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Roll to Ruin

Roll to Ruin is a medieval dice roguelite. Roll, hold, bank or farkle — Farkle rules with a deckbuilding twist. Battle through seven taverns, build your dice deck, wield 34 badges to flip the table. Outscore your rival or lose it all. Dice are fate. Every wager counts. Just one more... right?

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About the Game

Welcome to the table. Dice in hand, relics on your lap. Across from you: seven bastards who want nothing more than to see you ruined.

Roll to Ruin is a medieval dice roguelite built on Farkle rules and deckbuilding. Every run comes down to the same thing: roll, hold, farkle or score, then hit the target before the bastard across the table does.

Most of the time, you won't.

How It Works

Roll & Score: Roll six dice each turn, hold at least one scoring face, then decide — push your luck or bank? Farkle means walking away with nothing.

Score Attack Duel: From a tavern drunk to the Crow King in the depths, every opponent has their own personality, strategy and badge arsenal. First to the target wins.

Badge Power: 34 badges covering score boosts, multipliers, face-shifting, counter-play, and more. Activate at the right moment and flip the table.

Dice Are Your Deck: 39 dice, each with its own probability curve. 5 types of bags and 8 direct purchases — build your deck between runs at the shop. Fair Die, Backroom Die, Stub-Finger Die, Lead-Core Die — can you put together a deck worth betting on?

Highlights

  • Farkle × Deckbuilding: classic dice gambling, rebuilt as a limitlessly replayable Roguelite

  • 7 Chapters: from the Dawn Inn to The Undercroft — stakes climb, opponents get meaner

  • AI With Personality: personality-driven AI and badge-use strategy — every opponent delivers a distinct experience

  • Medieval Watercolor: dip-pen ink and watercolor bring the tavern table to life

  • 10–30 Minutes Per Run: long enough for a drink, not long enough for dinner

"...Just One More..."

— some gambler, crawling back to the table after going broke