The abbreviation “d” stands for the word “die” or “dice” depending on the form (singular/plural) while “6” represents the classic six-sided dice used in most tabletop games. In this particular game a fair amount of d6 are required, so before you start playing you need to get several of them from a tabletop games shop.

You are going to need 2 different kinds of d6: **5 to 6 classic white d6**and **5 to 6 red d6**

The d6 System is simple yet complicated at the same time. You roll a number of d6 and sum them all up to get a **Result**. IE: **3d6** means that the player rolls three six-sided dice to get a **Result**.

Α) The purpose of each Roll, when applicable, is to get a **Result **equal to or a higher than **10** which deems the roll as **Successful**.

Β) A roll of a natural 6 it is added up to the sum while the die is rolled again (for as many times as the player gets 6s, until it reaches a certain limit).

Γ) If the result of a Roll is higher than the Difficulty then all surplus dice, are considered **Critical Successes**!

For Example:

Α) The dice are rolled aiming to get a result equal to or higher than the standard Difficulty check in the game which is 10 for all tasks. Let’s say we roll 3d6 and get a 4, a 4 and 2. All three dice rolls sum up for a total of 10 and barely achieve a 10 (Difficulty Check). A narrow success.

Β) Rolling 3d6 again we get a 6, a 4. We try to choose the best possible combination to reach a 10. We add up the first two d6 (6+4=10) so there is a surplus die that rolled a “1”. This means we got an extra- **Critical Success** **(CrS)**. Lest we not forget we had a natural 6 so rolling that die for a second time we get a “3”. That means we have one more Critical Success for a total of 2 CrS! Should we have rolled a natural 6 instead of that 3, we would have then counted another Extra Success and proceeded to roll that die again.

This is the main idea behind the Heroes & Mythos d6 System© which works the same way as with any tabletop game featuring complex rules. When a new player gets the grip of how the rolling the dice works and/or how to calculate the ExS, they have a nearly full understanding of the game.

The easiest way to understand how many extra successes are achieved by a single roll is to abstract the dice along with the modifier, making sure the result is equal to or higher than the requested Difficulty (it is in our best interest to choose combinations as close to the intended Difficulty as we can). The leftover d6 on the table are the Extra Successes which are then utilized fully for better results in the Roll check.

## Red Dice (rD)

Rds are the “bad dice” in Heroes & Mythos d6 System ©. They are the dice that sometimes are rolled along with the white to minimize the chance of achieving a successful Difficulty Check. How, when and why this is happening will be explained below.

In general, rds are used when a Hero is tired or injured, or when they are inconvenienced by the conditions of a Roll check. For example: A Hero is swimming in a rough sea!

The rd mechanism:

Α) Red dice nullify dice with the same or lower result.

For example: Take note on this roll which looks like a mathematical formula but in reality is very simple: **3d6+1rd**. This means a player rolls 3 regular dice with the rolling of one red die.

Let’s examine sample results of these rolls:

We get a 4, a 5, and a 5. The Rd rolls a 4. The rd will either nullify the 4 or the 3. You must always choose the highest number or the one that is equal to the rd roll, if applicable, even though this would not be in the player’s best interest. In this scenario the Red die nullifies the 4 from the white dice rolls. As such and with the remaining dice the player gets a total of 5+5=10 and (barely) manages to achieve a 10 Difficulty check and succeeds, regardless of the red die!

If the Rd was a 5 instead, the roll would have been unsuccessful, as it would have nullified the 5 from the roll making the sum a 9 instead!

Β) Red dice can add up between themselves to nullify a die, but never a natural 6 roll. Only a natural 6 on an rd can nullify a natural 6 die!

Please notice:

- Only a 6 in an rd can nullify a 6 from a d6 and that happens before any ExS are rerolled. After that, if there are red dice that rolled 6 still on the table they are rerolled as additional rd.
- If the Red dice have nullified all of the d6 of a single Roll,this Roll results in a
**Critical Failure**.

Essentially, the purpose of the red dice (rd) in Heroes & Mythos d6 System ©, isn’t to make sure a roll is deemed unsuccessful, but to enforce a certain amount of fear to the players about the possibility of an action going the wrong way while playing the game!

**Important**: Τhe Heroes & Mythos d6 System ©, has been successfully tested since 2010 by dozens of Play Testers and was first published in Greece in February 2016 by “Soul Twinkles” publications, along with its Introductory Adventure module “300 of Dolma” featuring the Greek Revolution of Independence,.