SCALAR
CORE
HOTSEAT
1 Screen • 2PVS AI
Solo • AI BOTONLINE
Private RoomRoll off to determine who goes first.
Claim 3 Control Tokens to win.
Roll off to determine who goes first.
Claim 3 Control Tokens to win.
Click a faction below to choose your side.
Roll-off to determine who takes initiative.
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Players aim to occupy and defend the central area of the board, referred to as the Control Zone. They take turns deploying, moving, and battling dice across the board to strengthen their dominion and challenge the opponent.
To claim dominion over the Control Zone, a player must have 4 dice from their formation on it at the start of their turn, before performing any actions.
The first player to get 3 Control Tokens wins the game!
However, depending on how the game unfolds, it may end before either player reaches this objective:
Each player commands a set of 12 Unit Dice divided into three categories: Light, Medium, and Heavy.
Low-value units with big strategic utility; they move 2 hexes per turn.
Medium-value units: dependable and consistent.
Heavy-value units: risky to play, devastating when they hit.
Roll a die from your available Unit Dice to determine its power:
Pick and move an already deployed die to an adjacent, unoccupied hex:
You can declare an attack on any adjacent enemy die and on the whole Board:
The Battle Dice provides flat stat boosts (+0 to +9) and the following effects:
The two Battle Dice can produce several outcomes that call for a closer look:
Start the game with the die on its Æther side, positioned at the center of the Board. When a player takes a Control Token they should also roll the Scalar Core Die and its new effect will be active until the die is rolled again.
At the start of the game, no effect is active. When Aether is rolled, clear all Units from the Control Zone by pushing them one hex outward.
Players can make two actions per turn. Players may perform any two actions, in any order, such as deploying two dice or deploying and attacking.
All dice currently on the board have their values set to 3. Any dice deployed afterward are not affected.
All dice currently on the board must be rotated to display the value opposite their current one.
• D4 Swaps as: 4 ↔ 2, 3 ↔ 1.
Any dice deployed afterward are not affected.
The 4 slots on each player's edge where units enter the board. If all four Deploy Zone slots are filled, you cannot deploy a die.
The 6 hexes enclosing the Scalar Core die in the center of the board. Holding 4 dice from your formation here at turn start claims a Control Token.
Positioned at the middle hex in the Control Zone. Starts on its Æther side. Rolled whenever a player claims a Control Token.
Master the game basics in an interactive 3-minute tutorial!
A quick guide to the Core rules and objectives before you begin.
Your units are polyhedral dice (D4, D6, D8, D10, D12, D20). Light dice (D4, D6) move two hexes per turn and can jump over units, while heavier dice pack superior power. The face value shows current unit Power.
Standard turns allow exactly 1 Action: Deploy a die from your stash, Move a deployed unit, or Attack an adjacent enemy unit.
Dominion: Control 4 or more of the 6 central Control Zone Hexes at the start of your turn to claim Control Tokens (first to 3 tokens wins).
Elimination: Destroy all enemy dice on the board.
Claiming Dominion awakens the central Scalar Core, rolling an event (Aether, Momentum, Equilibrium, or Reversal) that immediately reshapes the battlefield.
You have mastered unit deployment, movement, combat with the Battle Die, and Dominion with the Scalar Core.
You can always refer to the quick cards and the Rulebook while playing the game!
Hover over the pips on the left screen edge at any time to instantly view unit classes, movement speeds, combat cards, and turn actions without pausing.
Hover over the pips on the right screen edge at any time to inspect all 4 spreads of the official tabletop rulebook.
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