Official loadout guide

Nine dice. Eighteen runestones.

Choose six dice and three spells before the first throw. Every loadout changes what scores, what survives, and how much of the turn you are willing to risk.

Choose six from nine

Every die changes what a set is worth.

The classic Ivory Die is steady. The enchanted dice reward specific set sizes, faces, patterns, and point thresholds.

Cream

Ivory Die

No enchantment. A reliable classic die.

Orange-red

Ember Die

+25 points whenever this die is held in a legal scoring set.

Teal

Tide Die

+40 points when held as part of a set of three or more dice.

Violet

Void Die

+150 points when held in a 750+ point scoring set.

Gold

Crown Die

+135 points when the held set shows three or more different faces.

Magenta

Mirror Die

+85 points when held with a matching pair, but not a triple.

Grey

Ash Die

+85 points when held in a set of one or two dice.

Green

Thorn Die

+64 points when held in any three-of-a-kind.

Pale gold

Star Die

+64 points when the held set contains both a 1 and a 5.

Build the loadout

Six dice must work as one table.

A high-value die may demand a large set. Another pays for a precise pair, a three-of-a-kind, or a hold that contains both a 1 and a 5.

Choose around the scoring shapes you want to chase, then use runestones to protect that plan or punish the rival across the felt.

Read the complete gameplay guide
Get close to the runestones and the dice they influence.

Equip three from eighteen

Spells for the moment the throw turns.

Runestones can shield a turn, add points, suppress a rival, or turn a confident throw into a wager.

01

Longshot

Name a face, then throw. Three or more of it adds 750 points to the turn. Fewer costs half of what the turn has made.

02

Aegis

Shield the turn. If you Ruin, the shield breaks instead and you throw again for free.

03

Sealbreaker

Clear every rival rune waiting to hit you on your next turn.

04

Frostbind

Your rival cannot cast a rune on their next turn. Their runes are held, not spent.

05

Bloodpact

Give up 200 banked points. Your rival throws two dice fewer on their next turn.

06

Fortune

The next set you hold this turn scores 100 more.

The full collection

  • Longshot
  • Aegis
  • Sealbreaker
  • Frostbind
  • Bloodpact
  • Fortune
  • Cinderlock
  • Jinx
  • Alteration
  • Tailwind
  • Fatestep
  • Omen
  • Foresight
  • Bargain
  • Backlash
  • Echo
  • Resonance
  • Wildcard