Dice Throne
Roll into battle with a deck-and-dice combat system where every
champion plays like a completely different game. Manage your
health, build combo chains, and out-maneuver your opponent one
clash at a time.
1. Setup
Each player takes their chosen hero's board, leaflet, and
tokens. Set your Health Dial to 50 (in a 1v1 game) and your
Combat Points (CP) Dial to its starting value. Shuffle your
deck and draw your starting hand. Roll a die — highest goes
first as the Start Player. Some heroes have unique setup
steps listed under "Hero Setup" on their leaflet.
2. Turn phases
- Upkeep — resolve status effects and passive triggers.
- Income — gain CP and draw a card (the Start Player skips this on turn 1).
- Main Phase 1 — play Hero Upgrade or Main Phase Action cards, or sell cards for CP.
- Offensive Roll Phase — roll to activate an ability.
- Targeting Roll Phase — roll to pick a target (multiplayer only).
- Defensive Roll Phase — the defender may activate their Defensive Ability.
- Main Phase 2 — identical options to Main Phase 1.
- Discard Phase — sell cards down to a 6-card hand limit.
3. Dice & abilities
On your Offensive Roll Phase you roll your five dice up to 3
times, re-rolling any you like each attempt, chasing the
Activation Requirement of a single Offensive, Defensive,
Passive, or Ultimate Ability. Only one ability can be
activated per Roll Phase — rolling the requirement for more
than one just means you choose which to use.
4. Combat & damage
There are 5 damage types — normal, undefendable, pure,
collateral, and ultimate — each with its own rules for
whether it can be defended against, avoided, or modified.
Normal damage lets the defender activate their Defensive
Ability; the rest either bypass or restrict it. All damage
and prevention effects accumulate and are applied
simultaneously at the end of the Roll Phase.
5. Cards & CP
Action cards come in three flavors by border color: red
Instant Actions (playable anytime, even to interrupt), blue
Main Phase Actions (your turn only), and orange Roll Phase
Actions (any Roll Phase, any player's turn). Spend CP to play
them or to upgrade abilities — your CP Dial caps at 15. Sell
unwanted cards during Main Phase or Discard Phase to refill it.
6. Winning
Reduce your opponent's Health to 0 to win. If all remaining
players are reduced to 0 at the same time, the game ends in a
draw. Every hero also has an Ultimate Ability, activated only
by rolling five 6's — once triggered, nothing can prevent,
reduce, or respond to its effects.
- Ability
- Printed on the Hero Board, minion card, or boss panel. See Offensive, Defensive, Passive, and Ultimate Abilities for the different types.
- Action cards
- Single-use cards played for a benefit. Color-coded by when they can be played: Instant (red), Main Phase (blue), or Roll Phase (orange).
- Active Player
- The player whose turn it currently is.
- Attack
- An Offensive Ability that deals at least 1 damage to an opponent (not counting collateral damage).
- Attack Modifier
- Any card or status effect that modifies an Attack. Can only be used on Attacks, and only played on an Attack you're activating on your own turn unless stated otherwise.
- Chaos Dice
- The 5 dice used by Minions and Bosses in Dice Throne Adventures.
- Combat Points (CP)
- Spent to play cards and activate Hero Board abilities. Capped at 15; increases during your Income Phase.
- Companion
- A token, dial, or custom component some heroes control. Not a status effect, so immune to status-effect interactions, but can still be interrupted.
- Damage types
- Normal, undefendable, pure, collateral, and ultimate — each with its own defendable / avoidable / modifiable attributes.
- Defender
- The player being targeted by an Attack.
- Defensive Ability
- Activated during your Defensive Roll Phase if an opponent's Attack dealt Normal Damage. Denoted by an ability name and dice count over a green shield.
- Final Dice Result
- The result of your five dice after all Roll Attempts and dice modifications are finished.
- Health Dial
- Tracks your life total. At 0 you're defeated; you can heal a maximum of 10 above your starting Health.
- Hero Upgrade
- A card that permanently upgrades a named space on your Hero Board. Can be played directly to level III, paying only the difference in cost if upgrading from level II.
- Inflict
- Take the status effect's corresponding token and place it on the receiving player's Hero Board.
- Offensive Ability
- Activated during your Offensive Roll Phase. Only one can be activated per Roll Phase.
- Passive Ability
- An always-on effect described on the Hero Board; how it triggers varies by hero.
- Roll Attempt
- A dice roll performed to Activate an Offensive or Defensive Ability. You get up to 3 per Offensive Roll Phase.
- Status effect
- A positive or negative token gained or inflicted through cards or abilities. Some are "spendable" and can be used any time unless noted otherwise.
- Ultimate Ability
- Requires rolling five 6's to activate. Once triggered, no card, status effect, or ability of any kind can respond to or reduce it.
- Upkeep Phase
- The first phase of your turn — resolve any status effects, abilities, or Companions that trigger here.
What does "Chosen Player" mean, versus "Chosen Opponent"?
"Chosen Player" means you pick the person — that includes yourself, a teammate, or an opponent. "Chosen Opponent" means any player who is not you or on your team.
Can I interrupt a Main Phase or Roll Phase card by spending a status effect or playing an Instant Action?
Yes — status effects are considered Instant Actions. But you cannot interrupt an Instant Action or a spendable status effect the same way: once one is spent, its effects can't be interrupted.
If a card says "remove one status effect," do I remove one token or all of that type?
Just one token — each token is treated as its own discrete instance of that status effect. "Remove all status effects" means all of them, good or bad.
What is a Stack Limit?
The maximum number of tokens of a status effect a player may have at any time — e.g. "Stack Limit 1" means no more than 1 of that status effect at once.
If an opponent's ability does no damage, do I still get a Defensive Roll Phase?
No — to activate your Defensive Ability you must be Attacked for at least 1 point of defendable damage.
Can I use an Attack Modifier on an ability that doesn't deal damage?
No — the ability must be an Attack that deals at least 1 damage for an Attack Modifier to apply.
Does collateral damage automatically hit every opponent?
No — collateral damage has special targeting rules specified on the card or ability, and doesn't count as an Attack.
What happens if I run out of cards in my deck?
Shuffle your discard pile to create a new deck.
These rulings are a curated sample pulled from the official rules reference. For the complete, dynamically
updated rules — including every hero's full clarifications and index of every term in the game — see
Rulepop's Dice Throne Rules Reference ↗.