Dicebox
Tap dice to load them
Hold one for more options
Flick the tray to roll
- 3d6
- three six-sided dice
- 1d20+5
- with a modifier
- 2d6+1d8
- any number of terms
- 2d20kh1
- advantage — keep highest
- 2d20kl1
- disadvantage — keep lowest
- 4d6dl1
- drop lowest
- 1d6!
- explode on a max roll
- 1d10r2
- reroll 2 and under
- d%
- percentile, same as d100
Tap dice to build a pool; the number on the left is how many each tap adds. Hold a die for advantage, exploding, and the rest. Any number of sides works, from d1 to d1000, so a d17 or a d57 is just as valid. Rolls stay on your device.
- v5:5
- five dice, no Hunger
- v5:8h3
- eight dice, three of them Hunger
- v5:8h3@3
- the same against difficulty 3
- v5:rouse
- a Rouse check — one Hunger die, holds on 6 or more
- v5:rouse2
- the two-dice Rouse, keeping the better
- 4d6
- ordinary dice still roll as ordinary dice
Tap Pool to your sheet's dice pool — the total you throw — and hold to take one back. Your Hunger tracker (0 to 5) turns that many of the pool red, exactly as the rules swap Hunger dice in: the total never changes, only how many of them are blood. The one exception is the book's: a Willpower or Humanity test takes no Hunger dice — tap a red staged die to swap it for a clean one, this roll only, without touching your tracker. Every die showing 6 or more is a success, and each pair of 10s adds two more on top. Set a difficulty and the roll calls itself. A win with a pair of 10s is a Critical, or a Messy Critical when one of those 10s is on a Hunger die. A loss with a Hunger 1 is a Bestial Failure. Leave the difficulty unset and the roll reports its successes for the table to call.
Hunger is your own state, so it sticks between rolls and through a reload. A Rouse check spends one die on its own to power a Discipline or wake for the night. It holds on a 6 or more and raises your Hunger on a 1 to 5. A second tap on Rouse throws two dice and keeps the better, where Blood Potency allows the re-roll. With Hunger at 0 it is just pass or fail. After a pool roll, Blood Surge adds your surge dice — 1 to 4, from Blood Potency, asked once and remembered (hold the button to change it) — as ordinary dice, with a Rouse check riding along: fail it and your Hunger rises for the next roll, never this one.
Each die wears a mark instead of a number. A success from 6 to 9 shows a dagger. A 10 keeps the dagger and adds sparks, or fangs when that 10 is on a Hunger die. A Hunger 1 shows a skull, and anything below 6 stays blank. The numbers they landed on sit in the line under the result and in the history.
- 4dF
- four Fudge dice — the standard roll
- 4dF+2
- with a +2 skill
- 6dF-1
- any number of dice, and a penalty
Each Fudge die is +, −, or blank — two of each on a d6 — so it reads +1, −1, or 0. The result is the net total (−4 to +4 for four dice) plus your modifier, and it lands on the Fate ladder: Mediocre, Average, Fair, Good, Great, and up.
- gen:2A+2D
- two Ability, two Difficulty
- gen:1P+1A+3D
- a Proficiency, an Ability, three Difficulty
- gen:2A+1B+2D+1C
- Boost and Challenge in the mix
Six narrative dice: Ability (green), Proficiency (yellow), Boost (blue) roll toward success; Difficulty (purple), Challenge (red), Setback (grey) roll against you. Tap a chip to add that die, hold it to remove one.
Success (▲) cancels Failure (▼) and Advantage (◆) cancels Threat (✕), so the result is what is left on each axis. A Triumph (★, on the Proficiency die) is a success that also triggers something great; a Despair (its inverted twin, on the Challenge die) is a failure that goes badly wrong. Both survive cancellation.
- sw:2A+2D
- two Ability, two Difficulty
- sw:1P+1A+2D
- a trained check
- sw:3F
- three Force dice (a Force power)
The same narrative dice as Genesys — success/failure and advantage/threat cancel, with Triumph and Despair on the yellow and red dice — plus the white Force die. Its Light (pale) and Dark (violet) pips are a separate result that powers Force abilities; they don't touch the success/advantage tally. Roll Force dice alone for a Force check. Tap a die to add it, hold to remove.
- dh:
- the Duality Dice — Hope d12 + Fear d12
- dh:+2
- with a modifier (negatives too: dh:-1)
- dh:@15
- against difficulty 15
- dh:adv2@15
- with two advantage dice, vs 15
Roll two d12 — a gold Hope die and a violet Fear die — and add them. The higher die sets the tone: with Hope hands you a Hope, with Fear hands the GM a Fear. Matching dice are a Critical Success — it succeeds no matter the total, and comes with Hope. Set a difficulty and the roll resolves to success or failure.
Each advantage adds a d6 and each disadvantage subtracts one; they cancel one-for-one, and stack past one (an ally's Help adds another). Tap the buttons to add them, hold to remove. The Roll Duality button throws the Hope + Fear; the dice below it roll anything else — weapon damage and the rest.
- ct:8
- eight d10 — count the hits
- ct:8@4
- the same, against difficulty 4
- ct:5@6
- a five-die pool at a hard task
CthulhuTech 2e is a pool of coin-flips. Roll d10 equal to your Attribute + Skill; every even die is a Hit (it glows green), every odd one misses. Count your hits and meet the Difficulty — roughly 3 for a simple task up to 6 or 7 for the near-impossible. Leave the difficulty unset and it just reports the hits. Tap a die to add it, hold to remove.
- fitd:3
- roll three d6, read the highest
- fitd:1
- a single die
- fitd:0
- desperate — roll 2d6, keep the lowest
The Blades in the Dark engine — the whole game's one roll. Build a pool of d6 and read the single highest die: a 6 is a Success, two or more 6s a Critical, a 4 or 5 a Partial (success with a consequence), a 1-3 a Failure. There are no numeric modifiers — everything that helps (push, assist, a devil's bargain, position) adds dice, everything that hurts removes them, so the pool is the whole input. A pool of zero is the desperate roll: throw 2d6 and read the lowest — so a desperate double-6 is not a crit, because only the one read die counts. Tap the die to add one, drag or scroll to set the whole pool.
- yz:5
- five Base dice
- yz:5b3s2g
- Base 5, Skill 3, Gear 2
The engine behind Mutant, Forbidden Lands, Vaesen, and Coriolis. Roll a pool of d6 and count every 6 as a success. One success carries the roll, more is better. Tap the coloured chips to build the pool (Base, Skill, Gear), or type the notation.
Miss, and you can Push: keep the 6s and 1s and reroll the rest. The 1s left showing are banes. A Base 1 costs an attribute, a Gear 1 damages your gear. Each roll can be pushed once.
- yz:5
- five Base dice
- yz:5b1x
- five Base, one Stress
- yz:4b2s3x
- Base 4, Skill 2, Stress 3
The Alien pool: Base and Skill dice, plus Stress dice equal to your Stress level. Count every 6 as a success, one carries the roll. Tap the chips to build the pool, or type the notation.
Miss, and you can Push: keep the 6s and 1s and reroll the rest. A push raises your Stress, so it adds a Stress die to the throw. A 1 on any Stress die is a Panic — look it up on the Panic table.
- br:12,8
- Attribute d12 + Skill d8
- br:12,8adv
- with advantage (a third die)
- br:10,6dis
- with disadvantage (one die)
Blade Runner rolls two step dice: an Attribute die and a Skill die, each d6 to d12. Count successes — a 6-9 is one, a 10+ is two. One success passes, two or more is a critical. Tap a die to step it up, hold to step down. Advantage adds a third die. Disadvantage rolls only the larger.
Miss, and you can Push: reroll every die that is not already a 6 or higher. Any 1 locks and stays, and each 1 left showing costs a point of Health on a physical roll or Resolve on a mental one.
- t2k:12,8
- Attribute d12 + Skill d8
- t2k:12,8,3
- the same, plus 3 Ammo dice
Twilight: 2000 rolls two step dice — an Attribute die and a Skill die, each d6 to d12 — and counts successes: a 6-9 is one, a 10+ is two. One success passes. Tap a die to step it up, hold to step down.
Automatic fire adds Ammo dice, a pool of d6 (tap Ammo to add one). Each 6 is an extra hit. Miss, and you can Push: reroll every die that is not a 6 or higher. Any 1 locks, and each 1 left after a push drops your weapon's Reliability.
- d20
- a single die from the chain
- 2d6+3
- ordinary pools and modifiers
Dungeon Crawl Classics rolls the dice chain: d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, d30, each in its own shape. Tap a die to add it, hold to remove. Roll throws the pool.
Your action die is the coloured, crowned one. A Mighty Deed, luck, or spellburn moves it up or down the chain. Tap the crown above another die, or use the ‹ › arrows. The d100 handles the Judge's crit, fumble, and corruption tables.
- tor:3@14
- a Feat die + 3 Success dice, vs 14
- tor:2fav@16
- favoured — roll two Feat dice, keep the best
- tor:3w@18
- Weary — Success dice of 1-3 count as 0
Always roll one Feat die (a d12: 1-10, plus the Gandalf rune = automatic success and the Eye of Sauron = 0) with a pool of Success dice (d6). Total them and meet the Target Number. Each 6 is a Tengwar rune: one is a Great success, two or more Extraordinary. Favoured / ill-favoured rolls two Feat dice and keeps the best / worst; Weary makes Success dice of 1-3 count for nothing. Tap a die to add it, hold to remove.
- pbta:
- roll 2d6
- pbta:+2
- 2d6 plus your stat
- pbta:-1
- 2d6 with a penalty
- pbta:+1a
- with advantage — 3d6, keep the two highest
- pbta:+1d
- with disadvantage — keep the two lowest
Powered by the Apocalypse: roll 2d6 and add the relevant stat. 10+ is a Strong Hit, 7-9 a Weak Hit (you get it, but with a cost), 6 or under a Miss. For advantage add a and for disadvantage add d — the roll throws 3d6 and keeps the two highest or the two lowest. Set the modifier below, or type it.
- mist:
- roll 2d6
- mist:+1
- 2d6 plus your Power
- mist:-2
- 2d6 with Weakness against you
The Mist Engine (City of Mist, Legend in the Mist) rolls 2d6 plus your net Power. 10+ is a Success, 7-9 a Consequence (you succeed with a complication), 6 or under a Failure. Set the modifier below, or type it.
- pbta:
- roll 2d6
- pbta:+1
- 2d6 plus the stat the move names
- pbta:+1a
- with advantage — 3d6, keep the two highest
- pbta:+1d
- with disadvantage — keep the two lowest
Stonetop runs on 2d6 plus the stat a move names. 10+ is a strong hit, 7-9 a weak hit (it works, with a cost or a hard choice), 6 or under a miss (and you mark XP). Aid grants advantage and a debility imposes disadvantage — the Adv. and Disadv. buttons throw 3d6 and keep the two highest or the two lowest. Weapon and monster damage, and the tables a move sends you to, are ordinary dice on the strip. Stonetop shares the PbtA engine, so a roll reads and shares as PbtA.
- ds:
- 2d10, no characteristic
- ds:+2
- 2d10 plus a characteristic of +2
- ds:+2e1
- the same with one edge
- ds:+2b2
- the same with a double bane
- ds:+2e1b1
- an edge and a bane — they cancel
The power roll: 2d10 plus a characteristic, read in tiers. 11 or less is tier 1, 12–16 tier 2, 17+ tier 3. A natural 19 or 20 on the dice is always tier 3 and reads as a critical — on an ability roll it also buys another main action. Edges and banes cancel one for one: one edge adds +2, one bane subtracts 2, a double edge raises the tier by one instead (a double bane lowers it). A skill that applies to a test adds +2 — fold it into the characteristic. Tap Edge or Bane to raise it, hold to lower. The Power Roll button stages the 2d10 with the current chips — it never rolls, so after a numeric damage roll one tap puts the power roll back in hand and Roll (or the tray) throws it.
- crows:
- 2d10, no modifier
- crows:+2
- 2d10 plus a modifier of +2
- crows:-1
- the same, penalised
- crows:+3e1
- with one edge — +2 to the total
- crows:-1b2
- with a double bane — steps the tier down
- crows:u4
- roll an item's pool of 4 usage dice
The power roll: 2d10 plus one characteristic (Agility, Mind or Strength) and any flat bonus, folded into the one modifier. 11 or less is a failure, 12–16 a partial success, 17+ a success. An edge adds +2 and a bane subtracts 2, a double edge steps the outcome up a tier and a double bane down one, and an edge and a bane cancel — hold up to two of each. A natural 2–3 on the bare dice is a Doom that forces a failure whatever the modifiers said, and a natural 19–20 a Critical that forces a success. An expertise raises the result one tier after the roll — that spend lives on your sheet, not the tray. Tap the usage die to build an item's pool instead (hold to remove one): each dungeon turn the pool is rolled and every die showing 1–2 is spent and comes off the item, the rest remain. The Power Roll button stages the 2d10 back and never rolls: Roll and the tray do the throwing. The Modifier, Edge and Bane chips are scrub dials: tap to raise, or drag or scroll them.
Implements the August–September 2026 Playtest 2 packet. The rules will change as Crows develops, and this mode tracks that packet until updated.
- dccarl:
- d20, no modifier
- dccarl:+5
- d20 plus a Stat Mod (and any Skill Rank) of +5
- dccarl:+5a
- with Advantage — 2d20, keep the higher
- dccarl:+5d
- Disadvantage — keep the lower
- dccarl:+5@15
- the check against DC 15
The check: d20 plus your Stat Mod — and a Skill Rank if one applies — against a DC, equal or over succeeds. Advantage rolls a second d20 and keeps the higher, Disadvantage the lower. The Modifier and DC chips are scrub dials: tap for one step up, or drag or scroll them. Scrub the DC below 1 and it is unset — the table judges. Beat the DC by 10 for an Amazing Success, miss by 1–2 for a Near Miss, by 10 for a Major Fail. A natural 20 is a Critical Hit, a natural 1 a Critical Fail. AI Favor — the crawler's reroll — lives on the character sheet.
- sd:
- d20, no modifier
- sd:+3
- d20 plus a stat modifier of +3
- sd:+3a
- the same with advantage — 2d20, keep the higher
- sd:+3d
- disadvantage — keep the lower
- sd:+3@12
- the check against DC 12
The check: d20 plus a stat modifier against a DC — equal or over succeeds. The Modifier and DC chips are scrub dials: tap for one step up, or drag or scroll them. The DC runs the whole 1–30 line with the book's ladder named on the way (Easy 9, Normal 12, Hard 15, Extreme 18); scrub below 1 and it is unset — the table judges. From unset, a tap or an upward step enters at Normal 12. A natural 20 is a critical and always succeeds (an attack deals double damage dice); a natural 1 is a fumble and always fails. With advantage or disadvantage the crit reads from the kept die. Attacks (vs AC) and spellcasting (vs 10 + spell tier) are this same check — damage is ordinary dice on the strip below.
The torch burns for one hour of real time. It always stands on the tray — unlit it waits in plain ink. Tap it and the hour starts — it keeps burning across reloads and mode switches, because the clock is the rule. Its light pools on the felt in two inked tones, bright within dim. The book sheds torchlight to one near radius — the two tones are drawing, not a second rule. The tray torch and the picker button are the same control: tap either burning one to snuff it, a dead one to light fresh; the X snuffs it with the rest of the table. Under ten minutes it gutters; at zero, darkness. The torch is a clock, not a roll, so it has no notation — and it never shares to a room: your torch, your clock.
- ms:c
- Check/Save — no target, the table judges
- ms:c@35
- Check/Save — roll d100 under 35
- ms:c@35e
- the same, Expert skill (+15 → under 50)
- ms:c@35adv
- Advantage — roll twice, keep the better
- ms:p@8
- Panic — roll d20 over Stress 8
Mothership rolls 1d100 under your Stat or Save: less than the number succeeds, a fail costs 1 Stress. 00 always crits, 99 always crit-fails, 90-99 always fails, and doubles are a Critical. A Skill tier (Trained +10, Expert +15, Master +20) raises the number you roll under. Panic rolls a d20 over your Stress; roll at or under it and you Panic — look up the die on your own Panic Table. Stress is tracked here: it climbs on failed rolls and is what Panic rolls against. Damage and Wounds are ordinary dice — type 4d10 or tap the strip.
- coc:60
- d100 under a skill of 60
- coc:60b
- with a bonus die
- coc:60p2
- with two penalty dice
- coc:
- no skill — the table judges
Roll d100 under your skill. At or under the skill is a Regular success; under half a Hard; under a fifth an Extreme. 01 is always a Critical; 100 always a Fumble, as does 96–100 when the skill is below 50. Bonus and penalty dice roll an extra tens die and keep the best or worst; they cancel. Set the skill on the dial, or leave it unset and the roll just reports the number.
- dg:60
- d100 under a target of 60
- dg:
- no target — the table judges
Roll d100 under your target (a skill, or a stat ×5). 01 always succeeds and is a Critical; 100 always fails and is a Fumble. Matching digits — 11, 22, 33 … — turn a success into a Critical and a failure into a Fumble. Set the target on the dial, or leave it unset to just read the number.
- iron:+2
- action roll, +2 to the action die
- iron:
- action roll with no adds
- iron:p6
- progress roll on a track of 6
- oracle:likely
- Ask the Oracle (yes/no odds)
- oracle:pay-the-price
- roll a named oracle table
Ironsworn and Starforged share one roll. Add your stat and adds to the d6 action die (the score caps at 10) and set it against two d10 challenge dice. Beat both for a Strong Hit, one for a Weak Hit, neither for a Miss. When the two challenge dice match, that is a twist — a bonus on a hit, a complication on a miss. A progress roll takes the number of filled boxes on a track (1–10) instead of the action die.
Oracles. Tap Oracles to browse and roll any table, or type one straight in: oracle: then the table name, hyphenated (oracle:action, oracle:region, oracle:50-50). The result reads out under the roll.
Oracle tables are from Ironsworn, Ironsworn: Delve, and Ironsworn: Starforged by Shawn Tomkin, used under CC BY 4.0 (the Datasworn dataset). The dice mechanics are the games' own.
- deck:1
- draw a card
- deck:3
- draw three
- deck:3 jokers
- with the two jokers in
- deck:1 replace
- draw with replacement
A standard 52-card deck (jokers optional), drawn without replacement — the deck remembers what's gone until you Shuffle. Flip on Replace and each draw goes back in, an independent pick from whatever the deck still holds; the discard stays out of play until you shuffle. The Jokers and Replace buttons are the same as typing those words after the count — set either way, and the field always shows the deck it will draw from. Tap a drawn card to pick it up for a close look, flick it to send it to the discard without drawing, and tap the deck or table to draw; tap the discard pile to page back through it.
The courts are traced from the Great Mogul deck (Meiffre Neveu & Cie, Paris, c. 1850s), a stencilled woodcut in the single-headed English pattern; the two jokers are Fools from older tarots — Jean Noblet's (Paris, c. 1650) and a Swiss Troccas deck's. Pips, aces, and the back are original vector work. Sources and pipeline: woodcut-cards.
- tarot:1
- draw a card
- tarot:3
- a three-card spread
- tarot:3 majors
- just the 22 trumps
- tarot:1 upright
- turn reversals off
All 78 cards, drawn without replacement until you Shuffle. With Reversals on, each card's orientation is fixed when the deck is shuffled and a reversed card lands upside down; Majors trims the deck to the 22 trumps for a quick reading. The picker buttons and the typed words are the same thing — add majors, upright, or replace after the count, in any order, and the field always shows the deck it will draw from. Tap a drawn card to pick it up for a close look, flick it to the discard without drawing, and tap the deck or table to draw; tap the discard pile to page back through it.
The art is traced from the Jean Noblet tarot (Paris, c. 1650, Bibliothèque nationale de France) — the oldest surviving Tarot de Marseille — with the five Wands pips missing from the BnF's deck filled from the Jacques Viéville tarot (Paris, c. 1650), its contemporary across the city. Sources and pipeline: woodcut-tarot.
- nap:1
- pesca una carta
- nap:3
- pescane tre
- nap:1 replace
- pesca con reinserimento
Il mazzo napoletano di 40 carte — dall'Asso al Sette, più Fante, Cavallo e Re in denari, coppe, spade e bastoni — pescate senza reinserimento finché non si mescola: il mazzo di Scopa e Briscola. Tocca una carta pescata per prenderla in mano e guardarla da vicino, lanciala con un gesto per mandarla negli scarti senza pescare, e tocca il mazzo o il tavolo per pescare; tocca la pila degli scarti per sfogliarla.
Le carte sono ricalcate da un mazzo stampato a Napoli nel 1902 (Bibliothèque nationale de France) — l'Asso di Denari porta ancora il bollo del Regno d'Italia e l'indirizzo dello stampatore all'angolo di via S. Tommaso d'Aquino. I semi sono le stesse insegne italiane degli arcani minori dei tarocchi.
- hana:1
- draw a card
- hana:8
- deal a koi-koi hand
- hana:1 replace
- draw with replacement
The 48-card Japanese flower deck — twelve months, each a flower, each
holding four cards: brights (光), animals (タネ),
ribbons (短冊) and chaff (カス). Cards draw without
replacement until you shuffle: the deck of Koi-Koi and
Hachi-Hachi. Tap a drawn card to pick it up for a close look,
flick it to the discard without drawing, and tap the deck or
table to draw; tap the discard pile to page back through it.
koi: works as an alias.
Card art by Louie Mantia, Jr. and すけじょ, in the deck's traditional colours (CC BY-SA 4.0, via Wikimedia Commons) — the one deck in the box drawn by other hands.
- uta:1
- draw a poem
- uta:5
- draw five
- uta:1 replace
- draw with replacement
The Ogura Hyakunin Isshu — one hundred poets, one poem each,
compiled by Fujiwara no Teika around 1235, from Emperor Tenji to
Emperor Juntoku. Draw a single card and the whole poem reads out
beneath the result, with Clay MacCauley's translation. Tap a
drawn card to read the calligraphy up close, flick it to the
discard, tap the deck or table to draw; karuta: works as
an alias.
For Bōzu Mekuri, draw one card per player in turn: a courtier keeps his card, a monk (13 in the deck) costs you your whole pile, a lady (21 in the deck) wins you everything discarded so far. Largest pile when the deck runs out wins.
The portraits and calligraphy are traced from Hishikawa Moronobu's illustrated edition (Edo, 1680) — Moronobu is often counted the first ukiyo-e artist — digitised by the Library of Congress. The deck reads in the book's own order, poet by poet, and is released as its own CC0 repository, woodcut-utagaruta.
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d20
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Oracles
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