Objective
Be the first player to get six matching dice in your win pool. Dice in your win pool persist between rounds — but opponents can target them with abilities.
The Pools
Live Pool
Your active dice each turn. Drag to commit to win pool or load onto ability slots. Rerolled every round.
Win Pool
Committed dice that persist between rounds. Match 6 of a kind to win. Removed dice go to spent pool.
Spent Pool
Dice waiting to re-enter play. Added back to your live pool at the start of your next roll.
Ability Slots
Each slot requires specific face values shown in brackets — e.g. [1][4] means you need a die showing 1 and a die showing 4. Loaded dice persist between rounds. Retrieving returns them to your live pool. Firing sends cost dice to spent pool.
Turn Structure
1
Roll
At the start of each round everyone's live pool is rolled and initiative decides turn order — highest goes first. The host picks the initiative rule: six dice total (default), one d20, or your live pool total. Turn order can change every round. Then receive new dice (amount set in room config) plus any from your spent pool. Your entire live pool is rerolled — values don't carry over.
2
Act
Drag live dice to win pool to commit them. Drag onto ability slots to load costs. Fire a ready ability if you have one.
3
End Turn
Pass to the next player. Unspent live dice are discarded — they do not carry over or return to spent.
Key Rules
W
Win pool persists
Committed dice stay between rounds. Click a win die to return it to your spent pool.
A
Ability costs persist
You can pay a cost across multiple turns. Retrieving a loaded die goes to your live pool. Firing sends cost dice to spent pool.
I
Initiative each round
Re-rolled every round, so order can change. By default everyone rolls six dice and the highest total goes first; the host can switch to a d20 or to live pool totals. Ties re-roll. Re-rolled every round — order can change.
Characters
Saboteur
Tears down opponents to clear the path to six matching dice.
ActionRip[1][4]
Pull one die from an opponent's win pool to their spent pool.
ActionScatter[2][4]
Force one opponent to reroll their entire live pool.
ActionSabotage[3]
Remove a die from an opponent's ability slot to their spent pool.
ActionDeadroll[3][3][3]
Everyone's win pools cleared including yours. All go to spent pool.
Hoarder
Slow and methodical. The win pool is a fortress.
ActionVault[2][2]
Win pool cannot be targeted by abilities this round.
ActionHoard[1][1]
Gain 1 extra die at the start of next round.
ActionReinforce[3][3]
Reroll your entire live pool a second time this turn.
ActionLockdown[4][4]
One opponent cannot commit dice to their win pool next turn.
Gambler
Can win from nothing in one turn, or implode spectacularly.
ActionDouble Down[1][2]
Reroll your entire live pool a second time this turn.
ActionSteal[2][3]
Take one random die from an opponent's live pool into yours.
ActionWild Card[1][2][3]
Set any one die in your win pool to any face value.
ActionHigh Roller[4][6]
Call a number. Dump win pool and live pool, reroll everything. Matches go straight to win pool.
Converter
Patient and precise. Reshapes the board until the math works.
ActionTransmute[3][4]
Change any one die in your win pool to any face value.
ActionSwap[2][3]
Exchange one of your win pool dice with one of an opponent's.
ActionDismantle[1][2]
Remove a die from an opponent's ability slot to their spent pool.
ActionOverwrite[4][5]
Set any die anywhere on the table to any face value.