How to Play

Roll Player Adventures

1-4 players 90-150 min 8.1 Board Game Geek Rating

In this cooperative fantasy adventure, 1-4 players guide heroes through story-driven missions in the kingdom of Nalos. Navigate challenges by choosing whether to fight or befriend characters like trolls, vampires, and cultists. Your decisions shape the evolving narrative across eleven adventures. Victory comes from completing story objectives while managing consequences of your moral choices.

Published 2021

Roll Player Adventures

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Fill the dice bag
Place all 36 attribute dice in the black drawstring bag, leaving familiar dice in the box
2
Prepare the party journal
Record play limit, bonus play limit, and combat dice limit based on player count
3
Take character sheets
Each player takes a character sheet and blank insert, recording their name
4
Select pregenerated characters
Each player chooses a portrait card with a different class color and places it on their sheet
5
Record character details
Write character name, race, and class from the portrait card onto the character sheet
6
Set starting health
Each player records "16" as their starting health
7
Record attribute scores
Copy attribute scores from the portrait card to the character sheet
8
Fill attribute rows
Add stamina cubes to each attribute row equal to that attribute's score
9
Find class cards
Place the matching class card face up in the class ability space
10
Build starting hands
Gather cards listed on the back of the portrait card and place face down in hand space
11
Take starting gold
Place gold on the party journal based on player count (1P: 7, 2P: 5, 3P: 3, 4P: 2)
12
Prepare party journal
Place the party journal in the center of the table
13
Create supply
Place dice bag, skillbook, enemy deck, modifier deck, gold, XP, stamina, and tokens near the journal
14
Prepare card decks
Place discovery, title, and rare decks face down without shuffling or examining them
15
Distribute player materials
Give each player their character sheet with insert, portrait card, and a player aid
16
Assign storybooks
Give the current adventure's storybook to the storyteller and Tome of Encounters to the tome keeper
17
Begin the adventure
Open the storybook to the first page and follow adventure-specific setup

On Your Turn

What you can do during your turn.

1
Follow entries
Read the entry matching your current location letter, resolving action indicators from top to bottom
2
Resolve action indicators
Complete required actions marked with exclamation points, stopping if directed to another entry
3
Make group choices
When choice indicators appear (marked with question marks), decide as a party with storyteller breaking ties
4
Record keywords
Write keywords in the party journal when instructed; these are erased between adventures
5
Gain titles
Place revealed title cards in the titles space; these are kept between adventures
6
Move along paths
When choosing to move, follow connected paths from current location to a new one
7
Pass books
The tome keeper passes their book to the storyteller, who passes the storybook to the player on their left
8
Read new location
The new storyteller reads the base entry for the new location aloud
9
Resolve encounters
When passing an encounter token, stop, flip it over, and read the matching entry in the Tome of Encounters
10
Set up the skill check
Open the skillbook to the indicated page and difficulty row, then add any modifier cards
11
Build the dice pool
Spend stamina to add specific colored dice (cost equals player count), then fill remaining slots with random dice
12
Substitute stamina
If lacking the correct color, substitute stamina from other rows at 3:1 ratio
13
Roll all dice
Roll the entire dice pool
14
Play cards to manipulate
Use cards from hand to alter dice values, colors, or add new dice
15
Place dice on slots
Match dice to slot requirements on the skillbook page
16
Collect rewards
Gain rewards shown below covered dice slots regardless of outcome
17
Determine pass or fail
If all slots covered, pass; otherwise fail and follow the indicated entry
18
Set up combat
Find the enemy card, add modifier cards, and place a round marker on the leftmost track space
19
Build the dice pool
Spend stamina to add specific colored dice up to the combat dice limit, then fill with random dice
20
Roll and manipulate
Roll dice, play cards, spend bonus play tokens, and activate class abilities to alter results
21
Place dice on enemy
Cover dice slots matching the color and value requirements
22
Suffer counterattacks
At round end, add stamina to fatigue boxes for each uncovered slot's counterattack icon
23
Apply round track effects
Resolve the current round track space effect, then advance the marker
24
Continue or end combat
If all slots covered or party exhausted or three rounds complete, combat ends; otherwise return dice and start next round
25
Pay rest cost
Place a stamina cube in the rest track; if placing in the fourth box, one player must return a card to its deck
26
Spend XP
Return one or more XP from the party journal to the supply
27
Draw and roll dice
Each player draws dice equal to XP spent, rolls them, and removes that much stamina from their fatigue box
28
Refill attribute rows
Add stamina from supply to fill each row up to its attribute score
29
Reset abilities
Flip face-down class cards face up
30
Return tokens and cards
Move bonus play tokens from fatigue to party journal; return spent cards to hand
31
Pay stamina cost
Each player adds stamina equal to the item's cost to their fatigue box
32
Find the entry
Combine location letter with item number to find the storybook entry
33
Combine items
For two items, add both stamina costs and combine location letter with both item numbers (lower first)
34
Become exhausted
When fatigue box stamina equals current health, the player is exhausted
35
Cannot participate
Exhausted players cannot play cards, use class abilities, or spend stamina
36
Revive through rest
Remove stamina through resting, storybook instructions, or card effects to revive
37
Handle party exhaustion
If all players are exhausted simultaneously, mark the death track and read the corresponding Tome entry

Winning

How to claim victory.

1
Reach THE END
Follow the storybook to the section called THE END when it becomes available
2
Advance characters
After each adventure, spend XP at the adventurer's guild for health, combat dice limit, bonus play limit, or mastery increases
3
Visit the market
Buy cards by paying gold equal to cost (with possible discounts) or sell market cards for 2 gold
4
Save progress
Erase keywords, return items and map cards, record gold/XP totals, mark faction tracks and campaign track
5
Complete all adventures
Progress through the campaign of 11 consecutive adventures plus one optional sidequest
6
Make meaningful choices
Decisions affect faction standings, unlock different story paths, and determine outcomes
7
Manage faction relationships
Track favor with the King, Dragul, and Starlit Door factions throughout the campaign
8
Survive the death track
If the party is exhausted too many times, mark the death track and face increasing consequences

watch & Learn

Let the pros teach you with these top videos.

Roll Player Adventures - Components Overview

Roll Player Adventures - Components Overview

Instructional

Roll Player Adventures - Setup and Rules overview

Roll Player Adventures - Setup and Rules overview

Instructional

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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