The tower defense roguelite where every tile matters. Chain your towers into combos, roll for Mythic jackpots, and hold the Heart Die from every side. The house always wins.
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Match strength key:80+65+50+<50Dicey Towers
SteamAbout Dicey Towers
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About the Game
Roll for a jackpot

Every stage ends with cards dealt face down. Most of them are what you'd expect. But now and then a gold card starts to shake, and you already know. Mythic towers are rare enough that you'll remember the run you found one, and strong enough to rewrite it.
Every tile matters

Do you pack your towers tight so their patterns overlap, or spread them out before something punishes the crowd? Do you spend your Gold breaking barricades for room to build, or save it for the tower that's about to shatter? There's no right answer. There's the board in front of you.
Enemies from every side

Enemies don't walk round your towers. They walk through them. The towers in front take the hits, crack, break, and wait for you to pay to bring them back. Your front line is a choice, and it will be tested.
Bosses that read the board

Siegestone stomps anything that stands near it and shoulders towers off the tiles you put them on. The Prism Queen fires down whichever row or column holds the most towers. The Cluster King brings the whole swarm. Every blow is marked before it lands, if you're watching.
The house always wins

Roll a d20. On a 20, everything in range gets hit. And while the House is on the board, every roll in the game is rolled twice, and the better one counts.
WHAT'S IN THE BAG
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