At the start of each player’s turn he has 10 action dice he can spend to pay for attacks and other special actions. Your action dice are stored in your dice pool. As you spend them, they move to your opponent’s dice pool. You’ll want to use every action die, because when your turn is over all your unused action dice also go into your opponent’s dice pool and become available for him to use on his turn.
Each player also has a game clock that tracks the number of rounds left in the period. Grind is played in two periods, each lasting five rounds. At the start of each player’s turn he takes a power die from the game clock and adds it to his dice pool. Power dice, as the name implies, are powerful and can be added to any normal dice rolls to significantly increase the chances of rolling strikes. Power dice also allow steamjacks to perform power attacks. When a player spends a power die he puts it in his dice well. When a player’s turn begins, any power dice in his dice well move into his dice pool. So as the clock runs down, each player will have more power dice available to him, which represents the frenzy to score before the buzzer sounds!


















