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Dicey Dungeons - Forum Fangame Edition (One Slot Open)

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Limit break a 6, put it in Judge. Bump my 4 and 2, put the 5 in Healing Word, and two 3s in Warhammer. The last 1 goes in Magic Dagger.

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
Use the 4 with Ember, use the returned 2 on Dagger and the 1 on Pyro Ball. Trigger Limit Break: Put the 5 on Ice Shard, then put the 6 on Cauldron, gaining a 2 to put into Infliction.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

🎶 Battle Music: Chipzel - Step Right Up 🎵


Innate: Sorceress changes equipment each turn.
Mysterious Influence: Sorceress uses a limit break after losing 50% of HP. Extra rewards after the battle.
Vs Thief Jr Vs. Dragon Vs. Mage Vs. Brawler Vs. Cleric Vs. Robot
No Status No Status No Status No Status No Status No Status



The Mage [5] and [3] in Tactical Bolt for 4 damage, then uses [4] in Fire Tome for 4 damage.
The Robot rolls [4] and [5], uses [5] in Plasma Blaster for 5 damage, [4] in Mechanical Arm for 2 damage, rolls [6] (error breaks remaining equipment except buster sword), and puts that dice in Buster Sword for 6 damage.
The Dragon Nudges [5] to [4], puts [3] and [4] in Whirlwind (CD=1) and [5] in Gust for 5 damage.
The Brawler puts [3] in Mana Potion for +3 Mana, [5] in Inner Aurora for +1 Mana and Fury.
The Cleric uses Limit Break, cheating out a [6]. [6] is used with Judge, inflicting 1 Lock. Double Bumps [4]>[5] and [2]>[3], puts [5] in Healing Word, giving everyone +2 HP, then puts [3] and [3] in Warhammer for 6 Damage and 1 shock. Finally, [1] is used with Magic Dagger for 2 damage.
Thief Jr. uses [4] with Ember for 1 damage and 1 burn, returning a [2] which goes into Dagger for 2 damage, then [1] (-1 HP) goes in Pyro Ball for another 1 damage and 1 burn (Pyro Ball now needs "[2]"). Thief Jr. then uses Court Change, swapping equipment with the witch and hitting her one Ice Shard using [5] for 5 damage and 1 Freeze, [6] on Cauldron for 1 damage, rolling a [2], then [2] in Infliction for 3 damage.

The Sorceress has 2x Ice Shard this turn. She rolls [1] and [1].
Vs Thief Jr: Both [1]s are burning. Un burns both dice at the cost of 4 HP, uses [1] in Cauldron, getting a [2] and dealing 1 damage. She then puts [1] in Ice Shard for 1 damage and 1 Freeze, and [2] in Infliction for 3 damage.
Vs The Dragon: Uses [1] in Cauldron, getting a [1] and dealing 1 damage. She then puts [1] in Ice Shard for 2 damage and 1 Freeze, and [1] in Infliction for 3 damage.
Vs The Mage: Uses [1] in Cauldron, getting a [2] and dealing 1 damage. She then puts [1] in Ice Shard for 1 damage and 1 Freeze, and [2] in Infliction for 3 damage.
Vs The Brawler: Uses [1] in Cauldron, getting a [2] and dealing 1 damage. She then puts [1] in Ice Shard for 1 damage and 1 Freeze, and [2] in Infliction for 3 damage.
Vs The Cleric: [1] is Locked. Infliction is Shocked. Uses the other [1] in Cauldron, getting a [5] and dealing 1 damage. She then puts [5] in Ice Shard for 5 damage and 1 Freeze.
Vs The Robot: Uses [1] in Cauldron, getting a [3] and dealing 1 damage. She then puts [3] in Ice Shard for 3 damage and 1 Freeze, and [2] in Infliction for 3 damage.

The Sorceress continues using the Ice Shards next turn.
Everyone's highest roll is Frozen to [1] (5, W, 6, 5, 4, and Robot's first roll.)

Thief Jr Dragon Mage Brawler Cleric Robot
[2], [3], [1], [1B] [1], [5], [5] [1], [1], [2] [1], [5], [3] [1], [2], [3], [1] CPU 11
1 Freeze, 1 Burn 1 Freeze 1 Freeze 1 Freeze, 6 Mana, Fury 1 Freeze 1 Freeze



Thief Jr. is strong to fire but vulnerable to weaken, and gets an extra burning 1 at the start of each turn.
Thief Jr.'s Equipment




Dragon is weak to ice, but all 6s rolled become Whirlwind dice, meaning they automatically conform to any slot you want!
Dragon's Equipment




The Mage gets extra equipment from chests and stuff. Equipment can break if durability reaches 0 but can be used any number of times in a turn.
Mage's Equipment




The Brawler has no innate abilities.
Brawler's Equipment




The Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight.
Cleric's Equipment





The Robot can roll any number of dice, but equipment is disabled if he goes over his CPU. If he hits his CPU exactly, he gets to use a Jackpot ability.
Robot's Equipment

Put my 2 in my Vulernary and my 1 in Scrap Metal (which I got for my limit break)
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
lmao I knew it

Put 1 in Whirlwind to get my W back. 5 and 5 in Double Team, W in Gust.
Glare at the sorceress for probably depriving me of a 6 I could've used, and then put 5 in Inner Aurora. Can't do anything else because I KEEP GETTING ODDS.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
The 2 goes in Judge, the 3 gets bumped twice into Healing Word, and the two 1s go into Magic Dagger to get

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
Limit break! -> Get the following numbers: 1,6,1,1,1,1 (Too many 1s).

From the following jackpots:
Teleport (Evade next attack)
Lucky Shot (Do 5 damage)
Refrigerator (Freeze 1 dice)

Pick Lucky Shot -> Put two 1s in Spanner then put the result in Mechanical Arm -> Put one 1 in Small Shield -> Put one 1 in Plasma Blaster -> Put the last 1 in Pea Shooter -> Put 6 in Buster Sword -> End of my turn.
Use the 2 on Pyro Ball, then put both 1's into Rabbit's Foot. Use two of the returned 1's on Double Kick, then put the 3 and the remaining 1's on Dagger.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

🎶 Battle Music: Chipzel - Step Right Up 🎵


Innate: Sorceress changes equipment each turn.
Mysterious Influence: Sorceress uses a limit break after losing 50% of HP. Extra rewards after the battle.
Vs Thief Jr Vs. Dragon Vs. Mage Vs. Brawler Vs. Cleric Vs. Robot
No Status No Status No Status No Status No Status No Status



Once again quick-er update because I didn't notice it had gotten this late and I need to sleep soon.

The Mage recovers 2 HP and gains 1 Shield. Scrap Metal breaks...
The Dragon gets a [W] with Whirlwind, uses Double Team to gain a Dodge, then uses a Windy Gust for 9 damage.
The Brawler gives a steely glare. It's not very effective. She uses Inner Aurora, triggering fury and getting +1 Mana twice.
The Cleric inflicts 1 Burn, 4 damage, and heals everyone for 2.
The Robot uses Limit Break, deals 12 damage, reduces Pea Shooter's cooldown to 4 and gains 1 Shield.
Thief Jr. does 2 damage/burn with Pyro Ball (which now needs [3]s), spawns more 1s and deals 9 more damage. (at the cost of 1 HP)

The Sorceress has 2x Ice Shard this turn. She rolls [6] and [4].
Vs Thief Jr: Both dice are burning. Un-burns both dice at the cost of 4 HP, uses [6] in Cauldron, getting a [3] and dealing 1 damage. She puts both [3]s in Ice Shard for 6 damage and 2 freeze.
Vs The Dragon: Uses [6] in Cauldron, getting a [6] and eating dodge. She then puts [3] in Ice Shard for 6 damage and 1 Freeze, and [6] in Infliction for 3 damage.
Vs The Mage: Uses [6] in Cauldron, getting a [2] and dealing 1 damage (-1 Shield). She then puts [3] in Ice Shard for 3 damage and 1 Freeze, and [2] in Infliction for 3 damage.
Vs The Brawler: Uses [6] in Cauldron, getting a [5] and dealing 1 damage. She then puts [5] and [3] in Ice Shards for 8 damage and 2 Freeze.
Vs The Cleric: [6] is burning. Un-burns [6] at the cost of 2 HP, uses it in Cauldron, getting a 3 and dealing 1 damage. She puts both [3]s in Ice Shard for 6 damage and 2 freeze.
Vs The Robot: Uses [6] in Cauldron, getting a [5] and dealing 1 damage (-1 Shield). She then puts [5] and [3] in Ice Shards for 8 damage and 2 Freeze.

The Sorceress is using Burning Light next turn.
Freeze happens.

Thief Jr Dragon Mage Brawler Cleric Robot
[1], [1], [1], [1B] [1], [1], [3] [3], [2], [1] [1], [2], [1] [1], [2], [1], [1] CPU 11
2 Freeze, 1 Burn 1 Freeze 1 Freeze 2 Freeze, 9 Mana 2 Freeze 2 Freeze



Thief Jr. is strong to fire but vulnerable to weaken, and gets an extra burning 1 at the start of each turn.
Thief Jr.'s Equipment




Dragon is weak to ice, but all 6s rolled become Whirlwind dice, meaning they automatically conform to any slot you want!
Dragon's Equipment




The Mage gets extra equipment from chests and stuff. Equipment can break if durability reaches 0 but can be used any number of times in a turn.
Mage's Equipment




The Brawler has no innate abilities.
Brawler's Equipment




The Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight.
Cleric's Equipment





The Robot can roll any number of dice, but equipment is disabled if he goes over his CPU. If he hits his CPU exactly, he gets to use a Jackpot ability.
Robot's Equipment

Use my Bump item to bump my 3 dice to 4, then put it in my Vulnerary to heal.
Unfortunately, I'm not very active on the site anymore like I was before; I'm mainly on Discord now. Thanks for understanding.
Put two 1's into Rabbit's Foot. Then put two 1's into Double Kick, then use the rest on Dagger.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Limit break, then use Double Team + and Gust +.
FINALLY I GET AN EVEN. Time to beat the absolute shit out of this wannabe spellcaster. 1 in Inner Aurora, Master Punch, then 2 in Kapow Punch. I don't feel like doing the math for how much damage that's going to do right now but of course my brain already did it and determined that it's probably 30. Also yeet the extra 1 at her even though I don't have the equipment for that and therefore it will accomplish exactly nothing.

Also gonna hope I don't eat shit after this.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
Roll four times -> Get 1,1,1,6 (CPU: 9) -> Put two 1s in Spanner then put the result in Mechanical Arm -> Put other 1 in Small Shield -> Roll -> Get 4 (Error!) -> Put 6 in Buster Sword
Put one 1 into Judge, and the rest of my dice into Magic Dagger.

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
🎶 Battle Music: Chipzel - Step Right Up 🎵


Innate: Sorceress changes equipment each turn.
Mysterious Influence: Sorceress uses a limit break after losing 50% of HP. Extra rewards after the battle.
Vs Thief Jr Vs. Dragon Vs. Mage Vs. Brawler Vs. Cleric Vs. Robot
No Status No Status No Status No Status No Status No Status



The Mage does not have Bump equipped (you can't use items in the backpack during battle!). I'll just let you use the [3] in Vulenary to heal by 3.
Thief Jr. puts two [1]s in Rabbit's Foot, getting four [1]s, then two more in Double Kick for 4 damage, then the last four in Dagger for 4 damage. (at the cost of 1 HP from the burning dice).
The Dragon uses Limit Break, upgrading all equipment and making all dice Windy. He then puts [W] and [W] in Double Team, getting +2 Dodge, and [W] in Gust for 12 damage.
The Brawler puts [1] in Inner Aurora, getting to 10 Mana, uses Master Punch, getting to 13 Mana and dealing 13 damage, then uses [2] in Kapow Punch for 15 damage! That uses up all of the Mana, though.
The Robot rolls [1], [1], [1], and [6]. [1] and [1] are combined with Spanner into [2], which goes into Mechanical Arm for 4 damage. [1] is used in Small Shield for +1 Shield, then the Robot rolls [4] and busts, but still gets to use [6] in Buster Sword for 6 damage.
The Cleric uses [1] in Judge to inflict 1 Freeze, then puts everything else in Magic Dagger for 6 damage.

The Sorceress has 2x Burning Light this turn. She rolls [1] and [4].
Vs Thief Jr: Uses [1] in Cauldron, getting a [6] and dealing 1 damage. She then uses [4] and [6] in Burning Light for 5 damage and 2 burn.
Vs The Dragon: Uses [1] in Cauldron, getting a [1] and eating a dodge. She then uses [1] in Infliction, eating another dodge, and [4] in Burning Light, dealing 4 damage and inflicting 1 burn.
Vs The Mage: Uses [1] in Cauldron, getting a [5] and dealing 1 damage. She then uses [4] and [5] in Burning Light for 9 damage and 2 burn.
Vs The Brawler: Uses [1] in Cauldron, getting a [6] and dealing 1 damage. She then uses [4] and [6] in Burning Light for 10 damage and 2 burn. The Brawler is defeated!
Vs The Cleric: [4] is frozen to [1]. Uses [1] in Cauldron, getting a [4] and dealing 1 damage. She then uses [4] in Burning Light for 4 damage and 1 burn and the other [1] in Infliction for 3 damage.
Vs The Robot: Uses [1] in Cauldron, getting a [4] and dealing 1 damage (-1 Shield). She then uses [4] and [4] in Burning Light for 8 damage and 2 burn.

Limit Break! The Sorceress rolls [1], [2] and [6]. (the equipment swap effect has been reverted... this time)
Vs Thief Jr: Uses [1] in Infliction for 3 more damage.
Vs The Dragon: Uses [6] in Burning Light for 6 damage and 1 burn.
Vs The Mage: Uses [1] in Infliction for 3 damage.
Vs The Brawler: The Brawler is already defeated!
Vs The Cleric: Uses [6] in Burning Light for [6] damage and 1 burn.
Vs The Robot: Uses [1] in Infliction for 3 damage.

The Sorceress is using Electric Shock next turn.
Robot's first two dice will be Burning.

Thief Jr Dragon Mage Brawler Cleric Robot
[3B], [1B], [6], [1B] [1B], [2B], [3] [6B], [6B], [4] N/A [1B], [2B], [3], [4] CPU 11
3 Burn 2 Burn 2 Burn Defeated! 2 Burn 2 Burn



Thief Jr. is strong to fire but vulnerable to weaken, and gets an extra burning 1 at the start of each turn.
Thief Jr.'s Equipment




Dragon is weak to ice, but all 6s rolled become Whirlwind dice, meaning they automatically conform to any slot you want!
Dragon's Equipment




The Mage gets extra equipment from chests and stuff. Equipment can break if durability reaches 0 but can be used any number of times in a turn.
Mage's Equipment




The Brawler has no innate abilities.
Brawler's Equipment




The Cleric cheats out dice instead of rolling and can save one dice between turns using Foresight.
Cleric's Equipment





The Robot can roll any number of dice, but equipment is disabled if he goes over his CPU. If he hits his CPU exactly, he gets to use a Jackpot ability.
Robot's Equipment

We're... kinda dying. Hm.

I don't think we can easily live through this turn, but I'll do my best. First, limit break out a 6 to put in Healing Word. Second, bump my 3 and put two 4s in Warhammer. Third, bump my 2, taking one damage, and put it into Judge, and don't touch my last die, because apparently burning dice do two damage.

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
My hands are kinda tied at the moment, I'll be a bit of a goner if I choose more than one burning die. So, what am I gonna do, you ask? Well, the hand of fate has give me just the right dice to do the following play: Put 6 on Ember, then use the returned 3 and the 3 I already had on Double Kick.


...Apparently I can't read, and it turns out I have been healed by 2 prior to my turn. Having 2 extra HP means I can use the rest of my dice without worrying about kicking the bucket in the process, so... Put the two burning 1's into Rabbit's Foot. Put two of the returned 1's into Dagger, then activate my Limit Break, using one 1 in Infliction and one 1 in Cauldron, which gave me a 1 back (thanks Lady Luck for the second 1 in a row, though the free 1 extra damage is nice). I forgot I can't use Dagger while having Court Change in effect, so uh that's it.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Limit break!

From the following Jackpots:
Barricade (Shield +3)
Bear Smash (Do 10 damage)
One More Roll (Roll one more dice)

I choose Bear Smash (A no-brainer move) -> Roll thrice -> Get 3(Burning), 2(Burning) and 6 -> Combine 3 and 2 (taking 4 damage in the process) then put the result in Plasma Blaster -> Put 6 in Buster Sword -> End of my turn.

That Bear Smash came in CLUTCH! We are winning this one for sure, hang in there guys!
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