Devil Dice Deals

Devil Dice Deals is a board game that can be played with any number of people greater than two, though higher numbers of players result in significantly more chaos.
==Rules==
You need to move 50 spaces to get to the end. You must reach the end three times to win the game, and you get sent back to the start with each “lap” you complete.
You roll a ten-sided die each turn. If you roll a 10 or a 1, you get to draw a card that has an effect. Roll another d10 to see what card you get:
1: No Deal – Nothing happens.
2: Double Deal – You roll 2d10 next turn.
3: Triple Deal – You roll 3d10 next turn.
4: Four Whom The Bell Tolls – You move backwards next turn.
5: Five and Alive – Keep this card to hold your spot if you lose a Duel.
6: Six Swapping – Switch places with the person who is farthest back.
7: Seven Swapping – Switch places with the person who is farthest forward.
8: Eight is Great – Switch places with the person closest to you.
9: Divine Nine – Automatically complete your lap.
10: The Devil's Claw – Indicate one player to move backwards on their next turn.
Landing on someone else's space prompts a Duel where the two players roll against each other. The loser gets sent back however many spaces they rolled (and does not have to Duel a player if they land on their space when moving back). The winner stays on the same space.
And if you do a Devil Deal... you roll a d4 to pick a card from the Devil Deals Deck!
1: Devil Deal – Player moves back to the start.
2: Devil Double Deal – All players move back to the start.
3: Devil's Advocate – Roll a d10 and move forward (no Duel if you land on someone else's space)
4: Reaper's Rally – All players roll a d10 and move forward (no Duel if they land on each others' spaces)
==Variations==
Quicker versions of the game omit the rule to complete three "laps," or they may have fewer spaces. Longer versions may have more spaces or more laps.
Some house rules may change what numbers prompt card draws or the rules for certain cards.
Category:Games