Cards and dice mayhem! Be the player with the highest Point Total at the end of the game. Lord your victory over your opponent. Laugh cruelly.
Trickery requires six green 6-sided dice, two non-green 6-sided dice and a Trickery Card Deck.
Six green 6-sided dice = Rolling Dice
Two non-green 6-sided dice = Dueling/Bonus Dice
Each player uses a pencil and paper to keep track of scores and Point Totals.
One player will be the official Scorekeeper. He or she will add scores to each player’s Point Total as they are awarded.
Players take turns rolling the green dice, trying to throw Scoring Combos (See “Scoring Combos”).
Scoring Combos earn Trickery Cards (See “Trickery Cards”), and rack up scores that players can attempt to add to their Point Totals.
Players protect themselves and disrupt their opponents with a host of offensive and defensive Trickery Cards.
The first player to break 5000 points goes ‘Out’ and the game enters the Endgame Round.
During the Endgame Round the remaining players each have one final turn to try and go ‘Out’ with the highest Point Total.
‘Out’ players and their Point Totals cannot be targeted by Trickery Cards.
The player with the highest Point Total at the end is declared The Winner!
HOW TO PLAY TRICKERY IN 12 EASY STEPS:
1. Shuffle the Trickery Deck and deal 5 Trickery Cards facedown to each player, then place the Trickery Deck in the center of the game field and nominate the Scorekeeper.
2. Opening Duel! Each player rolls their Dueling/Bonus Die; lowest roll wins control of the Green Dice and the chance to play the first Trickery Card (See “Trickery Cards”).
3. The players examine their Trickery Cards. If the player who won the Opening Duel (hereafter Player One) has a card they wish to play, either offensive or defensive, they may play it at this time.
4. Trickery is turn-based. Every time a player lays down a card, their opponent has the option of either directly challenging it with a card of their own, or allowing the effects to resolve and then playing a card.
5. Once all players have had a chance to play all the cards they wish, whoever now controls the dice becomes Player One. Player One picks up the green 6-sided dice and announces their Intention to Roll. Last call for Trickery Cards.
6. Player One rolls the dice! (See “Scoring Combos”). If Player One scores on the throw, go to Step 7. If Player One fails to score, go back to Step 3 and Player Two becomes Player One.
7. Player One has the option to play the first Trickery Card at this point, followed by Player Two. Remember, every time a player lays down a card, their opponent has the option of either directly challenging it with a card of their own, or allowing the effects to resolve and then playing a card.
8. The effects of any Trickery Cards played are resolved:
8A. If Player One still controls the dice, they may now choose to roll the
remaining ‘Live’ dice to improve their score, or attempt to add their
score to their Point Total. Note: a minimum of 300 points is required to
add a score to a Point Total.
8B. If Player Two won control of the dice, Player Two becomes Player
One. Go back to Step 3.
9. If Player One chooses to roll again and improve their score, go back to Step 3.
10. If Player One decides to attempt to add their score to their Point Total, they must announce their Intention to Score. Starting with Player Two, each player has the option to play Trickery Cards at this point.
11. If Player One is unopposed or successfully defends against attack, their score is added to their Point Total. Control of the dice goes to Player Two. Player Two becomes Player One; go back to Step 3. (See Important Notes on Dice Below)
12. If Player Two successfully steals Player One’s score, it is added to Player Two’s Point Total. Control of the dice goes to Player Two. Player Two becomes Player One; go back to Step 3. (See Important Notes on Dice Below)
Important Notes on Dice:
A. Scoring Combos are set aside once Player One decides to keep them. These dice are not rolled again until all six dice have been scored upon.
B. Once Player One’s score is added to a Point Total, the DICE and the CURRENT SCORE are passed AS IS to Player Two, who then becomes Player One.
C. Player One may now attempt to improve upon the current score by rolling the remaining ‘Live’ dice, or scrap the score and roll all six fresh dice.
YOU ARE NOW PLAYING TRICKERY… CONGRATULATIONS!
AN EXAMPLE OF SCORING AND PASSING DICE:
DNA, throwing six fresh dice, scores 1000 points with a roll of three “1’s” and three “duds” (non-scoring dice). DNA successfully adds the 1000 points to his Point Total. The current score and the dice are then passed AS IS to LULU. LULU makes the choice to keep the 1000 points alive and throw the three remaining live dice in an attempt to improve the score. Easy pickings.
The moral - watch out, the points you create for yourself, you also create for your opponent!
In Trickery, a turn is broken down into 3 basic phases:
1. Pre-Rolling Phase: Representing the time between receiving the dice and the announcement of the Intention to Roll. All players have the opportunity to act both offensively and defensively before the Intention to Roll last call. (Phase-specific Trickery Card: Skip A Turn).
2.Rolling Phase: Representing the time between the first roll of the dice and the announcement of the Intention to Score. (Phase-specific Trickery Card: 50/50).
3. Scoring Phase: Representing the time between the announcement of the Intention to Score and the passing of the dice and any currently active score. (Phase-specific Trickery Card: Point Thief).
HOW TO END THE GAME:
1. The first player to break 5000 points goes ‘Out’ and the game enters the Endgame Round.
2. ‘Out’ players place all their cards in the Graveyard; they cannot play or be the target of any Trickery Cards.
3. ‘Out’ players Point Totals cannot be the target of any Trickery Cards.
4. The remaining players have one final turn to reach the highest Point Total possible.
5. The player with the highest Point Total at the end is declared The Winner! Bad sportsmanship usually follows...
Ω ENDGAME NOTE: In Trickery, remember that any score you add to your Point Total is then passed along for the next player to build upon. This can be critical when crossing the 5000-point threshold and ending the game.
For example: In a head to head game, Pretty Evil and Dr. Beastly are tied with a score of 4100. Pretty Evil picks up six fresh dice, rolling three “1’s” and three duds. She decides to add the 1000 points to her Point Total and pass the dice to Dr. Beastly. Pretty Evil announces her Intention to Score and Dr. Beastly lets her add the score to her Point Total without interference. Pretty Evil’s Point Total is now 5100, so she is ‘Out’ and all her remaining cards go to the graveyard. Dr. Beastly now has a 1000-point score and three ‘Live’ dice to roll. He only needs a minimum of 50 points (one “5” on a 6-sided die) to defeat Pretty Evil. To add insult to injury, Dr. Beastly plays a “Bonus Die” Card and adds the Bonus Die to his roll, giving him four ‘Live’ dice. Not surprisingly, Dr. Beastly rolls two “1’s” and wins the game.
Copyright 2008 - 2013 © DAN HOERNER & DARIN BAUMANN