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CONTENTS
COMPONENTS....................................................................................... 3
SETTING UP............................................................................................ 4
CHARACTERS.......................................................................................... 6
OBJECTIVE/TAKING A TURN................................................................ 7
ROLL ACTION STEP................................................................................ 8
SPENDING STEP................................................................................... 10
REROLL STEP......................................................................................... 11
END TURN STEP.................................................................................... 12
ZONES...................................................................................................13
BADNIKS...............................................................................................16
RINGS & DAMAGE............................................................................... 18
BONUS STAGE..................................................................................... 20
CHAOS EMERALDS............................................................................... 21
POWER UPS......................................................................................... 22
BOSS FIGHT......................................................................................... 23
SCORING.............................................................................................. 27
GAME MODES...................................................................................... 28
The evil Dr. Eggman is up to his old antics again! It’s up to Sonic and his friends to put an end to his dastardly plans once and for all. Roll and draft your dice to speed through the Zone and take out Dr. Eggman’s army of Badniks! Whatcha waiting for? Time to show that Eggman who’s boss!
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COMPONENTS
Zone Decks
Badnik Decks
Red Spin Dice
Blue Run Dice
Yellow Jump Dice
Black Hazard Dice
Act/Boss Boards
Character Dashboards
Bonus Stage Tiles
Boss Pattern Cards
Boss Attack Cards
Chaos Emerald Cards
Power Up Cards
Ring Tokens
Boost Tokens
Time Tokens
Life Tokens
Instashield Token
Animal Tokens
Dice Placeholder Tokens
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4
1. Each player chooses a character to play and takes the corresponding dashboard (players may also choose to deal out Character Dashboards randomly).
2. Choose a Zone to play and gather the Act Board, Zone Cards, and Badnik Cards for that Zone. For first time players, we recommend starting with Green Hill Zone (GHZ).
3. Find the Boss Attack Card with the name that matches the Boss on the back of the Act Board. Shuffle the Boss Pattern Deck and place them both off to the side.
4. Place the Act Board in the center of the play area, Act 1 side face up. Count out a number of Zone Cards based on the number of players to form the Zone Card Deck, then put the unused Zone Cards away: 1P/2P - 8 Zone Cards | 3P - 9 Zone Cards | 4P - 10 Zone Cards. Shuffle the Zone and Badnik Decks separately and place the decks near the Act Board along with 7 Time Tokens.
5. Deal a Zone Card from the Zone Card Deck face up next to the top, middle, and bottom Route of the Act Board.
6. Shuffle the Bonus Stage Tiles and lay them out in a 4x4 grid with the Blue Sphere side face up. Place the Chaos Emerald Cards next to it face down in a pile.
7. Shuffle the Power Up Deck and place it in the play area.
8. Deal each player 1 Boost Token and 3 Life Tokens.
9. The fastest player goes first, or pick a player randomly to go first.
SETTING UP
---
6
Meet everyone’s favorite hedgehog Sonic and his memorable group of
friends! Super fast and super cool, this team will do anything it takes to
make sure Dr. Eggman never gets his hands on the Chaos Emeralds!
CHARACTERS
AMY
TAILS
SONIC
KNUCKLES
Sonic the Hedgehog: The world’s fastest
hedgehog, running as fast as he can to
thwart Dr. Eggman’s diabolical plans.
Special Ability: Insta-Shield
Once per turn, change a die into a and change its
result by up to 1.
Miles “Tails” Prower: A fox with two tails
and Sonic’s best friend. By spinning his
tails, he can fly like a helicopter.
Special Ability: Buddy Flight
At the start of your turn, place a die on 2. When any
player spends a die, you may tick this die down to
adjust the results by that amount. Discard the die at 0.
Knuckles the Echidna: Born and raised on
Angel Island, he is the guardian of the
Master Emerald.
Special Ability: Secret Passage
At the beginning of a Zone, place the Secret Passage near
you. It is treated as a Route only you may play on.
Amy Rose: One of Sonic’s most trusted
friends, she wields a giant hammer and
a pure heart! She can smash through any
Badniks that stand in her way.
Special Ability : Piko Piko Hammer
May add 1 to the result of a die when spent.
---
7
Players must spend dice one at a time on a Zone Card or a Badnik to
progress through the Zone. The actions on a player’s turn are as follows:
1. ROLL ACTION STEP
• Choose a Roll Action and build a Dice Pool (see
Building a Dice Pool page 9).
2. SPENDING STEP
• Spend a single die on a Zone Challenge or Badnik.
• If a player cannot play a die (and has no Boost
Tokens or other way to change their Roll) they take
Damage instead.
• Players may then choose to proceed to the
Reroll Step or skip to the End Turn Step.
• If a player has no dice left in their Dice Pool, skip to
End Turn Step automatically.
3. REROLL STEP
• Reroll all remaining dice in Dice Pool.
• May use Boost Token to Reroll results.
• Check for any Badnik Attacks.
• Repeat Spending Step.
4. END TURN STEP
• If any dice are remaining in a player’s Dice Pool,
discard them all and take a Time Token.
• Play passes to the player to the left.
TAKING A TURN
In Sonic Roll, one to four players run, jump, and spin their way
through each Zone as Sonic and his friends, racing to stop Dr.
Eggman from building his evil empire.
If time runs out or any player loses all their lives, it’s Game Over for
everybody! At the end of each Zone, players can tally their Points to
see who got the most (see SCORING page 27).
OBJECTIVE
---
8
ROLL ACTION STEP
Players begin their turns by picking one of the three Roll Actions available
on their Character Dashboard. They then gather the dice listed on the Roll
Action, perform the action’s instructions, and create a Dice Pool (see
Building a Dice Pool page 9).
Some Roll Actions have special effects that can change how a turn is
played. Be sure to pay attention to these special abilities to get the most
out of your Roll Action!
ROLL - ROLL effects ONLY occur during the Roll Action Step when
building a Dice Pool. They do not occur when dice are Rerolled.
REROLL - REROLL effects happen at the beginning of the Reroll Step.
SPEND - SPEND effects happen when a die of that color is spent.
AVOID - AVOID effects can be used at any time to dodge taking
Damage or change the results of a die.
ACTION EFFECTS
ROLL ACTION
SPECIAL ABILITY
---
BUILDING A DICE POOL
EXAMPLE: Knuckles uses his Wall Climb action to begin his turn and
build a Dice Pool. Wall Climb has the player roll 3 dice; the player
then picks dice to save and discards any remaining. This action is taken
3 times, and each saved die must have a higher result than the last.
The first roll is a 2, 3, and 6. The player saves the 2 to their Dice Pool, and
then saves the 3 to their Dice Pool, then chooses to discard the 6.
The player then repeats the roll of 3 dice, this time rolling a 1,
3, and 5. The player cannot save the 1 because it is lower than the
last saved die (3) and cannot save the 3 because it is equal to the
last saved die (3). They choose to save the 5 to their Dice Pool and
discard the other dice.
The player repeats the roll of 3 dice one more time, rolling a 3, 4,
and 6. They cannot save the 3 or 4 because they are lower than their
last saved die (5), so they save the 6 to their Dice Pool and discard the
other dice. Their Roll Action is now complete.
Their Dice Pool is now built: a 2, 3, 5, and 6.
To build a Dice Pool, players roll the dice
shown on the Dice Action, then complete
any ROLL type Action Effects. This leaves
a player with their Dice Pool for the turn.
Some Dice Actions have you roll the
shown dice multiple times. Pay attention
for the icon. All of the dice
shown on the Dice Action must be rolled
each time to build a Dice Pool.
Once a Dice Pool is built, players can
spend those dice to advance through
Zone Cards and defeat Badniks (see
BADNIKS pg 16).
This action is performed 3
times to build a Dice Pool.
---
10
Spending Dice is the main action taken in Sonic Roll.
Dice are spent one at a time from the Dice Pool by placing them on a
Badnik or a Zone Card to complete its Challenge.
After a die is spent, the player MUST Reroll ALL of the dice in their
remaining Dice Pool before spending another die.
SPENDING STEP
ZONE CARDS
BADNIK CARDS
Zone Cards are filled with Challenge
spaces representing obstacles and
hazards the players must overcome
(See ZONES page 13).
If a player has spent the last die in their Dice Pool, their turn is now
over, and play passes to the player on their left.
Otherwise, if a player has dice remaining in their Dice Pool after
spending a die or taking Damage, they do 1 of the following 2
options:
• Reroll the remaining dice in their Dice Pool. They may then
spend another die (See REROLL STEP page 11).
• Discard the remaining dice in their Dice Pool, and skip to the
End Turn Phase. Players must take a Time Token if they discard
dice this way (See END TURN STEP page 12).
Badniks are Dr. Eggman‘s robot army.
They menace the players when Rerolling
dice, but can be swiftly dealt with using
the right die (See BADNIKS page 16).
If a player does not spend a die, they will take Damage and
exit the Spending Step (See RINGS & DAMAGE page 18).
---
11
After spending a die or taking Damage, a player with dice remaining
in their Dice Pool may choose to skip to the End Turn Phase.
OR...
That player can press onward! Before they can spend another die
though, that player must Reroll all the remaining dice in their Dice
Pool. Once they Reroll, they can spend another die.
REROLL STEP
PERILS OF REROLLING
Be warned, rushing ahead does not come without risks! Dangers can
be lurking around every hill...
When Rerolling, players are open to Attacks from Badniks. If a player
rolls a die that matches a Badnik‘s Attack, that player takes Damage
(See BADNIKS page 16).
After a Reroll, the player must take another Spending Step. If they
cannot spend a die during the Spending Step, they must take Damage.
BOOST TOKENS
Along the journey, players can collect Boost Tokens to
help them out of a bind. Boost Tokens may be spent
during the Reroll Step to immediately Reroll their entire
Dice Pool again. This can be used to dodge Badnik
Attacks or if the results of a Reroll were undesirable.
Boost Tokens cannot be used to avoid Hazard Dice.
A Boost Token may also be spent during the Roll Action Step. After the
Roll Action has been completed and Dice Pool built, a Boost Token may
be spent to Reroll the Dice Pool. The player will immediately skip to the
Reroll step, and their Dice will become vulnerable to Badnik Attacks.
---
12
Each die has its own unique property. A quick guide can be found at
the bottom of the Character Dashboards.
RUN - Any time a Run Die is used, the player may spend
another die without having to Reroll their Dice Pool.
Players are not forced to spend another die and may
choose to Reroll or stop after each spent Run Die.
JUMP - Any time a Jump Die is spent, that player
immediately gains a Ring. That Ring is in addition to any
other Rewards the player would gain from that Challenge
or Badnik.
SPIN - Spin Dice are useful when dealing with Badniks
and are the safest to Reroll against them. When a Badnik
is defeated by a Spin Die, it will free the Small Animal
trapped inside (See BADNIKS page 16).
DICE PROPERTIES
END TURN STEP
If a player spends all the dice in their Dice Pool, their turn is
immediately over and passes to the next player.
A player may choose to end their turn after any Spending Step, but
if they have dice remaining in their Dice Pool, they discard them and
take a Time Token.
HAZARD - These dice represent danger. When rolled,
the player takes Damage if the result matches any result
in their Dice Pool. Hazard Die are not added to the Dice
Pool, but instead are discarded after they are rolled.
Players cannot use Boosts when Rolling a Hazard Die.
If all Time Tokens have been removed from the Act Board,
it‘s Game Over. The game is finished and all players lose!
---
13
Players may spend a die on a Zone Card to continue through the
Zone. Each Zone Card has a number of Challenges that must be
cleared to progress.
ZONES
CHALLENGES
This is not the leftmost
uncleared space...
This Challenge has
already been cleared...
Bingo!
To complete a Challenge, a single die from a player‘s Dice Pool
must be spent. A die spent on a Zone Card must follow 3 rules:
1. It must be spent on the leftmost uncleared Challenge
on any of the 3 available Zone Cards.
PATH
REWARD
CHALLENGE
---
14
2. It must meet the clear condition of the Challenge.
White spaces only require a die that matches the number
shown. A die of any color may be used here.
If a die is spent on the
lower path...
The next die spent on this Zone
Card must follow that path.
3. It must be on the same path as the previous die
spent on that Zone Card. Follow the path.
THEN
Players may freely switch which of the 3 available Zone Cards they
spend dice on during their turn.
Once a Challenge has been cleared, players receive the Reward from
that Challenge space. If the space has multiple paths, players receive
the Reward closest to the space they played their die on to clear the
Challenge. See the Reward chart on the back cover for more info.
Spaces that have a colored background require a die that
matches the number and color shown.
Bumper: The first player to play on a series of Bumpers
may play any number, but every Bumper afterwards in that
series must match that number.
---
ACT BOARD
REWARD ROUTE
Each Zone Card is next to a different Route on the Act Board.
If a player completes the final Challenge on a Zone Card, they collect the Zone Card and receive the Reward from that Route on the Act Board.
After enough Zone Cards are collected, the Act Board will flip over to reveal the boss for that Zone (See BOSS FIGHT page 23).
When a player clears the last Challenge on a Zone Card:
• That player takes that Zone Card to show they completed it.
• They receive the Reward listed on the Act Board for that Route.
• Draw a new Zone Card from the Zone Card Deck to replace the completed Zone Card.
If there are no Zone Cards left in the Zone Card Deck to replace it, flip over the Act Board and begin the Boss Fight (See BOSS FIGHT page 23).
FINISHING A ZONE CARD
---
16
When a player gets a Badnik Monitor Reward
they do BOTH of the following:
• Draw a Badnik
• Pick any player with fewer than 3 Badniks to draw a Badnik
If all players have 3 Badniks, no more Badniks can be drawn.
Badniks are placed in front of a player after they have been drawn
and remain there to hinder that player until they are dealt with.
ABILITY
ATTACKS
NAME
REWARD
PENALTY
AVOID
DESTROY
ZONE
BADNIKS
DRAWING A BADNIK
Badniks are encountered along the stage and will try to stop Sonic
and his friends from reaching the end. Each time a player Rerolls, any
Badniks that player has drawn will try to Attack them!
DEFEATING BADNIKS
Most Badniks have two ways to deal with them:
• Destroy them using a Spin Die to free the Small Animal inside. The
player who destroys the Badnik gains an Animal Token Reward.
• Avoid them by using the appropriate die. This removes the Badnik,
but does not free the Small Animal inside.
Once a Badnik has been destroyed or avoided, it is discarded.
When the Badnik deck is empty:
Shuffle all discarded Badniks back in.
---
Badniks are a threat to players when Rerolling their Dice Pool. If a player gets a result that matches an Attack of one of their Badniks, the Player is Attacked and takes the Penalty from that Attack (usually Damage).
BADNIK ATTACKS
BADNIK ABILITY
Badniks can ONLY Attack a die that is being Rerolled.
Many Badniks have abilities that will additionally hinder the player in some way. Clear Badniks quickly to avoid being overwhelmed!
DEFEAT - Occurs when the Badnik is destroyed or avoided.
SPEND - Occurs whenever you spend a die.
REROLL - Occurs at the beginning of the Reroll Step. They do NOT occur when using a Boost Token.
DICE ACTION - Occurs at the end of the Roll Action Step.
END TURN - Occurs at the beginning of your next End Turn Step.
Other Badniks have unique effects; make sure to read each Badnik as you draw them and pay attention to their Attacks and Abilities!
This Badnik will Attack a 6 or 3 on a Run Die
Dice that are being rolled for the first time that turn, such as dice used during a Roll Action to build a Dice Pool and dice that are added to a player‘s Dice Pool from a Reward or Chaos Emerald, are safe from Attacks!
Boost Tokens and Avoid Abilities can be used to try and dodge a Badnik Attack before the player takes the Penalty.
If a Badnik does manage to Attack a player, their Spending Step is not over! Players may still spend a die on a Zone or even the Badnik that Attacked them (See RINGS & DAMAGE page 18).
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18
RINGS CAN BE FOUND SCATTERED ABOUT THE ZONES. SONIC AND FRIENDS CAN COLLECT RINGS TO PROTECT THEMSELVES FROM DANGER. ANY RINGS A PLAYER KEEPS UNTIL THE END OF THE GAME ARE WORTH POINTS.
RINGS & DAMAGE
PASSING A STAR POST WILL LET A PLAYER SAVE ALL OF THEIR HELD RINGS. SAVED RINGS ARE SET ASIDE AND ARE NOT LOST WHEN A PLAYER TAKES DAMAGE, BUT THEY NO LONGER PROTECT A PLAYER FROM LOSING A LIFE TOKEN.
WHEN A PLAYER CHOOSES TO SAVE THEIR RINGS, THEY MUST SAVE ALL OF THEIR RINGS OR NONE OF THEM. A PLAYER CANNOT SAVE A PARTIAL AMOUNT OF THEIR RINGS.
COLLECTING RINGS
WHEN A RING IS COLLECTED, IT GOES INTO THE PLAYER’S HELD RING PILE. WHEN A PLAYER TAKES DAMAGE, THEY LOSE ALL THE RINGS THEY ARE CURRENTLY HOLDING. THEY DO NOT LOSE ANY SAVED RINGS.
RINGS ARE COLLECTED IN 2 MAIN WAYS:
1. REWARDS FOR COMPLETING CHALLENGES ON ZONE CARDS
2. SPENDING A JUMP DIE GIVES THE PLAYER 1 RING
IF A PLAYER SAVES 5 OR MORE RINGS AT ONCE, THEY GO TO THE BONUS STAGE!
SAVED RINGS
HELD RINGS
---
19
When a player takes Damage, they lose ALL Held Rings. Rings that a
player has saved with a Star Post are not lost.
If a player has no Held Rings, the player must instead flip over a Life
Token to its Death Token side. They discard any Badniks in front of them
and any dice left in their Dice Pool. Their turn is now over (they do not
take a Time Token for this).
If a player flips over their final Life Token, that’s Game Over. The
game is finished and all players lose!
DAMAGE
Once a player has taken Damage, they ignore any other
Damage until they Reroll or spend a die.
Even a single Ring can protect a player from losing a life,
so try to make sure you’re always carrying Rings!
If you take Damage, don’t fret! A player is invulnerable for a moment
after they take Damage.
This means if a player takes Damage from a Badnik Attack, they cannot
also take Damage from a Hazard Die or from not playing a die during
the Spending Step. Use this chance to get back in the game!
Once a player spends a die, Rerolls, or ends their turn, they become
vulnerable to Damage again.
There are 3 main ways a player will take Damage:
1. Dice that cannot be spent during the Spending Step.
2. Getting Attacked by a Badnik.
3. Hazard Dice that match a result in your Dice Pool.
INVULNERABILITY
---
The player who entered the Bonus Stage may flip up a tile and collect the Reward; the goal is to locate the Chaos Emerald hidden under one of the Blue Spheres.
Players can find hidden Rings and Power Ups with each attempt, as they get closer to finding the Chaos Emerald!
BLUE SPHERE BONUS STAGE:
BLUE SPHERE - Flip this tile to reveal the Reward underneath.
RED SPHERE - When flipped, the Bonus Stage immediately ends. The player collects the Reward shown in the corner of the tile and returns to the Zone to continue their turn. Tiles that have been flipped remain that way until the Bonus Stage is Cleared.
BUMPER SPHERE - When flipped, the player rebounds! They collect the Reward shown in the corner, then continue the Bonus Stage and flip another tile.
CHAOS EMERALD - Stage Cleared! The player who flips this tile draws a Chaos Emerald. Once this tile is flipped, the Bonus Stage is complete and must be reset.
To reset the Bonus Stage, all Blue Sphere Tiles are then shuffled and placed back in their 4 x 4 grid with the Blue Sphere side face up.
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21
CHAOS EMERALD
Flip after use
You may spend a die on either path of a Challenge.
The Chaos Emeralds have tremendous power inside just waiting to be unleashed!
When a player earns a Chaos Emerald, it is placed face up in front of them.
A player may choose to Exhaust any of their face up Chaos Emeralds on their turn to gain the boon from that Chaos Emerald.
Unused and Exhausted Chaos Emeralds are worth Points at the end of the game!
CHAOS EMERALDS
When a Chaos Emerald is Exhausted:
1. Immediately roll the dice shown and add them to your Dice Pool.
2. Take any actions listed.
Emerald abilities fade on the player’s next Reroll, so use them or lose them!
CAMPAIGN CHAOS EMERALDS
In Campaign Mode, once the Zone (including the Boss Fight) is finished and the next Zone begins, put each Emerald gained in the middle of the table face up.
Any player may use these Chaos Emeralds by paying 5 Rings and Exhausting it.
Chaos Emeralds from previous Zones are not worth Points when calculating Score at the end of a Zone.
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22
Power Ups can give players advantages and can be found while
completing Zones. Below are the different types of Power Ups:
POWER UPS
SUPER RING- Gain five Rings.
HYPER RING- Held Rings are worth extra
points, keep half of Rings when Damaged.
EGGMAN MARK - Give another Badnik
to any player.
POWER SNEAKERS- Gain 2 Boost Tokens.
INVINCIBLE- Discard a die to ignore
Damage.
FLAME SHIELD- May spend a die as if it
were once per turn.
BUBBLE SHIELD- Reroll a single die once
per turn.
LIGHTNING SHIELD- Change a Reward to
Rings once per turn.
BLUE SHIELD- May end your turn without
taking a Time Token when this Shield is lost.
SHIELD: A Shield will protect a player the next time they take
Damage. If a player would take Damage, they discard the Shield and
ignore any other effects from the Damage. Some Shields will also
grant that player special abilities until they are discarded.
A player may only have one Shield at a time. If a player draws
another Shield, they choose one to keep and discard the other.
ITEMS: Items can temporarily help the player or give them a resource.
1-UP- Gain a die of any color.
---
23
BOSS FIGHT
Once a player completes a Zone Card and there are none left in the
Zone Deck to replace it, it’s time to set up the Boss Fight!
1. Flip the Act Board over to the Boss side.
2. Deal out Boss Pattern Cards to each Route equal to the Boss Level.
3. Place an Animal Token on each Boss Health spot.
4. Deal out the Boss Attack Card(s) on side 1 to the player who is
taking their turn.
BOSS FIGHT SETUP EXAMPLE
ROUTE
HIT
BOSS PATTERN CARDS
BOSS PATTERN
DECK
BOSS ATTACK
CARD
BOSS LEVEL BOSS HEALTH
SPACE
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24
BOSS PATTERNS
To reach the Boss and score a Hit, a player must remove the Boss
Pattern Cards blocking that Route.
Boss Pattern Cards are similar to Zone Cards, each with a single
Challenge space. Players may play on any of the 3 available Routes
and must adhere to the same 3 rules as playing on a Zone Card (it
must be the leftmost uncleared Boss Pattern Card on that Route, etc.).
Once its Challenge has been cleared, discard that Boss Pattern Card (it
does NOT add to the player’s Time Score).
Once all the Boss Pattern Cards have been cleared on a Route, the
Boss is open to attack!
BOSS PATTERN
DIFFICULT CLEAR
EASY CLEAR
PENALTY
Boss Pattern Cards are considered Zone Cards for the
purpose of Roll Action Effects.
---
25
BOSS ATTACKS
ABILITY
ATTACK
NAME
CLEAR
REQUIREMENT
SIDE
The Boss Attack Card will follow the players during the Boss Fight.
When the Boss Fight begins, deal this card to the current player, even if
that player has 3 Badniks already. It is treated as an extra Badnik Card
that will follow the players during the fight.
The Boss Attack Card should remain in front of the player who is
currently taking their turn. When a player ends their turn, the Boss
Attack Card will pass to the next player.
Boss Attack Cards can never be discarded.
Boss Attack Cards are considered Badniks for the
purpose of Roll Action Effects.
A die may be spent to clear a Boss Attack Card. If that happens, flip
the Boss Attack Card to the opposite side it is currently on. All of its
Ability and Attacks are ignored until the end of that turn
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26
BOSS BOARD
ROUTE
BOSS LEVEL
HIT SPACE
BOSS HEALTH
Each Boss must be Hit several times to defeat it. A Boss can be Hit by playing the required dice on any Hit Space of the Boss. Players must remove all the Boss Pattern Cards on a Route blocking the Hit Space before a die can be spent there.
Once a Boss is Hit, the die used to Hit them remains there until the end of that player’s turn, and that Route cannot be played on again that turn.
Each time the Boss is hit, the player takes one Animal Token from the Boss Health.
When the final Animal Token is removed, the Boss is defeated and the players win!
During the End Turn Step, if the boss has been Hit this turn, refill ALL Routes on the Boss Board with Boss Pattern Cards.
Shift any Boss Pattern Cards currently on the Boss Board to the left, and place new Boss Pattern Cards to the right until each Route has Boss Pattern Cards equal to the Boss Level.
When the Boss is vulnerable, a player only has until the end of their turn to score multiple Hits!
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27
SCORING
Once players complete both the Act Board and the Boss Battle, they may tally up their Rewards to see who got the most Points!
TIME BONUS: Players are awarded Points based on how fast they completed the Act. Players compare Speed using the following:
RINGS (Held and Saved): ........................+10 Points each
ANIMAL TOKENS: .................................+20 Points each
CHAOS EMERALDS:
Exhausted
+20 Points
Unexhausted
+50 Points
DEATH TOKENS: .....................................-30 Points each
Points are awarded based on Speed compared to other players:
Any Chaos Emeralds a player finds are worth Points based on if they have been Exhausted or not.
Chaos Emeralds collected in previous Zones during Campaign Mode do not award any Points.
If there is a tie, those players are awarded the next unclaimed place down (Ex. If 2 players both get the highest Speed, they are both awarded Points for 2nd Place).
To find Time Bonus in a 1 player game, see GAME MODES page 29.
+3 Speed For each completed Zone Card
-1 Speed For each Time Token
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28
Player can choose to face off against one another for the most Points in
Competition Mode. All rules in this mode are the same EXCEPT:
• Players start with no Life Tokens. When a player would lose a life,
they take a Death Token worth -30 Points. Players can take an
unlimited amount of Death Tokens.
• Time Tokens are set aside in a pile instead of being placed on the
Act Board. Players can take an unlimited amount of Time Tokens
and will never lose from a Time Out.
In this mode, the players cannot get a Game Over. Instead, the main
challenge is competing for the most Points against other players.
GAME MODES
Time to take on Eggman’s whole empire! In Campaign Mode, players
will have to traverse through all four Zones in order to truly defeat the
mad scientist. Players play Zones one at a time in the following order:
1. Green Hill Zone
2. Stardust Speedway Zone
3. Lava Reef Zone
4. Chemical Plant Zone
CAMPAIGN (1-4 PLAYERS)
COMPETITION (2-4 PLAYERS)
CAMPAIGN SET-UP
Each round is set up like normal. Players begin a new Zone with 3 Life
Tokens, 1 Boost Token, and no Power Ups.
Chaos Emeralds that have been collected in the previous rounds are
placed in the center of the table face up. Any player may use one on
their turn by Exhausting it and discarding 5 Rings.
If players manage to collect all 7 Chaos Emeralds by the time they
defeat Eggman in Chemical Plant Zone, proceed to the next page.
Otherwise, try replaying a Zone to collect any missing Emeralds!
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29
TIME ATTACK (1 PLAYER MODE)
When playing a 1 player game, Time Score is calculated differently.
Points are awarded based on how many Time Tokens the player took:
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DO NOT OPEN
Until you complete the campaign and
all Chaos Emeralds are collected!
34
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CREDITS
Game Design: Anthony Thorp
Game Development: Marina Common, Alex Kessler, Michael Grothe
Art Direction: Lauren Yu
Cover Art: Tracy Yardley
Graphic Design: Lauren Yu, Whitney Tsai, Anthony Thorp
Playtesters: Minely Aghabegian, Ben Bateman, Beky “bekybear” Bell,
David Camacho, Nat Carney, Saul Ceniceros, Jonathon Constant, Arthur Thomas
Ford V, Courtney Flint, Olivia Gobert-Hicks, Melina Grosse, Hayley Hayes,
Whitney Kessler, Brian Kim, Alex Lee, Sam Lewis, Jodie Lim, Chris MacDonald,
Hyena McNew, Charles Milano, Henry Miskaryan, Megan Moberly,
Gwyneth Moore, Crim “TheAsianAvenger” Nguyen, Hailey Profit, Dustin Pruitt,
Kat Reinhardt, Krystal Rose, Evan Ruth, Gyimil Rutherford, Chris Spangler,
Corey Thomas, Avery Thorp, Nicholas Thorp, Peyton Thorp, Jacob Ugalde, Tyler Yu
Special Thanks: Michael Cisneros and Paul Ryan
35
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SYMBOL KEY
BADNIK
POWER UP
ANIMAL TOKEN
TIME TOKEN
BOOST
STAR POST
GAIN/DISCARD DICE
BLUE DICE
YELLOW DICE
RED DICE
BLACK DICE
RING BIG RING
The player must add or discard a die from their Dice Pool. If no color is specified, player may choose any.
Run Die: Player may spend another die without having to Reroll their Dice Pool.
Jump Die: Gain 1 Ring when spent.
Spin Die: Resistant to most enemy attacks, gain an Animal Token when defeating an enemy.
Hazard Die: Immediately roll a Black Die. If the result matches any number in Dice Pool, take Damage. Discard afterwards.
Gain Ring(s). Held Rings are lost instead of a Life upon receiving damage. Worth Points at the end of the game.
Bonus Stage unlocked. Enter the Blue Sphere Bonus Stage!
Draw a Badnik and choose any player to also draw a Badnik.
Draw a Power Up.
Reward for defeating Badniks, worth Points at end of game.
Deducted from Time Score.
If all Time Penalties are removed, it’s Game Over!
Gain a Boost Token. Boost Tokens can be spent to Reroll your Dice Pool.
May save all Held Rings when passed. If 5 Rings or more were saved, go to the Bonus Stage.
DAMAGE
When Damage is taken, lose all Held Rings. If no Rings are held, lose a Life Token.
What if 2 things should happen at the same time?
Sometimes multiple things will resolve at the same time, such as rolling Hazard dice from a Zone Card Reward and gaining a die from a Dice Action. In these instances, the player may choose which order things resolve.
Have more questions? Head to www.kessentertainment.co/sonic-roll
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Por que perguntar ao BoardGamesBot
Em vez de folhear o manual inteiro- Respostas precisas Baseadas exatamente neste manual, com a página de origem.
- Economize tempo Ache a regra em segundos, sem folhear 32 páginas.
- A qualquer hora Tire dúvidas no meio da partida, direto do celular.
- 100% grátis Crie sua conta grátis e comece a usar agora.
Como funciona
Três passos até a resposta- 1 Faça sua pergunta Digite sua dúvida sobre as regras deste jogo.
- 2 Crie sua conta grátis Leva 20 segundos — é só para guardar seu histórico.
- 3 Receba a resposta A IA encontra a regra exata e cita a página do manual.
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Baseado em mecânicas e tema
Manual publicado pela editora · uso para consulta de regras. Mais sobre o jogo em BoardGameGeek e Ludopedia .