Overview
Dice Town is a Wild West-themed dice game where players build poker hands by rolling poker dice, then use those hands to control various town locations. Over multiple rounds, players gain Victory Points through gold nuggets, dollars, property deeds, equipment, and the Sheriff badge. The game ends when the gold mine runs out or all property deeds are taken.
Components
- 1 Game board
- 19 General Store Cards
- 20 Property Deed Cards (worth 1-5 VP)
- 7 Doc Badluck’s Elixir Cards
- 5 Dice Cups
- 25 Poker Dice (5 per player, faces: 9, 10, J, Q, K, A)
- 43 $1 Bills
- 30 Gold Nuggets
- 1 Sheriff Badge Card with Card Stand
Setup
- Shuffle General Store cards, place face-down above the general store.
- Shuffle Property Deed cards, place face-down above town hall. Draw top 3 face-up.
- Each player takes: 1 cup, 5 dice, 8 $1 bills.
- Place 30 Gold Nuggets on the gold mine.
- Place 3 $1 bills above the bank.
- Shuffle Elixir cards, place face-down; draw top 2 face-up.
- Youngest player takes the Sheriff Badge.
Turn Structure
Each round has two phases:
Phase I: Build a Poker Hand
- All players simultaneously shake 5 dice in their cup and slam face-down.
- Secretly look under cup; keep exactly 1 die under the cup, take the rest in hand.
- Simultaneously lift cups to reveal the kept die; set it aside.
- Repeat until all 5 dice are set aside.
Spending Dollars for Extra Dice: After rolling, you may keep more than 1 die. Pay $1 per extra die kept (beyond the first) to the stagecoach. You may also keep 0 dice by paying $1.
Early Finish: When any player completes their hand early (by keeping multiple dice), all remaining players roll their remaining dice one final time and must keep them all (no dollar cost).
Phase II: Take Actions
Resolve locations in order (1-8):
| # |
Location |
Who Controls |
Effect |
| 1 |
Gold Mine |
Most 9s |
Gain 1 gold nugget per 9 in hand |
| 2 |
Bank |
Most 10s |
Take all $1 bills above the bank |
| 3 |
Stagecoach |
Nobody |
Move all stagecoach money to the bank |
| 4 |
General Store |
Most Js |
Draw cards equal to Js in hand, keep 1, discard rest. First round: do this twice |
| 5 |
Saloon |
Most Qs |
Draw cards from an opponent’s hand equal to Qs, keep 1, return rest |
| 6 |
Sheriff |
Most Ks |
Take the Sheriff Badge (5 VP; breaks ties) |
| 7 |
Town Hall |
Best poker hand |
Take bottom Property Deed + 1 additional per Ace (max 3 total) |
| 8 |
Doc Badluck |
Players who controlled nothing |
Choose 1 of 2 face-up Elixir cards or draw from deck; resolve effect |
Actions
General Store Cards (played and discarded):
- Unlimited Credits: Go to general store twice this round
- The Girls: Steal from opponent twice at saloon
- The Brute: Keep extra dice without paying dollars
- Professional Cheater: Turn one die to any side after revealing
- Corruption: After taking Property Deeds, add top deck card to hand
- Dynamite: Gain twice as many gold nuggets at mine
- Nervous Joe: Take $4 from a chosen player
- Marshall: Old Sheriff stays Sheriff for next round
- Even Split: Take half of stolen bank bills (rounded down)
- Wanted: Cancel another player’s General Store card
- Elixir: Visit Doc Badluck even if you controlled a location
Doc Badluck’s Elixirs:
- Wealth: Each player gives you $2
- Charm: Each player gives you 1 gold nugget
- Fortune: Draw top General Store card
- Power: Take the Sheriff Badge
- Protection: Place 2 Property Deeds face-up (protected from theft)
- Friendship: A chosen player gives you 1 of their General Store cards
- Domination: A chosen player gives you 1 of their Property Deeds
Scoring / Victory Conditions
End-game triggers (either one):
- No gold nuggets remain on the mine
- All Property Deeds have been taken
Final Scoring:
| Source | VP |
|——–|—–|
| Gold Nuggets | 1 VP each |
| Dollar Bills | 1 VP per $2 |
| Sheriff Badge | 5 VP |
| Equipment Cards | 1-8 VP (as printed) |
| Property Deeds | 1-5 VP each |
Player with the most VP wins. Tied: most Property Deeds wins. Still tied: Sheriff decides.
Special Rules & Edge Cases
- Ties for location control are broken by the Sheriff. Players may offer bribes (gold, cards, bills) to influence the Sheriff.
- If no player has any Ks, the current Sheriff remains.
- Poker hand ranking for Town Hall follows standard poker: high card < pair < two pair < three of a kind < full house < four of a kind < five of a kind. Rank order: 9, 10, J, Q, K, A.
- A player can control multiple locations in the same round.
- Controlling an empty bank still counts as controlling a location (no Doc Badluck visit).
- Equipment cards (6 cards in General Store deck) score 1-8 VP at end of game.
- Saloon steals from Property Deed and/or General Store cards in opponent’s hand.
Player Reference
| Dice Faces |
9, 10, J, Q, K, A |
| Location Order |
Gold Mine (9s) > Bank (10s) > Stagecoach > General Store (Js) > Saloon (Qs) > Sheriff (Ks) > Town Hall (best hand) > Doc Badluck |
| Keeping extra dice cost |
$1 per die beyond the first |
| Keeping zero dice cost |
$1 |
| Poker hand ranking |
High card < Pair < Two Pair < Three of a Kind < Full House < Four of a Kind < Five of a Kind |