
- BGG rank
- BGG #7,471
- BGG rating
- 6.5
Dicetopia
- 2–4 players
- 20–30 min
- Complexity 1.9/5
- 2018

Rules assistance for Diceocracy: Power to the Pips
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Diceocracy: Power to the Pips is an expansion for Diceocracy released in 2026 for 1–5 players, 60–90 minutes per game, and ages 12 and up. It was designed by Tobias Hall and its main mechanics are Dice Rolling and Area Majority / Influence.
The political landscape has changed as new, unruly candidates enter the race! You no longer have to belong to the privileged elite to run for office. Two new candidates have emerged: the Pawn Shop Queen, Niva Ray, incredibly skilled at trading broken machines and gadgets, and Steve, a notorious old-school thug backed by the criminal underworld. Meanwhile, a brand-new Clone Factory has found a loophole in the system, granting its Clones the right to vote! Power to the Pips is an expansion for Diceocracy featuring new Candidates & Personality Tiles, and a new Clone Factory location with shiny Clone Dice! It also includes new Political Stunt, Secret Agenda & Advertising Cards, Dedication Tokens, an Enhanced Solo Mode, and support for a fifth player with the new Licorice Black Player Color, and more! —description from the publisher
Diceocracy: Power to the Pips supports 1–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Diceocracy: Power to the Pips is 60–90 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Diceocracy: Power to the Pips for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Diceocracy: Power to the Pips belongs to these categories: Dice, Political, and Science Fiction. Its main mechanics are Dice Rolling and Area Majority / Influence. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Diceocracy: Power to the Pips are: Tobias Hall. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Diceocracy: Power to the Pips as an expansion for Diceocracy. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Diceocracy to use it. Check that your edition of Diceocracy is compatible, as some expansions were revised between editions.