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Roll to Ruin

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About Roll to Ruin

Roll to Ruin is a medieval dice roguelite built around Farkle rules and deckbuilding. You face seven opponents in turn-based score attack duels: roll, hold, farkle or score, and try to reach the target before the opponent does. Each run takes 10–30 minutes, and the stakes rise across seven chapters.

Roll and score

Each turn, you roll six dice and hold at least one scoring face. You then choose whether to push your luck or bank your score; a Farkle leaves you with nothing. The first player to reach the target wins the duel.

Opponents and chapters

You face opponents ranging from a tavern drunk to the Crow King in the depths. Each has a distinct personality, strategy and badge arsenal, and the opponents grow meaner as you progress from the Dawn Inn to The Undercroft across seven chapters. Personality-driven AI and badge-use strategies shape each opponent’s play.

Build your dice deck

The game has 39 dice, each with its own probability curve. Between runs, you can build your deck at the shop using five types of bags and eight direct purchases. The dice include the Fair Die, Backroom Die, Stub-Finger Die and Lead-Core Die.

Badges and presentation

There are 34 badges, including score boosts, multipliers, face-shifting effects and counter-play abilities. Activate them at the right moment to turn a duel around. Dip-pen ink and watercolor give the tavern table its visual style.

Frequently asked questions

Steam lets publishers create keys to sell in other shops. Once you activate a key, the game is yours to keep, just like a store purchase.

Disclaimer: CD keys have an inherent 1–2% average failure rate. Check the shop terms for buyer protection info. Steam offers no buyer protection for keys bought in other shops and doesn't refund them.

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