Cream
Ivory Die
No enchantment. A reliable classic die.
Guildhelm StudiosOfficial loadout guide
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
The classic Ivory Die is steady. The enchanted dice reward specific set sizes, faces, patterns, and point thresholds.
Cream
No enchantment. A reliable classic die.
Orange-red
+25 points whenever this die is held in a legal scoring set.
Teal
+40 points when held as part of a set of three or more dice.
Violet
+150 points when held in a 750+ point scoring set.
Gold
+135 points when the held set shows three or more different faces.
Magenta
+85 points when held with a matching pair, but not a triple.
Grey
+85 points when held in a set of one or two dice.
Green
+64 points when held in any three-of-a-kind.
Pale gold
+64 points when the held set contains both a 1 and a 5.
Build the loadout
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 guideEquip three from eighteen
Runestones can shield a turn, add points, suppress a rival, or turn a confident throw into a wager.
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.
Shield the turn. If you Ruin, the shield breaks instead and you throw again for free.
Clear every rival rune waiting to hit you on your next turn.
Your rival cannot cast a rune on their next turn. Their runes are held, not spent.
Give up 200 banked points. Your rival throws two dice fewer on their next turn.
The next set you hold this turn scores 100 more.