$14.99Dicevaders Invade Earth one roll at a time
Draft dice and cards, chain combos across the grid, and outplay Earth's Pilots in short, replayable runs.
Is Dicevaders worth it?
Dicevaders is worth it if…
- you want a deckbuilder where planning beats luck and rerolls are part of the plan
- you like short, turn-based runs that make you want one more attempt
- you enjoy hunting absurd synergies and pushing a score into silly numbers
- you have a soft spot for bright, cheerful sci-fi and playing the invader for once
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Roll dice, then make them behave
Each turn you roll three dice, and the numbers decide which columns of your invasion grid score. That sounds like luck, but it isn't: Chrono lets you reroll dice and restock the shop, and budge shifts a die by one, so a bad throw becomes the setup for the combo you were building all along. Line up pairs, triples or quadruples and the whole row lights up. The dice are a tool, not a verdict.
Build an invasion, one placement at a time
Your army lives on a turn-based grid, and where you put each invader matters. Units score in the columns their dice land on, buff the neighbours, spawn more units or repeat their own scores, so a well-placed invader can turn a modest roll into a chain reaction. You also slot artifacts into each column, buy units, chrono and budge in the shop, and weigh every purchase against the score you need next turn. It plays out like a board game you keep rearranging until it clicks.
Commanders who change the plan
Every commander runs the invasion differently: distinct perks, their own artifacts and their own way of earning XP, which levels your artifacts up over a run. An early common artifact can stay worth building around instead of getting replaced, and commanders suggest a direction without locking you into it. One run you grind XP into a slow engine, the next you pivot mid-run toward whatever the shop offered. The pilots of StarVaders show up to stop you, each with abilities built to disrupt exactly what you're doing.
Is Dicevaders for you?
Do you need to know StarVaders to enjoy this?
No. Dicevaders is set in the StarVaders universe and casts you as the invaders from the other side, but it stands on its own. If you do know StarVaders, you'll recognise the legendary Pilots defending Earth, now standing between you and the planet.
How much of the game is actually luck?
Less than the dice suggest. You can reroll with Chrono, shift dice with budge, hold dice between turns, and your score comes mostly from your units and artifacts rather than the raw roll. Once your build comes together, you often know the outcome before the dice hit the table.
Is it hard to learn?
There's a small threshold, mostly because dice, grid, chrono and budge all interact, but the turn structure is simple: roll, place, score, shop. After a run or two the systems click, and the real depth is in finding which units and artifacts feed each other.



















