A Dicey AdventureA game by Winter & Mike Wokasch
CARDS. DICE. QUESTIONABLE DECISIONS.

Build your deck.Take your chance.

A cooperative dungeon game for 1–3 players. Build your party. Roll low.

Start your adventure.

Have an invitation code?

Solo or up to 3 players. No account needed.

YOUR STARTING HAND

Five cards.
So many ways out.

4 Sword 2
4 Magic Wand 2
9 Battle Cry Destroy this card and discard 1 other chosen uncommitted card from your hand to automatically succeed at the current non-boss encounter. Gain its card reward. Clear the encounter’s planned cards first.
Make them count
MORE WAYS TO SURVIVE

Find your edge.

6 Arcane Shield When committed against a Trap, this roll has advantage. Forced disadvantage still applies.
4 Precision Strike 2
BEHIND THE NEXT DOOR01 / 03
Enemy

Goblin Warrior

Advantage

On failure: Take 1 damage.

A preview from the real dungeon deck.

THE EXPEDITION
01Explore02Adapt03Survive

Three dungeons. Three different bosses.

YOUR NEXT UPGRADE

Fire Bolt

Win it. Buy it.
Make room for it.

4 Fire Bolt Add 1 extra against an Enemy or boss.
PLAY SOLO OR TOGETHERNO ACCOUNT NEEDEDSCROLL TO LEARN
OPEN PARTIES

Join an expedition.

Public parties waiting to enter the dungeon. Enter your name in the start form above, then choose a party.

Looking for adventurers…

02 / LEARN

Learn by taking a chance.

Practice with the same cards, encounters, and odds as the real game. Nothing here changes your expedition.

PRACTICE 1 / 4

Manage your hand

Start with five cards and five health solo or four health in multiplayer. Your first encounter gives no extra draw. At later normal encounters draw two, then choose excess cards to discard until you are back to five.

Five cards, ready for your first encounter.

Discarded cards stay in your deck. Destroyed cards are permanently removed. Damage reduces health without removing cards.

03 / THE FIELD GUIDE

Survive the whole expedition.

How does an encounter work?

Begin with exactly 5 cards and 5 health solo or 4 health in multiplayer. Draw 2 at each later normal encounter and discard excess cards back to your hand limit of 5. Select cards and choose Strength, Finesse, Radiant, or Arcane. Each matching icon increases your success range. Roll low to succeed and earn 1 coin plus the displayed approach reward. Coin approaches grant extra coins.

What happens to my cards?

Played cards normally go to your discard pile, even on failure. Discarded cards can return when your draw pile empties and the discard pile is shuffled. Destroyed cards leave your deck permanently. Damage reduces health, not cards. Keep unused cards between encounters.

How do we choose a route?

Clear overlapping cards or follow connecting paths to uncover deeper routes. Solo players choose an open route. Multiplayer parties vote for 30 seconds. The most votes wins, with a random choice among tied leaders. A top-row encounter unlocks the boss.

How do we win?

Defeat a different boss in each of three dungeons. Each successful attack removes one boss-health segment. Bosses use a rotating power between rounds. The 1-coin success reward and approach rewards wait until the boss falls. Cards, coins, health, and curses carry into the next dungeon. The expedition ends in defeat if everyone is unconscious or an adventurer loses every usable card.

When do we skip the normal draw?

The first encounter already has your starting hand. Repeats, extra encounters, unknown-route switches, and markets give no extra draw. Ambush prevents all draws through its goblin fights. Card effects and boss powers can reduce or skip a later draw.