This is a proof of concept for Rob & Roll. While many features have not been implemented yet, it is designed to showcase the fundamentals of dice, keywords, abilities, and turn sequence.

  • Take control of three goblins attempting to escape the area with a stolen Relic.
  • Win using The Relic ability on the purple exit portal to the north, or by defeating all enemies.


  • Enemies will move and declare their attacks before each of your turns.
  • After your turn, they will hit the pink spaces for that much damage.
  • All enemies can move 3 spaces each turn.
  • If an enemy has no path to a goblin it will skip its turn.


  • On your turn all your are automatically rolled.
  • You can move these dice around by clicking and dragging them.
  • You can reroll twice.
  • Locked dice will never be rolled or rerolled.
  • Socket your dice into the matching slots on the goblins’ abilities.
  • Socketed dice won’t be rerolled.
  • Click a fully socketed ability to activate it.
  • If it requires a target, click one of the highlighted squares.
  • You can cancel targeted abilities with right click.
  • Abilities can only be used once per turn.
  • Activating an ability exhausts all its dice until your next turn.
  • Certain dice or dice faces may have keywords that modify how they resolve when used. Pay attention!

Pro Tips:

  • You can click an unsocketed ability to attempt to auto-socket it with the dice you’ve rolled.
  • You can upgrade your dice by clicking the “Gain A Reward” button. Feel free to reroll the rewards as much as you want to find a good one. Experiment with different power levels!
  • It can be hard to investigate the enemy dice in this version, so here’s their breakdown: 
 4x Sword
 1x Skull
 1x Skull +1

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