- 01Read rolled values
- 02Match slot requirements
- 03Assign and spend dice
- 04Resolve and replan
Assigning dice results
Rolled values form a shared turn resource. Slots accept different values or convert them differently; chance supplies constraints and the player allocates them.
The player's decision
Use the only even die for defense or spend it on a stronger attack?
Original scenario
Original setup: dice show 2,3,5. Shield accepts evens, attack uses face value and repair requires 3. Allocating 2 determines whether all roles remain available.
Start with this prototype
Build three dice, attack/shield/repair slots and three rounds. Show restrictions; invalid assignments spend nothing. Use replayable seeds and win by surviving and defeating the enemy. Omit equipment rarity.
Change one variable
Compare a reroll with one value conversion to distinguish randomness from control.
What to observe in a playtest
Does every roll offer a meaningful action? Does reassignment avoid duplicated dice or rewards?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Making low rolls useless lets chance decide defeat. Give small values a distinct role.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Dicey Dungeons
Most equipment consumes assigned dice, with values often affecting its strength.
- Astrea: Six-Sided Oracles
Editable die faces and risk-based pools move probability design into the build.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build three dice, attack/shield/repair slots and three rounds. Show restrictions; invalid assignments spend nothing. Use replayable seeds and win by surviving and defeating the enemy. Omit equipment rarity.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.