Roll To Ruins

Three Chapters. Six dice. One roll at a time.

A single-player dice game about pushing your luck. Every throw heats your dice, every foe fights back, and a die pushed too far breaks. Bring down a run of foes, from lava to ice to the Void, in as few turns as you can.

Meet the dice Coming to Steam

Six dice. Six abilities.

Every die has an ability that’s always on, and it grows stronger as the die heats. Choosing your dice is choosing your abilities, and how close to breaking you dare to run them.

The run

Fight after fight, three Chapters deep. Every foe you bring down adds a die to your bag, and every fight starts your dice fresh.

  1. Chapter 1

    Lava and obsidian

    Molten foes that run your dice hot, and armor, curses and rifts between you and a Boss of black glass.

    • AshfangNormal
    • IronbackNormal
    • The HexlingNormal
    • The Rift WeaverElite
    • The Obsidian ColossusBoss
  2. Chapter 2

    The frozen wastes

    Every foe brings frost: your dice cool more slowly, and one that takes too much freezes solid for a turn.

    • RimewingNormal
    • IcewretchNormal
    • WinterheartElite
    • The Frost TyrantBoss
  3. Chapter 3

    The Void

    Three foes at once, then the Prism: dice that may fail to roll, and a Sovereign that feeds on odd totals.

    • Void SpawnNormal
    • Void LeechNormal
    • Void WispNormal
    • PrismlingNormal
    • PrismbornNormal
    • Prism ReaverElite
    • Prism SovereignBoss
  • LuckbreakerElite

The Chance Room Once a Chapter, a Chance Room may wait in place of a fight: the Forge, to make a die anew, an elixir to keep, or Luckbreaker, who steals dice.

The Bosses

Each Chapter ends with one, and each has rules of its own.

The Obsidian Colossus, a giant of cracked black stone glowing with lava, holding a burning die aloft over a river of lava

Chapter 1 · Boss

The Obsidian Colossus

A mountain of black glass with lava for blood. It answers turn after turn with an attack of its own, and when it rests, worse is coming.

Its nature

Rules that hold for the whole fight.

  • Molten Every throw runs hotter.
  • Immense Broken dice keep more of their heat when they recover.
  • Unrelenting Your dice reach Overheat sooner.

Its attacks

One a turn, always in this order, so you can plan around it.

  1. Magma throw Every die you throw this turn runs hotter still.
  2. Burst Your dice don’t cool when the turn ends.
  3. Overheat Dice already in Overheat get hotter as the turn begins.
  4. Eruption The biggest die you throw goes straight to Overheat.
  5. Meltdown Every die in Overheat breaks, and every other die is forced into it.

Every so often it rests a turn instead, Meltdown Imminent, and its worst comes next.

Where it cracks

As its health falls it cracks, and every crack makes it more dangerous.

  1. Every die heats up.
  2. Your hottest die not yet in Overheat is forced into it.
  3. For the rest of the fight, your dice cool less.
The Frost Tyrant, a winged giant of ice, towering over a frozen battlefield

Chapter 2 · Boss

The Frost Tyrant

The wastes’ cold, given wings and a crown. It rarely touches your dice: it simply makes sure they never cool.

Its nature

Rules that hold for the whole fight.

  • Frostbitten Every die that breaks costs you more stability.
  • Glacial Grip Throw many dice at once and every one of them runs hotter.
  • Permafrost Every cooling takes less heat off.

Its attacks

One a turn, always in this order, so you can plan around it.

  1. Glacial Transfer The d4’s Siphon keeps all the heat it draws.
  2. Cold Rend Whenever a die is cooled, another takes heat in its place.
  3. Glacial Drag Your dice cool less at the end of the turn.
  4. Stillfrost Momentum’s combo can’t grow this turn.
  5. Winterfall Collapse Instead of cooling at the end of the turn, every die heats.

Where it cracks

As its health falls it cracks, and every crack makes it more dangerous.

  1. Next turn, your dice don’t cool at all.
  2. Next turn, no die’s ability acts.
  3. Your hottest dice short of Overheat take a burst of heat.
The Prism Sovereign, a towering figure of violet crystal, light splintering around it in the Void

Chapter 3 · Boss

Prism Sovereign

A crown of violet glass at the heart of the Void. Every die you throw at it feeds it, and every odd total brings its Nova closer.

Its nature

Rules that hold for the whole fight.

  • Crown of Refraction Every die you throw runs hotter and grows unstable, the dice beside it heat too, and an odd total charges its Nova.

Its attacks

One attack, waiting every turn.

  1. Refraction Nova Once its charges are full: stability lost for every stack of Instability on your dice, some dice kept from cooling, and heat on every die.

Where it cracks

As its health falls it cracks, and every crack makes it more dangerous.

  1. Its Nova charges further.
  2. Every die heats by how unstable it is.
  3. For the rest of the fight your rolls hit it harder, and its Nova needs fewer charges.

Into the forge

One run, from the first throw to the last Boss.

Three dice armed in the tray under a lava-lit foe, the die panel spelling out the d8’s ability and heat
Building a roll Arm the dice you’ll throw. Each card shows how hot it runs, and the panel what its ability does now.
The spoils after a fight: three dice on offer in an ornate dialog, embers rising behind it
Spoils Every foe you bring down offers a new die for your bag. Some are rare, some carry tags of their own.
A roll landed in front of The Obsidian Colossus, its dice streaking into it over a sea of lava
The Obsidian Colossus The dice land in a row and fire into the foe. Chapter 1 ends at the feet of a mountain of black glass.
Winterheart in a frozen arena, the dice in the tray rimed with frost and one frozen in ice
Winterheart Chapter 2’s foes bring frost: it slows your cooling, and a die that takes too much freezes solid.
Void Spawn, Void Leech and Void Wisp side by side, each with its own health bar, two dice armed
The Void Chapter 3 opens on three foes at once. Pick which one each roll is aimed at.
A roll firing into Prism Sovereign, a towering figure of violet crystal in the Void
Prism Sovereign The last fight of the run. Bring it down, in as few turns as you can.