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
- Game board depicting sectors of Mega-City One
- Judge playing pieces
- Turn Start Card
- Judge Cards (for determining first player)
- Sector Pack (cards for crime locations)
- Perp Deck (criminal cards with combat values)
- Crime Pack (crime cards with combat values)
- Action Cards
- Dice
Setup
- 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.
- The player with the Turn Start Card (First Player) places their piece in a Starting Sector of their choice.
- Remaining players place in unoccupied Starting Sectors clockwise.
- Starting Sectors: Grand Hall of Justice, Academy of Law, City Hall, Justice Department, West 17 Test Labs, Spaceport.
- 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.
- Deal 6 Action Cards face-down to each player.
Turn Structure
Each Game Turn has three phases:
- Movement: All players move and may play Action Cards.
- Arrest: All players may play Action Cards and those able must attempt an Arrest.
- 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
- Move your Judge up to 2 adjacent sectors in any direction.
- Sectors on either side of a river are only adjacent if connected by a bridge.
- Multiple Judges may occupy the same sector.
- When a Judge enters a sector with a Crime, the Perp Card is turned face-up.
- A Judge may NOT leave a sector containing a Crime unless another Judge is present to make the arrest, or the Judge is “Barneyed.”
Arrest
- First Player attempts first, then clockwise. Each Judge may attempt only one arrest per Arrest Round.
- To arrest, the Judge’s total Combat Factor must exceed the Perp’s.
Combat Values:
Results:
- Judge total > Perp total: Arrest succeeds.
- Perp total > Judge total: Judge goes to Intensive Care Unit in Justice Dept Hospital.
- Totals equal: Stand-off; Judge must retry next Arrest Round.
Multiple Crimes/Judges:
- If 2+ Crimes in a sector, the Judge chooses which to attempt.
- If 2+ Judges in a sector, the Perp’s total applies to all. The Judge who beats the Perp by the highest margin wins the arrest; ties go to the Judge who arrived first.
Intensive Care Unit
- Not in the Hospital Sector proper; cannot arrest Perps there.
- Next turn, can only move to the Hospital Sector.
- No Action Cards (except Robodoc) may be played on a Judge in Intensive Care, though they may play cards on others.
Action Cards
- May be played by any player, on any player, at any time during a Game Turn.
- Maximum hand size: 6 Action Cards.
- Only Combat options take effect during the Arrest Round (unless card states otherwise).
- Cards are discarded immediately after use.
New Action Cards (End of Turn)
- Each player receives 1 new Action Card, except:
- Players in West 17 Test Lab, City Hall, Academy of Law, or Justice Department Armoury: up to 2 cards.
- Players in Grand Hall of Justice: up to 6 cards.
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
- A Judge cannot leave a sector with an unresolved Crime unless another Judge can handle it.
- Being “Barneyed” allows leaving a crime sector (Action Card effect).
- Robodoc is the only Action Card that can be played on a Judge in Intensive Care.
- Action Cards can target any player, creating opportunities for both cooperation and sabotage.
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 |