Core Rules

Roll and Exit Mechanics

Rolls, roll storage, grace rolls, and exit credits control how Guards and the Noble move each turn.

Automatic Rolling

A roll is a value from 1 to 6. At the start of each turn, rolls are sent to you automatically from the roll dispatcher. The number of rolls you receive depends on how many rolls are already in your roll store.

Roll Store

Received rolls go into your roll store. Guards spend rolls from the store to move; each roll can only be used once. Unused rolls carry over and stay in your store until spent.

The Noble does not use the roll store. It moves independently.

In Journey the roll store holds a maximum of 12 rolls. In Brawl the maximum is 17.

Noble Roll Store

The Noble has separate movement logic from the Guards. Its roll store always contains values 1 through 6, and the player may choose one value for the Noble each turn.

Journey Dice Count

The number of dice you roll depends on how many rolls are already stored.

Roll store sizeDice rolled
0-34
4-63
7-82
9-111
120

Brawl Dice Count

Brawl rolls more dice and allows a larger roll store, creating faster gameplay.

Roll store sizeDice rolled
0-45
5-84
9-113
12-132
14-161
170

Grace Roll

A grace roll occurs when either of the first two dice shows 6, or when the first two dice add up to 6.

If more than two dice are rolled, only the first two dice are checked for grace.

Grace rolls can add exit credits after the player’s first turn. Grace does not apply on a player’s first turn.

If a player has 0 exit credits and all four of their Guards are in the Yard or Home, the game may force a grace roll even if that player rolls 0 dice. This prevents a player from being permanently unable to move Guards out of the Yard.

The Noble is not counted. The Noble has its own roll store and never spends exit credits, so the Noble’s position does not affect this rule.

Exit Credits

Exit credits let Guards leave the Yard. Each Guard spends 1 exit credit when leaving the Yard.

Exit credits apply only to Guards. The Noble does not spend exit credits.

A player can have a maximum of 4 exit credits.

Exit credits are assigned to Guards in the Yard by piece number, starting with G1. For example, if all four Guards are in the Yard and you have two exit credits, G1 and G2 can leave.

Captured Guards return to the Yard and must spend another exit credit to leave again.

A player whose Noble is captured loses all of their exit credits and is then given 2 exit credits.

First Turn Exit Limit

Players start the game with 2 exit credits. Grace rolls do not apply on the first turn, so no additional exit credits can be earned. This means a maximum of 2 Guards can leave the Yard on the first turn.

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