Official gameplay guide

How to play Tumble Tavern.

Carry three enchanted runestones that can turn a bad throw around. Choose six dice, hold scoring sets and decide when to bank.

The turn

Four choices shape every throw.

Every turn begins with a loadout and ends with a decision. The value comes from what you hold, what you cast, and whether you stop while the score is still yours.

  1. 01

    Choose your loadout

    Select six dice from a collection of nine, then equip three runestones from eighteen. Each die and spell changes the risks available at the table.

  2. 02

    Throw and hold

    Roll the available dice. When a combination scores, hold that set on the table and keep the remaining dice ready for another throw.

  3. 03

    Cast a runestone

    Use a carved runestone to protect the turn, disrupt a rival, change the value of a set, or reshape what happens next.

  4. 04

    Bank or roll again

    Bank what the turn has earned, or put it back at risk. If the next throw cannot produce a legal scoring set, a Ruin takes the turn.

Build the score

Hold the combinations that count.

A scoring set leaves the throw and stays on the table. The unheld dice remain available, so each safe hold narrows the next decision.

Score with all six dice and Second Wind returns the full set for another throw. The score keeps climbing, but it is not safe until you bank it.

Six dice on the Tumble Tavern table with scoring dice held in glowing rings
A held set remains on the table while the rest of the turn stays in play.
Banking secures the points earned during the turn.

Make the call

Bank the score or defy the odds.

Banking ends the turn safely. Rolling again creates another chance to score, but a throw without a legal scoring set causes a Ruin and takes the unbanked turn with it.

Runestones can protect that decision or make it more dangerous. Your six dice determine the shape of the loadout; your three spells determine how you bend it.

Explore all nine dice and eighteen runestones

Ways to play

One table. Four ways to play.

01

Quick Wager

Choose a stake and face a rival across four tables, from Friendly to Gold.

02

Endless Gauntlet

Bring your own loadout or choose Underdog. Face 12 rivals, then repeat the final table while the streak lasts. A loss ends the run.

03

Campaign

Take on twelve fixed fights in order, each built around a specific problem.

04

Local Duel

Pass the table and settle the score with two-player local hot-seat play.

Beyond a single throw

Get to know all 12 regulars.

Meet 12 tavern Regulars with their own styles and habits. Each match gives you another chance to try a different loadout.

The regulars screen keeps track of rivals you have beaten and those still waiting across the table.

The regulars collection with reputation badges and rival portraits
Familiar faces. Another reason to return to the table.