

The cozy dice roguelite. Pull up a chair: five dice, a scorecard, and a shop that throws the house rules out. Roll, keep and reroll past strange visitors, bend the game with 53 charms, and build the turn the folks at home would never believe. One more run before bed?
Overview
The cozy dice roguelite. Pull up a chair: five dice, a scorecard, and a shop that throws the house rules out. Roll, keep and reroll past strange visitors, bend the game with 53 charms, and build the turn the folks at home would never believe. One more run before bed?
Description
Tumble starts with a game you already know: five dice, a scorecard, three of a kind, full house, the big straight. Fill your card, beat the target, collect your winnings.
Then the shop opens, and the house rules go out the window.
Build around the dice, the card, or the shelf. Paint new faces onto your dice. Turn them to gold, to glass, to something luckier. Practice the boxes on your scorecard until choosing Sixes pays like a jackpot. And line your shelf with charms, 53 of them, that turn "a decent roll" into a scoring system your grandmother would call cheating.
Buy a sixth die and the card grows. Three Pair and Two Triplets sit greyed on your scorecard from the very first turn, waiting. Find the money for an extra die mid-run and they light up for good, and a seventh die opens the rarest box in the game. The card you finish with is not the card you started with.
Strange visitors take a seat. Every ante ends with a boss at your table: the Tax Man collects, the Toddler grabs a die, the Fog rolls in, and the Critic is never impressed twice. Twelve visitors bend the round their own way, and at ante 8, the thirteenth has been expecting you.
Play the right box, not the best box. One scorecard per ante means every zero you write is a choice. Line up a box and the table shows you what it's worth, the Base, the Mult, every charm that fires, and holds the total back until you commit. The depth sneaks up on you: protecting a box, banking a giant turn, knowing when a Full House is worth less than a well-placed nothing.
The Weekly Deal. Once a week, every table in the world gets the same dice. One attempt. Same deal for everyone, fresh every Monday.
The Record Book. Best single turn, deepest ante, fastest win, and a completion grid across every dice set and stake, your whole career in a worn ledger, one page at a time.
And when you finally beat ante 8? Endless mode. Dice sets that break the rules, including one that deals your boxes to you a hand at a time. Higher stakes. The table remembers.
5 dice sets that change how the game is played
53 charms with synergies to discover (and a China Cabinet to fill)
18 scorecard boxes, four of which only open once your tray grows
13 bosses, escalating stakes, endless mode past ante 8
Weekly Challenge: one shared deal, one attempt, worldwide
A Record Book that never forgets your best turn
Runs fit in 25–40 minutes. Fully offline. Cozy until it's chaos.
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Tumble: A Cozy Dice Game - Trailer 1
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