A little vice. A little vengeance.
Lowest score wins. Exactly 70 steals the victory.
Set names and order. Hide unused players.
For 3–6 players. The defending player is taking the turn; everyone else is an attacking player. The Sin descriptions above address the attacker whose Sin matched.
The defender starts with all seven small (14 mm) Sin dice, all three Mythical Match-up pairs, the 12-, 10-, and 8-sided dice, and their own Nemesis die. Set the defender's large Sin dice aside. Attackers roll the large Sin dice they control and their Nemesis die, when those dice can still match.
Remove and score at least one die on every roll. Reroll unscored dice until the defender's dice have all been scored or removed. Score Mythical Match-up dice in pairs.
Ordinary points = maximum number − number rolled. A maximum roll scores zero; an 8 on a 12-sided die scores 4.
A matching Mythical Match-up pair scores zero. A vertical Silver Bullet is wild and matches any number on the Werewolf die.
A Sin match occurs when an attacker's large Sin die matches the defender's same-colored small Sin die. The defender rerolls both dice plus any extra penalty dice, then scores them immediately.
Resolve Sin effects in reverse alphabetical order:
Wrath → Sloth → Pride → Lust → Greed → Gluttony → Envy.
If a penalty or effect is impossible, nothing happens for that penalty or effect.
Every die in a matching group scores zero, including groups of three or more. Each unmatched six-sided penalty die scores 6 minus its roll:
Whenever a Sin moves or changes players, move its matching token too. Tokens mark where Sin dice return after a roll. Wrath removes a Sin from play.
When an attacker's Nemesis die matches any defender Nemesis die, the defender takes that attacker's die. The absorbed die cannot be removed or scored on the roll it is taken. Roll it on the next roll; it joins subsequent rolls and does not have to be removed immediately. Matching Nemesis dice already rolled by the defender can be removed for zero points.
Return absorbed Nemesis dice to their original owners after the turn. Only Sloth's Nemesis die can be removed from play. All other Nemesis dice retain their original owners.
Keep scores under each player's original Sin, even if their Sins change. There are no point penalties for missing Sins.
When anyone reaches 70 or more, finish the round so every player takes their turn. Exactly 70 wins ahead of the lowest score. If nobody finishes on exactly 70, the lowest total wins.
If players tie for the winning score, including two players on 70, each chooses a Mythical Match-up pair and rolls it. Score normally: matches score zero; otherwise add the two dice's scores. The lowest score wins. Repeat tied rolls until a winner is established. The winner goes last next game.