Dice Run
2002
Move groups of dice, reveal secret targets, and score stage points across four dramatic rounds.
30
minutes
2 - 6
player(s)
10+
Light
About this board game
Dice Run is a 30-minute racing and prediction game for 2–6 players, first released in 2002. Thirty dice—six in each of five colors—form a starting pack when they are rolled onto the table.
Players use movement cards to reshape the race. A color card can send every die of that color into the leading group, while a number card moves matching dice forward through the groups. Other effects can switch non-leading groups, send a leading die to the back, flip matching dice, or let three dice break away from the front.
Instead of using a card normally, a player may place one face down and roll all the dice in a non-leading group. Secret target cards offer another way to influence the runners: play one to move dice matching its number and color, in either order. The used target card stays on the table, and each movement card played is replaced so hands return to three cards.
- 30 dice: Six dice in each of five colors create the shifting field of runners.
- Movement cards: Manipulate colors, numbers, and groups throughout the race.
- Secret targets: Move matching dice while preparing for a scoring opportunity.
- Four stages: Stage cards valued from 3 to 6 award points over the game.
When a stage card appears, everyone simultaneously reveals a secret target card. Players score for matching dice in the leading group by color and number, with an additional bonus for an identical die. The highest scorer claims the stage card, while second and third place receive 2 and 1 stage point.
After four stages, the player with the most stage points wins. With its changing groups, hidden targets, and carefully timed movement effects, Dice Run turns a table full of dice into a constantly shifting contest.