Judge Dredd

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Judge Dredd is a competitive board game set in Mega-City One where players take on the role of Judges patrolling sectors, responding to crimes, and arresting perps. Players move around the board, encounter criminals, and attempt arrests using a combination of combat factors, dice rolls, and Action Cards. The Judge who accumulates the highest total combat value from successful arrests wins.

Components

Setup

  1. Shuffle the Turn Start Card with a number of Judge Cards equal to the number of players minus one. Deal one face-up to each player.
  2. The player with the Turn Start Card (First Player) places their piece in a Starting Sector of their choice.
  3. Remaining players place in unoccupied Starting Sectors clockwise.
  4. Starting Sectors: Grand Hall of Justice, Academy of Law, City Hall, Justice Department, West 17 Test Labs, Spaceport.
  5. The First Player sets up 6 Crimes: for each, turn the top Sector Pack card to find the location, place a face-down Perp Card there, and a face-up Crime Card on top.
  6. Deal 6 Action Cards face-down to each player.

Turn Structure

Each Game Turn has three phases:

  1. Movement: All players move and may play Action Cards.
  2. Arrest: All players may play Action Cards and those able must attempt an Arrest.
  3. End of Turn: Pass the Turn Start Card to the left. New First Player replenishes crimes to 6 and issues new Action Cards.

Actions

Movement

Arrest

Combat Values:

Results:

Multiple Crimes/Judges:

Intensive Care Unit

Action Cards

New Action Cards (End of Turn)

Scoring / Victory Conditions

When the last Perp in the Perp Pack is used, the game continues for one complete round of Game Turns (ending when the Turn Start Card returns to the player who had it when the last Perp was used).

Each player totals the Combat values of their arrested Perps and Crimes. The highest total wins.

Tiebreaker: Tied Judges fight each other at the Academy of Law. The victor wins.

Special Rules & Edge Cases

Player Reference

Combat Factor Formula
Judge 5 + 1d6
Perp Card value + Crime value + 1d6
Location Action Cards Received
Most sectors 1
Test Lab / City Hall / Academy / Armoury Up to 2
Grand Hall of Justice Up to 6
Key Numbers Value
Movement per turn Up to 2 sectors
Max hand size 6 Action Cards
Starting crimes 6
Active crimes maintained 6