Build and manage your own theme park in Dice Theme Park, where the dice are your visitors and you are working to ensure your visitors have the most fun!
But you’re not the only park in town, as other Dice Theme Parks are appearing nearby so you’ll be competing for visitors, attractions, and even mascots, all whilst solving your own unique puzzle of how to maximize the enjoyment of each the dice shaped customers that visit your theme park.
Will you build the most attractive attractions around or will your efforts have your visitors going elsewhere?
Join the ride and find out if you have what it takes to run the best Dice Theme Park!
Designed by Daryl Andrews (Sagrada, Bosk, Speakeasy Blues) and Adrian Adamescu (Sagrada, Speakeasy Blues), and developed by Dice Hospital co-designer Mike Nudd (Dice Hospital, Waggle Dance), Dice Theme Park is a dice manipulation and worker placement game for 1-4 players, aged 14+, which plays in about 60-90 minutes
In Dice Theme Park, you’ll deploy your staff, welcome visitors (represented by dice), draft Attraction tiles, hire mascots, and upgrade your Attractions to give your visitors the best time ever!
Dice Theme Park is the latest in the line of ‘Dice X’ games from Alley Cat Games, the publisher who brought you the award winning Dice Hospital.
As the successor to one of the most popular Dice Manipulation & Worker Placement games of the past 5 years, Dice Theme Park has a lot to live up to so we’ve made this simple image to show you how they compare.
Dice Theme Park is a completely stand-alone game which builds on the feeling of Dice Hospital.
If you enjoyed Dice Hospital you’ll be familiar with the satisfying combos in Dice Theme Park but there’s so much more to explore in the brand new gameplay experience of Dice Theme Park
Dice Cascading is a new mechanism created for Dice Theme Park by Daryl Andrews and Adrian Adamescu.
In Dice Theme Park, when you activate your attractions you’ll pip down the dice that were activated, and then move them to an adjacent tile. You can then activate that tile and move the dice again, creating a cascade that can go on as long as you have tiles to activate.
It’s combo-tastic!
Each player starts with the same hand of staff cards, which give you an income, set your turn order, and grant you a special bonus; as you play you’ll pass the staff cards you played to your left at the end of the round and receive the cards from the opponent on your right.
This leaves you with a different hand of cards every round.
Timing is crucial in choosing which staff card to play this round and which to save for later rounds.
You’ll be able to customise your park with various upgrades, attractions, and mascot skills. Each game you’ll create a new park with new combos to explore.
Synergies between attraction tiles, mascot skills, upgrades, and administrators will mean that every time you play Dice Theme Park it’s a new and exciting experience.
For the second cross over promo pack, simply back at a tier also containing Dice Hospital ER: Emergency Roll. See below in the DHER section for more details!
The deluxe add ons box comes with monorail miniatures which are an upgrade on the monorail cards in the base game. Â These are really chunky miniature upgrades!
The deluxe add ons  pack also includes 2 mini expansions. We’re still working on the graphic design for these so the images above don’t represent the final expansion and only represent the types of components included. We hope to update this before the end of the campaign!
The experimental rides mini expansion adds a re-roll mechanic to the game, which is included on the additional attraction tiles, new meeple skills, and an extra administrator. Â Using rerolls can be risky, but with great risk comes great rewards!
The Innovations expansion comes with 48 new upgrade tokens and replacement staff cards to help use them. The upgrades help with movement, which helps create cool combos, and score additional points.
Instead of the base game ability on the staff cards, you can use these new staff cards to build an additional upgrade meaning your park will be full of upgrades!
* The Kickstarter pack will be available for purchase at an additional cost directly from the Alley Cat Games website and from conventions
You have the opportunity to make this Kickstarter pack even better throughout the campaign. We have a variety of social goals to complete which will unlock 10 extra objectives and 4 extra staff cards
* The Kickstarter pack will be available for purchase at an additional cost directly from the Alley Cat Games website and from conventions
Deploy your staff, attract visitors to your park, expand your park with new attractions, upgrade your attractions and score points by moving your dice around your park.
Dice Theme Park is played over 4 rounds for the introductory ‘short game’ or 5 rounds in the ‘full game;
At the start of each turn you’ll deploy 2 of the staff cards from your hand. The staff cards you deploy will set your turn order for the round, give you income, and give you special abilities.
Turn order is determined by the combined value of the two staff you have deployed. If you have the lowest value, you’ll be first to attract visitors and build new attractions. If you have the highest, you’ll be last!
Each staff member also has an income they bring to your park. You’ll gain income from both staff members and also from some attractions that bring income in your park.
Special abilities on staff members range from increasing pip values on visitors, moving visitors around your park, and even activating attraction tiles an additional time.
You’ll have to think carefully about which staff you deploy. Not just because of the benefits they provide, but also because at the end of the round the staff you deployed will be passed to the player on your left and you’ll get the two that were deployed by the player on your right.
Visitors in Dice Theme Park are represented by dice, and their pip value represents their excitement and energy.  You’ll attract visitors to your park by drafting a monorail car in turn order. The monorails have set pip values but the colours of the dice placed on them are determined by the order they are drawn from the dice bag.
The most excited visitors will stay in your park for longer and earn you more points but the values aren’t the only important factor. You’ll also want the visitors who want to visit certain rides in your park. Some will prefer water rides (blue dice), some will prefer horror rides (green dice), and some visitors will be thrill seekers! (yellow dice)
Each round, in turn order, you’ll have the option of expanding your park with new attractions and rides. The more attractions you have the more you can keep your visitors happy, earning you points, but attractions cost money to build so you’ll need to think about how much money you need when deploying your staff and building your park.
Attraction tiles also come with amenities such as toilets, If you collect matching amenities, you’ll get a bonus action. This could be changing a die value, gaining an extra die, or even gaining an extra attraction tile for free!
Each round, in turn order, you’ll draft cards to hire and train the mascots in your park, giving them abilities and jobs like juggler, photographer, and tour guide, creating a unique team of mascots every game.
Hiring a mascot will cost money but you’ll gain special benefits depending on what ability or job they have ranging from increasing or decreasing dice values, moving guests, scoring points, or earning money.
This phase happens simultaneously each round.
Boost attractions with special abilities by using upgrades. The better the tile, the more expensive the upgrade will be
You can upgrade attractions with:
-Special FX give extra points when activating a tile
-Merch stands earn money from activating a tile
-Power generators to allow an attraction to be activated an extra time.
The deluxe add ons box includes additional upgrades which are explained in the mini expansions section below
This phase happens simultaneously each round.
Each attraction tile can be activated by a specific combination of dice, and brings in points for each activation.
To activate an attraction, place an activation token on it and designate some dice that match the requirements of the attraction. Then, score points shown on the tile and any additional points given by bonuses like special FX upgrades.
After an attraction is activated, the dice used in the activation are pipped down one step and you’ll choose one of them to move to an adjacent tile. You can then use that dice again if it matches the requirement of the next tile. This ‘dice cascading’ creates a unique puzzle in each park and makes it possible to do some very fun combinations!
The real puzzle in Dice Theme park is that each attraction tile can usually only be activated once. You can only activate a tile more than once with the special ability of a card or if the tile has a power generator upgrade.
This restriction means you have to think 2 or 3 activations ahead to get the best out of your park.
In the last few rounds of Dice Theme Park (last 2 rounds of the 4 round ‘short game’ or last 3 rounds of the 5 round ‘full game’) you’ll compete with other players to win awards, which give extra points for being the best or having the most of various criteria such as most money, most amenities, fewest dice in your park etc.
You’ll have all game to plan ahead for these as they’re revealed during setup
After all activations are completed and awards are scored, you’ll reset your park by removing activation tokens and pass your deployed staff cards clockwise, then you’ll begin a new round until you’ve completed 4 rounds in a ‘short game’ or 5 rounds in a ‘full game’
The solo mode for Dice Theme Park has been designed by David Digby, solo mode designer of games such as Tinners’ Trail, Eternal Palace, and many more games from Alley Cat Games and elsewhere!
The solo mode David has designed for Dice Theme Park follows his challenge style designs, similar to Chocolate Factory, which gained critical acclaim after its release.
In Dice Theme Park solo play, you will aim to complete a range of goals whilst also hitting a target score. The more goals you complete the lower the target, the more you fail or choose to ignore the higher number of points you need to win!
Each combination of goals provides a different challenge to complete allowing you to experience the core fun of Dice Theme Park in a highly replayable solo game. Keep an eye out for special announcements on further solo content during the campaign!
The experimental expansion adds the risk and reward of experimentation, with the ability to reroll dice through new attraction tiles, new meeple skills and a new administrator.
This expansion can be shuffled into the base game and can be used with the solo mode
The innovations expansion adds 3 new types of upgrades to to Dice Theme Park; Statues, which give big points but must be built on specific tiles; Hubs, which give the ability to move all dice from the adjacent attractions when activated; and Cable Cars, which allow you to create a network of tiles that act as adjacent to each other for movement purposes.