THE ADVENTURES OF DEX DIXON: PARANORMAL DICK, THE BOARD GAME
Play with 2 to 8 players. Ages 12 and Up.
The Adventures of Dex Dixon: Paranormal Dick, The Board Game is a scenario based game with unlimited options for game play.
WHAT IS IN THE BOX:
2 18”x18” Game Boards. (1 for Our Fair City and 1 for Nightside.)
8 Boss Character Sculpted Game Pieces.
20 Mug Character Cardboard Pieces with Plastic Stands.
8 Boss Character Passport Cards.
18 Mug ID Cards.
2 Troll Scroll Cards.
50 Equipment Game Cards.
50 Power Game Cards.
15 Event Game Cards.
15 Artifact Game Cards.
1 Talisman Aperture Center Piece.
1 Sculpted Talisman Monolith.
1 Sculpted Bridge Between Worlds.
1 Sculpted Haunted Well.
__ Cardboard Life, Power, Bite, Turned and Brainsucker Tokens
__ Charge Tokens
1 Cardboard Round Indicator Token
2 D6 Movement Die.
1 D4 Damage Die.
2 D6 Damage Die.
2 D10 Percentile Die.
1 D20 Abilities Activation Die.
Some Handy Terms:
The game comes with 8 figures; 4 from Our Fair City and 4 from the Monster dimension of Nightside. These characters are referred to as “Bosses”
Bosses can be any of several Classes:
Normal: Normal is the term Denizens of Nightside beings use for “Humans.” Humans are fragile and susceptible to many powers and influences. They can be turned into Vampires with three bites and can become Brainsuckers (Zombies) just as easily.
Vamp: Vamps are Vampires. They have the ability to turn Normals and Creeps into Vamps through their bite. Three bites and their target becomes a Vamp. Vamps cannot become Brainsuckers as they are already undead.
Were: Weres are human/animal hybrids. They are extremely strong and have tough hides
that prohibit Vamps from being able to Turn them. They can become Brainsuckers under special circumstances.
Creep: Creep is the term citizens of Our Fair City use to describe denizens of Nightside who aren’t Vamp, Weres or Brainsuckers. They have no special abilities as a group, but individually they have their own abilities.
Zombie: Zombies, or Brainsuckers as Dex is fond of calling them, are Creeps or Normals who have been turned into the brain-craving undead.
OUR FAIR CITY BOSSES NIGHTSIDE BOSSES
Dex Dixon (Normal) Hours (Vamp)
Lobo (Were) Hassina (Vamp)
Lyla Lariby (Normal) Fritz (Were)
Delila (Vamp) Yoush (Were)
There are several other characters that can be played to work with your team as Allies, Henchmen or Neutrals and are collectively referred to as “Mugs”
Mugs are the collective term for any non-Boss character. They come in three types: Allies, Henchmen and Neutrals (Neutrals aren’t necessarily good or bad and they can be played at your whim or as indicated by your card draws.)
Neutrals: These Mugs can be used by any Player from any World.
Allies: These Mugs are inherently “Good” and can be used by any Boss but primarily are aligned with Bosses from Our Fair City.*
Henchmen: These Mugs are inherently “Bad” and can be used by any Boss but primarily they are aligned with Bosses from Nightside.*
Supers: Super powerful Mugs formed from two other mugs conjoining. They have a limited number of Rounds before they are split apart again.
Mugs are always assigned to a Boss. A Boss can only have one Mug assigned to them at a time. If a Mug is assigned to a Boss, that Boss must share its movement die rolls with the assigned Mug. They aren’t required to do so unless they would like to, but if they do, the combined movement can be split between them as player sees fit, but must not exceed maximum number of the movement roll.
If the Boss a Mug is assigned to is killed, “turned,” or removed from the game, that Mug must be reassigned to a Boss who has no Mug assigned to them. If there is no available Boss, the Mug is removed from the game and is considered dead.
Mugs can be any of several Classes and each Mug possess useful abilities.
NEUTRALS ALLIES HENCHMEN
Manix Marloe (Normal) Frank (Creep) Azibo (Vamp)
Officer (Normal) Shadow (Creep) Brainsucker Ned (Zombie)
Nelly Nailor (Normal) Sylus Sly (Normal) Were Henchman (Were)
Scoops Collins (Normal) Barry Baritone (Normal) Vamp Henchman (Vamp)
Billie Blackthorne (Normal) Snake Henchman (Were)
Golem Sidney (Creep)
Golum Irving (Creep)
When two Mugs with the Morph or Symbiosis ability merge together they form a much more powerful Mug called a “Super.” Supers come into play for a limited number of rounds then they split back into the original Mugs.
There are two other characters in the game, who do not choose to get involved in the petty politics between the dimensions, the Trolls; Dressilla and Kobol. Dressila and Kobol guard the Bridge Between Worlds and can either welcome you or deny you entrance. Often they quarrel with one another so it can be difficult to pass them. They are considered Neutrals for game play purposes, though in regular game play they are not controlled by any one player. All players have access to their abilities. Any player may tap their abilities to attempt to stop or assist another player who is trying to cross dimensions.
PLAYER CHARACTER CARDS:
Each playable character in the Dexiverse has a special card that identifies them and lists important information about them:
Each of the 8 Bosses in the game has a “Boss Passport” which contains the pertinent stats, die requirements and special abilities for each of them.
Mug ID Cards:
Each of the 18 Mugs in the game has a “Mug ID Card” with the pertinent stats, die requirements and special abilities for each of them.
Each of the 2 Troll characters has a Scroll with their pertinent stats, die requirements, and special abilities.
CARDS TYPES & FUNCTIONS
In addition to the special abilities that each character possesses, there are several sets of cards that can be used to affect the game:
Equipment Cards (50): Special tools or equipment that provide Bosses special abilities and actions. Some Equipment cards are Attached to a Boss others are placed in play for a time and still others are used and discarded.
Powers Cards (50): Magical abilities or Spells that provide Bosses special abilities or powers. Some Powers cards are placed in play for a time and still others are used and discarded.
Artifact Cards (15): Powerful tools and weapons that provide Bosses special abilities or powers. Some Artifact cards are Attached to a Boss others are placed in play for a time and still others are used and discarded.
Event Cards (25): Some are Local and some are Global and some you gift after using, they change the way the game is played.
To activate a card’s ability you may have to pay Power Points or successfully perform a die role.
Many cards may only be used once per Round. These cards will have a “Charge Counter” assigned to it. Once you use the card’s ability, you will turn over the Charge Counter to indicate it is not available. At the beginning of the next Round, turn the Charge Counter over to indicate it is available to use again.
Other cards may have a limited number of uses before it becomes inactive and removed from the game. You use “Charge Counters” on the card to indicate how many times you can use that ability.
NOTE: Mugs may not use or possess any of these cards, however they can be used to collect them for their Boss. Cards obtained by Mugs go into their controlling player’s hand.
A Boss may only have two (2) cards “Attached” to them at a time. You may pay two (2) Power Points to remove a card from a Boss you control to make room for another card, but that card is removed from the game.
A Player may only have five (5) cards in their Hand at a time. If you choose a sixth card, you must choose to discard a card of the same type from your hand to make room for it.
A Player may only have five (5) cards “In Play” at a time. These cards are paid for and placed on the table to indicate they are available for use. These are separate from cards that are “Attached” to Bosses. Just as with the cards Attached to a Boss, You may pay two (2) Power Points to remove a card from your “In Play” field to make room for another card of the same type, but that card is also removed from the game.
All characters can obtain these cards through special abilities or by landing on ‘Draw Spaces.’
Draw Spaces are placed around the game boards and are clearly marked. If you land on a “Powers” Draw Space, you may choose to collect a Powers Card from the Powers Deck.
You do not have to draw a card if one of your characters lands on the space.
Players may only have five (5) cards in their hand at a time.
If you choose to draw a card with a full hand, you must discard a card of the same type so that you only have 5 cards total.
CARD LONGEVITY/SCOPE OF INFLUENCE
Each card has a different scope of influence and longevity. Some cards are used once and discarded, some are played and stay in the game until removed. We refer to these cards as being either Slippery or Sticky;
A card with abilities that can only be used once and are then discarded. We call these cards “Slippery” as you cannot hold on to them.
A card that stays in play until it is removed from the game. We call these cards “Sticky” as they stick around.
LOCAL STICKY CARDS
A card designed to be assigned to a character which will add permanent modifiers or abilities to that character and remain in play until removed.
A Boss can only have 2 Cards assigned to them at any given time.
A Boss can choose to discard a card assigned to them at any time in order to replace it with another card of the same type. The discarded card is removed from the game.
A card designed to affect the entire game. All players characters are affected in some way by these cards.
These cards only affect the game for a single Round.
These cards will affect the game as long as it remains in play.
Also known as “Slippery Gifts.” Once these cards are used they must be gifted to another player.
In addition to card “Draw Spaces,” there are a few other important game spaces on the boards:
There are two “Health Spaces” on each game board. In the Hospital and Warehouse in Our Fair City and in the Inn and Tavern in Nightside.
If you land on a “Health Space” you may choose to roll a 1D6. Apply the number rolled to your Life Points. You may only do so if your character is at 5 Life Points or less.
Secret Passage Spaces: There are 8 “Secret Passage” spaces, 4 in each world. In Nightside there is a secret passage between Frank’s Place and the Tavern and between the Dungeon and the Haunted Well. In Our Fair City, there are passages between Dex’s Office and the Night Club and between the Casino and the Warehouse.
These secret passages are activated by paying 2 Power Points and rolling +14 on 1D20. If you are successful, you may use the secret passage, if unsuccessful you may not use the passage and you still loose the 2 Power points you spent to activate the roll.
Only Bosses can use these passages.
Chance Spaces: Chance spaces are for restoring your Life or Power Points to their original start volume. Chance spaces are located in the Casino in Our Fair City and in the Apothecary in Nightside.
If you want to restore your Life Points, you must “wager” 5 Power Points and 1 card in your hand. If you want to restore your Power Points, you wager 5 Life Points and 1 card.
Roll a 75% or more on the 2D10 Percentile Dice. If you succeed, you keep your wagered points and card and restore your Target Points to their beginning value. If you are unsuccessful, you lose the Power Points and card that you wagered and your Target Points remain the same as before.
Manhole and Sewer Grates: You may choose to use these spaces as shortcuts through the sewer system. The sewer system is accessible through “Manhole Covers” in Our Fair City and “Sewer Grates” in Nightside. To move between them, split your movement total between the chosen entrance Sewer Space and the chosen exit Sewer Space.
Each Manhole or Grate space are counted as “1” movement on both sides of the short cut.
You cannot move between game boards (dimensions) through the sewer system unless you posses and ability or card that allows you to do so.
You cannot use a Manhole space that is occupied by another character.
Only Bosses can use the sewer system.
Recruit Spaces: In Manix Marloe’s Office in Our Fair City and in the Henchman’s Guild in Nightside are spaces for the recruitment of Mugs.
When a Boss lands on this space, they may search through the Allies, Henchman and Neutral Mugs available and put one into play under their command.
NOTE: Both Dex Dixon and Horus possess the ability to Recruit or Summon Mugs without being on an Recruit Space.
Power Plug Spaces: There are two of these spaces in each world. Land on one of these spaces and you may choose to roll 1D6 and add the resulting number to your total Power Points.
NOTE: There are no “Touch Backs” on any Draw or Special Spaces. Once you use a space, you must use a different space before returning to that space. Even if you chose not to Draw or activate that occupied space in a previous turn, you must move to another Draw or Special Space before returning to it.
HOW TO PLAY THE GAME
The Adventures of Dex Dixon: Paranormal Dick the Board Game is a scenario based game. Each game scenario is unique and has a 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)
You play with 2 to 8 players on two 18”x18” game boards. One is an overhead view of the world of the Normals’ called Our Fair City. The second 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.
The board is divided into 1”x1” squares or “Spaces”; a grid system that allows players to move their characters around the boards freely. They can move into buildings, take shortcuts through sewers, make their way to secret gates between the two worlds, and explore as they see fit. The players completely control their movements around the world unless manipulated by some power or ability.
ROUNDS & TURNS
Game play is done in Rounds. Each Round consists of Turns. The number of Turns in a Round is determined by the number of Players playing the game.
Each Turn consists of four steps: Move, Draw, Execute and Attack. You may choose to order the steps in any you choose, with the exception of the Attack step. Once you Attack and damage is resolved, that ends your turn.
The turns alternate between Nightside Characters and Our Fair City Characters.
During your turn, each character you control performs each of the steps: Move, Draw, Execute and Attack. Attacks for all of your characters are performed after all of the other steps are completed.
Once every Player has had a Turn, the Round ends.
Give the “Round Token” to whichever Player goes first. This will indicate where the final turn ends and the next round begins.
On each players turn there are several phases: MOVE, DRAW, EXECUTE and ATTACK. Each phase may be done in any order but Attacking will always end your turn with the exception of an “Attack of Opportunity” which merely interrupts the turn (See Attack of Opportunity below).
To move around the board, each player rolls 2D6 Movement Die*.
Add the two die results together and together.
Apply any movement modifiers to the die role.
Each character has a built in modifier in the Speed area of their Passport or IDs. Additionally there are cards that may also affect movement.
Players may move, in any direction, they choose, though not diagonally or through a wall.
A player may only move the number of spaces rolled unless using an ability they possess naturally or through the use of a card that they have earned.
Bosses that are assigned a Mug must share the total number of modified movement between them. It can be broken up in any way you choose.
A player may choose to not move all the spaces that they roll. You do not have to move any of your characters at all, should you 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. “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 between game boards (dimensions) through the sewer system unless you posses and ability or card that allows you to do so.
You cannot use a Manhole space that is occupied by another character.
Only Bosses can use the sewer system.
If you would like to enter a building you must move to the space that is marked with a door. You cannot pass through walls or solid objects unless you posses an ability or a card that says otherwise.
You cannot move a character across the Troll Bridge without a special ability or card that allows you to do so.
*On the number 6 on each die is the symbol of the Aperture. Whenever that symbol is rolled, you must move a token on the Talisman Gate Wheel. You may choose to advance your token one space or to move your opponent’s token one space back. If you roll double 6’s you will only move the token on the Talisman Gate Wheel one space.
On rolling doubles (1-5), you may move your Talisman Aperture Token one space forward and your opponent’s Talisman Aperture Token one space back.
On rolling double 6’s, you may take another movement roll if you choose to. You can assign this additional roll to any Boss you control. This additional move must be taken prior to your attack phase.
If your character lands on a Card Draw space, you will collect the cards and add them to your hand.
You may only have 5 cards in your hand at one time.
If you land on a Card Draw space with 5 cards in your hand, you may draw a card, but you must choose to discard another card of the same type.
This is the phase of the Turn where a player will do the bulk of their card’s and character’s ability activation.
If you are in an adjacent space to another player’s Boss or Mug, you may choose to Attack them. Attacks can only be performed on characters in an adjacent space and you may not attack diagonally.
Declare your target and roll 2 D10 (also known as percentile die). 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 Modifier” or ability stated on their “Passport” or “ID.” I
If any of the characters possess an ability or has Equipment, Artifacts or Power cards that can further modify the attack, they may do so then.
Once all damage and affects have been assigned, the turn ends. Attacking ends the turn.
ATTACKS OF OPPORTUNITY
Attacks of Opportunity may be invoked if any character passes by a character controlled by an opponent. If that happens:
Player must declare they would like to perform an Attack of Opportunity.
Passing character must stop in an adjacent space to that of the attacking character.
Each character rolls 2 1D10 percentage dice. If the attacking player’s roll is higher than the defending player’s, the attack is successful and damage is assigned and the Movement phase of the target ends. If the attack is unsuccessful, the defending player takes no damage and resumes the movement phase of their turn.
Attacks of Opportunity do not end the players turn. Game play continues as normal.
A “Bite” attack is used when a Vamp decides to try to “Turn” a Normal or Creep character into a Vampire. They call this “Turning.” Turning is an ability that all Vamps posses.
If you choose to use this ability, you must first successfully win the percentile roll to attack.
At this point, before damage is rolled, you announce you would like to try to “Bite” the target.
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 card.) Three “Bites” will turn a Normal or Creep into a Vamp. (Replace the 2 bite tokens with a “Turned” token.)
NOTE: As a result of being bitten twice, you will receive bonuses to your Speed and Damage base. Enjoy the added strength as an additional bite will cause that character to “Turn.” In the game this is considered a death of the character.
Now that we have covered all the basics around abilities and cards and special spaces and we have gone over the Round and Turn information, lets lay out a sample of how to play the game.
SAMPLE OF GAME PLAY:
(In this example we are playing with 2 players.)
Player One is playing with 4 characters: He is playing the Our Fair City team. He will go first.
Each Boss has a starting space based on the scenario requirements.
To start, select a Game Scenario from those included or create your own.
Sample Game Scenario:
Our Fair City Finally Safe: Vamps Vamoose.
Horus and his Henchmen plan to invade Our Fair City, enslave the humans and feed on them. It is up to Dex Dixon and his team to stop them:
Nightside Team Objective: Infiltrate Our Fair City and kill or “Turn” three of the four Heroes or their Allies OR open the Talisman Gate Aperture completely.
Nightside starts with a Talisman Key Card and a Mug of their choosing. You may assign the Mug to any Boss you control.
Our Fair City Team Objective: Stop the Nightside Creatures from invading Our Fair City by Killing three of the four Villains or their Henchmen OR close the Talisman Gate Aperture completely.
Our Fair City team starts with one Mug of their choosing and the Silver Stake Artifact Card. You may assign the Mug to any Boss you control.
Set up your board and begin the game.
Player One announces which Boss and/or Mug (if in play) they would like to move.
Player One rolls the 2D6 movement dice then performs any modifiers that affect movement.
i.e. Speed +1 would add 1 to the natural die roll.
*If any 6’s appear, move the Aperture Token on the Talisman Aperture Wheel. Only move pegs one space per round (even with a roll of double 6s), unless you possess an ability or card that allows you to do otherwise.
Player One moves their Boss and/or Mug the number of spaces they wish to move , splitting the total number between the two characters. Remember, if another Boss or Mug is in your path, you may pass them to get to your destination, though you run the risk of the opponent invoking an “Attack of Opportunity.” Two Bosses or Mugs cannot occupy the same space.
*You do not have to use all of the movement points you roll, you can choose to land where you like and forfeit any unused movement points without penalty. And you may choose to travel within the Sewer System shortcuts inside your dimension freely.
If Player One’s Boss or Mug has landed on a space with instructions, they follow those instructions immediately.
*Most often this will be to draw a card from one of the several decks in the game. No Player may hold more than 5 cards in their hand at a time unless they possess an ability or card that allows you to do otherwise.
Player One may choose to Execute or ‘use’ one of their Equipment, Power, Artifact or Event cards to affect game play.
*Some cards require a die roll to activate, some cost Power Points to use them and others may require a combination of Power Points and a successful die roll.
“Power Points” are tracked on the Boss’ Passport with ‘Power Tokens’ and ‘Life Points’ with “Life Tokens.” If you get to zero ‘Power Points’ you will not be able to use certain abilities until you replenish those points. If you get to zero ‘Life Points’ it’s curtains.
*You can choose to execute an action for any of your Bosses but Mugs are not allowed to possess or cast ‘Power Cards.’ You may only Execute one Power, Tool, Artifact or Event card once per Round, unless you possess an ability or card that allows you to do otherwise. In an Attack/Combat scenario, players can choose to use a card or ability to attempt to defend themselves after opposing player announces their intention to attack.
NOTE: Most ’Abilities’ assigned to your Bosses and Mugs are separate from the card affects and can be used at any time.
Player One may choose to attack another player’s Boss or Mug that are in play and in an adjacent space to one of their Bosses or Mugs. They are not required to attack, but if they do, this is how combat is handled:
Player One declares that they wish to attack and name the target of that attack.
*Each player will roll 2 D10 (also known as percentile die) 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 Modifier” or ability stated on their “Passport” or “ID.” If any of the characters possess an ability or has Equipment, Artifacts or Power cards that can further modify the attack, they may do so then.
*Once all damage and affects have been assigned, that ends the turn.
If Player One chooses not to attack, that also ends the turn. Once you declare an attack, you cannot change your mind.
Once all Damage or modifiers are assigned, Player One’s Turn ends.
Player Two proceeds with the same actions as above. Move, Draw, Execute and Attack.
This will continue until all Players have had a Turn. At that point, the Round ends and another Round begins.
Winning the game:
You win the game if you are able to fulfill the required elements laid out in your Game Scenario or by Opening or Closing the Talisman Aperture which occurs when you have moved your Talisman Token 20 spaces.