GAME PLAY

The Adventures of Dex Dixon: Paranormal Dick the Board Game is a Scenario based game. Each Game Scenario has a unique set of circumstances and conditions that need to be met in order to declare victory.  Several Scenarios are included in the box, but we encourage Players create their own Scenarios and share them with our on-line community. (TBA)

 

THE GAME BOARD

Play is done on two 18”x18” Game Boards.  One is an overhead view of the world of the Mortals called Our Fair City. The second Game Board depicts the alternative dimension of Nightside, a hub world attached to multiple dimensions. These dimensions are home to some of our favorite monsters; Vampires, Werewolves, etc.  

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

                                                            Picture denotes the Virtual Game in Tabletop Simulator. 

The Game Board is divided into 1”x1” squares or “Spaces” that allows Players to move their Characters around the boards freely.  Characters can move into buildings, take shortcuts through the sewers, make their way to Dimensional Gates between the two worlds, and explore as they see fit.  The Players completely control their movements around and between the worlds unless manipulated by some Power or Ability.  

 

NUMBER OF PLAYERS

The game designed for 2 to 4 Players.  

2 Players are best for a “Quick Scenario” game played out on one Game Board with each Player controlling 1 or 2 Bosses each. (You may choose to allow multiple Mugs to be controlled by each Player in this case. It is fully up to you.)

4 Players are recommended for “Full Scenario” games with each player controlling 2 Characters. It is recommended to play two Characters from the same world. It can become overly complicated otherwise.

 

GAME SCENARIOS  

The Adventures of Dex Dixon: Paranormal Dick, The Board Game is a Scenario based game with unlimited options for game play.  (See Included Game Scenarios for both “Full Scenario” and “Quick Scenario” games.)

 

TIME TO PLAY

Make your Character selections. Find the designated Artifacts for your teams and begin!

 

THE GAME BEGINS

It is suggested that you sit around the game board alternating Players form each World. 

From Left to Right, Our Fair City Player 1, Nightside Player 1, Our Fair City Player 2 and Nightside Player 2. 

 

ROUNDS & TURNS

Game play is broken into Rounds.  Each Round consists of Turns. The number of Turns in a Round is determined by the number of Players playing the game. 

*For our example we have four Players, therefore there will be four Turns per Round.

 

PHASES: THE ANATOMY OF A “TURN”

The Turns alternate between Nightside Characters and Our Fair City Characters. Roll a 6 sided die to determine which side will go first. The Player who wins the roll will choose one of their Bosses to start their Turn. The next Turn will be taken by the opponent to the left of the first Player. Turns continue to alternate moving Clockwise around the table.

 

Each Turn Players may choose to move any of their Bosses even if they moved the same Boss in the previous Turn. You are not required to move both Characters every Round.

 

During their Turn, the selected Boss performs each of the four Phases: Move, Draw, Execute and Attack. You may choose to perform these Phases in any order you choose.

 

Once every Player has had a Turn, the Round ends.

 

MOVE PHASE

To move Characters around the board, each Player rolls 2D6 Movement Die. 

  • Add the two rolled die results together. 

  • Each Boss has a built in modifier in the Speed area of their Passport ID. Apply any Movement Modifiers on your Boss Passport ID to the die role.

  • Additionally, there are Cards and Abilities that may also affect Movement.

 

Players may move their Characters in any direction they choose, except for Diagonally. Characters may not move through a wall unless they have an Ability or Card that allows it.  

Bosses who are assigned a Mug, must share the total number of modified Movement between them. It can be broken up between them in any way you choose or assigned to either Character.

 

A Player may choose to not move their Characters the total number of spaces that were rolled. You do not have to move any of your Characters at all, should you so choose. There is no penalty for unused Movement.

 

If another Boss or Mug is in a space in your path, you may pass them. However, you run the risk of your opponent declaring an “Attack of Opportunity.” (See Attack section).

 

You may choose to use the Sewer System as a shortcut for your Characters. “Manhole Covers” in Our Fair City and “Sewer Grates” in Nightside. Movement is split between the chosen entrance Sewer Space and the chosen exit Sewer Space. 

  • You cannot move Characters between Game Boards (dimensions) through the Sewer System unless you have an Ability or Card that allows you to do so.

  • You cannot use a Manhole space that is occupied by another Character. 

  • Mugs may not use the Sewer System unless using a Card or Ability that allows it. 

  • A Character may only enter a building through a “Door” space. Your Character cannot pass through walls or solid objects unless you have an Ability or a Card that says otherwise.

  • You cannot move a Character across the Troll Bridge or through the Haunted Well Gates without a special Ability or Card that allows you to do so.

 

SPECIAL MOVEMENT DIE ROLLS: 

The Talisman Gate

On each of the Movement die (2D6) there is a special symbol representing the Talisman Gate Aperture where the “6” would be. 

 

On a Player’s Movement roll, if a “6” is rolled, you may place or remove 1 “Talisman Gate Token” on the Talisman Gate Wheel at the center of the Game Boards. 

    

The Talisman Gate Tokens are double sided: Each side represents an open or closed position.

  • The Our Fair City team is trying to “Close” the Aperture to keep the Nightside team from opening the gate permanently. 

  • The Nightside team is attempting to “Open” the Aperture completely allowing them permanent access to Our Fair City and its resources.

 

If at any time there are 20 “Open” or  20 “Close” Talisman Gate Tokens on the Talisman Gate Wheel, the controlling Player wins the game automatically.

 

Rolling Doubles  

On rolling doubles take a second movement roll. Assign that additional movement roll to any Character you control even if it isn’t that Character’s Turn.

On rolling double “6’s” in addition to earning a second movement roll, you may choose to add or remove 2 Talisman Gate Tokens.

 

DRAW PHASE

If your Character has landed on a Card “Draw Space,” you may collect a Card from the designated Deck and add it to your Hand. 

  • You may only have five Cards in your hand at any given time.

  • If you land on a “Draw Space” with five Cards in your Hand, you may draw a Card, but you must choose to discard a Card from your hand so that you do not exceed five Cards.  

 

EXECUTE PHASE

This is the phase of the Turn where a Player will do the bulk of their Card’s and Character’s Ability activations.  Some of the actions you can take during this Phase include:

  • Put Cards from your Hand into Play. Pay the activation cost required to do so.

  • Attach or swap out an Attached Card to/from a Boss.

  • Assign a Mug to a Boss.

  • Trade cards from your hand with another player who’s marker occupies an adjacent space.

  • Activate an Ability or Card that will increase your chances of success using a Power or modifying an Attack.

 

ATTACK PHASE

If you are in an adjacent space to another Player’s Boss or Mug, you may choose to Attack that Character.  You may not Attack diagonally. 

  • Declare your “Target“ and intention to Attack. Each of you will roll 2 D10. The Attacking player rolls first.  If the Attacker wins the roll with a higher percentile, they may roll their determined “Damage Die” and apply any “Attack Modifiers” or Ability stated on their “Passport” or “ID.”  The losing Player deals no damage.

  • If any Characters possess an Ability or has Equipment, Artifacts or Power Cards that can modify the Attack in any way, Players may do so then. 

 

SPECIAL ATTACKS

            ATTACKS OF OPPORTUNITY

Attacks of Opportunity may be invoked if any Character passes by or tries to leave an adjacent space occupied by an opponent’s Character. If that happens:

  • Opponent Player must declare they would like to perform an Attack of Opportunity.

  • The targeted Character must stop in or remain in an adjacent space to that of the Attacking Character.

  • Each Player rolls 2 1D10. The Player who declared the Attack rolls first. If the Attacking Player’s roll is higher than the defending Player’s roll, the Attack is successful and Damage is assigned.  

    • After the Attack is resolved, the Damaged Character’s Turn continues as normal.  

 

BITE ATTACK

A “Bite” Attack is used when a Vamp attempts to “Turn” a Mortal or Creep Character into a Vampire.  This is called “Turning” a Character.  Turning is an Ability that every Vamps possess. Three “Bites” will turn a Mortal or Creep into a Vamp.

  • If you choose to use this Ability, you must first successfully win the percentile roll to Attack. 

  • Once the initiative has been won, the Attacking Player must declare that they are attempting to “Bite” the Target. 

  • The Vamp must roll 2D10 and achieve an 85% or better.  

    • If that roll is successful, Target receives a “Bite.” (Place a Bite Token on Target’s ID or Passport ID Card.) 

    • Once three successful “Bites” have been achieved, replace the “Bite” tokens with a “Turned” token. 

 

NOTE: As a result of being bitten twice, Character will receive bonuses to their Speed and Damage modifiers.  Bitten Characters should enjoy the added strength and speed while you can as that bite will cause that Character to “Turn.”  This is considered a death of the Character in most Game Scenarios.

 

VENOMOUS ATTACK

A “Venomous” Attack is used when a Snake Were attempts to “Poison” another Character.  Venom is an Ability that every Snake Were possess. 

  • If you choose to use this Ability, you must first successfully win the percentile roll to Attack. 

  • Once the initiative has been won, the Attacking Player must declare that they are attempting to “Poison” the Target. 

  • The Snake Were must roll 2D10 and achieve an 85% or better.  

    • If that roll is successful, Target is “Poisoned.” (Place a Venom Token on Target’s ID or Passport ID Card.) 

    • Roll 1D6 (unmodified) to determine the amount of Damage target will receive from the initial Attack.

    • At the beginning of each Round, “Poisoned” Character losses 1 Life Point, until the Venom Counter is removed.  

 

WINNING THE GAME

You win the game if you fulfill the requirements laid out in your Game Scenario or by Opening or Closing the Talisman Aperture which occurs when you have 20 Talisman Gate Tokens converted to your teams objective.  

 

This game has been designed to be fully customizable.  Use any of the provided Scenarios or create your own Scenarios.  Soon we will be able to share the game Scenarios you create in our On-Line Community. 

Dex Dixon Game World Map with Lights.jpg