Game Objective: Create the Perfect Hero and Achieve Glory!
In Roll Player, the adventure begins even before the journey! Forget about monsters for a moment and focus on what really matters: creating the most epic fantasy adventurer that ever existed. You and your friends will compete to develop the perfect character, one who will shine in any sinister plot they may face.
Your objective is simple, yet challenging: accumulate as many Reputation Stars as possible. To do this, you will roll and select dice to improve your character's Attributes, buy Weapons and Armor, train Skills, and discover the Traits that will make them legendary. The player with the highest Reputation at the end of the game will be crowned the master hero creator!
Preparation (Setup): Setting the Table for Your Champion's Creation
Let's set up the table and bring your future heroes to life! Follow these steps for a smooth preparation:
- Determine the Starting Player: Everyone rolls a die. The player with the highest value is the Starting Player. Place all 73 dice (10 of each color: Green, Blue, Red, Purple, Black, White, and 13 Gold) into the Dice Bag.
- Choose Your Character Sheet: Starting with the Starting Player and proceeding clockwise, each player chooses a Character Sheet. The male or female side is for illustration only, choose whichever you prefer!
- Distribute Gold: Each player receives 5 Gold. If there is a third player, they gain 1 additional Gold (totaling 6). If there is a fourth player, they gain 2 additional Gold (totaling 7). The remaining Gold forms the Gold reserve.
- Define Classes: Starting with the Starting Player and proceeding clockwise, each player draws a random die from the Dice Bag. Take the Class card of the equivalent color and choose one of the two sides of the card. If the die is gold or a color already chosen, draw again until you have a unique color. No Gold is gained for Gold dice in this phase. After everyone has their Class cards, return the dice to the Dice Bag. (Alternatively, they can choose Class cards in reverse turn order).
- Distribute Essential Cards: Shuffle the Background cards and Alignment cards separately. Give one Background card, one Alignment card, and one Player Aid card to each player. Unused cards are returned to the box.
- Position the Markers: Each player places their Background card and Alignment card on their Character Sheet. Take the two tracking markers of your Class color: one goes to the central space of the Alignment card and the other on your Class card.
- Prepare the Market Deck: Separate the Market cards into two piles: those with one dot and those with two dots (in the upper right corner). Discard 3 cards from each pile for 3 players, or 7 from each pile for 2 players. Shuffle the piles separately and place the one-dot pile on top of the two-dot pile to form the Market deck.
- Create the Initial Market: Draw a number of Market cards equal to the number of players plus one (3 cards for 2 players, 4 for 3, 5 for 4) and place them face up in the center of the table.
- Align the Initiative Cards: Place the Initiative cards in numerical order in the center of the table. With 3 players, remove the "5" card. With 2 players, remove the "4" and "5" cards. The number of Initiative cards in play will be equal to the number of open Market cards.
- Add Gold to Initiative Cards: Place 1 Gold on each Initiative card, except for the first and last in numerical order. (Ex: For 2 players, 1 Gold on card "2"; for 3 players, 1 Gold on cards "2" and "3").
- Draw Initial Dice: Starting with the Starting Player, each player randomly draws dice from the Dice Bag. The quantity is equal to the number of players plus four (6 dice for 2 players, 7 for 3, 8 for 4).
- Organize Initial Dice: Each player rolls their initial dice and organizes them on their Character Sheet, in the leftmost empty space of any Attribute Row.
- Attribute Actions are NOT performed in this phase.
- For each Attribute Row filled with 3 dice, gain 1 Gold.
- For each gold die drawn, gain 2 Gold. (Exception: Rogues gain 4 Gold per gold die).
- Start Playing! The Starting Player begins the game.
The Game Turn: Building Your Hero Die by Die
A round of Roll Player is divided into four phases, where each decision shapes your character:
1. Roll Phase
The Starting Player draws a number of dice from the Dice Bag equal to the number of Initiative cards in play and rolls them to form the Dice Pool (3 dice for 2 players, 4 for 3, 5 for 4).
Then, the Starting Player places the die with the lowest value on Initiative card "1", the second lowest on "2", and so on, until all Initiative cards are filled. If there are dice with equal values, the Starting Player decides where to place them.
2. Dice Phase
This is the central phase of your character's creation! Starting with the Starting Player and proceeding clockwise, each player takes their turn:
- Select an Initiative Card: Choose an available Initiative card, take the die and any Gold on it, and place it in front of your Character Sheet.
- Place the Dice: Place the die you took in the leftmost empty space of any of your Attribute Rows.
- Collect Gold: You gain Gold for:
- The Gold that was on the Initiative card you chose.
- 1 Gold from the reserve if you filled the last space of an Attribute Row.
- 2 Gold from the reserve if you placed a gold die.
- Perform the Attribute Action (Optional): After placing the die, you can perform the Attribute Action associated with the Attribute Row where you placed the die. You can affect the die you just placed or previous dice. Only one Attribute Action per turn!
- Strength: Change the face of any die on your Character Sheet to the opposite face (1 to 6, 2 to 5, etc.).
- Dexterity: Swap the position of any two dice on your Character Sheet (without changing their values). Cannot move to an empty space.
- Constitution: Increase or decrease the face value of any die by 1 (cannot go from 6 to 1, or from 1 to 6).
- Intelligence: Choose any die on your Character Sheet and re-roll it. You decide whether to keep the old value or the new one.
- Wisdom: Move the marker on your Alignment card one space up, down, left, or right.
- Charisma: Take a Charisma marker. You can spend them instead of Gold in the Market Phase.
After all players have taken their turns, one Initiative card will remain in the center of the table.
3. Market Phase
Now it's time to improve your character! The player order in this phase is dictated by the numbers on the Initiative cards that were chosen in the Dice Phase (lowest number buys first).
- Buy a Market Card: Pay the cost in Gold (or Charisma markers) to the Gold reserve and place the card face up in the designated area of your Character Sheet.
- There is no limit to Armor, Traits, and Skills.
- You cannot have more than two hands wielding Weapons. You can discard a Weapon to buy another.
- When buying a Trait card, immediately move the marker on your Alignment card as indicated.
- When buying a Skill card, you can use it immediately. To use a Skill, move the marker on your Alignment card as indicated, use the ability, and turn the card sideways (exhausted). It can only be used again after being restored.
- Discard a Card and Gain Gold: If you do not want to or cannot buy, choose a Market card, place it in the Market discard pile, and gain 2 Gold from the reserve.
After buying or discarding, return your Initiative card to the row in the center of the table.
4. Cleanup Phase
Time to prepare for the next round:
- Discard any unused Charisma markers.
- You can restore a used Skill card (by turning it to the upright position).
- The Starting Player returns the remaining dice from the Dice Pool to the Dice Bag and discards the remaining Market cards.
- The Starting Player opens a new set of Market cards (equal to the number of Initiative cards) face up. If the Market deck runs out, shuffle the discard pile to form a new one.
- The Starting Player places 1 Gold on the middle Initiative cards that do not have Gold on them.
- The Dice Bag is passed to the player on the left, who becomes the new Starting Player.
End of Game and Scoring: Your Hero's Moment of Truth!
The game ends at the end of the round in which all players have completed all 18 Attribute Rows on their Character Sheets. Prepare for the final count!
Reputation Stars are only received at the Final Score. Use the marker on your Class card and the back of your Player Aid card to tally:
- Attribute Goals: For each Attribute Row, sum the value of the dice, adjust with bonuses/penalties from your Race and Weapons, and compare with the goals on your Class card.
- If the goal is an exact number (Ex: 17), you need to reach exactly that value.
- If it's a range (Ex: 16-17), the value must be within.
- If it has a "+" (Ex: 14+), the value must be equal to or greater than.
- Class Color Dice: Each die on your Character Sheet that is the same color as your Class is worth one Reputation Star.
- Alignment Card: Check the position of your marker on the Alignment card and add or subtract the indicated Reputation Stars.
- Background Card: Compare the colors of the dice on your Character Sheet with the colors and positions on your Background card.
- 0-1 combination: 0 Reputation Stars
- 2-3 combinations: 1 Reputation Star
- 4-5 combinations: 3 Reputation Stars
- 6 combinations: 6 Reputation Stars
- Armor Cards: Separate your Armor cards by type (Mail, Leather, Mystic). Count the cards of each set and use the table on the card to score. Additionally, for each set, gain 1 additional Reputation Star if the cards in the set match your Class color.
- Trait Cards: Sum the Reputation Stars provided by your Trait cards.
The player with the most Reputation Stars wins! In case of a tie, the player with the most Gold wins. If still tied, the player with the lowest number of dice of their Class color on the Character Sheet wins. If the tie persists, celebrate the shared victory and play again!
Tips for Winning: Be a Master Hero Creator!
- Focus on Attribute and Background Goals: From the start, pay attention to your Class's Attribute Goals and the colors and positions on your Background card. These are your biggest sources of Reputation Stars. Try to direct the placement of your dice and the use of Attribute Actions to achieve these targets.
- Manage Your Alignment Wisely: The Alignment card can give or take many points. Plan your moves and Market card purchases (especially Traits and Skills) to move your Alignment marker to a position that maximizes your points. The Wisdom Attribute Action is also great for fine-tuning!
- Don't Underestimate Gold and Attribute Actions: Gold is crucial for buying Market cards that can give powerful abilities and many points. Keep an eye on the Initiative cards
In English
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Roll Player - How To Play, by Watch It Play
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Roll Player - How to Play
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Roll Player - How To Play (quick-start)
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Roll Player - In Focus
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How to play Roll Player, solo
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Roll to Hit First Look: Roll Player
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How to play Roll Player - SOLO
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Peaky Boardgamer Episode #90 - Roll Player - Full rules explanation (English)
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Roll Player - How To Teach
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How to Play ROLL PLAYER with a Solo Playthrough
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How to Play: Roll Player - The Dragon Table
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Board Game Breakdown BURST: Roll Player in 3 Minutes!