In the silent darkness, something stirs just beyond your sight. Deep Dark Dice invites you into a world of grim fantasy, where courage is tested and hope hangs by a thread. Together with your allies, you will descend into cursed places, uncover deadly monsters, and rely on steady hands to survive.
Each roll of the dice tempts fate—bringing either a flicker of hope or a brush with death. Can you trust your trembling hands—and the companions beside you—to survive the depths?
Before you descend into darkness, you must understand the tools at your disposal. Everything in this box serves a purpose—some to aid you, some to define you, and some to challenge you. Study them well.
Here’s what you’ll be working with:
Need details on Status Effects, Mechanics, or other aspects of the game? Visit the CODEX for a more detailed breakdown of each concept.
There are 3 Scenarios in the base game. Each has 8 Locations, 7 monsters, and a BOSS. (The boss may have multiple phases / more than one card). You will need to select the grim journey the Heroes will undertake. Once selected, set its location and monster cards above the battlefield.
Before the journey begins, each player selects a Hero. Each one fights, survives, and supports allies in their own way. Some rely on brute force, others on precision, magic, or bending time itself.
This choice shapes how you will face the trials ahead. Your hero’s strengths and abilities will define your role in the party—and the way you carve your path through the darkness. Take a close look at the Hero Cards and consider which will be your avatar in this dark and deadly world.
Take a moment. Read their names. Feel their presence.
Each Hero Card Has listed Stats that define how healthy, strong, and armored the Hero is. It also lists the Hero's Abilities that can be used in battle.
Choose a Hero that inspires you - but then consider that Hero's Role and Difficulty. These two defining aspects are listed on the Hero Card.
DIFFICULTY: At the base of the card, the difficulty is listed. Some Heroes mechanics are easier for newer players. Others have more complex mechanics and/or require skilled rolls to be effective at all.
ROLE: At the base of the card, the Heroes Role is listed. The Role describes the hero's playstyle and how it fits into the composition of a party. The banner colors on the cards correspond to these roles.
With your hero chosen, your first step into this ominous world is complete.
Your Hero Card represents your chosen warrior, displaying their strengths, weaknesses, and special abilities. But in battle, these values will change as you take damage, activate abilities, and struggle against the forces of darkness.
This is why you have a Character Sheet. It is your personal record, tracking your hero’s condition as the game unfolds. The Hero card defines the Base of your Hero, while the Character Sheet tracks their current health, advancement, ability use, and other properties of the Hero during Battle.
The symbols on your Hero Card and Character Sheet are designed for quick reference:
Need details on Status Effects or how abilities work? Visit the CODEX for a full breakdown.
With your heroes chosen and Character Sheets prepared, it’s time to bring the world to life. Arrange the components so the party can quickly access what they need. You will want everything within reach—because once the descent begins, there’s no turning back.
When everything is in place, your table should look something like this:
The table is set. The battlefield is empty—for now. The air is still, the weight of the unknown pressing down. It is time to reveal the first location.
Flip the top card of the Location Stack.
The world beyond the veil is revealed. A haunted forest, where the trees whisper warnings? A grim and crumbling graveyard shadowed by a foreboding presence? A cursed ruin, where footsteps echo in places no one stands?
Each location brings its own challenge. With the card revealed, observe the location’s passive effect. Some locations will create obstacles, others will test your resolve, and some may even change the structure of the battlefield itself.
Follow the instructions on the Location Card.
The location might force you to change the BATTLEFIELD. If it demands OBSTACLE DICE, roll them now or place them in the required pattern. If it introduces a hazard that will affect your heroes in battle, note that as well. Take heed—this world is cruel, and even the ground beneath your feet may seek to end you.
Locations may have icons or trigger effects that you don't recognize. Remember, if you need details on Status Effects, Mechanics, or other aspects of the game, visit the CODEX for a more detailed breakdown of each concept.
Once the location effect is resolved, it is time to face whatever lurks within.
The first battle has begun. Before rushing in, you must understand what horrors stand before you. Flip over the first monster card, in the same manner as the location card.
Study the enemy - know the aspects of your foe.
Every monster fights in its own dark and twisted way. Some are slow and relentless. Others are cunning and evasive. And some- like the Boglings -are more dangerous before they take damage.
Before you engage, study the enemy. What triggers its power? What does it punish? Some monsters strike harder when you are wounded. Others wait for a fumble to launch special attacks or inflict heroes with dire curses. Monsters never act on their own… but they will react the moment you slip.
Monsters may have icons or trigger effects (such as DOOMED or POISON) that you don't recognize. Remember, if you need details on Status Effects, Mechanics, or other aspects of the game, visit the CODEX for a more detailed breakdown of each concept.
The Passive Ability on the Monster Card is one of the most important properties of the monster. Monster Passive Abilities are activated by certain conditions and have certain effects. Icons on the left side of the Ability indicate what triggers it (such as a Hero health being less than max, or on Player Fumble) And icons on the right indicate the effect that occurs under those conditions. Monsters often trigger nasty effects on Player Fumble, so keep an eye out for these effects when a player fails a roll.
Boglings: Their Passive Ability means that as long as they remain at full health, their attacks are stronger. The party must strike early and disrupt their aggression to avoid additional damage.
Your enemy stands before you - Now the Battle begins.
A session of Deep Dark Dice is composed of 8 Battles. Heroes begin the active part of the game by starting the first Battle (after Location and Monster have been Revealed). Each Battle is made up of a Location and a Monster. The Battle will continue until all players are Downed or the Monster reaches 0 health (dies).
They Players play through a battle in Rounds, and during each Round, every surviving hero takes one Turn in the chosen order.
Monsters do not take turns—but they will always punish your failures without hesitation.
The monster stands before you. Its breath is thick with rot. Its form towers in the gloom.
The battle has begun.
As the Battle begins, the Players must decide who goes first. The choice of the initiating hero can shape the entire encounter. Some heroes can stun, shield, or strike with deadly force—others may thrive when following an ally's setup or attack.
Choose one player to take the first turn. Turns will proceed clockwise around the table until the battle ends.
Discuss. Strategize. Then choose. The battle begins once the first hero takes their turn.
A player turn consists of 3 Phases:
Each player may take up to 3 actions at the beginning of their turn:
You may only use one Item per turn — choose wisely.
If you choose to use an Ability, use it carefully. This is a pivotal moment for your Hero!
Passive Ability – While your Passive Ability cannot be actively used, pay attention to its conditions and effects, as they might affect your other actions this Turn!
Active Ability – Active Abilities are unique for each hero and may be used once per Battle. These must be used at the beginning of the turn unless the
Interrupt symbol is present to the left of the ability. This symbol indicates the Ability may be used at any time, or under very specific conditions. For example, the Champion's Body Block ability is only used immediately after a Hero would take damage to transfer damage from the target Hero to Champion.
Ultimate Ability – Ultimate Abilities are unique for each hero and may be used once per Session. Ultimate Abilities are very strong and can easily turn the tide of battle. Players may want to discuss and coordinate, as some abilities are best used to augment another Hero's actions. These must be used at the beginning of the turn unless the
Interrupt symbol is present to the left of the ability. Make sure to mark on your Character Sheet when your Ultimate Ability has been used!
Monsters may have icons or trigger effects (such as STEALTH or REROUTE) that you don't recognize. Remember, if you need details on Status Effects, Mechanics, or other aspects of the game, visit the CODEX for a more detailed breakdown of each concept.
Once your action is resolved and the Active Phase is complete, the turn ends and the next hero takes their turn.
Use your abilities wisely, but remember - hold them for too long - and you might just be too dead.
Items and abilities may tilt the odds—but in the end, all pales before the almighty dice roll.
In Deep Dark Dice, attacking is not just a random number and a stat check. It's a test of skill. Your hand, your nerves, your accuracy—they all decide your fate.
Pick up your Battle Die and aim for the Battlefield.
This is where your fate is decided. Every attack roll must land here to count.
HITs and CRITs deal damage to the monster.
MISS or FUMBLE, and the monster hits you—without fail and without mercy.
The default die used for all attacks is the d20. It’s balanced, reliable, and fair. Players will begin the game using this die.
However, the world of Deep Dark Dice is... unkind. As your hero gains Curse Levels, your attacks become harder to control. The Curse Track on your Character Sheet determines which Battle Dice you must roll at each level of curse.
The higher your Curse Level, the stranger and more unwieldy the die become—eventually reaching the dreaded d24. You’ll need to adapt your technique... or suffer.
And then, there is DOOM.
DOOMED is a Status Effect that can be inflicted upon a Hero by Monster Passives. DOOMED only lasts for a single turn, and overrides even the strongest curse. If you are DOOMED, your Attack Rolls during the next Turn must be rolled with the dreaded d60—also known as The Orb of Despair. Good luck, Hero.
In Deep Dark Dice, attacks must be rolled with skill and precision. Your hand, your focus—this is a test of skill, not chance alone.
All attack rolls must enter the Battlefield by passing through the Dice Entry Zone: the clear area of table space directly in front of the Battlefield. If your die doesn’t enter through this zone, the roll is invalid and counts as a FUMBLE.
Roll, flick, slide, arc—it’s your technique. As long as the die enters through the Entry Zone and comes to rest naturally, it’s fair play.
This rule ensures a consistent challenge for all players. No shortcuts. No dropping or rolling from the side. Just precision under pressure.
Roll with purpose. Each roll brings you closer to victory. Or defeat.
If you're still unsure how it all plays out, watch carefully. These are real examples of attack rolls during battle—one strikes true, the other... not so skillful.
A clean hit. Just enough to keep the monster at bay.
Too short... Not enough force behind the blow. The monster strikes back without hesitation.
If your die lands on the line between two zones, examine the bottom face of the die - the one touching battlefield. If it is touching the line between to zones (miss/hit) or (hit/CRIT) use the better result. A borderline HIT still counts as a HIT.
A borderline CRIT still counts as a CRIT. Lucky you.
This counts as a HIT, but only by the razor's edge.
When you land a
HIT or a
CRIT, it’s time to see how deep the blade was plunged. Your
Attack Damage Stat is listed on your Hero Card—this is your Hero's primary amount of damage. (It can also be increased by Leveling Up, or Items - which we'll cover soon)
Some Abilities or Items may grant
Bonus Damage. This is extra power added to your next attack, or sometimes your entire turn. Bonus Damage does not last—it fades after the effect ends.
A regular
HIT deals your total damage: Attack Damage + Bonus Damage. If it has
Armor, reduce the damage by its Armor value.
If you land a
CRIT, you double all damage: your Attack Damage + any Bonus Damage. If it has
Armor, reduce the damage by its Armor value.
Strike with precision... and your blow could be deadly.
If a Player rolls a
Miss or a
Fumble, the Monster's moment has come and it will attack with ferocity. The Monster's
Attack Damage Stat is listed on its Monster Card—this is the Monster's primary amount of damage it will inflict on the Hero who failed the attack.
In the case of a
Miss the Monster deals its total damage: Attack Damage + Bonus Damage to the Hero who Missed. If the Hero has
Armor, reduce the damage by the Armor value.
A
Fumble functions identically to a Miss, with one potential exception. Location and Monster Passives often trigger effects when a Hero Fumbles. These have a wide variety of effects. Some may inflict a Status Effect, cause the monster's attack to deal extra damage, or other even more nefarious effects.
Once the die has landed and damage is dealt, resolve the consequences.
Every strike brings you closer to death… or victory.
When a Hero reaches 0 hp during a Battle, they become DOWNED. Downed Heroes cannot take turns during the Battle and cannot be the target of any effects (other than
Revive). The Downed State cannot be removed by healing, but can be reversed by
Revive, which can be initiated by some Abilities or Items. Downed Heroes do not get to roll for Leveling Up during the Level Up Phase. Heroes stay Downed until the end of the Level Up Phase, after which, all downed Heroes are automatically revived.
If the monster’s health is reduced to 0, the battle ends. You have survived—this time. All heroes still standing continue the journey.
Downed heroes will be back for the next battle, but do not level up.
The deeper you go, the harder it gets. Every victory must be earned.
If all heroes are downed at the same time, the game ends in defeat.
No treasure. No escape. The dungeon claims another group of would-be legends.
The final boss falls. It last gurgling scream echoes into silence. The darkness is driven back—
for now.
If the party survives...
Clear the battlefield of all obstacle dice. Victory brings reward—but the spoils come with a choice... and sometimes, a price.
The player who struck the Final Blow (with one of their heroes) draws 1 random item from the Item Deck.
If the Location has the
Hidden Treasure icon at the bottom—like in the Forbidden Sanctum—this phase follows the standard Treasure Phase.
Heroes can carry powerful Items—earned during the Treasure Phase, found as Hidden Treasure, or gained through other effects.
There are two main types of items:
🔸 Each hero may only use one item per turn. This can be a consumable or an ability granted by equipment.
After the Treasure Phase, the dust settles... and those who still stand may grow stronger.
Only players whose heroes were not downed at the end of battle may roll to level up.
The result determines whether your hero grows stronger:
Make sure to record stat gains during the Leveling Phase on your Character Sheet! To do this, increase affected stats in the "Adjusted Max" and "Current" columns.
The threat of the Boss looms in the deep. Heroes who fail to level will fall behind—quickly.
With the Level-Up Phase complete, the party presses forward.
The journey spirals—each battle harder, each decision heavier.
A familiar return, but to a darker and more dangerous encounter.
The Battle Loop repeats until all characters are downed or the Boss is defeated.