
Dice Tavern is a roguelike deckbuilding game built around the classic rules of Farkle. Collect 35 unique dice, combine 43 Synergies and put your luck to the test in a candlelit medieval tavern. Use dice as your weapon and luck as your wager. This time, will you Roll Again or Take the Win?
Modeled estimate, not a reported figure. How we estimate →
About

There’s an old saying in the kingdom: “When you’re lost, go to the nearest Dice Tavern.”
It all started with Elena, a girl from the North who made a name for herself among the ruins of a tavern. She turned the humble game of Farkle into a challenge that swept across the kingdom.
Six taverns, from the village to the throne. Thirty opponents, from humble challengers to legendary rivals.
With just six dice, that girl rewrote her own destiny.
And now, I can almost hear her calling:
“Fancy a round?”

Farkle is a classic dice game that has been played for centuries. Roll the dice and lock in your points, or keep pushing your luck. But Farkle, and you lose all your points for the round.
Dice Tavern expands on these classic rules with roguelike deckbuilding mechanics. When dice gain unique abilities and probabilities can be reshaped, a simple game of luck becomes an adventure driven by risk, strategy, and clever combinations.

35 Unique Dice
Every beautifully crafted die has its own ability and playstyle. They are more than tools. They can change the rules of the game.
43 Synergies
Combine specific dice to activate powerful Synergies. Underdog lets cheap dice rewrite the rules for straights, while Holy Empire and Demon Dynasty let the three dice at the heart of your build decide whether you walk in the light or descend into the abyss. Every Synergy has its own story and logic.
Deep Modding System
Use lead weights to shift the odds. Apply copper, silver, or gold stickers to revive weak faces or stack powerful multipliers. Pair them with cheating tools to turn every die into a finely tuned machine.

Gambler, Alchemist, Joker, and more. Each character puts their own spin on the rules.
Some let you take bigger risks with fewer turns. Others make coatings cheaper while driving up the price of dice. One turns every scoring roll into a high-stakes gamble: a 65% chance to double your score, or a 35% chance to reduce it to 1 point.
Different characters do more than change your starting conditions. They can make the same set of dice evolve into completely different strategies. Every choice is the beginning of a new fate.


6 taverns. 30 opponents. Target scores rising from 3,500 to 500,000.
Every opponent brings a unique challenge modifier. They might seal away your strongest scoring numbers, restrict your favorite core combinations, punish Farkles with extra penalties, or drain your total score every turn.
The shops are random. Gold is limited. Routes change every run. Every coin is a choice. Every roll is a risk. Every step takes you closer to the throne.

After clearing all six taverns for the first time, Elena will open the door to a whole new challenge.
Decrees: Stacking Challenges
15 Decree levels, each adding a new restriction to your journey.
And it only gets tougher: the effects stack with each level. Previous restrictions remain in place as new ones are added. How far can your build and your luck take you?
Endgame: Take Someone Else's Dice
Every Endgame run is a puzzle left behind by the player who came before you.
The dice, resources, and objectives are all set. Find the best solution within the given limitations. Every Endgame challenge is different. Take them on and find your way to victory.
Fate never reveals its answer until the dice come to rest.
Push open the tavern door and begin your journey.🎲
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
Engagement
Reviews
Themes across 129 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Just a heads up for anyone looking to play this game, i have never played farkle before this game but its great. Once you add in the roguelike elements and the synergy's and how the game works its addicting and i have put a couple friends of mine onto the game however this game is definitely niche. The replayability is great and once you beat the game there is still a endless mode, however my one gripe is that you can't keep your run going once you beat all the taverns in a run. I had a great run but i wanted to break the game. It would be interesting to see the scaling and how the battles play out. if you do beat the game the endless mode essentially tosses you into a random farkle match with randomized dice badges stickers and consumables and that's it. If you're unsure on weather or not to play hopefully you give it a shot like i did.
挺不錯的 搭配好骰子組後又完美觸發 分數爆出來的感覺很棒!
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Hours played at review time, across 129 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
玩骰子之于天国拯救就好比昆特牌之于巫师3,一玩就已经想坐下来赌格罗申了。
一个短小精悍的游戏,画面、音效和动画都不错 当然,部分技能存在过于强,比如三三骰+安提亚骰+反叛者的组合之后大幅提高确定性,后期通过刷可以刷到。
瑕不掩瑜,很有潜力。首先肯定是上头能让人玩进去的,然后局内决策和构筑都是有思考的。机制和基础规则之间结合的很好,之前没玩过这种骰子玩法,但玩进去之后很容易理解规则然后能有机制的深度叠加,在构筑决策之后又要有比较强的运气,比较符合肉鸽性质。但现在徽章确实有点少了,有些流派之间也存在不平衡的问题。希望项目方可以持续更新内容,然后开个工坊的话,就是一款很优秀的游戏了。
之前玩天国拯救的时候就很喜欢里面骰子玩法,我可是波西米亚赌圣!! ✅优点 1. 核心玩法原汁原味,锁分、继续重投、爆骰直接清零,博弈爽感一点没变(直接一把爆分!!)。每一轮都要纠结是见好就收,还是赌一把冲高分,抉择的感觉太过微妙(sl大法好)。 2. 肉鸽构筑给玩法加了很多深度。各式各样特殊骰子、羁绊、镀层和配重改装,可以玩保守稳分流,也能整热骰爆发流。每局拿到的组件不一样,重复游玩的乐趣很强(贴纸这些可以一键购买就好了,后面钱花不完,一个个买很麻烦)。 3. 上手门槛很低,几分钟看懂规则(好像没什么新手教程),随时开一把(这两天远程在手机上玩,有移动端更好了)。 4. 没有剧情,目的只有一个:构筑——凑羁绊——拿分。 ❌缺点: 1. 运气成分依然很重。就算构筑再好,连着几轮烂骰直接爆骰清零很常见(经常被禁1、5制裁),有时候容易血压飙升。 2. 流程后面会有点重复,法令高难度挑战开局不太友好,比较折磨,不爱反复刷的玩家很容易枯燥。
没玩过天堂拯救,但第一次打开就连续玩了十几个小时,总体来说这个玩法很上头,构筑潜力非常大。不过几个小时后差不多已经摸清了套路,基本上每把都可以无限热骰达到分数最大值,排行榜瞬间就失去了大部分意义,像反叛者徽章这种物品在高难度下的性价比太过无敌,希望增加更多的改装和道具,增加构筑可玩性。 好评给到这个玩法下未来的遐想空间。
你是说我行商+吊坠刷了两个多小时的一局148363587357金币是开修改器玩的是吧?自己做的游戏自己都玩不明白是吧? 本来就没在意这东西 公告骑脸了那就得说说了 你们有脑子吗?
1、叠叠乐太变态了,其他都不够看。 2、居然还有封魔的徽章,那所有boss都是木桩,设计的也没啥意义,那这样叠叠乐更没限制了。 3、后面的boss我打了两次都是一样的,不知道还有没有变化,不然刷两把就没啥意思了。 4、不过作为一个小游戏还可以吧。
思路很好,2-3轮的游戏很有意思,再往后找到loop的徽章就显得重复了。 提几个可以改进的地方, 1.羁绊太弱,我两局通关的方法都是无限loop+bkb,后期1T通关。羁绊如果不能强过重投,那我不会费心去收集。 2.无限loop达成过于容易,废品回收或邪教拓展了打击面,构筑只需要围绕怎么确保重投就行。 3.倍数给分的道具太多。有一把我用废品达成了loop,除了贴纸没什么直接加分的徽章,每一轮只有一千多分,但只要重投,剩余的分数就涨10%,指数的威力很快就显现出来。 4.bkb太强。bkb破坏了游戏的设计,对玩家的限制是个很重要的成分,然而玩家只需要付出一枚徽章的代价就可以避开这个机制。 游戏性方面能想到的大概是这些。 性能优化方面,在20次重投后就会感觉到明显的卡顿,次数越多越卡,希望能修一下。 总的来说,游戏创意不错,玩法上有改进的空间。
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