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. 



2 18”x18” Game Boards. (1 for Our Fair City and 1 for Nightside.)

8 Boss Character Sculpted Game Pieces. 

16 Mug Character Cardboard Pieces with Plastic Stands.

8 Boss Character Passport Cards.

14 Mug ID Cards.

2 Troll Scroll Cards.

50 Equipment Game Cards.

50 Power Game Cards.

25 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

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.



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 dimension.


Allies: These Mugs are inherently “Good” and can be used by any Boss from Our Fair City.*

Henchmen: These Mugs are inherently “Bad” and can be used by any Boss from Nightside.*


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.  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)


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 have a special ID card that have important information about them.  

Boss Passports:.

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 14 Mugs in the game has a “Mug ID Card” with the pertinent stats, die requirements and special abilities for each of them.


Troll Scrolls:

Each of the 2 Troll characters has a Scroll with their pertinent stats, die requirements, and special abilities.


Special Cards: 

In addition to the special abilities that each character possesses, there are several pieces of Equipment, Powers and Artifacts that can be used to affect the game: Some are short one time use (Slippery)  and others stay in play until removed from the game (Sticky). 

Some Cards become the property of a Boss and remain in play until removed. A Boss can only have 2 Equipment and 2 Power Cards attached to them at any given time.  A Boss can choose to discard a card at any time in order to replace it with another card of the same type.  Mugs can not use Equipment, Power,  Event or Artifact cards. 


Card Types:

Equipment Cards (50): Special tools or equipment that provide Bosses special abilities and actions.

Power Cards (50): Magical abilities or Spells that provide Bosses special abilities or powers.

Artifact Cards (15): Powerful tools and weapons that provide Bosses special abilities or powers.

Event Cards (25): Some are local and some are global, they change the way the game is played.


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. 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 “Power” Draw Space, you may choose to collect a “Power Card” from the “Power 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.


Special Spaces:

In addition to “Draw Spaces” there are a few other important game spaces on the boards:


Health Space: There is one “Health Space” on each game board. In the Hospital in Our Fair City and I n the Inn in Nightside. If you land on the “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.  Only a Boss character may use this ability.


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.


Chance Spaces:  Chance spaces are for restoring your Life or Power Points to their original start volume.  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. 

Chance spaces are located in the Casino in Our Fair City and in the Apothecary in Nightside.


Manhole and Sewer Grates: You may choose to use these spaces to move to other Manhole and Sewer Grates as shortcuts.  (i.e. If you roll a 6 on your movement die, and a Manhole is two spaces away move to it then choose a Manhole to come “Out” of and continue the remaining three spaces on the other side. )  Only Bosses may utilize these shortcuts.  There are “5 Manhole Spaces” in Our Fair City and 5 Sewer Grate Spaces” in Nightside.  You cannot use these spaces to travel between worlds unless you possess an ability, or card that says otherwise.




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.  





*To move around the board, each players roll 2D6 Movement Die.  Players roll the die and move, in any direction, the number of spaces rolled on the two die added together. 

*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. (These abilities can be achieved through cards drawn during the course of play.) 

*If another Boss or Mug is in a space in your path, you may pass them. 

*A player may choose to not move all the spaces that they roll.

*  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.

*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 possess an ability or a card that says otherwise.

**On the number 6 on each die is a 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.  


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 open the Talisman Gate Aperture completely. 

Nightside starts with a Talisman Key Card and a Mug of their choosing.

Our Fair City Team Objective: Stop the Nightside Creatures from invading Our Fair City by Killing three of the four villains. OR close the Talisman Gate Aperture completely. 

Our Fair City team starts with one Mug of their choosing and the Silver Stake Artifact Card.

Set up your board and begin the game.

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 (in this example that number is two). 

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.

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

Round One:  

Turn One: 


Player One announces which Boss and/or Mug (if in play) they would like to move. 

*You may only move one Boss and Mug per round unless you possess an ability or card that allows you to do otherwise.

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. Remember, if another Boss or Mug is in your path, you may pass them to get to your destination. Two Bosses or Mugs cannot occupy the same space. 

*Remember, 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’ ‘Tally Card.’ This card tracks how many ‘Power Points’ and ‘Life Points’ each character possess.  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 Turn, 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). 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 “Identification Papers."  If they possess an Equipment or Power that can be played to further modify the attack, they may do so then. 

*If the attacked player has a card or ability that can alter the attack, they may play that card as well if it is an "Interrupt," otherwise they cannot play any cards or abilities until the beginning of their next turn. 

*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.

NOTE: If you are attacking with a Vamp and successfully do damage to a target Normal or Creep, you can choose to try to “Bite” them instead. If you choose to “Bite” them, no combat damage will be applied to target, instead, you will perform a die roll (18+ on 1D20.) If that roll is successful, target receives a “Bite.” (Place a “Bite” token on the ID card of the target) Three “Bites” will turn a Normal or Creep into a Vamp. (More in the “Abilities” section below.)

Once all Damage or modifiers are assigned, Player One’s Turn ends.

Turn Two;

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.  



CHARACTER ABILITIES: (See Abilities Chart A-1 for full  descriptions.)

Names                         Definitions

Back Stab:                   Add additional damage to damaged target.

Banish:                        Remove target card from the game.

*Dark Experiment:      Force a target to become a Zombie.

Dark Sacrifice:            Sacrifice Character to achieve a particular goal or outcome.

Escort:                         Allow target to cross dimensions.

Exile:                            Remove target card from the game.

Expel:                           Blocks target from crossing dimensions even with other aid.

Guide:                          Allow target to cross dimensions.

Inform:                         Forces players to switch un-played cards in their hand with one


Invite:                          Allows target to cross dimensions without any other aid.

Negotiate:                  Block damage and send target combatants to a holding cell.

*Overpower:              Force a target to become a Zombie.

Persuade:                  Take control of target.

Recruit:                      Bring a Mug into play.

Rumor:                       Block Power and return card to target’s hand.

Sacrifice:                    Sacrifice Character to achieve a particular goal or outcome.

Speed Burst:              Gain a second attack.

Summon:                    Bring a Mug into play.

Symbiosis:                  Combine two targets for particular goal or outcome.

**Turn:                         Bite target Normal or Creep to create a vampire.


*If a target Normal or Creep are turned into a Brainsucker (Zombie), place a “Brainsucker” token on the target’s ID or Passport card.


**Turn is an ability that Vamps possess that allows them to bite a Normal or Creep and turn them into a Vampire. If you choose to use this ability, you must first successfully do attack damage to a target.   Once damage is assigned, you can choose to try to “Bite” the target instead. If you choose to “Bite” them, no combat damage will be applied to target, instead, you will perform a die roll (6 on 1D6.) 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.)


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