THE CODEX

The Codex is a comprehensive resource containing all the information you might need to play Deep Dark Dice. This section goes into much deeper detail, defining terminology and explaining mechanics. If you need clarification or info, use the menu at left, or text search this page to find what you need!

HERO STATS

A Hero's statistics define everything about them, from how much damage they can take, to how much they can deal. Your Hero Card contains base stats, but as those stats are adjusted by Items, Abilities, or during Battles, you will need to updated the "adjusted" and "current" values on your Character Sheet.

Max Health Icon

MAX HEALTH

Stat

Max Health is the first and most important stat for any hero, as it determines how much damage can be taken before the Hero becomes Downed. Max Health is present at the top right of the Hero Card and is represented by a number within a green heart. This value base amount of HEALTH your HERO starts with at the beginning of a session.

At the beginning of the session, the Max Health value should be entered into "Adjusted Max Health" and "Current Health". Adjusted Max health can be increased by items, leveling up, abilities, and other conditions, so make sure to keep track of these changes.

When a hero Misses or Fumbles during a Battle and takes damage, that damage should be removed from "Current Health". If "Current Health" reaches 0, the hero becomes downed.
"Current Health" is reset to "Adjusted Max Health" at the beginning of each Battle

Attack Damage Icon

ATTACK DAMAGE

Stat

Attack Damage is the secondmost important stat for any hero, as it determines how much damage the Hero deals in a Battle. Attack Damage is present at the top right of the Hero Card and is represented by a number within a red crystal. This value is base amount of ATTACK DAMAGE your HERO starts with at the beginning of a session.

At the beginning of the session, the Attack Damage value should be entered into "Adjusted Attack Damage" and "Current Attack Damage". Adjusted Attack Damage can be increased by items, leveling up, abilities, and other conditions, so make sure to keep track of these changes.

When a hero Hits or Crits during a battle, "Current Attack Damage" is the primary value used to calculate damage. The Equasion for Damage on a Hit is [Current Attack Damage + Bonus Damage]. For CRIT, that final damage is doubled.

Armor Icon

ARMOR

Stat

Armor is the third most important stat for any hero, as it determines how much damage is mitigated (removed) when a Hero takes damage. Armor is present at the top right of the Hero Card and is represented by a number within a Shield. This value is base amount of ARMOR your HERO starts with at the beginning of a session.

At the beginning of the session, the Armor value should be entered into "Adjusted Armor" and "Current Armor". Adjusted Armor can be increased by items, leveling up, abilities, and other conditions, so make sure to keep track of these changes. Armor Equipment Armor items increase Armor. A hero cannot equip more than one Armor Item, unless the hero card specifies otherwise.

When a hero takes damage from an attack, subtract the Armor value from the damage taken. If the Hero was to take 3 damage on a Miss and has 2 Armor, they take only 1 damage.

Armor No Icon

If the Armor Icon has a / instead of a number, that Hero cannot equip Armor Items or gain armor in any way.

HERO ABILITIES

A Hero's Abilities are powerful components of any Hero. There are 3 types of Abilities, Passive, Active and Ultimate. These 3 types work very differently and are defined in this section.

Some Abilities have the interrupt symbol, which indicates they can be used under special circumstances (see below).

Passive Ability Icon

PASSIVE ABILITIES

Ability

PASSIVE ABILITY: The PASSIVE ABILITY is a set of conditions and resulting effects that are always applicable and active. Keep an eye out for the gameplay conditions under which the PASSIVE takes effect in order to reap its benefits.

Active Ability Icon

ACTIVE ABILITIES

Ability

ACTIVE ABILITY: A HERO'S ACTIVE ABILITY may be used only once per BATTLE. Additionally, ACTIVE ABILITIES must be used only at the start of the players TURN, unless they have the INTERRUPT symbol next to them (sliced clock), in which case they can be used at any time during any player's turn. Make sure to check the corresponding box when your Active has been used in a Battle and then uncheck it after the Battle ends - before the next Battle.

Ultimate Ability Icon

ULTIMATE ABILITIES

Ability

ULTIMATE ABILITY: ULTIMATE ABILITIES are very strong but may be used only once per SESSION. They must be used only at the start of the players turn, unless they have the INTERRUPT SYMBOL (a sliced clock), in which case the ability can be used at any time in any player's turn. Make sure to check the corresponding box when your Ultimate has been used in a Battle. Some items or Hero Abilities may refresh your Ultimate Ability. Make sure to uncheck the box if your Ultimate is refreshed so you can use it again in that Battle or another Battle!

Interrupt Icon

INTERRUPT

Conditional Ability Modifier

INTERRUPTS: Many Active Abilities, Ultimate Abilities, or Items have the INTERRUPT symbol next to them. This symbol indicates that the ability is not restricted to the normal use at the beginning of a player's turn (during the Active Phase), but may be used at other times outside of the Active Phase. The Interrupt Event will have specific conditions under which the Interrupt can be applied.

For example, Healing, or Barrier Abilities are often Interrupts, but can only be applied during the Active Phase of a any Player's turn, before the Attack Roll takes place or after the Hero survives damage from the Attack. Reroute can only be used after an Attack Roll, before a Hero takes the damage from a failed attack. If you are unsure when an Interrupt can be applied, check the CODEX!

If the Item or Ability does not specify the conditions under which the Interrupt can be applied, it can be used at ANY TIME of any Hero's Turn.

BOONS

BOONS are beneficial conditions and modifiers that can be applied to Heroes by Hero Abilities or Item Abilities, such as Stealth. They can last for various durations, defined by the Boon. Boons are defined by colored text and icons for easy reference. Boons are usually applied to heroe at the beginning of a turn before and attack, or as Interrupts. Make sure to look at the CODEX if you encounter a new BOON and more information is needed.

Armor Piercing Icon

Armor Piercing

Boon

Armor Piercing is a BOON that influences Damage by ignoring the target's Armor. If a Hero with Armor piercing, such as the Revenger, deals 6 Damage on a Hit, would deal 6 Damage to a target with 0 Armor, and would still deal 6 Damage to a Monster with 2 Armor. Hero Passives and Items may grant persistent Armor Piercing that applies to all of that heroes attacks. Abilities may also grant Armor Piercing for a single attack, in which case the Armor Piercing ends after the Attack has completed.

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Barrier

Boon

Barrier is a Boon granted to heroes by Hero Abilities. Barrier is very similar to Health, but stacks on top of Health. If a Hero has Barrier, damage is subtracted from the Barrier before Health is impacted. So, if a Hero has 5 Barrier and receives 8 points of damage, all 5 points of the Barrier are removed and the Hero loses 3 Health.

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IMMUNE

Boon

This Boon makes this Hero Immune to any Status Effect, such as poison, DOOMED, bleed, necrotic, etc. These properties count as never having been applied to Stonebreaker at all. Note - Stonebreaker is NOT immune to Curse and gains curse levels as normal.

Stealth Icon

Stealth

Boon

Stealth is a BOON that gives a Hero temporary immunity from damage or negative effects on a Miss or Fumble. If a Hero is granted Stealth for a single turn, during that turn, any Attacks the Hero makes during that turn grant the immunity effect.

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Regenerate

Boon

This Passive Boon is not activated, but always initiates its effect under certain conditions. At the start of each turn, a Hero with the Regenerate boon heals an amount equal to their Regenerate. This counts as healing, and thusly a Downed Hero cannot be returned to life by Regenerate.

INTERRUPT EVENTS

Interrupt Events are beneficial conditions and modifiers that can be applied to Heroes by Hero Abilities or Item Abilities, such as Reroute. They are always triggered by specific conditions. Events differ from Boons, in that they do not persist beyond the situation that allowed them to be triggered. For example, Reroll, when granted, allows the Hero to Reroll an attack, or multiple attacks. This Event ends when the specified number of rerolled attacks have been made.

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Bonus Damage

Interrupt Event

Bonus Damage is additional Damage applied to a Hero's Attack - usually before the Attack Roll. Bonus Damage can come from many sources, a Hero's own Ability, another Hero's Interrupt Ability, an Active Item, or a Consumable. If Bonus Damage (from however many sources) is applied to an Attack Roll, after the roll is completed as a Hit or CRIT, Bonus Damage is added on to the Hero's "Current" Attack Damage. So, if Ghost Blade, on the first turn of the first Battle Activates his Active Ability, the damage he would deal would be: 6 Damage from Attack Damage +2 Damage from his Passive, +3 damage from his Active = 11 Damage. On a CRIT, the doubling is applied AFTER adding in Bonus Damage. So in the case of Ghost Blade's attack, the final damage amount would be doubled, from 11 to 22.

After the Attack is complete, the Bonus Damage disappears into the Aether and is gone. Rerolled attacks still use the same Bonus Damage as the original Attack. If an ability could apply bonus damage, but it was not applied to the original role, it can still be applied to the Reroll.

Cleanse Icon

Cleanse

Interrupt Event

Cleanse is an Interrupt Event applied by Hero Abilities, Item Abilities, or Consumable Items. Cleanse removes any negative Status Effects on the target Hero. Bleed, Dazed, Poisoned, Necrotic, or Doomed are all removed by a Cleanse.

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Healing

Interrupt Event

Healing is an Interrupt Event applied by Hero Abilities, Item Abilities, or Consumable Items. Healing increases the target Hero's Current Health by the amount of the Heal. So if a Hero has 3 Current Health and Seraphine Heals them for 6, the Hero's Current Health would raise to 9.

Healing can be applied normally during the Active Phase, or as an Interrupt (only if the card specifies it is an Interrupt) depending on the Ability or Item. Healing CANNOT be applied after a Hero takes damage but before they are killed. Interrupt Healing MUST be applied before the Attack Roll, or after the Hero successfully survives the Attack Roll.

Reroll Icon

Reroll

Interrupt Event

Reroll is an Interrupt Event that can be granted to a Hero immediately after an Attack Roll, usually by an Ability or Item. Rerolls are always applied as Interrupts and are always applied after an Attack Roll but before the Damage or ill effects of a Miss or Fumble would be applied. This is used to prevent a Miss or Fumble at the last moment and give the player another try at rolling. The Chronomancer Ultimate Ability allows for TWO Rerolls. If the first Reroll is applied and the Hero Misses or Fumbles, the second Reroll may be used. If the first roll Hits or CRITS, the second Reroll is not applied.

Bonus Damageimage will often be applied to a Hero's Attack Roll by Items, the Hero's Abilities, or other Heroes Interrupt Abilities. Rerolled attacks still use the same Bonus Damage as the original Attack. If an ability could apply bonus damage, but it was not applied to the original role, it can still be applied to the Reroll.

Reroute Icon

Reroute

Interrupt Event

This Event is initiated by Hero Abilities and is used at a very specific time. At ANY TIME another Hero would take Damage - from a Miss or Fumble or even from a minor event like using an Item that causes damage - the Reroute ability may be used by another Hero (if available). The Hero initiates Reroute as an Interrupt. It transfers the damage the original Hero would have taken to the Rerouting Hero instead. If the Hero using Reroute has Armor, the Armor mitigation will be applied to reduce this Damage.

For example, if a Champion has 3 Armor and Reroutes 6 damage meant for another Hero, the Champion would take only 3 Damage.

Revive Icon

Revive

Interrupt Event

The Revive Effect is used only on Downed Heroes. It returns Downed Heroes back to life so they can once again particpate in the current Battle. Revive can be initiated by an Ability - such as the Half-Troll's Ultimate Ability - or by a Consumable, such as Crystal Heart. The card that initiates the Revive will indicate how much Health the Revived Hero will have when they return to life. If unspecified, Heroes are revived at 1 Health.

Downed Heroes lose all Status Effects, Boons, or other effects when they become Downed, so a Revived Hero will return without any of these conditions in place. For example, if a Hero dies while inflicted with Poison 4 and DOOMED, after the revive, the Hero will not be DOOMED or Poisoned.

STATUS EFFECTS

Status Effects are negative effects that are applied to Heroes by Monster Passives, Location Passives, or Items. Status Effects have a variety of ways they can damage a Hero or inhibit their ability to do Battle. Status Effects have different behaviors and durations depending on their type. Check this section if you see a negative effect and need more information on its properties.

Bleed Icon

Bleed

Status Effect

Bleed is a stacking/declining Status Effect that deals Damage to the affected Hero over time, at the beginning of that hero's Turn. Bleed does not do Damage the Turn it is applied! If a Hero Misses a monster and its Monster Passive Applies 2 Bleed, the Hero takes only 5 damage that turn. However, the character would have 2 Bleed applied. At the beginning of the next turn, the Hero would take 2 bleed damage and their Bleed would decline by 1, to a value of 1. Bleed is additive. If a Hero has 2 Bleed and it declines to 1 (after applying damage at the beginning of the Hero's Turn), and then 2 Bleed are applied by Missing the next turn, that Hero would now have 3 Bleed. Bleed may removed by Cleanse.

Dazed Icon

Dazed

Status Effect

Dazed is a Status Effect applied to Heroes by Monster Passives. When Dazed is applied to a Hero, turn the Hero card 90 degrees (tap it) to indicate the Hero is Dazed. When a Dazed Hero's Next Turn begins, untap the Hero and skip the remainder of that Hero's Turn. After the Effect takes place, the Dazed Status Effect is removed.

Dazed is removed if the Hero is Cleansed. If Dazed is Cleansed by an Interrupt before it takes effect, it is removed and the Hero's turn plays normally.

Doomed Icon

Doomed

Status Effect

DOOMED is a Status Effect applied to Heroes by Monster Passives or Items. DOOMED has a duration of one Attack, after which, it subsides. If a Hero is DOOMED, they must use the dreaded D60 dice for their next Attack Roll, regardless of their Curse Level. DOOMED may be Cleansed if the cleansing is done before the DOOMED Attack Roll takes place. If a Reroll is used on a DOOMED Attack Roll, the Reroll version of the Attack Roll is still DOOMED. Good luck, Hero.

Necrotic Icon

NECROTIC

Status Effect

Necrotic is a very insidious Status Effect. If a Hero is afflicted with Necrotic, at the beginning of each of their Turns the Hero takes Damage equal to their Curse Level. This damage is not mitigated by Armor (armor does not effect it). Necrotic may (and should be) Cleansed.

Poison Icon

POISON

Status Effect

Poison is a very insidious Status Effect. If a Hero is afflicted with Poison, it will be applied as a certain number of stacks determined by the card. At the beginning of each of the Poisoned Hero's Turns, the Poison lowers by 1 stack. If it reaches 0, the Hero immediately becomes Downed. If a Hero Downed from Poison is revived, they are not Poisoned. Poison may (and should be) Cleansed.

Stunned Icon

Stunned

Status Effect

Stunned is a Status Effect applied to Monsters by some Player Abilities or Items. When Stunned is applied to a Monster, turn the Monster card 90 degrees (tap it) to indicate it is Stunned. Wheile the Monster is stunned, when any Hero rolls a Miss or Fumble against the Stunned Monster, no damage or negative effects are applied to the Hero. Instead, the Stunned state ends and the Monster is untapped and will function normally on the next Turn. If an Attack is reset by a Reroll, Stunned will not be removed - the Monster will still count as Stunned during the Reroll version of the Attack.

THE DOWNED STATE

Downed Icon

Downed

Hero State

The Downed State is triggered when a Hero's Current Health is reduced to 0 or less by taking Damage or when they are direcly Downed by Poison or other events. The Downed state normally occurs from taking Damage from a Monster on a Miss or Fumble, but it could be inflicted by a Monster or Item Passive, a Status Effect or even an Item.

When a Hero becomes Downed, tap them by turning their Hero Card sideways (so you'll remember you are Downed). There is also a location on the Character Sheet (in the lower right corner) where you can mark your Hero as Downed.

Understanding Downed:

  • IF ALL HEROES IN A BATTLE ARE DOWNED, THE GAME SESSION ENDS IN DEFEAT!
  • DOWNED HEROES DO NOT TAKE TURNS DURING THE BATTLE!
  • A hero's Passive Ability and Items also do not function and cannot be used, unless they automatically Trigger on DOWNED! (such as Half-Troll's Passive Ability, or the Crystal Heart Item)
  • DOWNED Heroes cannot be targeted by any abilities or effects other than Revive!
  • Heroes still Downed at the end of the Battle do not get to Roll during the Level Up Phase.
  • Downed Heroes may be returned to Battle if they are Revived.
  • When a Hero is Downed all of their Status Effects and Boons are removed (if they are revived they will have no Boons or Status Effects).
Downed Icon

Dice Curse / Curse Level

Stat / Status Effect

Curse Level is one of the most important mechanics of Deep Dark Dice.

Each Hero in Deep Dark Dice has a Curse Level value. Curse Level behaves like a Status Effect - in that its effects are negative - but it is tracked like a stat. Curse Level is tracked on the lower left of the Character sheet. Curse Level defaults to 0. It may be raised and lowered by a variety of elements of the game: Monster Passives, Location Passives, Hero Abilities, Items... It is highly likely to rise and fall many times of the course of a Session. Curse Level has a maximum of 4.

When a Player prepares to make an Attack Roll, their Curse Level will determine the dice that is used for the Roll. The D20 is the standard dice used for a Hero at Curse Level 0. It is the most balanced, predictable, and fair dice, due to its triangular faces being distributed in a perfectly regular pattern. As your Curse Level increases, the dice will become progressively unweildy, maxing out at the D24 for Curse Level 4.

Curse Dice Progression

Curse Level Overview:

  • Is a persistent Stat
  • Is tracked on the Character Sheet for each Hero
  • Defaults to 0 (Miniumum)
  • Cannot be raised above 4 (Maximum)
  • Determines which dice will be used during a Hero's Attack Roll
  • May rise and fall over the course of a Session
  • Can be modified by Monster Passives, Location Passives, Hero Abilities and Items
  • Immune has no effect on Curse Level and does not prevent a Hero from being Cursed.
  • Cleanse has no effect on Curse Level.
  • Curse Level dice is temporarily overridden by the DOOM dice if a Hero is DOOMED.
  • Curse applied by Items are no longer associated with the Item and can be removed

OBSTACLE DICE

Location passives, monster passives, and some hero abilities create obstacle dice. Obstacle dice are small metal 6 sided dice, placed on the battlefield to interfere and interact with player rolls. The rolled attack dice will often bounce off of them and be blocked or end up in undesired locations. A dice roll that bounces off of an obstacle die and ends in a hit, miss, crit, or fumble location is still a hit, miss, crit, or fumble.

It is perfectly valid for obstacle dice to be knocked around the battlefield by rolls. This is a valid strategy even if the obstacle dice are blocking the group's ability to roll where they want. Abilities or the Petrify passive effect may require the placement of additional obstacle dice. If there are no dice left unused, the players may pick an obstacle die from the battlefield and move it to the new location. Obstacle dice are removed at the end of the battle before the level up phase takes place.

Obstacle Dice Pattern

Obstacle Dice Pattern

Obstacle Dice Event

Location Passives can state that Obstacle dice must be placed in an Obstacle Dice Pattern. These patterns are marked on the Battlefield with boxes containing subtle Letters. If a Location Passive calls for Obstacle Dice Pattern A, one Obstacle Dice should be placed on each of the "A's" on the Battlefield before the Battle begins.

Obstacle Dice Throw Icon

Thrown Obstacle Dice

Obstacle Dice Event

Location Passives may require that the group throw Obstacle Dice onto the Battlefield. This event may require one player to throw all of the dice or for each player to throw one. The Obstacle Dice must be thrown onto the Battlefield and are left where they end up after the throw. If the thrown Obstacle Dice land in the Fumble Zone or off of the Battlefield (on the table) they must be re rolled until they land in a valid location. The goal for the players is to either throw the dice in a location that is less likely to interfere with their attack rolls, or into an advantageous location, such as behind a CRIT Zone to increase the chance a Player can roll a CRIT.

Petrify Icon

Petrify

Obstacle Dice Event

Location Passives, Monster Passives, or Abilities, may state that dice rolls Petrify. Petrify means that any Attack Dice a player rolls must be replaced with an Obstacle Dice after the roll has been completed and resolved. If there are no dice left unused in the pool, the players must choose an Obstacle Dice from the Battlefield and move it from its original location to the new location. If a Reroll is used on a Roll that should Petrify, the obstacle dice is NOT placed after the initial roll, but will need to be placed after the Rerolled Attack resolves.

MINIONS

Minions Are akin to Monsters, only lesser. Minions are summoned to protect their masters, Attacking instead of them and taking Damage instead of them. There are two contexts in which MINIONS come into play, Monster Minions and Hero Minions. They are similar, but each has some important nuances.

Minion Icon

Hero Minions

Minion Type

Hero Abilities can create Hero Minions, for that Hero or even another Hero. When this occurs, select the called for Minion Card and place it over the target Hero Card. The Minion will effectively be standing in front of the Hero, fighting for the Hero and protecting them until the Minion is killed. Once the Minion is in place over the hero, that player's Attacks use the Minion's Stats (Attack Damage) instead of the Hero's. Meaning, any successful Attack Rolls from that Player use the Minion's Attack Damage, and any Damage taken from a Miss or Fumble is applied to the Minion rather than the Hero.

If the Minion reaches 0 health it is killed and removed from Battle. If a Hero has a Minion when the Battle ends, the Minion is removed and will not be present in the next Battle.

Heroes with active Minions cannot use Abilities that affect their attacks, such as providing themselves Bonus Damage - as the Minion is the Attacker and not the Hero. However, other Heroes can use abilties to add Bonus Damage or other effects to the Minion.

Minion Monster Icon

Monster Minions

Minion Type

Monster or Location Passives can create Monster Minions. When this occurs, select the called for Minion Card and place it over the target Monster Card. The group must defeat the Minion before they can affect or Attack the Monster beneath. Damage does not cross over from a Minion to a Monster. If a Minion defending a Monster has 4 health and the Monster Minion is CRIT for 24 damage, the extra 20 damage is lost.

If the Minion reaches 0 health it is killed and removed from Battle. The Battle with the Monster then proceeds as normal.

Monsters with Active Minions are suppresed and their Passives do not function until the Minion is killed.

CHARACTER SHEET

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.

Hero Card and Character Sheet Comparison

The Character Sheet can seem a bit daunting, but its mysteries will unfold as you play through your first session.

ADJUSTED MAX: At the beginning of the session, Adjusted Max Column Values should match those on the Hero Card. As these values get boosted, add the increase amounts to Adjusted Max.

Adjusted Max will be modified over the course of the session in a few ways:

CURRENT: At the beginning of each battle, "CURRENT" values should be set to the values in "ADJUSTED MAX". Current values will be modified over the course of a Battle in a few ways: