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Gamehelpdefuzionwilddice

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Revision as of 14:15, 21 October 2026 by Dumbotron (talk | contribs) (Created page with "'''DeFuZion! Wild Dice''' is a dice and card game for 2 to 6 players, about 15 minutes, ages 10+. == Goal == End the game with the most FuZe. FuZe is your score: it starts at 100 and only goes down. If your FuZe drops below 0 you explode. The game ends after the round in which anyone explodes, and the highest FuZe wins, even below 0 if everyone exploded. Ties share the victory. == The cards == The deck has 50 cards: 40 number cards (values 1 to 10, four copies each) an...")
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DeFuZion! Wild Dice is a dice and card game for 2 to 6 players, about 15 minutes, ages 10+.

Goal

End the game with the most FuZe. FuZe is your score: it starts at 100 and only goes down. If your FuZe drops below 0 you explode. The game ends after the round in which anyone explodes, and the highest FuZe wins, even below 0 if everyone exploded. Ties share the victory.

The cards

The deck has 50 cards: 40 number cards (values 1 to 10, four copies each) and 10 bomb cards (values 1 to 10, one each). Five cards form the Active Row. The row is dealt once per round and stays the same for every player's turn in that round.

Your turn

  1. Roll all 5 standard dice and the Wild Die.
  2. Place dice onto cards to hold them: a die on a card stays put when you reroll the rest. You get 2 rerolls (3 with the extra reroll Wild face). Dice may stack on one card.
  3. Put every remaining die on a card too. Tapping a die on a card, or its empty slot in the tray, takes it back.
  4. If the Wild Die shows 1, 2 or 3, you must add or subtract that amount on one placed die.

Then confirm: every card scores.

Scoring

  • Number card: damage is the difference between the card value and the sum of the dice on it. A number card with no dice takes its full value as damage.
  • Bomb card: the dice on it must sum EXACTLY to its value, or it deals 40 damage. A bomb with no dice deals 40.
  • Fuzed Rule: for each bomb card in the row, every number card with the same value is also a bomb this round (maximum 4 markers).
  • Total Lockdown: match all 5 cards exactly and you take 0 damage while every other player loses 10 FuZe.
  • System Overload: roll five of a kind on the standard dice (opening roll or any reroll) and your turn ends at once with 0 damage. This cannot happen on a lose-a-die turn.

The Wild Die

  • 1, 2 or 3: add or subtract that amount from one assigned die. You must apply it. It may target a die on a bomb card, and the result may exceed 6.
  • 4: take the Bomb Token from the center, or steal it from its holder. Exception: if the token was used to sabotage you this turn, rolling this defuses it instead: the sabotage mark is cancelled and the token returns to the center, and you do not take the token.
  • 5: extra reroll this turn.
  • 6: lose a die: choose one to remove and finish the turn with 4 dice.

The Bomb Token

Before an opponent rolls, the holder may place the token on a non-bomb card. That card is a bomb for that turn only, and sabotaging does not trigger the Fuzed Rule. Using the token spends it back to the center. An unused token stays with its holder between rounds.