 and have any remaining from this ability, those 4 (2 for each ).
or 2 spaces away. When you are counting spaces, you are doubled and can be used to enter water spaces. For
may use any space including water spaces. You cannot example, if you have 2 remaining and move into a jet
use this ability to gain a reward space from the space pack space, you may move up to 8 water spaces during
that you ended your Move step in. If you started the your Move step. Rollosaurus
round in a reward space and moved 1 or 2 spaces away,
When you use this ability, gain 4 .
you may use this ability to gain that reward space. If you Cubasaurus
have multiple , you may use each die to gain the same
reward space if desired.
If you choose to use the Now ability, you must do so at
the time it is rolled. When you use this ability, take any 1
Shimmy Shimmy Dino
die in a tray for free and set it on any face of your choice When you use this ability, gain equal to the total
Chilly McChillster in your Active Zone. If that die shows a symbol that has number of white, light gray, and dark gray dice in your
When you use this ability, take all of your dice in your a Now ability, you may use the ability as normal. This has Active Zone.
Roll Zone and roll them. Move any hits to your Active no effect on your ability to still buy 2 dice of different
Zone and any misses stay in your Roll Zone. This is not colors as normal. You Bet Jurassican
considered pushing, so you do not bust if all of the dice
You must lose the die that you gained for free at the end When you use this ability, gain 2 . If you have at least
roll a miss. Then repeat this process a second time. If
of the round and return it to its tray. If you bust, you must 1 brown die in your Active Zone, gain an additional 2
any rolled dice show a symbol that has a Now ability, you
move that die to your Discard Zone as normal and then . If you have at least 1 yellow die in your Active Zone, you
may use the ability as normal.
lose it at the end of the round. may also gain an additional 1 . If you have brown and
yellow dice in your Active Zone, you may use either or
Llama-Rama If you bust during your Roll Phase, you cannot use the
both abilities as you wish.
during your Run Phase since it would be moved from
When you use the main ability, gain 3 . your Active Zone to your Discard Zone. Since the Run
When you use the power symbol ability, also gain 1 ability did not get resolved, you do not lose the in Wikiwiki Dinosaur
and advance your runner figure 1 space on the fan track. this case. You may count the purple die as one of the different
You gain any shown on the space you just moved to colors you have in your Active Zone.
but you do not gain . Dancing Dino
Light and dark gray dice are both considered the same
When you use this ability, gain 2 . If you have at least color of gray for this ability. The start player die is
Llama Shaman 1 red die in your Active Zone, gain an additional 2 . If considered to be a unique color for this ability.
When you use this ability, gain 2 and take 1 red die you have at least 1 orange die in your Active Zone, you
from the tray for free and place it in your Discard Zone. may also gain an additional 1 . If you have red and
This has no effect on your ability to still buy 2 dice of orange dice in your Active Zone, you may use either or
different colors as normal. If no red dice are available, both abilities as you wish.
you may still gain 2 .

16
Captain Bark Muggles Cat Tastrophy
If you have at least 1 white and 1 red die in your Active If you choose to use the Now ability, you must do so at When you use this ability, take any 1 die with a value no
Zone, you may advance your runner figure 1 space on the the time it is rolled. When you use this ability, select 2 greater than your count from a tray for free and place
fan track. You gain any shown on the space you just dice from your Draw Zone and roll them into your Roll it in your Discard Zone. This has no effect on your ability
moved to but you do not gain . Zone; this is a free roll with just the selected dice and to still buy 2 dice of different colors as normal.
you cannot bust on this roll. Then move any hits to your
When you use the second ability, gain 2 . You must Active Zone. If you do not have enough dice in your Draw If no die with a value equal or lower than your count
then lose the and return it to its tray. You must lose Zone, move all dice from your Discard Zone to your Draw is available, this ability has no effect. Note that light and
the die even if you choose not to use the ability. Zone and then continue selecting dice. dark gray dice are considered to have a cost of zero.

Dapper Doggie The Run ability allows you to gain 2 . You must then Dope Cat
lose the and return it to its tray. You must lose the
When you use this ability, gain and from all of die even if you choose not to use the Now or Run ability. If you have at least 1 brown die in your Active Zone, gain
the gray dice in your Active Zone an additional time. 2 . If you have at least 1 green die in your Active
You must then lose the and return it to its tray. If you bust during your Roll Phase, you cannot use the Zone, you may also gain an additional 3 . If you have
You must lose the die even if you choose not to use during your Run Phase since it would be moved brown and green dice in your Active Zone, you may use
the ability. from your Active Zone to your Discard Zone. Since the either or both abilities as you wish.
Run ability did not get resolved, you do not lose the
in this case. Fast Cat
Example Rich Dog If you choose to use the Now ability, you must do so at
the time it is rolled. When you use this ability, select 2
You have 2 in your Active Zone and 3 When you use this ability, gain 3 . You must then lose dice from your Draw Zone and roll them into your Roll
from your gray dice. Using both of your the and return it to its tray. You must lose the die Zone; this is a free roll with just the selected dice and
even if you choose not to use the ability. you cannot bust on this roll. Then move any hits to your
would give you a total of 9 (6 from your
Active Zone. If you do not have enough dice in your Draw
plus 3 from your gray dice), then you
must lose both . Wizard Zone, move all dice from your Discard Zone to your Draw
Zone and then continue selecting dice.
This ability is ongoing and may be used each time you
Since the ability is not optional, you must always push and do not bust. When you use this ability, gain
lose in your Active Zone during your Run 1 . You must lose the die during your Run Phase even
Fat Cat
Phase even if you did not gain any or if you choose not to use the Active ability. When you use this ability to gain 3 , you must gain 1
from your gray dice. gray die if there are any leftover dice available. This has
If you bust during your Roll Phase, you cannot use the
no effect on your ability to still buy 2 dice of different
during your Run Phase since it would be moved
colors as normal.
from your Active Zone to your Discard Zone. Since the
Dr. Livingstone Run ability did not get resolved, you do not lose the Extra gray dice are included, even when playing with
in this case. a full game of 4 players. Additional gray dice may be
When you use this ability, gain 2 . You must then lose
available when playing with fewer than 4 players and
the and return it to its tray. You must lose the die
even if you choose not to use the ability. Broken Cow when players lose dice with rewards or abilities. If no
gray dice are available, you may gain 3 without
You must use 2 together to use this ability. If you
gaining a gray die.
Mr. Dog only have 1 in your Active Zone, this ability has no
effect.
When you use this ability, gain 2 . You must then lose Schmutz
the and return it to its tray. You must lose the die When you use this ability, take any 1 die in a tray for free
even if you choose not to use the ability. and set it on any face of your choice in your Active Zone. When you use this ability, gain 1 . If you lost at least
If that die shows a symbol that has a Now ability, you 1 die this round due to a “Lose a Die” reward space or an
may use the ability as normal. This has no effect on your ability, you also gain 3 .
ability to still buy 2 dice of different colors as normal.
You must lose the die that you gained for free at the end
Smelly Cat
of the round and return it to its tray. If you bust, you must When you use this ability, gain 2 .
move that die to your Discard Zone as normal and then
lose it at the end of the round.

17
RO
L LM
EE
PL
ES
•C
ON
It’s the 1920’s and ST
your career as a general
RUC
JOHN D CLAIR contractor is about to take off. TB
UI
You have just started your business in a LD
rapidly expanding city. There are, however, other IN
workers who want a piece of the pie. GS
•B
Will you be able to get the most out of your workers over UI
the next two decades or will another company surpass you? LD
TH
Will you construct the next famous landmark? EC
IT
Y
COMING 2021

WWW.ALDERAC.COM/ROLLING-HEIGHTS

18
DICE BOX ASSEMBLY
To assemble the dice boxes, follow the steps shown in the diagram or visit the
following link to view an assembly video: www.alderac.com/cubitos

4. Press the flap all the way


down to the bottom of the
1. Fold the top lid 2. This will form a tray 3. Fold the top lid forward box until the top forms
in 4 places. to hold the dice when and tuck the top flap a tray. Once the tray is
assebmly is completed. inside the box. in position, this side of
the box should NEVER be
opened.

5. Fold the bottom 6. Fold the bottom lid and 7. The box should only be 8. Dice can be stored in the
side flaps in. tuck inside the box. opened and closed from tray to be available to
the lid shown in this players during the game.
diagram. Do NOT open the After the game, dice can
box from the side that be stored inside their box,
forms the tray. which is placed inside the
main game box.

19
SETUP
1. SET UP PLAYERS
Give each player:
• 2 Runner figures
• 1 Player board
• 1 Phase token

SPACE DESCRIPTIONS • 7 Light gray starting dice


• 2 Dark gray starting dice
2. CHOOSE CARD SET
Standard Terrain Reward Spaces
3. SET UP RACETRACK
OPEN If you end your Move step in a reward space,
Can be moved and you didn’t start the round in that space, 4. SET UP DICE TRAYS
into normally. you may gain its reward. Moving through a 5. SET UP TOKEN TRAYS
reward space gives you nothing.
6. DETERMINE START PLAYER
GAIN CREDITS
WATER
Gain the indicated amount
Cannot be moved into.
of .
*Exceptions apply.

GAIN A FAN
Advance your runner figure
GAMEPLAY
Movement Effects 1 space on the fan track and
Movement effects may be resolved during gain the
space if any.
and for that ROLL PHASE
your Move step, even mid-movement.

SHORTCUT LOSE A DIE 1. DRAW


Pay the cost to move to
the indicated space.
Take any 1 die of your choice
in any of your zones and
2. ROLL
return it to its tray. 3. MOVE HITS TO ACTIVE ZONE
SHORTCUT GAIN ANY DIE PUSH OR PASS?
Pay the cost to move to Gain any 1 die in any tray
the indicated space. without paying its cost and
place it in your Discard Zone. RUN PHASE
JET PACK GAIN ANY DIE (COST)
When you are in this space, Gain any 1 die in any tray that 4. USE ABILITIES
double your remaining . has a cost equal to or less
than the cost listed on the
RESOLVE
reward space and place it in DETERMINE TOTAL
your Discard Zone.
Start and Finish Space 5. MOVE
The start and finish space
are each one big space and
GAIN REWARD SPACE?
are adjacent to all spaces 6. BUY
they touch.
7. DISCARD

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