No.070 / 280Strategy & systems · Decks & synergies

Assign the Roll

Roll first, then slot each result into the ability that wants it most.

Prototype complexity
Who plays
Solo decisions
Design focus
Randomness · Planning · Optimization
Dicey DungeonsNo.070Dicey Dungeons

01The core loop

Action → feedback → next choice
  1. 01Roll the dice pool
  2. 02Check slot requirements
  3. 03Place dice into slots
  4. 04Effects resolve

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    You roll 6, 2, 1; a sword deals pip damage, a shield needs 3 or less, and a splitter halves a die into two.

  2. T2

    Turn 2 · The player chooses

    6 to sword, 2 to shield, 1 is left unused.

  3. T3

    Turn 3 · The feedback

    6 damage and 2 block; the 1 is wasted.

  4. T4

    Turn 4 · The next decision

    Next time, the player considers splitting 6 into 3+3 to feed both.

How it plays

Each turn you roll several dice; abilities have conditional slots like ‘even’, ‘3 or less’ or ‘damage equals pip’. Randomness lives in the roll and strategy in the placement, with some slots splitting or altering dice. Lit slots and damage numbers give instant feedback.

What the player weighs

  • High pips for damage vs for defense slots
  • Spend a modifier slot vs use dice as rolled

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Dicey Dungeons
D

Dicey Dungeons

P1

Each equipment card is a dice slot with conditions, and each character adds a twist, like flipping dice or charging up gear.

Astrea: Six-Sided Oracles
A

Astrea: Six-Sided Oracles

P2

Dice faces are purify or corrupt; you spend dice to hit enemies or power sentinel abilities, and corrupt faces hurt you (details may vary by version).

The difference worth noticing

In Dicey Dungeons the risk is a bad fit; Astrea makes the dice themselves a double-edged resource.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Assign the RollDecks & synergies+

Use dice to assemble a device in stages: each part accepts specific pips, and finishing within three turns activates a powerful machine.

Prototype this combo in Yoroll

→Follow the next idea

Decks & synergies

Pick One or Pass

Every win offers new cards, yet the sharpest pick is sometimes taking none.

Prototype complexity
Who plays
Solo decisions
  1. 01Win a fight
  2. 02Review a few offered cards
  3. 03Take one or skip
  4. 04Next fight tests the deck
Slay the Spire · Monster Train
Decks & synergies

Toss and Redraw

Throw away dead cards for fresh ones, spending limited tries to chase the one you need.

Prototype complexity
Who plays
Solo decisions
  1. 01Read your hand
  2. 02Pick cards to toss
  3. 03Draw replacements
  4. 04Commit or gamble again
Balatro · Slay the Spire
Decks & synergies

Clone Your Best Card

Copy the card you’ve already invested in and double the return on that investment.

Prototype complexity
Who plays
Solo decisions
  1. 01Grow a core card
  2. 02Find a copy effect
  3. 03Clone it with upgrades
  4. 04It shows up twice as often
Slay the Spire · Monster Train
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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