DICEOMANCER artwork$14.9995%

DICEOMANCER Rewrite any number with a roll

Build a deck in a silly hand-drawn world, then bend the numbers of every fight in your favor.

Is DICEOMANCER worth it?

DICEOMANCER is worth it if…

  • you enjoy roguelike deckbuilders and want one that lets you break its own rules
  • you like builds that go from clever to completely absurd over the course of a run
  • you have a soft spot for hand-drawn art, bright colors and jokes in your card games
  • you want runs that are more playful than punishing, with room to experiment

Screenshots

A die that rewrites the rules

A boss winds up a 20-point attack? Roll low and it hits for 2. Your card deals 3 damage? Make it 12.

The game knows this power is absurd, so enemies carry multiple health bars and meddling with numbers advances a doom that follows you across the map. It never stops feeling like cheating, in the best way. You are not playing the deckbuilder; you are mugging it.

Mana you have to earn

Cards here cost colored mana, and the game does not hand colors out. Each turn you get plain gray mana; to turn it into fire, earth or the rest, you sacrifice cards of that color. Stronger cards often want several colors at once, so every deck needs fodder: cheap cards kept alive purely to be burned for fuel.

It changes how you build. You are not just hunting powerful cards, you are deciding what deserves a slot as fuel and what your deck can afford to play. Six mana types combine into six classes, each with its own gimmicks, from a barbarian who delays damage as healable injuries to a druid with recurring summons.

For deckbuilding fans

If you have played a few roguelike deckbuilders, this one speaks your language and then pokes fun at it. Nearly 500 cards and almost 200 relics give the usual draft-and-synergy loop, but the die turns genre conventions into raw material: card rewards, draw counts, exhaust rules, all numbers you can argue with.

The classes play genuinely differently, and mixing two mana colors each run gives you dual-color cards with mechanics of their own. It is lighter on long-term depth than the giants of the genre; it is far sillier, and the silliness is the point.

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