
VICES & VENGEANCE
STRATEGY. CHANCE. REVENGE.
3–6 players · Everyone rolls
Keep your score low.
Make theirs climb.
Friends become rivals in a dice game ruled by the
Seven Deadly Sins. Roll for your own survival,
interfere with everyone else, and decide when
to take the points—or tempt fate again.

Your next game-night rivalry
A handful of dice.
A table full of trouble.
Vices and Vengeance brings strategy and chance
together in a game where everyone has a reason
to watch every roll.
On your turn, you’re the defender: roll, choose
which dice to score, and try to keep your total low.
Everyone else attacks, looking for matches that
can disrupt your plans.
Sins change hands. Nemesis dice join the fight.
A well-timed Mythical match can save you points.
The next roll is always a temptation.


Every turn brings another chance
Roll. Interfere. Settle the score.
Defend your turn
Roll the defending dice and choose what to score.
Remove and score at least one die each roll,
then reroll what remains.
Attack their plans
Between your turns, roll your eligible Sin and
Nemesis dice. The right match can trigger a Sin
effect or add a Nemesis die to the defender’s
next roll.
Keep your total low
Maximum rolls score zero. For ordinary scoring,
subtract the number rolled from the die’s maximum.
Higher rolls mean fewer points.
When someone reaches 70 points or more, finish the
current round. A final total of exactly 70 beats every
lower score. If nobody finishes on exactly 70,
the lowest total wins.
Seven ways to interfere
Which Sin will you wield?
Match your large Sin die to the defender’s same-colored
small Sin die by number, and resolve that Sin’s penalty
and effect. Here’s the trouble each one brings.

Wrath
Destroy their Sin.
Remove one of the defender’s large Sin dice
from the game. If they hold more than one,
the Wrath attacker chooses which one falls.

Sloth
Let your Nemesis go.
The Sloth attacker’s Nemesis die is permanently
removed from play. Even doing less can change
the game.

Pride
Make them pay for your Pride.
Add the metallic-purple Pride die to the
penalty roll. The defender scores it together
with the two matching Pride dice.

Lust
Take what catches your eye.
Take a Sin from the reserves or another
attacker. The defender’s Sin is off limits
to Lust.

Greed
Take their Sin.
Claim the defender’s large Sin die and its
matching token. Their loss becomes your
next opportunity.

Gluttony
One Sin is never enough.
Take a Sin and token from the reserves and keep
them. Add the taken die to the defender’s
penalty roll—three dice, or four when Pride’s
extra die is included.

Envy
Someone else’s Sin looks better.
Exchange your Sin for one in the reserves or
one held by another player. Move the matching
tokens with the exchanged Sins.
Resolve them in this order:
Wrath → Sloth → Pride → Lust → Greed → Gluttony → Envy.
A penalty or effect happens only if it is possible
when you reach it.
Old rivalries. New rolls.
Even legends have a score to settle.
Each Mythical Match-up is a pair of dice that must
be scored together. Matching numbers score zero
for both dice. Otherwise, add their ordinary scores.
A few words from our mythical cast…
Silver Bullet & Werewolf
The Silver Bullet is wild when it stands upright
on its base, matching any number on the Werewolf die.
“I can’t get enough! Vertical Silver Bullet for the win!”
— Lawrence Talbot
Mirror & Medusa
A matching reflection is exactly what you want:
match the two dice and score the pair for zero.
“This game is addictive and a lively, action-packed
adventure! It leaves me rigid with anticipation.”
— Medusa
David & Goliath
Different sizes. The same goal. Match their
numbers and this legendary clash costs you
no points.
“What a creative, fun, simple game that might
blow your mind!”
— Goliath
Bring your friends. Watch your rivals.
Your next rivalry starts with a roll.
Choose your Sin, gather around the table, and find
out who knows when to stop—and who can’t resist
one more roll.