$14.99DICEOMANCER Rewrite any number with a roll
DICEOMANCER is a roguelike deckbuilder where you fight turn-based battles with cards and cheat fate with dice. Roll D20 checks for card effects and events, then rewrite numbers directly: enemy health, your mana, card damage, shop prices. With six mana colors, six classes, and hundreds of cards and relics, runs reward wild combos and recovery plays.
Is DICEOMANCER worth it?
DICEOMANCER is worth it if…
- you like flexible runs where clever dice use saves a bad hand
- you want powerful combos and big damage numbers over strict balance
- you like bright, hand-drawn art with a light, funny tone
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Rewrite any number with dice
You fight with cards, but the dice decide how far you can push them. Many events and card effects ask for a D20 check, so luck shapes damage, buffs, and outcomes in a way deckbuilder fans will recognize from tabletop games.
Lower an enemy's health bar, raise your mana, boost a card's damage, adjust relic charges, or change gold and shop prices. You can build around this trick or use it only when a run starts slipping, which keeps tight fights recoverable and strong decks deliciously unfair.
Six mana colors, six ways to break runs
You unlock six types of mana that combine into six unique classes, each with its own card pool and playstyle. With nearly 500 cards and almost 200 relics, there is room to chase heavy damage, card-draw loops, summoned companions, or multi-color synergies.
Battles stay turn-based, and power scaling is generous: a run that starts scrappy often ends with you stacking huge numbers and steamrolling the late bosses. The look helps the mood, with fully hand-drawn backgrounds, close to 30 enemy types, and a bright, storybook style seen from first person.
Good to know before you roll?
How do the dice actually work in battle?
Two ways. First, D20-style checks decide card effects and events, so buffs, debuffs, and damage often come with a roll. Second, special dice let you rewrite a number outright: enemy health, your mana, cards drawn, card values, or relic charges. Use them boldly, since high numbers usually win.
What do you do between fights?
You travel a map you can walk freely, even back to tiles you already visited, while a purple mist pushes forward and can trigger risky, high-reward events. Along the way you pick up cards, relics, gold, upgrades, and rests that restore certain cards, shaping your deck for the three stages and their bosses.
Which class should you start with?
There are six classes built from fire, water, wood, colorless, and chaos mana, plus rare black-mana cards from events and shops. One draws and loops, one ramps mana for heavy hits, one swarms companions, one plays around low-cost attacks. If rules feel dense at first, pick a simple damage plan and let the dice cover the gaps.

















