Dice Age Rules - Anno 5117 - 2012-11-18

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    D I C E AG E

    Alpha E dit ionC R E AT E D A N D D E S I G N E D B Y T R I S TA N V . C O N V E R T

    R U L E B O O K C R A F T E D B Y S B A S T I E N B I Z E U L

    A L E A R A L I B E R R E G E R E

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    Fo r e w o r d Dice Age bween art, game and toy. e dice

    are a tribute to life, to gravity and to entropy.Dream, imagine, be intrigued, and remember: a myery. A playable mterpiece wino bottomside,erefore a die. In its essence, it hno sense.

    H. Srensen

    And ey reached e g@es of e City of Old,beyond e Mounins of Innity and e Fore ofShaybol. Onlyen, eyarted to play.

    Zolryon

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    Su m m a r y.....................................................................................................................................e Crown of Lords 2

    .................................................................................................................................Overview of the Game 2

    .....................................................................................................................................Material Needed 2

    ................................................................................................................................................e Game 2

    ............................................................................................................................................I GameSetup 3

    ....................................................................................................A) Diribute tokens to each player 3

    ........................................................................................................B) Diribute dice to each player 3

    ......................................................................................................................................C) Playing Area 4........................................................................................................Figure : the Playing Area 4

    .....................................................................................................................................II Gettingarted 5

    .....................................) On your turn, choose the die you want to roll, among your Deck. 5

    .............................) Pay an amount of tokens (Token Toll) to the Pot before you roll a die: 5

    ......................................................................................................Figure : Token Toll Chart 5

    ....................................................................) Roll the die on the Field.is is your Main Roll. 6

    ...........................................................................................................Figure : Turn Diagram 7...............................................................................................III Playing Techniques and Reminders 8

    ....................................................................................................................Here are a few guidelines: 8

    ...........................................................................................................................IV e Table of Effes 9

    ..............................................................................................Figure : Table of Effes part 9

    ...........................................................................................Figure : Table of Effes part 10

    .......................................................................................V Specications (by order of importance) 17

    ......................................................................................................................................................Appendix 20

    ........................................................................................................................................Glossary of terms 20...............................................................................................................................................Gaming helps 21

    ...........................................................................................................................................................Credits 26

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    THE CROWN OF LO RD S

    Once upon a long time ago

    You belong to e Supern@ural Beings @ rule on top of e cosmos, over wh@ morlscae Beyond. You hold in your hands e ultim@e might to cre@e new plans, new di-mensions, in eir every dailom e innitely sma to e innitely vt: your power only limited by your imagin@ion. You praiced e different levels of energy combining; epositive, neg@ive and multicolored. And @ lt, you have been chosen for e highe chal-lenge: e Crown of Lords, e divinejot to e mtering of entropy and chaos. e compe-tition wibe tough, and you wihave to summon up your moadvanced cre@ion skis. Butyou have a secrweapon: you control hazard!

    O V E R V I E W O F T H E G A M E to players

    Min. Age:

    Average playing time: minutes

    Goal: art your turn with no token

    Material Needed

    Dice Age dice minimum per player

    or more Six Sided die (D6)1

    Playing mat (the Field) - Tokens

    Gaming helps: Table of Effes, Compendium, the present rulebook

    e Game

    Diribute dice and tokens to each player. e goal of the game is to art your turn with no token le.

    On your turn, you pay tokens to the Potand roll a die.

    If you overshoot the lanumber rolled, you take the Pot!

    Alpha Edition Rulebook e Crown of Lords

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    1. Denitions of terms in bold can be found in the Glossary of terms.

    http://www.diceagegame.com/compendium.htmlhttp://www.diceagegame.com/compendium.htmlhttp://www.diceagegame.com/compendium.htmlhttp://www.diceagegame.com/compendium.htmlhttp://www.diceagegame.com/compendium.htmlhttp://www.diceagegame.com/compendium.htmlhttp://www.diceagegame.com/compendium.htmlhttp://www.diceagegame.com/compendium.html
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    I GAME SETUP

    A) Diribute tokens to each player

    tokens to each player for two players.

    tokens to each player for three players.

    tokens to each player for four players.

    Use a square playing mat. We call it the Field. Attribute a side of the Field to eachplayer. Each player puts his ack of tokens at the center of his side of the Field.

    To determine the rplayer, each player rolls a regular six-sided die (D6).

    e player who rolls the highenumber diributes the dice and arts the game.

    B) Diribute dice to each player

    Roll all the dice of one color at the same time.

    Going clockwise, give each player the die that lands close to his side of theField, one by one, until every player has at leaone die of that color, and go onuntil you cannot diribute the remaining evenly. Put aside the remaining dice,if any, then diribute the next color.

    Finally, roll all the dice that have been put aside and diribute them in thesame way until you cannot diribute the remaining evenly.

    At that point, every player should have the same amount of dice and at leaone of each color.

    Remaining dice are put away.

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    C) Playing Area

    roughout the course of the game, each player has a Deckof unrolled dice on his lein front of him and out of the Field, a Waelandof discarded dice on his right and out of

    the Field.

    Figure : e Playing Area

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    II GETTING STARTED

    Each player has a Deck of dice juin front of him and a pile of tokens.

    ) On your turn, choose the die you want to roll, among your Deck.Field color and dice reriion:

    e die you roll has to be from a new color each turn, unless all colors fromyour Deck are represented on your Field.

    It has to be a new die each turn, unless all your dice are on the Field.

    In that case, you can play a Loadeddie from the Field.

    Your Loaded dice are the dice you already played.

    ) Pay an amount of tokens (Token Toll) to the Potbefore you roll a die:

    Figure: Token ToChart

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    e goal of the game is to get rid of your tokens

    So you want to pay or discard as many tokens as you can with each turn.

    ) Roll the die on the Field.is is your Main Roll.

    a) If you roll an Effe (represented by an icon), do as indicated on the Table of Effes.en it's the next player's turn, (going clockwise).

    b) If you roll a number:

    If you roll a lower number than the lanumber rolled, (by you or by anotherplayer) it becomes the new Lower Number.

    It is cuomary to put the die in front or on top of your token pile as a re-minder.en it's the next player's turn, (going clockwise).

    If you equalize the lanumber rolled, take one token back from the Pot. enit's the next player's turn, (going clockwise).

    Nota: e die jurolled belongs now to the Field. e player can't play it on his immediate next turn,even if the Round ended and a new Round begin.

    If you roll a higher number than the lanumber rolled, (by you or by anotherplayer) you have to take half of the Pot, rounded up. From the other half, onetoken goes out of the game, then one token goes to each player

    e remainder of the Pot conitutes the new Pot.

    e loser of the Round puts all his Locked dice to his Waeland. e Locked dice of otherplayers canay in the Field.

    All players take their Loaded dice back to their Decks.

    en a new Round begins: the Number is erased.

    As the loser of the previous Round, youart the new Round.

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    Figure: Turn Diagram

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    III PLAYING TECHNIUES AND REM I N D ERS

    Look the numbers on the dice in order to choose what to play. Do not explorethe Effes at r. Look them up when they occur.

    Paying more tokens makes you take more risks.

    When the Number is low, try to get an Effe by choosing a die with a lot oficons.

    When a player is about to win, you canrategies to keep him in the game.

    Example: losing the Round and having him take one token.

    To read the dice, refer to the Dice Age Compendium.

    Here are a few guidelines:

    e Reless Volcano die can fall on the side, revealing aon its base. e side is not horizontal but is the onlyone that shows from above.

    Sometimes, the signication can be disguised in the or-namental shape of the die. Example: the crane truck Con-jurer bears hexagonal cabs, that are to be read as the iconhexagon.

    Some numbers are represented by several identical ele-ments. Count them. Example: e ree Headed Hydrahas a side with three heads. It means the number .

    Tetrahedral dice: Each side of a Dice Age triangular tet-rahedral die like Parsec or e Lair of Insanity has anotch. When you roll such a die, the side with the notchat the bottom, in contawith the playing area is the play-ing side.

    Exceptions: For your greate pleasure, some dice areextra confusing. You will always surprise new players withecial dice like Nitro, the yellow corner die. It looks likea tetrahedral die, with four sides, yet it has only twosides Refer to the rrule and read it from above.

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    http://www.diceagegame.com/compendium.htmlhttp://www.diceagegame.com/compendium.html
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    IV THE TABLE OF EFFECTS

    Figure: Table of Effes part

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    Figure: Table of Effes part

    Locking your dice

    Unless otherwise ated, anytime you get an Effe, you can choose to apply itdirely or Lock the die you jurolled.

    If you apply it direly, apply the Effeas described on the table below and putthe die on the lepart of your side of the Field (Loaded side.)

    If you Lock the die, put it on the right part of your side of the Field (Lockedside.) You will be able to apply the Locked Effeanytime, once per turn, art-ing your next turn. Locking your die allows you to combine Effes, but:

    Your Locked dice go to the Waeland if you lose the Round.

    Your Locked dice cannot be rolled any more.

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    Pit:

    Choose an opponent. at opponent takes token from the Pot.

    Nut:

    Mt be Locked. You are proteed from an Effe, provided you roll D>number ofLocked dice involved + the dice rolled this turn (i.e. minimum .)

    Triangle:

    Cannot be Locked. Choose one of your dice in your Deck or in the Field. Put that dieon the side of your choice as if you jurolled it.

    You cannot bring more than Triangles in the same turn. Triangle is bound tothe Field color and dice reriion.

    Gear:

    Mt be Locked. Load (unlock) this die and void a roll you ju rolled (the Gear muapply juaer the roll) and ip the die over so the side touching the playing area (the bot-tom side of the die) is played inead.

    A four sided die, when geared, is picked up by its summit and turned over. eside that appears - the only one that was previously hidden - is the playing side.

    Radiation:

    Load (unlock) this die and choose a color. Bring back all the dice of that color from theWaelands to the Field. All players might get the benet of this Effe.

    If two or more identical dice are to be brought back to the Field, only one cancome back to the Field (All Dice are Legendary.)

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    e player who rolled the Radiation Effehas priority for his own dice, andhe gets to decide which dice will come back among the other players dupli-cate.

    If a duplicate of a die that is to come back is already in the Field, the diecannot come back from the Waeland to the Field.

    Duel :

    Choose an opponent. at player chooses a die in his Deck or Field. en choose a diein your Deck or Field. e chosen dice art a duel.

    Roll the two dice simultaneously. If you roll a number INFERIOR to your op-

    ponent, you lose the Duel and your dueling die is out of the game. e other die returns where it was, as if it hasn't been rolled. Effes count as

    zero and don't occur as Effes on the game. No die is considered as a Main Rollduring this sub-game Duel.

    Two identical dice can Duel (the All Dice are Legendary rule is waived during aduel.)

    If one dueling die rolls out, the other die ays and the other die is rerolled. If adueling die rolls out a second time, it loses the Duel

    Smile:

    Mt be Locked. Load (unlock) this die and roll a D, then smile. Subtraor add theD's result to a number (a number you ju rolled or a number of tokens involved in atransaion for example.)

    is effe is faer than the loss of the Round and therefore would occur be-fore the loss of the Round. Smile can result in a negative Number or a zero.

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    Double Arrow:

    Mt be Locked. Load (unlock) this die and choose one of your Effes. Double that Ef-fe. (e Double Arrow applies juaer the Effe is applied or juaer a die roll. AnEffe can be doubled before or aer its Locking, doubling its occurrences or its conse-quences.)

    For a Smile, you roll a second Dor double the D.

    For a Square, you can choose the next two dice a player rolls or the next twoplayer's rolls.

    For a Skip, you can make a player skip two turns or two players skip one turn.

    For Radiation, you get to choose two colors.

    For a Cannon, you can do two Duels with one player, or one Duel each withtwo different players.

    Cross:

    Load (unlock) this die and all Locked dice on the Field are Loaded (unlocked.)

    Square:

    Load (unlock) this die and choose any Loaded die in the Field or the Decks. is die isthe next one of your opponent will roll. You cannot choose a die a player juplayed.

    Skip:

    e side of the die is blank. Load (unlock) this die and choose an opponent. atplayer skips his next turn.

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    Roman Numeral:

    Roman Numeral counts as a Number on the turn it is rolled AND as an Effe: You puttoken to the Pot.

    Chaos:

    Load (unlock) this die and roll all of your Loaded dice from the Field.

    e lowenumber rolled is the one that counts, every other rolled number isdiscarded.

    Each symbol rolled take effe in the order you choose, but only once (even ifyou rolled several of them, and aer you nished to roll all the dice concernedby the Chaos.)

    If you lose the Round, you get to apply all Effes rolled before the Roundends. If you roll any other Chaos, discard them.

    All die issuing a result that counts is considered as part of the Main Roll (ex-ample: a resulting of a Chaos is valid for the Curse of the .)

    All the secondary rolls of a Chaos are considered part of the initial Chaos roll.

    Zap:

    A die bearing a Zap can be roed anytime during an opponents turn. (Do not pay any toforroan send e die to your Wteland aer e rounless you roa Zap.)

    Cannot be Locked. Slap the playing area and choose an Effe Loaded or ju rolled.Apply that Effeand choose its target.

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    Screw:

    Load (unlock) this die and put half of your pile of token to the Pot, (rounded down.)

    Stairs:

    Raise the Number by as manyeps represented on the die.

    Starsh:

    You can use another player's Locked Effeas if you had it Locked on your side.

    Net:

    Load (unlock) this die and capture any Loaded die in the Field. Put it in your side ofthe Field and keep it until the end of the Round.

    Black Diamond:

    Cannot be Locked. Summon a LORD to your Deck. It can be summoned from any-where in or out of the game.

    e LORDS are not distributed or incorporable in a Legion (see Level rules).ey cannot be the target of an Effect. e only way to get a LORD on yourside is to summon it.

    Jaws:

    Cannot be Locked. Choose an opponent. at player takes all the tokens from the Pot.

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    Eye:

    Cannot be Locked. Choose a color. Ban that color until the end of the Round. atcolor cannot be rolled.

    Wings:

    Mt be Locked. Choose the toll (in tokens) of each of your Main Rolls among the basicroll tolls.

    Brain:

    Cannot be Locked. Choose an opponent. at player's token pile becomes the Pot untilthe end of the Round.

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    V SPECIFICATIONS (BY ORDER O F IMP ORTANCE )

    Variety:You have to play a new color each turn, unless you played (Locked or Loaded) all col-

    ors. In addition, you have to play a new die each turn, until all your dice are in the Field.

    Off-Ground:A player can only loose the Round during his turn.

    Equalization:

    A player who rolls a number equal to the Current Number takes token from the Pot.is rules does not apply on Number .

    e Curse of the :Whenever a player rolls a , the Curse of the is on:

    e next player mu roll a or take tokens from the Pot, in addition to anyother Effeand prior to it, and the Curse of the is opped. But if the secondplayer rolls a too, the Curse of the grows and the third player muroll a

    or take tokens from the Pot, in addition to any other Effe and prior to it,and the Curse of the is opped.

    As long as the Curse of the is on, the number of tokens to be taken from thePot if you don't roll a on your turn depends on the number of that havebeen rolled in a row by the other players before your turn, like so: ----...

    If a player has to take more tokens from the Pot than there are in the Pot, thatplayer takes all the tokens from the Pot and skips his next turn.

    If, during a Curse of the , a player skips his turn, the Curse of the goes onand grows as if he had played and rolled .

    If a player has no tokens and is about to win the game a Curse of the would fall automatically on him on his turn and he will take as many tokens asnecessary AND not be allowed to play during this turn.

    e Curse of the is not an Effe.

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    Out:If playing with a Mat, a die has to land on the Field to be valid. A die is considered out

    of the playing area if less than of its bottom surface is touching the Field or if it falls

    offthe table on the ground.

    If more than of a die is out of the Field aer a roll, re-roll the die.

    Any time a die rolls out of the Field or the playing area, it needs to be rerolled.

    When a player rolls a die off the table, another player can claim a Penalty: theplayer takes a token from the Pot.

    Inches Rule:

    A die has to y at leainches or rebound at leaonce to conitute a valid roll.

    Conneed Vessels Rule:Exchanges between the Pot and a player's Deck has to be exa.

    Example: a player that mu take tokens from the Pot, and the Pot containsonly tokens. e player take all tokens and puts back to make an exchangeof . is rule doesn't apply for the Curse of the .

    Clothesline Trick:When a die ops rolling between several sides, player chooses one of those sides to take

    effe.

    Penalty:e player takes one token from the Pot. If player takes or puts an inexa number of

    tokens to the Pot, even by miake. If player makes a miake during the game or tries tocheat. A penalty can be proposed by any opponent and has to be agreed upon by all the

    opponents.

    Ni!:A player that has no more tokens has to announce it out loud. Failure to do so is pun-

    ished by a Penalty.

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    Focus Rule:An Effeis loif a player applies it in a wrong way or forgets it.

    Example: forcing a player that has only two tokens to play a yellow die orforgetting/failing to claim a Nut proteion.

    All Dice are Legendary:ere can only be one copy (same name, same color) of each die in the Field anytime.

    Double Effect:When you get a Double Effe, you mu immediately decide if you are going to apply

    the Effetwice or if you double the Effe's consequence. Example: a Double Pit: Before rolling the Dand/or choosing a target player,

    decide if you are going to roll the Dtwice or doubling the D's result.

    Maximum:Any Effethat cannot apply fully by lack of subrate reaches a limit and is maxed out:

    apply it up to what is possible.

    Ds:Use as many regular Six-Sided dice (D) as needed. e regular Six-Sided dice are used

    as auxiliaries of the game and are not owned by any player. ey are not considered as adie.

    Now or Never:Nothing is retroaive. On the regard, the rolling of a die is the mileone in the game's

    timeline.

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    Ap p e n d i xGLOSSARY OF TERMS

    Deck: Zone of available and unplayed dice, located on your le, in front of you, out of the Field.

    Dice Age Compendium: Comprehensive and explicative document liing and describing every diceand every of their sides, essential to the deciphering of the dice and the playing of the game.

    Effe: Power of altering the course of the game granted by the roll of an icon.

    Field: Main zone of the game, represented by the Mat.

    JuRolled: e in-game moment when a die or Dops aer a roll and the position of the die hasbeen acknowledged but no applicable decision or aion has been taken yet. A ju rolled die is notLoaded or Locked.

    Loaded: Played dice. ey are kept on your le, in front of you, in the Field.

    Locked: Dice kept on an Effeusable anytime usually aer a roll. ey are kept on your right,

    in front of you, in the Field.Legion: Seleion of dice each player would have conituted among his personal dice in secrecyand prior to the game and consiing of each participant's in-game Deck when diribution is notplayed (see Level rules.) Legions with the same value points total can be confronted in a game, givingplayers the ability to play on even terms.

    Main Roll: Usually, the roll of a die that immediately follows the paying of the token toll.

    Number: Lowenumber rolled during the current Round.

    Pot: Stack of tokens located at the center of the Field, where players discard their tokens.

    Round: Period of in-game time where the Number has not been overshot.

    Waeland: Zone of discarded dice, located on your right, in front of you, out of the Field.

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    GAMING HELPS

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    Cr e d i t sCreated and designed by Trian V. Convert

    Rulebook craed by Sbaien Bizeul

    e Dice Age would not have come so close without the help of:

    e Wisemen:

    Rebecca Ruiz Sbaien Bizeul Aurlien Tchiemessom Sbaien Tsan-

    gu Mathieu Lapierre-Armande James Lisk Maxime Delrue

    Our Backers (this li is not nal): Aaron Morgan Adam "T" Tannir Adam & Julienne Grey Adam Foer Adam Glin-glin Adam Pygott Adrian & Angela (Carlin) Avila Adrian Maddocks Alan Webrook Alex Strang Alissa Si-mon Allan Frouvne Allie "Tink" McWinkle Allison Hom Alvorn Anand Capur Andrea Steyer Andrew An-ge Andrew Cox Andrew Craker Andrew Hackard Andrew Heon Andrew Stingel Andy Simmons Annauyen Nguyen Anonymous Anthony Duclos Anthony Zizzo Arnaud Rveillon Asher Martin Levin Aen Far-er Baien Lefevre Becca Rice Ben Gatien Ben Kulp Ben Salem Ben Ward Ben Wolf Benedi HuhnkeBill "Shijuro" Deck Bill Johnon Bob Gallo Bob Menzel Brad Reid Brent Cerrato Brian Conneen Brian Eas-ton Brian Seward Brock & Arisa Synnes Bruce Bridges Bruno Crepaldi omaz Bryan Buus C. Rubin Candice

    Bailey Carl Orthlieb Carmela Cdric Nibaudeau Charles A. Charles Boucher Charles Feduke Chris ChrisGraham Chris Hartjes Chris Tihor Chriian A. Merz Chriian A. Nord Chriopher Earley Chriopher Har-ris Chriopher Hull Chuck Bonnell Clever Mojo Games Cliff Fuller Coco the Wonder Monkey Cuyler Pobla-dor D.J. Trindle Dan Norder & Kelly Robinson Dan Pierz Dan Williams Dane Turner Daniel A. Pauw DanielVelazquez Daniel Watson Daniele Moretti Dave + Katie Schumm David Banks David Buschermohle DavidChen David DeFranza David Hoffman David Inacio J GarMat David Keranski David Lawrence DavidMain David Saunders David omas David Xiao Democomix Denis Begin Derek B. Fox Devin DinkinsDice Hate Me Don Schlaich Doug Ayen Doug Hopkins Dr Nova Frogge (Supervillain) Dr. Funpants Dr. Sbait-so Duncan H. E. Burford Ende Eric Brian Johnson Evan Rattner Evan Ritt Fidel Jiron Jr. FrankBranham Frank Martin Gabriel & Liam Chappell Games&Grub Gareth omas GeoffOki Geoffrey GreenGiovanni Gordon Wohlers Goodyina Grant Smith Gregor Harrison"I remember where the ots formerly were."Greymundo Griff Maloney Guilherme Stutz Tws H Lynnea Johnson Harry 'Bo' Beans! Harry R. BurgerHeath_Bar Hugh Shen Ian T. ompson Ian Toltz Igor Skvortsov Indi Latrani Integgroll Iron Tom Bonney

    J & M Gallagher J.R. Parsons Jack Everitt Jacob Click (MechNCheese) Jaded Lounges James Cowling JameusHutchens Jamie Tsui Jarrett A. Crader Jason Griffey Jason Koresko Jason Mosack Jason Winter Jay & JoshGagnon Jay Crossler Jean-Franois Morel Jeb Adams Jedidiah Foer Jeff Chapin Jeffrey Haskins Jeh Cranll

    Jen Aerheim Jenny Howland Jess B Jez Higgins Jim Gitzlaff John Morrow John Peterson John Yeager JonShupe Jonathan Jordan Jonathan Miller Jonathan Whiite Jonathon Hume Valentine Esq. Jordan Schmidt JosephBlomqui Josh omson Joshua Loyo Judy Haber Julien Falgas Kari Wiborg Keith Koleno Keith Rowe KenFinlayson Kenneth I. Cromack Kevin Barkan Kevin Cook Kevin McAninch Kevin McBride Kevin Smith KiaR. Zokaei Kiren M. Corby Klaus Lange Krian J. Wheaton Kyle R. Woods L.W. Brown Law Xue Qian Dar-ryl Le e Merluiton Lee Pepper Leif E. Hardison Leer Ward Lianna Willson Lisandro Gaertner Luca Sher-man Lucas - Luke Young Lurwah M. Sean Molley M. M.C. Shumaker Mamijo Marc Jacobs Marco Arnaudo

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    Marcy Debole Mark Brown Mark Hambly Mark Klamik Appleton Martin Stampler Marvin Knighton Mary AnnPham Mason Starshine Warling Matt & Nykki Boersma Matt Bachmann Matt Baughman Matt Fullenwider MattSingleton Matthew Carpenter Matthew Gomez Matthew Waegelin Matthias Muench Mattia Ronchetti Max"Waffles" Nguyen Michael Champion Michael D.uinn Michael J Hamlin Michael Janssen Michael JonesMichael Pang Michael Sabani omas Michael Townsend! e Mad Hatter Michel Rowinski-Bassler Mike

    Brum Mike Leonardi Mike Martin Mikkel Snyder Mikolaj Laczynski Whippy Molly W Monica & Travis Cor-with Moner Caesar Studios Nate Drake Nathan Barnett Nathan Paul Isaac Nicholas "Toxidyne" Witchey NickFegley Nick McElveen Nick Tolman Nicolas de Menten Nils Schffer Nmjk Omega Howell Ophinity Pat-rick Reilly Paul D. James Paul Echeverri Paul of Cthulhu Pete Vigeant Peter Spicer Pokajutsu uazie"Vala-huir" Schiavone R. Baron Brendel R. Scott Daniels Rebekah Bissell Regina Hart Rev.eodore G. Laich, Jr. RichAmtower Richard A. Billings Kolarik Rick Reynolds Riff Conner Rob Farley Rob MacAndrew Robert BlakeRonj Ross Grady Rottcodd Ruskin Drake Ruy Larner Ryan Idryo Ryan Leigh Ryan T Green S. B.Knuth Sam Schillace Sam Zitin Samuel Vande Casmuche Sarah Pavis Scott Fort Reeves Scott Rubin Sean"Ariamaki" Riedinger Sean Campbell Seth Godin Sharon Birch Shayna Harris Shelly Fowler Simon Warburton-Pitt Slothbear Sondra Lorenzo Stephan Stephen F. Roberts Steve Gatt Steve Geller Steven Moy Sven Swen-son e Hennebeck Family omas Gore reemoons Tim Collett Tim Ryan Tim Seiger Toby Frith ToddGrotenhuis Tom Stiefel Tom Sulonv Tor de Vries Toren Tory "Alien Frontiers" Niemann TPanda TwoKings Tyler Cushing W. Warren Sirom Wayne Coburn Collins, and Zoondo.

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    Alpha Edition Rulebook e Crown of Lords

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