6. Gigs

6.1

1 polyhedral die represents 1 Gig. Gigs are also referred to as “Gig dice” (and variations thereof).

6.1.1

Gig dice are represented by d4, d6, d8, d10, d12, d20. These designations refer both to the number of sides on a die and the highest value a die can reach.

6.1.2

You control the Gigs in your Gig area. They are considered “friendly Gigs”.

6.1.3

You don’t control the Gig dice in your fixer area. They are not considered friendly Gigs.

6.1.4

You can’t target Gig dice in the fixer area to fulfill or resolve effects.

6.2

Whenever you roll a die, you may use any method you want as long as it is timely and meets these requirements:

6.2.1

Your roll method properly randomizes the die faces.

6.2.2

The result is immediately visible when the die stops rolling.

6.2.3

No one touches the rolling die or interferes with its trajectory until it is completely still and shows a definitive result.

6.2.4

The die lands on a definitive result, not cocked between faces.

6.2.5

If your roll breaks any of the above rules, ignore the result and roll it again properly.

6.2.6

When you move a die to the area of play after rolling, you must preserve the value.

6.3

A Gig’s value is the number on its current top face.

6.3.1

A min Gig is any Gig die at its lowest possible value.

6.3.2

A max Gig is any Gig die at its highest possible value.

6.3.3

The highest value on a die is always equal to its number of sides, and the lowest value on a die is always 1. This is true even if the specific die represents the number differently.

6.4

Adjust a Gig by incrementing or decrementing its value.

6.4.1

“Increase” a Gig by adjusting to a higher number.

6.4.2

“Decrease” a Gig by adjusting to a lower number.

6.4.3

A Gig’s value cannot be adjusted to the value it already has. If an effect tells you to do so, the effect fails.

6.5

“Set” a Gig by changing its face a specific value.

6.5.1

You cannot set a Gig to a value that isn’t on its face (i.e. set a d6 to 8).

6.6

A value-pair is 2 dice with the same value in the same Gig area.

6.6.1

A Gig can only count towards a single value-pair at a time.

6.7

To swap a Gig is to choose a friendly Gig die and a rival Gig die, then move the friendly Gig die to the rival Gig area and the rival Gig die to the friendly Gig area at the same time.

6.7.1

The values on both Gigs remain the same throughout the swap, and cannot be adjusted during it.

6.7.2

A swap is not considered stealing, and doesn’t trigger any effects related to stealing.

6.8

To steal a Gig is to take control of a rival Gig, such that it becomes a friendly Gig. See Steal (see rule 11.5).