Panda Royale
Designed by: Jake Jenne,Nathan Jenne
Panda Royale is a dice-chucking game where the panda theme is entirely irrelevant! You spend ten rounds rolling dice, and hope to come out the other end with the biggest score.
Each player starts with a basic yellow die (six-sided) and in round one, that’s all you get. From round two onwards, the lowest scoring players will get a ‘pity die’ (twelve-sided) and a bunch of new dice are drawn from the bag, which are drafted by the players, adding one extra die to your supply. Blue dice (six, eight and ten-sided) score their pip value BUT if you have a sparkly six-sided blue die, you get to double the total. Purple dice (eight and ten-sided) always double. Green just score their pip value, but they are twenty-sided, so can potentially pay out big. White dice score their value but can be ‘traded’ – it’s a forced exchange – with another player’s die at the end of the round. And finally red dice are a high-risk, high-reward strategy: you score the pip total of all red dice multiplied by the number of red dice you have. The catch is that low numbers on the red dice have a negative value!
At the end of round ten, everyone will have ten dice each (plus the possibility of a pity die) and the player with the most points wins.
Sam says
Panda Royale has been hit and miss for us. It seems like a design geared to give people who love throwing dice plenty of opportunity to do so. However the drafting of dice, with higher player counts especially, feels like it gets in the way, because more time is spent figuring out who is next around the table to choose from the dice than is spent actually rolling them. As a result each play we’ve had has had something of a stop-start feel to it before a flurry of phones are produced to add up scores. It all feels incongruous for a grab-dice-and-roll-em game, especially one whose only interaction is the stealing of dice from each other. We’ve been tempted to come up with a house-rule for those yellows.
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Take That!
The trading dice are trades that take place pretty much at gun-point.
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Fidget Factor!
Despite our reservations over the die-drafting, the fidgeting here is minimal.
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Brain Burn!
Very little – do you try for multiple greens, take the high-risk reds or even purples and hope they don’t get traded away?
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Again Again!
It’s very fast and pretty silly, and pretty unpredictable.


