
Roll to Ruin is a medieval dice roguelite. Roll, hold, bank or farkle — Farkle rules with a deckbuilding twist. Battle through seven taverns, build your dice deck, wield 34 badges to flip the table. Outscore your rival or lose it all. Dice are fate. Every wager counts. Just one more... right?
Modeled estimate, not a reported figure. How we estimate →
About
Welcome to the table. Dice in hand, relics on your lap. Across from you: seven bastards who want nothing more than to see you ruined.
Roll to Ruin is a medieval dice roguelite built on Farkle rules and deckbuilding. Every run comes down to the same thing: roll, hold, farkle or score, then hit the target before the bastard across the table does.
Most of the time, you won't.

Roll & Score: Roll six dice each turn, hold at least one scoring face, then decide — push your luck or bank? Farkle means walking away with nothing.
Score Attack Duel: From a tavern drunk to the Crow King in the depths, every opponent has their own personality, strategy and badge arsenal. First to the target wins.
Badge Power: 34 badges covering score boosts, multipliers, face-shifting, counter-play, and more. Activate at the right moment and flip the table.
Dice Are Your Deck: 39 dice, each with its own probability curve. 5 types of bags and 8 direct purchases — build your deck between runs at the shop. Fair Die, Backroom Die, Stub-Finger Die, Lead-Core Die — can you put together a deck worth betting on?
Farkle × Deckbuilding: classic dice gambling, rebuilt as a limitlessly replayable Roguelite
7 Chapters: from the Dawn Inn to The Undercroft — stakes climb, opponents get meaner
AI With Personality: personality-driven AI and badge-use strategy — every opponent delivers a distinct experience
Medieval Watercolor: dip-pen ink and watercolor bring the tavern table to life
10–30 Minutes Per Run: long enough for a drink, not long enough for dinner
"...Just One More..."
— some gambler, crawling back to the table after going broke
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, Italian, German, Spanish - Spain, Russian, Japanese, Traditional Chinese, Portuguese - Brazil, Korean
Reviews
[h1][b]《一夜白骰》:见好就收的“快艇骰子”PVE战局[/b][/h1] [hr][/hr] 作为类德州的快艇骰子,在相当多的游戏中都曾做过玩法要素出现过;本作则是基于快艇骰子做了一些变体,而[b]切入点,恰恰就在骰子的“重铸”与“计分”上。[/b] [h2][b]骰骰是道:越赚越勇越开袋,预组强力六骰子[/b][/h2] 每一场入局前,玩家都可以对于已有的骰子进行任意数量(≤6)的[b]装配[/b],骰子除了骰面会有癞子或者随机的能力等,更实用的则是“[b]偏向[/b]”机制——蓝色骰面则意味着略微偏向该点数,黄色骰面意味着明显偏向对应点数,红色骰面以为着特别偏向对应点数,而且部分骰子可能只是换皮(标准骰)。这些功能、部分以及偏向的点数会让射幸的甩骰多出一些固定感。 而玩法本质上以快艇骰子为基,[b]特别偏向某一个数值的六个骰子会有助于六连,但是也会出现“大概率发生小概率”事件,然后出现散牌,最终计分上有偏。[/b] [b]在随机下努力找到策略编排感,是预组骰子流派的策略玩法。[/b] [h2][b]一夜白骰:赌出高分或是爆牌归零[/b][/h2] 传统的快艇骰子是在限定轮次的重铸中进行既有牌组的优化,比如凑出双对后就会有先天凑出葫芦的冲动,于是将双对子归于不可动的区域,重刷孤零零的色子,毫无心里挂碍地刷出满足的点数/或者是轮次耗尽后以双对子收尾。 本作不是,第一骰子数来到六颗,[b]这种既有牌组的选择开始变成了,能割一波小分就割一波小分,如果要攒波大的可能没那么容易;[/b]当割小分后,有时候如果在场可以重铸的骰子数量也比较少了,有时候就需要[b]见好就收,因为如果最终骰子滚动,在场骰子的分数为0,则视为爆牌,玩家本轮就不能计分了。[/b] [b]至于计分,则是对于见好就收的计分累计,最终达到目标分数便可以挑飞当前敌人,拿到金钱后可以去商店购买骰子,即“开袋”,预组出更强力的骰组。[/b] [h2][b]“徽骰”是岸:徽章作为遗物带来的变数[/b][/h2] 颇似小丑牌的是,游戏中会出现二选一的徽章,这些徽章就像遗物,比如说开局加分,减少达成分数的难度;或者是遇到爆牌的时候可以重置在场骰子,像是缓冲一轮。不管是哪一种,都与既有构筑、攒分策略息息相关,可以说的是,通过对于传统快艇骰子进行变体,本作做出了一个目前体量一般,但是极有发展前景(如制作组说的无尽模式)的玩法,让赌徒在赚亏输赢之间,至少是爽了。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
Solid game. Definitely scratches the itch I had to play Farkle.
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Very good. It scratches the itch if you enjoyed Kingdom Comes farkle dice game.
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