
VICES & VENGEANCE
THE GAME GUIDE
The language of the game
Helpful Terms.
Get familiar with the players, dice, and scoring terms you’ll
encounter at the table. Use this glossary whenever you need
a quick reminder.
01 / Who’s rolling?
Player roles
Attacking Player (AP)
Any player who is not taking the current turn. Attackers
roll the large Sin dice they currently hold and their
available Nemesis die, trying to match the defender’s dice.
Defending Player (DP)
The player taking the current turn. The defender normally
starts with 17 dice: seven small Sin dice, six Mythical
Match-up dice, three Spoiler dice, and their own Nemesis die.
The number can change if their Nemesis is out of play or
they absorb additional Nemesis dice during the turn.
When play passes clockwise, the next player becomes the
defender and everyone else becomes an attacker.
02 / Know your handful
The dice
Common “Sin” Dice
The seven small, 14 mm six-sided Sin dice shared by all
players. The defender rolls these dice during their turn.
Each matches a large Player Sin die in color and Sin.
Player “Sin” Dice
The seven large, 16 mm six-sided dice representing Lust,
Gluttony, Greed, Sloth, Wrath, Envy, and Pride.
Attackers roll the Sin dice they currently hold.
These dice can change hands through Sin effects.
Move the matching token whenever a Sin changes holders.
Metal Purple “Pride” Die
An extra metallic-purple six-sided die held by the Pride
player. When Pride makes a Sin match, the attacker rolls
this die and the defender scores it with the two matching
Pride dice in the penalty roll.
Nemesis Dice
Seven 20-sided dice, one in each Sin color. Each player
receives the Nemesis die matching their original Sin.
Nemesis dice retain their original owners even when Sins
change hands. Matching an attacker’s Nemesis can add that
die to the defender’s later rolls.
Mythical Match-up Dice
Six six-sided dice forming three pairs:
Mirror & Medusa, David & Goliath, and
Silver Bullet & Werewolf.
Both dice in a pair must be scored together.
A matching pair scores 0; otherwise, add the two
ordinary scores.
Spoiler Dice
The black 12-sided die, gray 10-sided die, and white
8-sided die rolled by the defender.
Each uses ordinary scoring: its maximum number minus
the number rolled.
03 / Read the roll
Scoring & effects
Max Roll
The highest possible number on a die—for example,
6 on a six-sided die or 20 on a Nemesis die.
A maximum roll scores 0 points.
Non-Max Roll
Any result below a die’s maximum number.
Under ordinary scoring, subtract the result from the
maximum to find its points.
For example, an 8 on a 12-sided die scores
4 points. Applicable matching rules
can reduce a score to 0.
Sin Match
An attacker’s large Sin die shows the same number as
the defender’s small Sin die of the
same color.
This triggers the applicable Sin penalty and effect.
Nemesis Match
An attacker’s Nemesis die matches any Nemesis die
rolled by the defender. The defender absorbs that
attacker’s die and must roll it on their next roll
before it can be scored or removed.
Matching Nemesis dice already rolled by the defender
may be removed for 0 points.
Sin and Nemesis Effects
The special actions triggered by qualifying matches.
Sin effects can transfer Sins, add penalty dice, or
remove dice from play. Nemesis matches can add dice
to the defender’s later rolls.
Out of Play or Destroyed
Dice permanently removed from the game through
Wrath or Sloth. Wrath destroys a defender’s large
Sin die; Sloth removes the Sloth attacker’s
Nemesis die.
All seven small Sin dice still start each defending turn.
Match large and small Sin dice by color and number.
Match Nemesis dice against other Nemesis dice.
04 / Keep track
At the table
Reserves
The pool of Sins not assigned to players at the start
of the game. Sin effects can take or exchange Sins
from this pool.
Scoresheet
The record used to track players’ scores and original
Sins throughout the game.
Sin Token
A Sin-colored marker showing who currently holds a Sin.
Move it with the matching large Sin die whenever that
Sin changes hands.
Tokens help identify where large Sin dice return
after each roll.