How to play

Order of play

  1. Setup. 2 to 4 players. Turn order is red, white, blue, black, and each player picks an edge in that order. Everyone starts with 7 dice in reserve: 3 strikers, 2 teleporters, 1 bomb, and 1 magnet.
  2. Take one action on your turn. Then play passes to the next player.
    • Place: put a reserve die on an empty square of your 4-square starting area. It gets a random roll, and nothing triggers.
    • Move: roll one of your dice one square up, down, left, or right. A die in your starting area can only roll straight across the barrier into the field. The face that lands on top triggers.
  3. Landing. An empty square is a plain move. An enemy die is captured and removed from the game. One of your own dice swaps places with the die that moved.
  4. Edges and barriers. The barriers are one-way: from the field they count as the board edge, so dice in starting areas are safe. A die an enemy pushes off the edge is lost. You can roll your own die off the edge on purpose (the red sacrifice button).
  5. Secondary movement. Dice pushed or pulled by an enemy roll but don't trigger. Extra movement from a die's own face slides without rolling.
  6. Winning. A player with no possible action is out, along with all their dice. The last player standing wins.

Dice and faces

The grey square is the die, and ↑ is the face's arrow, which points wherever it lands.capturedie movespushed awayteleport targetstealpulled inpushed outleap range
Kybomachia
Kybomachia
Kybomachia

Hot-seat play on one screen. Turn order is red, white, blue, black. Players pick their starting edge in turn order. Each player starts with 7 dice: 3 strikers, 2 teleporters, 1 bomb, 1 magnet. Dice are placed in your 4-square starting area, then cross the barrier into the field as their first move. The barrier is one-way.

Your reserve (click one, then a green square on your edge)
Log
Die faces