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(Created page with "🎲 Dice Mission β€” BGA Wiki Rules Rewrite Overview In Dice Mission, players roll dice to complete mission cards as quickly as possible. Each round has two phases: Mission Phase – players roll dice under shared constraints. Debriefing Phase – players check whether missions are completed. The first player to complete: All their Mission cards, and One Special Mission card wins the game. DM_RULES_V2_En_L Setup Mission Cards Separate and shuffle: SOLO missi...")
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🎲 Dice Mission β€” BGA Wiki Rules Rewrite
= 🎲 Dice Mission =
Overview


In Dice Mission, players roll dice to complete mission cards as quickly as possible.
== Overview ==
Each round has two phases:


Mission Phase – players roll dice under shared constraints.
In ''Dice Mission'', players roll dice to complete Mission cards as quickly as possible.


Debriefing Phase – players check whether missions are completed.
Each round has two phases:
* '''Mission Phase''' – players roll dice under shared constraints.
* '''Debriefing Phase''' – players check whether missions are completed.


The first player to complete:
The first player to complete:
* All of their Mission cards, '''and'''
* One Special Mission card


All their Mission cards, and
wins the game.
Β 
One Special Mission card
Β 
wins the game. Β 
Β 
DM_RULES_V2_En_L
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Setup
Mission Cards
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Separate and shuffle:


SOLO missions
----


VERSUS missions
== Setup ==


TEAM missions
=== Mission Cards ===
Separate and shuffle the following decks:
* SOLO missions
* VERSUS missions
* TEAM missions


Deal:
Deal:
* '''3–5 players:''' 1 card of each type per player.
* '''2 players:''' 2 cards of each type per player.


3–5 players: 1 of each type per player
=== Special Missions ===
Β 
* Shuffle the Special Mission deck.
2 players: 2 of each type per player
* Reveal 3 cards face up.
Β 
* Place the remaining deck face down nearby.
DM_RULES_V2_En_L
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Special Missions
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Shuffle the Special Mission deck.
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Reveal 3 face-up cards.
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Place the rest face-down nearby.
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Gadgets
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Shuffle Gadget cards and place face-down.
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Leave space for a discard pile.
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Dice & First Player
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Each player takes 5 dice of one colour.


Give the Active Agent token to a starting player.
=== Gadgets ===
* Shuffle Gadget cards and place face down.
* Leave space for a discard pile.


Token starts on the Mission side. Β 
=== Dice & First Player ===
* Each player takes 5 dice of one colour.
* Choose a starting player.
* Give them the '''Active Agent''' token (Mission side up).


DM_RULES_V2_En_L
----


Types of Missions
== Types of Missions ==
Solo Missions


=== Solo Missions ===
Completed using only your own dice.
Completed using only your own dice.


Versus Missions
=== Versus Missions ===
Β 
Completed by comparing your dice with opponents’ dice.
Completed by comparing your dice with opponents’ dice.


Team Missions
=== Team Missions ===
Β 
Completed using all dice rolled by all players.
Completed using all dice rolled by all players.


Special Missions
=== Special Missions ===
Β 
Shared Solo missions available to everyone.
Shared Solo missions available to everyone.
Each player may complete only one per game.
* Each player may complete '''only one''' Special Mission during the game.
Β 
DM_RULES_V2_En_L
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Mission Phase
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Starting with the Active Agent, players roll dice clockwise.
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The Active Agent chooses:
Β 
Number of dice rolled this round (2–5).
Β 
Maximum number of rolls (up to 3).
Β 
All players must follow these limits.
Β 
DM_RULES_V2_En_L
Β 
Rolling Dice
Β 
After each roll, players may keep results or re-roll any dice.
Β 
Dice results stay on the table until the Debriefing phase ends.
Β 
End of Mission Phase
Β 
After all players roll, flip the Active Agent token to Debriefing.
Β 
Debriefing Phase
Β 
Starting with the Active Agent:
Β 
Players check if their dice complete missions.
Β 
Multiple missions may be completed, but they must be different types.
Β 
Completed missions are placed face up.
Β 
DM_RULES_V2_En_L
Β 
Special Missions
Β 
Completed Special Missions are replaced immediately.
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Each player may complete only one per game.
Β 
Difficult Missions
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If a mission has a β€œsuitcase” icon:
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Draw a Gadget card.
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It can only be used from the next round onward.
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If You Cannot Complete a Mission
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You must choose one option:
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Take a Gadget
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Draw one Gadget card.
Β 
Maximum hand size: 3 gadgets (discard extras).
Β 
Exchange a Mission
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Discard a mission (or Special Mission).
Β 
Draw two from the same deck and keep one.
Β 
DM_RULES_V2_En_L
Β 
New Round
Β 
If nobody has won:
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Pass the Active Agent token clockwise.


Start a new Mission phase.
----


Gadget Cards
== Mission Phase ==


General rules:
# Starting with the Active Agent, players roll dice clockwise.
# The Active Agent chooses:
#* The number of dice rolled this round (minimum 2, maximum 5).
#* The maximum number of rolls (up to 3).


Used only on your turn.
All players must follow these limits.


Must match the current phase (Mission or Debriefing).
=== Rolling Dice ===
* After each roll, players may keep any dice and re-roll the rest.
* Dice results remain on the table until the end of the Debriefing Phase.


Discard after use.
=== End of Mission Phase ===
* Once all players have rolled, flip the Active Agent token to the Debriefing side.


Newly drawn gadgets cannot be used until next round.
----


DM_RULES_V2_En_L
== Debriefing Phase ==


Mission Phase Gadgets
Starting with the Active Agent, players check whether their dice complete one or more missions.


Examples:
* If completing multiple missions in one round, they must be of '''different types'''.
* Completed missions are placed face up in front of the player.


New Deal β€” Change number of dice rolled this round.
=== Special Missions ===
* When completed, replace immediately with the top card of the deck.
* Each player may complete only one per game.


Extra Chance β€” Re-roll your dice once.
=== Difficult Missions ===
If a Mission card shows the β€œsuitcase” symbol:
* Draw 1 Gadget card.
* It may only be used from the next round onward.


Forced Relaunch β€” Force opponent re-roll.
----


Target Lock β€” Protect a player’s dice from gadgets.
== If You Cannot Complete a Mission ==


Change of Mission β€” Swap a mission card.
If you cannot (or choose not to) complete at least one Mission card, choose one:


DM_RULES_V2_En_L
=== Take a Gadget ===
* Draw 1 Gadget card.
* Maximum hand size is 3 Gadgets.
* If you would exceed 3, discard down to 3.


Debriefing Phase Gadgets
=== Exchange a Mission ===
* Discard 1 Mission (or Special Mission).
* Draw 2 cards from the corresponding deck.
* Keep 1 and discard the other.


Examples:
----


Theft β€” Take a die from an opponent.
== New Round ==


Delete β€” Remove a die until round end.
If no player has won:
* Pass the Active Agent token clockwise.
* Begin a new Mission Phase.


Adaptation β€” Change a die value.
----


Transaction β€” Swap dice between players.
== Gadget Cards ==


Transfer β€” Give one of your dice to another player. Β 
General Rules:
* Gadgets may only be used during your turn.
* Gadgets must match the current phase (Mission or Debriefing).
* Discard after use.
* Newly drawn Gadgets cannot be used until the next round.
* Maximum 3 Gadgets in hand.


DM_RULES_V2_En_L
----


Effects last until end of the round unless replaced.
=== Mission Phase Gadgets ===


Optional Variants
* '''New Deal''' – Change the number of dice rolled for the rest of the round.
Very Special Missions
* '''Extra Chance''' – Re-roll one or more of your dice once.
* '''Forced Relaunch''' – Force an opponent to re-roll one or more dice of your choice.
* '''Target Lock''' – Choose a player (including yourself). Their dice cannot be affected by other gadgets this round.
* '''Change of Mission''' – Exchange a Mission card.


Reveal:
----


Number of players + 1 Special Missions face up.
=== Debriefing Phase Gadgets ===


Return the rest to the box.
* '''Theft''' – Take one die from an opponent and add it to your dice.
* '''Delete''' – Remove one die from the table until end of round.
* '''Adaptation''' – Change the value of one die on the table.
* '''Transaction''' – Exchange two dice between two players.
* '''Transfer''' – Give one of your dice to an opponent.


Joker Die (2–4 players)
Effects last until the end of the round unless replaced by another Gadget.


Each player gets an extra die:
----


May roll it once during a Mission phase.
== Optional Variants ==


Discard it after that round. Β 
=== Very Special Missions ===
Instead of revealing 3 Special Missions:
* Reveal (number of players + 1).
* Return the remaining Special Missions to the box.


DM_RULES_V2_En_L
=== Joker Die (2–4 players) ===
* Each player receives 1 additional die.
* It may be rolled once during a Mission Phase (up to 6 dice total).
* After that round, discard the Joker die permanently.

Latest revision as of 15:34, 21 February 2026

🎲 Dice Mission

Overview

In Dice Mission, players roll dice to complete Mission cards as quickly as possible.

Each round has two phases:

  • Mission Phase – players roll dice under shared constraints.
  • Debriefing Phase – players check whether missions are completed.

The first player to complete:

  • All of their Mission cards, and
  • One Special Mission card

wins the game.


Setup

Mission Cards

Separate and shuffle the following decks:

  • SOLO missions
  • VERSUS missions
  • TEAM missions

Deal:

  • 3–5 players: 1 card of each type per player.
  • 2 players: 2 cards of each type per player.

Special Missions

  • Shuffle the Special Mission deck.
  • Reveal 3 cards face up.
  • Place the remaining deck face down nearby.

Gadgets

  • Shuffle Gadget cards and place face down.
  • Leave space for a discard pile.

Dice & First Player

  • Each player takes 5 dice of one colour.
  • Choose a starting player.
  • Give them the Active Agent token (Mission side up).

Types of Missions

Solo Missions

Completed using only your own dice.

Versus Missions

Completed by comparing your dice with opponents’ dice.

Team Missions

Completed using all dice rolled by all players.

Special Missions

Shared Solo missions available to everyone.

  • Each player may complete only one Special Mission during the game.

Mission Phase

  1. Starting with the Active Agent, players roll dice clockwise.
  2. The Active Agent chooses:
    • The number of dice rolled this round (minimum 2, maximum 5).
    • The maximum number of rolls (up to 3).

All players must follow these limits.

Rolling Dice

  • After each roll, players may keep any dice and re-roll the rest.
  • Dice results remain on the table until the end of the Debriefing Phase.

End of Mission Phase

  • Once all players have rolled, flip the Active Agent token to the Debriefing side.

Debriefing Phase

Starting with the Active Agent, players check whether their dice complete one or more missions.

  • If completing multiple missions in one round, they must be of different types.
  • Completed missions are placed face up in front of the player.

Special Missions

  • When completed, replace immediately with the top card of the deck.
  • Each player may complete only one per game.

Difficult Missions

If a Mission card shows the β€œsuitcase” symbol:

  • Draw 1 Gadget card.
  • It may only be used from the next round onward.

If You Cannot Complete a Mission

If you cannot (or choose not to) complete at least one Mission card, choose one:

Take a Gadget

  • Draw 1 Gadget card.
  • Maximum hand size is 3 Gadgets.
  • If you would exceed 3, discard down to 3.

Exchange a Mission

  • Discard 1 Mission (or Special Mission).
  • Draw 2 cards from the corresponding deck.
  • Keep 1 and discard the other.

New Round

If no player has won:

  • Pass the Active Agent token clockwise.
  • Begin a new Mission Phase.

Gadget Cards

General Rules:

  • Gadgets may only be used during your turn.
  • Gadgets must match the current phase (Mission or Debriefing).
  • Discard after use.
  • Newly drawn Gadgets cannot be used until the next round.
  • Maximum 3 Gadgets in hand.

Mission Phase Gadgets

  • New Deal – Change the number of dice rolled for the rest of the round.
  • Extra Chance – Re-roll one or more of your dice once.
  • Forced Relaunch – Force an opponent to re-roll one or more dice of your choice.
  • Target Lock – Choose a player (including yourself). Their dice cannot be affected by other gadgets this round.
  • Change of Mission – Exchange a Mission card.

Debriefing Phase Gadgets

  • Theft – Take one die from an opponent and add it to your dice.
  • Delete – Remove one die from the table until end of round.
  • Adaptation – Change the value of one die on the table.
  • Transaction – Exchange two dice between two players.
  • Transfer – Give one of your dice to an opponent.

Effects last until the end of the round unless replaced by another Gadget.


Optional Variants

Very Special Missions

Instead of revealing 3 Special Missions:

  • Reveal (number of players + 1).
  • Return the remaining Special Missions to the box.

Joker Die (2–4 players)

  • Each player receives 1 additional die.
  • It may be rolled once during a Mission Phase (up to 6 dice total).
  • After that round, discard the Joker die permanently.