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🎲 Dice Mission — 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.
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Setup Mission Cards
Separate and shuffle:
SOLO missions
VERSUS missions
TEAM missions
Deal:
3–5 players: 1 of each type per player
2 players: 2 of each type per player
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Special Missions
Shuffle the Special Mission deck.
Reveal 3 face-up cards.
Place the rest 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.
Give the Active Agent token to a starting player.
Token starts on the Mission side.
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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 per game.
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Mission Phase
Starting with the Active Agent, players roll dice clockwise.
The Active Agent chooses:
Number of dice rolled this round (2–5).
Maximum number of rolls (up to 3).
All players must follow these limits.
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Rolling Dice
After each roll, players may keep results or re-roll any dice.
Dice results stay on the table until the Debriefing phase ends.
End of Mission Phase
After all players roll, flip the Active Agent token to Debriefing.
Debriefing Phase
Starting with the Active Agent:
Players check if their dice complete missions.
Multiple missions may be completed, but they must be different types.
Completed missions are placed face up.
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Special Missions
Completed Special Missions are replaced immediately.
Each player may complete only one per game.
Difficult Missions
If a mission has a “suitcase” icon:
Draw a Gadget card.
It can only be used from the next round onward.
If You Cannot Complete a Mission
You must choose one option:
Take a Gadget
Draw one Gadget card.
Maximum hand size: 3 gadgets (discard extras).
Exchange a Mission
Discard a mission (or Special Mission).
Draw two from the same deck and keep one.
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New Round
If nobody has won:
Pass the Active Agent token clockwise.
Start a new Mission phase.
Gadget Cards
General rules:
Used only on your turn.
Must match the current phase (Mission or Debriefing).
Discard after use.
Newly drawn gadgets cannot be used until next round.
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Mission Phase Gadgets
Examples:
New Deal — Change number of dice rolled this round.
Extra Chance — Re-roll your dice once.
Forced Relaunch — Force opponent re-roll.
Target Lock — Protect a player’s dice from gadgets.
Change of Mission — Swap a mission card.
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Debriefing Phase Gadgets
Examples:
Theft — Take a die from an opponent.
Delete — Remove a die until round end.
Adaptation — Change a die value.
Transaction — Swap dice between players.
Transfer — Give one of your dice to another player.
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Effects last until end of the round unless replaced.
Optional Variants Very Special Missions
Reveal:
Number of players + 1 Special Missions face up.
Return the rest to the box.
Joker Die (2–4 players)
Each player gets an extra die:
May roll it once during a Mission phase.
Discard it after that round.
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