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Quirks

Quirks

Roll. Score. Adapt.

Coming Soon
Avalanche quirk card Golden Touch quirk card Flood quirk card Berserk quirk card

The Game

Roll five dice and score one of eight categories each turn. Hit Evens, build a Full House, chain a Straight — the scoring is familiar. The rules around it are not.

Quirks

Each turn has three active Quirks drawn from a pool of 46 — Common, Uncommon, Rare, and Legendary. They modify dice behavior, scoring, rerolls, and the board in ways that stack, synergize, and occasionally collide in spectacular fashion.

Each turn you can reroll any of the active Quirks — individually, all at once, or not at all — up to twice. Hold the ones working for you and swap the ones that aren't.

Threads

Each thread is nine turns with a score target to beat. Clear it and advance. Targets scale as you go. Thread 27 is a clear win. Thread 81 is mastery. Or just keep rolling — there's no hard stop.

Traits

Clearing threads unlocks permanent die upgrades. Gilded dice add a bonus whenever they contribute to a score. Wrought dice multiply based on what else is on the board. Spotted, Bonded, Ballast — each one changes the math in a different way.

Rewards

After each thread, pick one reward card. Upgrades boost specific Quirks. Perks add permanent rules like Hot Streak bonuses or a Chance floor. Tricks and Luck cards add one-shot effects you can deploy at exactly the right moment.


Coming to iPhone, iPad, Mac, Android, and Windows. Currently in TestFlight beta. Privacy policy.