44 Reserve Dice in five steps
I designed 44 to be a simple game that you can play in one evening. One of the most important things to make that fun one-shot play happen is the Reserve.
Here’s how it works. Every time it’s your turn, you roll a bunch of dice to see what happens to your character. Every time, it’s a suspenseful scene. Nearly every time, your character’s worst fears emerge. This ratchets up the tension. It also does something mechanically that can hurt your character immediately, but help out in the long run
When your character’s Anxieties come into play, they remove the highest results you rolled. So, if you rolled a couple 6s, those go off to the side. You get “penalized.”
But’s it’s not all bad. You get to keep some of those high dice results in your Reserve.
With dice in your Reserve, you can do the following:
- Swap your Reserve die with dice you roll to get a better result. Have a 6 in Reserve? Play it!
- Give your Reserve dice away to other players to increase their total pool of dice to roll.
- Spend any Reserve die of 4+ to increase your Bonds. (Bonds are other supporting characters that help you.)
- Spend any Reserve die of 6 to increase your Qualities. (Qualities are your character’s scores.)
- Spend dice to increase your sides’ pool in the Trust Fund vs. Motor Pool roll at the end of a turn. (This is a “big” roll that decides how well the 44 conspiracy is taking over.)
These options make the game exceptionally fun. I’ve noticed some play testers ask “What can I do with these again?” These options will be right on the character record to make play easy as can be. And, I’ll add page numbers so people can look up details quickly.


