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Roll, hold, and combine five dice to summon an army in this dice-driven roguelite autobattler. Recruit minions, build counters, chase powerful combos, and descend through an ever-changing dungeon.

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About Of Dice and Minions

Of Dice and Minions is a dice-driven roguelite autobattler where every roll becomes an army. Hold the dice you need, chase a powerful hand, and commit when you are ready. Your minions take it from there.

Build a roster of heroes, monsters, and questionable recruits. Learn how formations counter each other, survive the Dungeon, and keep descending until something finally stops you.

EVERY ARMY STARTS WITH A ROLL

Five dice. Five minions. Up to three rolls.

Hold what you need, reroll the rest, or commit early when the hand is already good enough. Only the dice used in your final hand deploy, so every decision changes the army you send into battle.

Of Dice and Minions video 1

WATCH THE DICE COME ALIVE

Each die carries one of your chosen minions. When you commit your hand, those dice become a fighting formation.

Frontliners take position, ranged units set up behind them, and both armies wait for the signal. Once the fight begins, your preparation has to speak for itself.

Of Dice and Minions video 2

TURN LUCK INTO A WEAPON

Pairs, Two Pair, Three of a Kind, Full Houses, Straights, and Five of a Kind can completely change a battle.

Powerful combinations deploy more minions and grant combat bonuses to the current formation. A great roll can rescue a bad situation. Knowing what to hold is what keeps a run alive.

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COUNTER OR BE COUNTERED

Every formation has a weakness.

Tanks protect fragile damage dealers. Shadows slip into the back line. Ranged units punish slow advances. Healers keep strong formations standing. The Dungeon will eventually find an answer to whatever is working, so be ready to build one of your own.

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RECRUIT. COLLECT. DEPLOY.

Bring your Gold back from the Dungeon and spend it at the Minion Shop. Unlock new recruits, expand your Collection, and learn what every minion brings to a fight.

You only have five dice, and rarity limits keep the strongest recruits from filling every slot. Building the right roster matters more than grabbing every powerful minion you see.

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TEMPT FATE BETWEEN BATTLES

Not every skull leads to a fight.

Memorize a disappearing roll in Dice Recall. Challenge the host to a Game of Threes. Open treasure, recover lost dice, and keep an eye on anything that looks suspiciously generous.

A quiet stop can still change the entire run.

Of Dice and Minions video 6

DESCEND AS FAR AS YOU DARE

The Undead are only the beginning.

New factions, stronger counters, dangerous events, and massive bosses enter the Dungeon as you descend. Enemies return in new combinations, familiar formations grow meaner, and surviving the story opens the road to Endless mode.

The deeper you go, the less the Dungeon cares about fighting fair.

Of Dice and Minions video 7

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