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From picking locks to slipping past patrols, every heist plays out as a tactical dice-and-deck challenge where wit is what tames your dicebag's RNG chaos. You are a thief named Chance Dallow. Sassy, sarcastic, a bit irresponsible, and absolutely certain that consequences only happen to other people.
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Match strength key:80+65+50+<50Die Lucky
SteamAbout Die Lucky
Die Lucky
You are a thief named Chance Dallow — sassy, sarcastic, a bit irresponsible, and absolutely certain that consequences only happen to other people.
Jobs always start with a little light breaking and entering. From there, heists play out in tactical dice-and-deck challenges, from picking locks to talking your way past patrols. Wit is what tames the RNG chaos. Draw from your dicebag and deck, roll your dice, then use your gear and abilities to bend the results and assign them to encounter actions. Hit the success numbers and the job moves on. Miss, and it costs you Luck.
Your dice are your attributes. Your deck is your equipment. Your abilities are powered by Luck. And pushing your luck is how you win.
Roll. Steal. Repeat.
Every building is a run. Jobs are assembled procedurally — rooms, hazards, and patrols dealt fresh every time — but the encounters inside them are narrative: each one flips up as a written scene with its own scenario, its own challenge, and its own solution. Random encounters stack on top of the job's story beats, so no two runs through the same building play alike.
Bleakwater's work runs through three guilds. Take a contract off the board, work the job, turn it in for your cut — then go back for another. The reward climbs with the risk, and every guild master you deal with . . . for some reason . . . looks strangely familiar.
Luck runs everything
Luck is the single resource that powers everything — every extra die you draw, every ability you play, every reroll, every escape. You refill it constantly, so it's more like mana than health. Which means it's never a question as to whether you'll ever get lucky again, it's about the danger of running out of Luck when you need it the most.
Build your thief
Abilities, Equipment, and Attribute Dice. Put them together — a luck-fuelled ability, some solid gear, and a stable draw count — to seize control of your dice totals, and the job stops being a gamble and starts being a con you planned on purpose.
Which of the three you feed at any given moment — power, optionality, or longevity — is a constant push and pull, and that's what gives a build its direction.
The three build tensions to navigate:
The upgrades that make the job easier:
On the table
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