DICE-PLAY!™ is a miniatures game that requires one participant to act as the game moderator who is called the Stage Master. The other participants create player characters and interact with a game world that is described to them by the Stage Master during play.

As the miniatures game progresses, the story unfolds scene by scene. Each scene is set up in the center of the table on the stage and all characters are represented by small painted figures or other tokens. The Stage Master describes the scene and the participants state how their characters react to the described scene. Roleplayed conversations amongst the player characters and with cast characters portrayed by the Stage Master are encouraged.


DICE-PLAY!™ requires a method for generating numbers between one through ten (1-10) and one through one hundred (1-100). Ten sided dice are used for this purpose: To determine a number from one to ten simply roll a single die, zero representing ten. To determine a number from one to one hundred roll two dice of different colors or markings, so that one die counts as tens and the other as the integers, 0-9. A roll of six on the tens die and four on the integer die, would count as a sixty-four. A roll of seven on the tens die and zero on the integer die, would count as a seventy. A roll of 0 on the tens and a number on the integer die will produce numbers 1-9. A roll of 0 on both dice will result in a score of 100.

Stage Master

The purpose of the Stage Master is to prepare the stage for each scene, verbally describe the scene to fill in additional detail and to roleplay all the cast characters in the scene.

The Stage Master must wear many hats, he is a writer, an actor, a model maker and a mediator. He must know the rules of the game and make fair and impartial decisions. He has the responsibility for ensuring that all characters have opportunity to interact during play. He sets the pace for the adventure.


The stage is placed at the center of the table and is decorated with two dimensional (stage mats) or three dimensional (actual models) scenery. Painted miniatures represent the characters, allies, monsters and other beings which the player participants will encounter during the game. The stage need not be elaborate and a simple image drawn on paper using tokens for characters would be sufficient, but a more detailed stage enhances mood.

Characters move their figures on the stage and there is never any confusion as to the relative placement of the figures.

Player Characters

Each player creates a character using these rules and paints a small figure to represent that character.

Cast Characters

Cast characters are represented by figures or tokens. Their personalities, voices and actions are roleplayed by the Stage Master who will move their figures on the stage.


Scenes are used to focus the roleplaying by presenting exactly what the character senses in the imaginary world. The Stage Master creates the scene by setting up the stage and giving a verbal description of the scene. Cast characters are placed on the stage and then players will place their character's figure in the entry area for each scene. Once the scene is set, the action begins.

The mechanical nature of setting the scene helps to keep the participants focused on roleplaying. Good Stage Masters will add music and other special effects to their scenes.

Town scenes are often staged by placing a large scale map of the town on the stage. Characters are then able to move their figures around the town going to different areas of the town.

Traveling scenes are often staged by placing the characters in a static marching order on terrain generic to the area in which the characters are traveling. For example, a road or straight dungeon corridor. Scenery can then be added around the characters if an encounter occurs.


Intermission is when the characters travel from scene to scene. There is no role-playing and the Stage Master takes this time to change the scenery. Player characters are removed from the stage by the player participants and placed back at the designated entry point after the scene is changed. The intermission is usually a good time to get a drink, stretch ones legs or other non_game activity, but it should not disrupt the flow of the game.