Dice Party – Rules

The night is still young and the Party community starts off to find the best Party in town. For now the streets are full of people but soon the vibe will rise on the dance floors. Who is the host making the most money out of his guests? Who throws the coolest Party? And which Party will end in a brawl?

The Guests

Each player needs his own Dice Party dice set.
A set consists of 60 dice, representing three types of Party guests:

Game Principles & Goal

In Dice Party each player hosts a Party and competes against his opponents' Partys.
One or more Party guests form a player's Party.
Players execute their turns in clockwise order. In his turn a player throws his Party (rolls dice) and performs further actions. The pips on the dice show a guest's alcohol level (just 'level' in the following) – the higher the pips the more drunk the guest!
Each Party starts with few guests and typically grows to become a huge Party during the course of the evening. Every player always only uses dice from his own stock. Thus a Party can have 60 guests maximum.
Victory Conditions The game immediately ends if one player's Party fulfills one of the 3 victory conditions:
  1. All other Partys are escalated

    A Party escalates if its Mobs are more drunk than its other guests.
  2. A millionaire hits the Party

    There is a certain number of VIPs with the same level.
  3. The player pickpocketed 6 wallets from his guests

    The player stole 6 wallets from his Party People during the course of the game.

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Start of the Evening

Each player builds his starting Party with four guests: 2 Party People and 2 VIPs.

Preparty

All players throw their Party simultaneously to determine the start player.
The Party with the highest total level goes first.
If there is a tie all players throw their Party again.

Party!

During his turn each player performs the following 6 actions.
Hint Players playing Dice Party for the first time may want to skip actions 4 and 5 during their first turn.
  1. Throw Party

    The player rolls all of his guests (dice) simultaneously.
  2. Escalation?

    If there are one or more Mobs present on the Party the player checks if it is escalated.
    If the Mobs' total level is higher than the combined Party Peoples' and VIPs' total levels, the Party escalates and the player loses the game immediately.
    1. Victory Condition If only one Party stays in play, the corresponding player immediately wins the game.
    Example: Escalation!
    23
    22
  3. Millionaire Arrived?

    The player checks if a millionaire hits his Party, which is the case if
    • minimum 5 VIPs have the same level or
    • minimum 4 VIPs have the same level and no Mob has this exact level
    2. Victory Condition If a millionaire arrives, the player immediately wins the game.

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  1. Pickpocket

    If the player rolled totally boozy Party People (level 6), he can decide to steal their wallets. Annoyed, the pickpocketed guests will leave the Party.
    The player decides, how many Party People with level 6 he wants to steal from and returns the corresponding dice to his stock.
    To keep his wealth in mind, if he steals for the first time, the player removes a yellow dice from his stock and turns it to the number of stolen wallets. Every time the player steals more wallets from his guests in future turns, he increases this 'counter' dice by one for each stolen wallet.
    3. Victory Condition If the player has pickpocketed 6 wallets, he immediately wins the game.
  2. Provoke Guests

    If the player rolled VIPs with level 4 or higher, he can decide to provoke them. The provoked guests will angrily leave the Party and become snapping Mobs, who together with further Mobs will destabilize the other Partys.
    The player decides how many VIPs with level 4 or higher he wants to provoke and removes the chosen dice to his stock.
    Important: The player always has to provoke the VIPs with the highest level!
    The player chooses the order in which his opponents have to add Mobs to their Partys:
    • The first opposing Party gets as many Mobs as VIPs have been provoked.
    • Each following opposing Party gets one less Mob than the previous one.
    Example: Provocation!
    provoking player's
    Party
    opposing Party 1
    opposing Party 2
    opposing Party 3
    As soon as each Party has got Mobs once or the number of Mobs becomes 0, no more Mobs will appear.

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  1. Party's Growing

    The later the hour, the more crowded the Party!
    The player sums up his Party Peoples' and VIPs levels. Then he either chooses option a) or option b):
    1. For each 6 Party People level points a VIP hits the Party.
    2. For each 6 VIP level points a Party People hits the Party.
    Apply for both a) and b):
    If minimum 2 guests hit the Party, additionally half as many Mobs appear as well (rounded up).
    The player increases his Party by the corresponding dice.
After the player increased his Party, it becomes the next player's turn and he starts with throwing his Party.

Party Animal – The Full Game

As soon as all players are familiar with Dice Party, they should play several game rounds to identify the real Party Animal.
Apply the following additional rules:

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Frequently Overlooked Rules (FAQ)

  1. Is it possible to include the 'counter' dice for stolen wallets in my Party?

    No, there is no possibility to make a party guest out of a 'counter' dice.
  2. During the step "Party's Growing" may I voluntarily add less guests to my Party?

    No, the player has to decide to exactly use one option. He has to add exactly the number of guests determined by the total level of the chosen option (sole exception: FAQ 3). The player has indeed the possibility to reduce the number of his guests by executing the "Provoke Guests" or the "Pickpocket action" and hence reduce the number of new guests as well.
    If the player chooses an option with alcohol level 5 or less, no guest is added to the Party.
  3. What happens if I do not have enough guests in my stock?

    If a player has not enough Party People or VIPs in his stock to add the specified number of new guests, the player has to add as many as possible. In addition the player also adds less Mobs to his Party (if 2 or more new guests, add half as many, rounded up).
    If a player has not enough Mobs in his stock to add the specified number, he does the following:
    1. He takes as many Mobs as he still has in his stock and adds them to his Party.
    2. For every Mob he does not have, he removes one VIP from his Party.
    If it is not possible for him to remove a VIP (because there is no VIP on his Party), he removes a Party People instead.
  4. Checking escalation is taking quite long. Is there a speed-up trick?

    The escalation example from the rules shows the presumably easiest variant to check an escalation: Players sort the Party in small level-equal dice groups "Party People/VIPs = Mobs" to notice if there are any Mobs that cannot be assigned to a group. If that should be the case, there's an escalation happening.
  5. What happens if my Party is out of guests?

    A player without guests goes on playing but is not able to do anything during his turn. As soon as he gets a Party guest again, he will drop out during his next turn due to an escalation.

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The authors like to thank

Authors

Artwork

Paying Guests

Test Players

Andi, Antje, Azzel B., Beate E., Annette F., Christian K., Christian M., Christian S., Christine, Christoph P., Clara F., Deborah H., Dennis W., Elli, Felix, Florian K., Glenn S., Hanna, Ines E., Jan S., Jessica P., Kevin R., Kevin W., Lars E., Mari Z., Monika W., Niklas W., Nina B., Richard P., Robert G., Sandra M., Saskia W., Stefan, Timo D., Udo W. und Wolfgang H.

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Party Guests

Party People
VIP
Mob

Start of Game

Starting Party:
Player with highest roll goes first.

Turn Overview

  1. Throw Party

    roll all of or your guests simultaneously
  2. Escalation?

    level
       >    level
    + level
  3. Millionaire Arrived?

    5
    with same levelor
    4
    with same level & no
    with this level
  4. Pickpocket

    optionally remove
    with level 6 and increase counter dice
  5. Provoke Guests

    optionally remove
    with level 4 (highest first) and assign
    to opponents
  6. Party's Growing

    either add a new
    for each 6 level points
    to your Party
    or add a new
    for each 6 level points
    to your Party
    if 2 or more new guests, add half as many (rounded up) new
    to your Party

Victory Conditions

  1. All other Partys are escalated.
  2. A millionaire arrives at anyone's Party.
  3. A player has pickpocketed 6 wallets from his guests.

Party Animal (Full Game)

Game end: A player wins once with each of the 3 victory conditions.
Each player whose Party escalates for the third time loses and may no longer party.
Each player can win by millionaire only once (cancel turn if another millionaire arrives).

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