
Your goal is to reduce the enemy Dungeon Master to 0 Heart Points. Each Dungeon Master starts with 3 Heart Points — land three successful attacks to win.

Each turn: select 3 dice from your dice pool, roll them, collect crests, attempt summons, dimension dungeon tiles onto the board, then move and attack with your monsters before passing the turn.

Select 3 dice from your pool each turn and roll them. After seeing your result, you may use your one-time Re-Roll per turn to try again. Then collect crests and attempt summons.

Unfold a die into 6 dungeon tiles on the board. Monster dice summon a monster at your chosen position. Item dice place a special effect tile instead — triggered when any monster walks onto it.

Spend Movement Crests to move monsters along dungeon paths. Spend 1 Attack Crest to strike an adjacent enemy. Choose Counter-Attack or Defend when attacked.


Get a monster adjacent to the enemy Dungeon Master and attack it. Each hit removes 1 Heart Point. Reduce all 3 to zero to win!

R / Scroll Wheel — Rotate dungeon tile shape
Shift + R — Rotate counter-clockwise
F / T — Cycle to next tile shape
Esc — Skip dimension / Deselect monster
Click — Place tile / Select and move monster / Attack
Right Click — Cycle next tile shape in Dimension or deselect monster in Action
Drag — Orbit camera
Scroll — Zoom camera
Once per turn, after seeing your roll result, you can choose to re-roll all 3 dice. Use it when you get nothing useful — crests carry over from one result only. You only get one re-roll per turn.
Some dice in your pool are Item Dice. When dimensioned, they place a glowing gem tile on the board instead of summoning a monster. Any monster, friend or foe, that walks onto the tile triggers its effect.
Each monster has a unique combination of 6 crest faces on its die. Some faces have multipliers, for example ATK x2 means rolling that face gives 2 Attack Crests. Higher level monsters have fewer Summon faces but stronger crest.
When attacked, choose between Counter-Attack or Defend. Counter-Attack means both monsters deal ATK damage to each other. Defend costs 1 Defense Crest and reduces damage by your DEF value. Damage equals attacker ATK minus defender DEF. If your DEF is higher, the difference reflects back!
Type Advantage grants +10 ATK or DEF.
Dragon > Spellcaster > Undead > Beast > Warrior > Dragon
Each die has Summon Crest faces based on monster level: LV1 has 4 out of 6, LV2 has 3 out of 6, LV3 has 2 out of 6, and LV4 has 1 out of 6.
Roll 2 or more Summon Crests across your 3 dice to dimension a monster. When multiple monsters can be summoned, choose which one. You can summon a maximum of 10 monsters per game.
Every die has 6 faces, each awarding a different crest on roll. Crests carry over between turns (up to 10 of each type) and are spent to take actions:
Movement — Spend 1 per tile to move a monster
Attack — Spend 1 to attack an adjacent enemy
Defense — Spend 1 to defend when attacked
Magic — Reserved for special abilities
Trap — Reserved for reactive abilities
Summon — Roll 2 or more across 3 dice to dimension a monster
Movement types: Normal, Flying, and Tunneling — each moves differently across the dungeon grid.
Abilities: Monsters come with passive auras, reactive triggers, and active powers that reshape how the game is played.
This is a solo passion project and your support means a lot. Bug reports, feature ideas, sharing the game — it all helps. If you're enjoying it, consider leaving a rating or spreading the word.
On the roadmap: multiplayer, unique 3D models and art for every monster, weekly tournaments.
Thanks for playing Dice Tech Dominion.