Die Loaded

A weird-west dice roguelike

About

Die Loaded is about engineering your own luck. You’re dealt five dice from your bag and roll for poker-style hands: your hand sets the Mult, the faces add up to Chips, and Chips × Mult is the damage you shoot into an outlaw’s HP. Between showdowns you spend the bounty on charms, tricks and new dice, and strike matchbooks to re-cut your dice’s faces, until the bones roll the way you want them to.

  • Showdowns: each outlaw has HP, and you have a handful of Shots (scoring throws). Two rerolls a throw, then shoot; pocket a die and its face carries to the next throw.
  • Load the dice: 14 matchbooks, from Engrave (set a face to 6) and Cold Etch (any value) to Polarize, Bone Mold (clone a die) and Brand, which sets a die on fire to score twice, until it shatters.
  • 19 charms, passive bonuses from a Worry Stone to The Ledger, and tricks that permanently level up a hand.
  • House dice: Red dice score into Mult, Blue dice carry their face over, Weighted Bones only roll high, and All or Nothing rolls a 0 or a 6.
  • Eight territories from Dusthollow to the Devil’s Table, three outlaws each. The big ones and bosses play by a House Rule, a twist on how the showdown works.
  • The Dealer: three forms back to back, with no store in between, from a gambler who looks like any other man to the devil himself. Beat him and you walk away with your soul.
  • Plays on a phone as well as a desktop, with a left-handed layout, pips or numerals, an accessible font and text size in Options.

A showdown

A real, seeded run, played by a small bot on a desktop and a phone at once.

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Between showdowns

The round’s tally, then the General Store, then a matchbook struck on a die.

The trail

Every outlaw’s wanted poster, with their House Rule. The deeper you go, the more HP and the fewer Shots.

The Dealer, and how it ends

The Devil’s Table: the Dealer’s three forms, man to devil. Most runs end on Boot Hill (the graveyard) first.

Everything else