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CREDITS

Designer: Shoya Haa'runi
Graphics: Rick Scott

RESOURCES

Download Rules: PDF Link 
Play on Tabletop Simulator: 
Download for the Simulator

These rules are published under Creative Commons License CC-BY-NC-ND.

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Star Wars is owned by DIsney and Lucasfilm, but we'd ask that you honour the work of fellow fans by observing the terms of the CC BY-NC-ND license. If you share these rules, please do so in the original formats provided and with full credit to the authors. Don't use them for commercial purposes without their knowledge. Please do not rewrite, remix or derive your own rules from these works without prior consent. May the Force be with you!

 

Rules for DETONATOR

The clans hold that Detonator was first played aboard war frigates bound for the Mandalorian Crusades, when spare detonator casings were rolled across cargo decks to pass the time between battles. Now the game is a staple of clan gatherings and more widely in mercenary camps and planetary garrisons, where soldiers test their luck and their reflexes.  Like the weapon the game is named for, every throw is a test of nerve with the potential to reduce your fortunes to ashes.
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SETUP

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Chance Cube - A six-sided dice with 3 red and 3 blue faces.

Range Board - A runway divided into colour-coded sections, with different ratios displayed in each section. The player must throw his chance cube down the board in an attempt to land in the highest scoring regions.​​
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GAMEPlAY

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1. THE ANTE

 

Choose a player to be the house. They house sets the minimum stake. Player makes a wager.

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1. THE CALL

 

The player declares a colour: red or blue.

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3. THE THROW

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The player tosses the chance cube down the range board. The player receives a payout equal to the value shown on that section of the board, with a detonation bonus available if they also roll the same colour as that zone.

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4. SCORING

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The player receives a payout equal to the values shown on that section of the board:​

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GREEN ZONE (PAYOUT = 0:1)

The long dead space before and after the target. Landing here scores nothing. The house laughs and you lose.

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TARGET ZONE

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Centre Kill Zone (RED) - Payout = 3:1

Blast Radius (BLUE) - Payout = 2:1

Splash Zone (RED) - Payout = 1:1

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DETONATION BONUS

If the cube lands on your declared colour and shows the same colour face-up, your payout doubles.

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Note: If a cube lands between two sections and colours, the dice is considered to have hit the section that matches the colour shown on the die.

 

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​WINNING THE GAME

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Play continues until everyone has had a chance to win the pot at least once. As each new round begins, the House will increase the stake.  Play continues until the House or the players are out of credits or nerve.

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