Dungeon Dice Run
StrategyFree to playRoll dice every turn and spend them on cards to climb twelve floors of a dungeon.
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Dungeon Dice Run is a turn-based roguelite. Every turn you roll three six-sided dice and spend them on the cards in your hand — dice are an energy resource you spend on cards, like mana in a card game. Each card needs a number of dice and sometimes a minimum pip: Jab takes any die for PIP+3 damage, Cleave needs a 4 or better for PIPx2, Volley eats two dice of 3+ for SUMx2. Spend dice on attacks to kill the enemy, on Guard cards to build block before a telegraphed hit, or on Focus cards to bank Charge. Charge is added to your next attack and then resets to zero, so the core decision each turn is whether to cash in now or build one big burst. Dice you do not spend are lost when you end the turn, and armour subtracts a flat amount from every hit. There are twelve floors with a boss on floor 4, 8 and 12; after each win you choose one of three rewards — a new card, a rest, extra max HP, an extra die or a relic — and dying sends you back to floor 1 with a fresh deck and a fresh build.
Controls
- Tap a die to reserve it, then tap a card to spend those dice on it
- Tap a card with no die reserved and the cheapest qualifying dice are spent for you
- Tap END TURN once you are out of useful dice — the enemy then takes its telegraphed action
- On desktop, keys 1-4 play the matching card and Space ends the turn
- On the reward screen, tap one of the three panels to take that reward
Tips & Tricks
- 1Charge is the engine: bank a 5 or 6 with Meditate and the next Cleave hits far above its printed number
- 2Unspent dice are wasted — a Jab on a 1 is still 4 damage, so always empty the tray before ending the turn
- 3Armour subtracts flat from every hit, so many small attacks are awful against the Stone Golem and the Hoard Dragon
- 4Quake applies Vulnerable, which makes the enemy take 50% more damage for two turns — play it right before your burst
- 5Hex Witch cuts your damage and Ember Imp burns you at the start of your turn; Guard early against them instead of racing
- 6An extra die is usually the strongest reward on offer: a fourth die is a whole extra card every single turn
Frequently Asked Questions
How do the dice actually work?
Dice are an energy resource, like mana in a card game — you spend them to play cards and they never multiply or pay out. Every reward is shown face-up as a choice of three, so nothing is hidden behind a random reveal.
How does Charge work?
Focus cards add Charge equal to the die pip (Meditate doubles it). The next attack card you play adds all stored Charge as bonus damage and then resets Charge to zero, so bank it when you cannot finish the enemy this turn.
What happens when I die?
The run ends immediately and you restart from floor 1 with the starting ten-card deck. Nothing carries over between runs — the variety comes from which rewards you are offered and the order you draw them.
How long is a run?
Twelve floors, with bosses on floor 4 (Dungeon Warden), floor 8 (Bone Lich) and floor 12 (Hoard Dragon). Enemy health rises about 10% and damage about 7% per floor.
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