Roll the Dice and Conquer the Battlefield
Step into the arena with Dice Wars, a quick and ready-to-play tactical card game for up to 8 players where creatures, warriors, and powerful forces clash using simple dice mechanics and strategic card play.
THEMED DECKS
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DECK POWERS
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CARDS TO COLLECT
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UNIQUE HEROES AND FOLLOWERS
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PLAYER SUPPORT
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What is Dice Wars?
Featuring intuitive dice-rolling mechanics, flexible board placement, and sleek minimalist artwork, Dice Wars is easy to learn and endlessly replayable. Victory comes not by reducing health points, but by eliminating all of your opponent’s Heroes and Followers. Outsmart your enemy, and rule the battlefield.
Starting the Game
Each player commands a deck of 24 unique cards; 6 Heroes, 6 Followers, 6 Power Cards and 6 Shield Cards; each numbered 1 through 6 to represent a side of a die.
At the beginning of the game, split your deck into two piles: one for Heroes and Followers and one for Power and Shield Cards. Shuffle both piles and draw three cards from each. Roll two six-sided dice to decide who goes first; higher total wins. If playing with more than two players, the winner chooses whether turns proceed clockwise or counterclockwise.
Turn Structure
At the start of your turn, replenish your hand until you have three cards from each pile. If a pile is empty, you cannot draw from that pile. Then, roll two six-sided dice. You may play one card for each die, as long as its value is equal to or less than the number rolled. If you don't like the result, you may re-roll either or both dice once per turn. If re-rolling both dice, you must roll them at the same time. Once you play a card, you may no longer re-roll any dice for that turn. If at least one die matches a card in your hand after your final roll, you must play at least one valid matching card.
Power Cards and Shield Cards cannot be played if there are no Heroes or Followers on the battlefield for them to attach to. If you get no matching results after re-rolling both dice, or if your battlefield is full and you can't play any cards, skip to the Attack Phase. You may have up to three Heroes or Followers on the battlefield at a time.
Attack Phase
Each Hero and Follower may attack one enemy Hero or Follower per turn. Once you declare an attack, you cannot play any more cards for the rest of that turn.
Heroes
Heroes are strong units that automatically defeat enemy Followers regardless of value, but only when they attack first. If a Hero attacks another Hero, combat is resolved normally based on value: higher value wins; if both values are equal, both units are destroyed. Followers can still defeat Heroes if they attack first and have a higher value. Deploy your Heroes wisely or risk leaving them exposed.
Followers
Followers can defeat any unit with a lower value, including Heroes. If a Follower and an enemy unit have the same value, both are destroyed. Use your Followers early to draw out your opponent's units, and save your Heroes for when you need them most. When used strategically, Followers can punish overconfident enemies and turn the tide of battle.
Power Cards
Power Cards are placed behind a unit and increase its attack value by their value, but only when that unit initiates an attack during your turn. If a unit is destroyed, its attached Power Card is discarded. If a unit already has a Power Card, it cannot be replaced unless the current one is destroyed.
Shield Cards
Shield Cards are placed in front of a unit to absorb incoming attacks during your opponent's turn. If the attacker's value is equal to or higher than the Shield, the Shield is destroyed, leaving the unit exposed. If a unit is destroyed, its attached Shield Card is discarded. If a unit already has a Shield Card, it cannot be replaced unless the current one is destroyed.
Double Rolls and Deck Powers
Each deck has one of four Deck Powers: Control, Tempo, Sustain, or Aggro. When you roll a double (two of the same number), even after re-rolling one or both dice, you may activate your Deck Power. This ability always triggers before your normal plays and can only be used once per turn, even if you roll another double later. After activating your Deck Power, you may still re-roll either die, potentially turning the tide of battle. Master your Deck Power to break through your opponent's defenses, disrupt their plans, and seize control of the battlefield.
If there is no valid target or play, the double roll has no effect. You may also choose not to use your Deck Power, even if a valid option is available. Your Deck Power cannot be saved or used on a later turn; you must roll another double to activate it again.
Victory Conditions
A player is eliminated when all of their Heroes and Followers have been defeated, both on the battlefield and in their draw pile.
If a player has no Heroes or Followers on the battlefield, none in their hand that match a rolled value, and none remaining in their draw pile, they are eliminated from the game.
Go at it solo, or team up with a friend for a few turns. But how long will that alliance hold? In the end, only one player can rule the battlefield.
Featuring intuitive dice-rolling mechanics, flexible board placement, and sleek minimalist artwork, Dice Wars is easy to learn and endlessly replayable. Victory comes not by reducing health points, but by eliminating all of your opponent’s Heroes and Followers. Outsmart your enemy, and rule the battlefield.
Starting the Game
Each player commands a deck of 24 unique cards; 6 Heroes, 6 Followers, 6 Power Cards and 6 Shield Cards; each numbered 1 through 6 to represent a side of a die.
At the beginning of the game, split your deck into two piles: one for Heroes and Followers and one for Power and Shield Cards. Shuffle both piles and draw three cards from each. Roll two six-sided dice to decide who goes first; higher total wins. If playing with more than two players, the winner chooses whether turns proceed clockwise or counterclockwise.
Turn Structure
At the start of your turn, replenish your hand until you have three cards from each pile. If a pile is empty, you cannot draw from that pile. Then, roll two six-sided dice. You may play one card for each die, as long as its value is equal to or less than the number rolled. If you don't like the result, you may re-roll either or both dice once per turn. If re-rolling both dice, you must roll them at the same time. Once you play a card, you may no longer re-roll any dice for that turn. If at least one die matches a card in your hand after your final roll, you must play at least one valid matching card.
Power Cards and Shield Cards cannot be played if there are no Heroes or Followers on the battlefield for them to attach to. If you get no matching results after re-rolling both dice, or if your battlefield is full and you can't play any cards, skip to the Attack Phase. You may have up to three Heroes or Followers on the battlefield at a time.
Attack Phase
Each Hero and Follower may attack one enemy Hero or Follower per turn. Once you declare an attack, you cannot play any more cards for the rest of that turn.
Heroes
Heroes are strong units that automatically defeat enemy Followers regardless of value, but only when they attack first. If a Hero attacks another Hero, combat is resolved normally based on value: higher value wins; if both values are equal, both units are destroyed. Followers can still defeat Heroes if they attack first and have a higher value. Deploy your Heroes wisely or risk leaving them exposed.
Followers
Followers can defeat any unit with a lower value, including Heroes. If a Follower and an enemy unit have the same value, both are destroyed. Use your Followers early to draw out your opponent's units, and save your Heroes for when you need them most. When used strategically, Followers can punish overconfident enemies and turn the tide of battle.
Power Cards
Power Cards are placed behind a unit and increase its attack value by their value, but only when that unit initiates an attack during your turn. If a unit is destroyed, its attached Power Card is discarded. If a unit already has a Power Card, it cannot be replaced unless the current one is destroyed.
Shield Cards
Shield Cards are placed in front of a unit to absorb incoming attacks during your opponent's turn. If the attacker's value is equal to or higher than the Shield, the Shield is destroyed, leaving the unit exposed. If a unit is destroyed, its attached Shield Card is discarded. If a unit already has a Shield Card, it cannot be replaced unless the current one is destroyed.
Double Rolls and Deck Powers
Each deck has one of four Deck Powers: Control, Tempo, Sustain, or Aggro. When you roll a double (two of the same number), even after re-rolling one or both dice, you may activate your Deck Power. This ability always triggers before your normal plays and can only be used once per turn, even if you roll another double later. After activating your Deck Power, you may still re-roll either die, potentially turning the tide of battle. Master your Deck Power to break through your opponent's defenses, disrupt their plans, and seize control of the battlefield.
- CONTROL DECKS
- Masters of the Arcane
- Reapers of the Soul
- You may either destroy any enemy Power or Shield Card on the battlefield with a value equal to or less than the number rolled, or play a Power or Shield Card from your hand or deck with a value equal to or less than the number rolled. If you play a card from your deck, shuffle it afterward.
- TEMPO DECKS
- Creatures of the Deep
- Guardians of the Wild
- You may summon any Hero or Follower from your deck or hand with a value equal to or less than the number rolled. If you summon a card from your deck, shuffle it afterward.
- SUSTAIN DECKS
- Warriors of the Light
- Children of the Night
- You may summon any Hero or Follower from your discard pile with a value equal to or less than the number rolled.
- AGGRO DECKS
- Knights of the Blade
- Fury of the Machines
- You may destroy any enemy Hero or Follower on the battlefield with a value equal to or less than the number rolled.
If there is no valid target or play, the double roll has no effect. You may also choose not to use your Deck Power, even if a valid option is available. Your Deck Power cannot be saved or used on a later turn; you must roll another double to activate it again.
Victory Conditions
A player is eliminated when all of their Heroes and Followers have been defeated, both on the battlefield and in their draw pile.
If a player has no Heroes or Followers on the battlefield, none in their hand that match a rolled value, and none remaining in their draw pile, they are eliminated from the game.
Go at it solo, or team up with a friend for a few turns. But how long will that alliance hold? In the end, only one player can rule the battlefield.