80%Excellent matchDicealot
80%24780% positive reviews, Very Positive across 247 reviews·Roguelike Deckbuilder · Dungeon Crawler
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Dice Ark — A roguelike board game where dice decide your fate. Allocate your hand into attack, defense, and crystal raids. Compete for total wealth. When gold turns red, Sin blooms — three turns later, you become a Demon. Six classes, 20+ dice, seven sins. 15–70 min of greed and ruin.
Dice Ark
SteamA sanctuary adrift between dimensions, where time and memory have lost their shape—The Ark. Every journey begins here, and every journey begins with the same question.
——What, exactly, do you call "wealth"?
Slaying monsters is not the only way to adventure. Seize territory. Hoard treasure. Drive a blade into an ally's back when the moment demands it. Only the one who grasps the greatest fortune by the final turn is spoken of as the true victor.
Dice Ark is a fate-grabbing roguelike board game for up to four players. The emotional upheaval of a board-game brawl, the cerebral depth of deckbuilding, the crisp tempo of modern rounds.—all folded into a single table. A familiar yet unprecedented experience waits here.
A rolled die is not merely a number. Placed on a weapon, it becomes a blade. Placed on a shield, it becomes a fortress. Fed into a skill, it becomes the finishing blow. A single "5" can strike, defend, or wager on a future—its worth shifts with where you place it.
Your opponent is weighing the same decisions. No one sees another's board. The instant every die is placed, the table is flipped open in unison—the read is immediate, the verdict merciless.
And dice can be defiled. A poisoned die eats at its wielder with every roll. A cursed die hides its face. A sleeping die has a one-in-two chance of doing nothing at all. —So, will you stake that sleeping die on a once-in-a-lifetime gamble?
Combat in Dice Ark is not a game of reading numbers. It is a game of what story you tell with the dice you hold.
Take the Crystals (territories) scattered across the map, and gold and conjured cards pour in. Dominate adjacent lands, and the income multiplies. —And of course, there's nothing stopping you from tearing someone else's claim from their hands.
Rob a merchant, and every item in the store becomes yours. In return, the Wanted mark is seared onto your name—you'll be turned away at outposts and shops, and hunted as a bounty by every other player. Is the gold still worth it?
The trap you've laid on the path will take its prey in time. So long as you don't step on it first.
There is no clean adventure here. Only tables where friendship survives, and tables that money destroys.
When your gold runs dry and still the payments keep coming, the Seven Deadly Sins will mark you. Envy. Wrath. Greed. One of them will brand itself onto your flesh, and the brand will burrow deeper—until, at last, you descend into a demon.
Your belongings crumble to ash. Your body swells. A forbidden deck and six wicked dice are thrust into your grip. The time left is but a handful of turns. Overturn the board in that narrow window—or end as mere ruin. The choice is yours.
The turnaround that begins at the edge of defeat is this game's crowning act.
Every battle fought, every wound taken, every coin earned, every roll that betrays you—each quietly settles into your reserve of FATE.
When the meter fills, it becomes a trump. Double your next strike. Choose every face of every die at will. Revive a fallen ally at half health. Shatter an enemy's shields in one sweep.
What decides the duel is not the card you drew, but the moment you cash in your destiny.
Dungeons are generated anew each run, and the boss that waits is always unknown. The question is never "what must I draw to win?"—it is "with what I have, how do I win?"
Six classes. Over a hundred cards. And dice such as—
Each die among the many defines your journey. Don't ask what you'll hold. Ask what you'll go down with.
When every turn has passed, the players are summoned before the cooperative boss. But here, the reason to join hands and the reason to drive a blade into a back are barely a hair apart.
A strike on the boss becomes contribution. A betrayal of an ally becomes fortune. The one who lands the killing blow. The one who braces from the shadows. The one who slips in and takes the finish—every act accumulates, settled at last as your total assets.
The one who laughs last is not the strongest warrior. It is the one who holds the most.
Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.
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