Stealer's Dice

The Rules

 What’s in the box:

1 x Stealer’s Dice Kicker; 6 x Standard Dice; 120 x Counters/Points; 1 x Set of Rules

Objective of the Game

Knock out your opponents by deducting points from their score and be the last stealer standing.

Simple Game

  • Give each player 30 counters.
  • Each player in turn throws a die, the highest goes first.
  • Play then continues in a clockwise direction.

Set-Up

  • The player rolls all six dice. 
  • The player will be adding up the numbers on the dice and aiming to keep their score as low OR high as possible by taking AT LEAST one die every roll, although more than one can be chosen, if wished.
  • The player continues to roll the remaining dice, again taking at least one on every roll, still aiming to keep the score as low or high as possible, until the player has selected all six dice.
    • If Going Low; the total from the resulting six dice must be under 12 to score on the next player in turn, if not then the player will score on themselves. If you score 12 exactly then you break even and play passes to the next player.
    • If Going High; the total from the resulting six dice must be over 30 to score on the next player in turn, if not then the player will score on themselves. If you score 30 exactly then you break even and play passes to the next player. 
  • Swapping: The player may swap from low (under 12) to high (over 30), or high to low after they have taken one or two die. They must however swap more dice for less so, for example, two 1’s could be swapped for three 6’s, but two 1’s could not be swapped for two 6’s. 
  • Once the player has selected all six dice, the difference between the score they have rolled and 12 or 30, will become the Target Number for the Scoring Round. (E.g. If the player is Going High and the six dice rolled add up to 32, then the Target number is 2 on their opponent. If the player is Going Low and the six dice add up to 15, then the Target number is 3 on themselves). 

Scoring Round

  • All 6 dice are then rolled again but this time the player is looking for the Target Number resulting from the Set-Up. 
  • Any Target Numbers they roll are put to one side and all remaining dice are rolled again, still aiming for the Target Number. 
  • If they roll six Target Numbers, then they pick up all six dice and go again, continuing the scoring. 
  • Their go continues until they stop rolling the Target Number.

How to Score

  • Each player starts with a score of 30.
  • The total of the Target Numbers rolled in the Scoring Round is deducted from either the opponent’s score (if the player rolled under 12 or over 30 in the Set-Up) or their own score (if they rolled over 12 or under 30 in the Set-Up). (e.g. four 4’s = 16 deducted, four 2’s = 8 deducted etc.) If a player is knocked out before the scoring has finished, then the scoring continues to the next player in turn.
  • The turn is now over, and the game passes to the next player in turn. 
  • The winner is the last player to have any points remaining. 

Advanced Game

  • At the beginning of the Scoring Round, you must roll the Stealer’s Dice Kicker. 
  • Watch Out!! The Stealer’s Dice Kicker can be good or bad.
  • Each symbol has a different impact on the Scoring Round. 

 

 The Stealer – All points scored are stolen from the opponent and go on to their score. However, if they are scoring on themselves then this is reversed, and their opponent receives the points.

 

The Doubler – Double any score rolled.

 

The Switch Five – Changes the direction of play and scoring immediately. It also adds 5 points to whatever score is rolled, even if the score is zero. However, if the player is scoring on themselves then the total points  are deducted from their score, and then the direction changes. 

The Flip – If the player is scoring on their opponent going into the Scoring Round, then this symbol reverses the scoring action, and they are now scoring on themselves. The same applies if they are scoring on  themselves, they will now score on their opponent.

Roll Again – If this is rolled then pick it up and roll it again. If it is rolled 3 times consecutively then the player can choose any side of the Stealer’s Dice Kicker to impact the Scoring Round.

 

The Rescue – This provides protection from being scored upon, either by other opponents or themselves. If the player does not use it in their go, then they can hold The Stealer’s Dice Kicker until it is needed, preventing any other player from using it on their turn. However, as soon as it is used the Scoring Round is over and the Stealer’s Dice Kicker becomes available again for other players.

If an opponent is still holding The Rescue after their Scoring Round, there are two ways to remove it from them. 1) If any player has 3 x 1’s or 3 x 6’s in the first three dice of the set up then The Stealer’s Dice Kicker is back out in the open. 2) if the player holding it is scored upon then it is used as protection from that score and then released. 

Professional Game

  • The Sweep – A player can instantly knockout the next player in turn (reduce their points to zero) if they roll 1,2,3,4,5,6 on their first roll of the Set-Up. The opponent, however, can protect themselves with The Rescue if either 1) they are currently holding it - the go is then over and play passes on; or 2) by rolling The Rescue on The Stealer’s Dice Kicker if no other player is holding it. (If a Re-Roll is thrown then the player has another attempt to roll The Rescue - no other symbols apply) This then negates The Sweep, and the play passes on to the next player. 
  • The 21 – If a player rolls 1,2,3,4,5,6 on their first roll of the Scoring Round then they automatically score 21 points on either their opponent or themselves, depending on which way they are scoring. The scoring then continues as usual with all 6 dice looking for the Target Number.  

 

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