### Adventures in Training dice set Rule Rule: The smaller purple dice are Adventurers in Training. When you roll to Run Away, roll both one of the larger dice and one of the smaller purple dice. If you fail your Run Away roll on the larger die and the result on the smaller die is lower, you can sacrifice your trainee to the monster and escape anyway. Put the smaller die back in the box; it's out of this game. ### How to Run Away In **Munchkin**, to "Run Away," you roll a standard six-sided die, and you must roll a 5 or higher to successfully escape the monster, otherwise you suffer the "Bad Stuff" associated with that monster. [1, 1, 2, 3] Key details about running away: • The Roll: You simply roll one of your standard six-sided dice (d6) when attempting to run away. [1, 1, 4, 4] • Success Condition: A roll of 5 or 6 means you escape. [1, 1, 2, 2] • Failure: If you roll a 1, 2, 3, or 4, you are caught by the monster and must face its "Bad Stuff". [3, 3, 5, 5] • Modifiers: Bonuses or penalties to your Run Away roll are applied after you roll the die, and can come from Class abilities (like Elves), Race abilities (like Halflings, though they usually have a penalty to Run Away), or Treasures. For example, a +1 bonus added to a roll of 4 makes it a 5, thus a successful escape. [6, 6, 7, 7, 8, 8] • No Levels or Loot: Running away does not grant you any levels or treasures, nor does it allow you to "Loot the Room". [9, 9] • Multiple Monsters: You must roll to run away separately for each monster you are facing, if you are facing more than one. [10, 10] [1] [Rule](https://rules.dized.com/game/qWc8YoYFRdm6S2UQjZ8rpA/mtcTpITBSWqtBMouGnyMmA/how-to-run-away)