A dice game of nerve, played across a medieval country one table at a time.
Throw six dice, keep what scores, and choose: bank it, or throw the rest again. A throw with nothing in it - a Skifa - loses everything on the line.
Opponents who play like people
The peasant is happy with a little and he banks early. The tax baron takes his cut of every turn you keep. Each opponent has a temperament, a tactic, and a cup of their own.
21 bosses, and every one changes the game: a Duke who takes a cut, a Guildmaster who moves the table from room to room and others whose mechanics you will love or hate.
19 elites and 38 ordinary opponents on the road. 23 different ways of playing among them: the careful, the greedy, the patient and the plain reckless.
A road worth walking
A run is a road through a village, a town, a castle and...
Along it are fights, shops, events and things best left alone. What will you pick changes how will you play.
Artifacts are worn every fight, tarot cards are cast once at the right moment.
22 tarot cards to play at the right moment - and the enemies play them too. 39 places where the table keeps rules of its own.
A table, not a screen
The dice act real. They rattle in the cup, tumble out and land where they land. The cup acts real too, and you choose the one you throw from: a plain clay beaker, a horn bound in leather, a silver goblet set with stones. Every room has its own rule and soul.
Made to be watched, and to be learned.
99 dice, every one different - clay and wood, metal and bone, glass and gem. 15 kinds of special face: wild faces, cursed faces, faces that pay double or burn.
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