DICE WARS ONLINE
Choose your deck
Two 24-card armies. Two dice. One battlefield. Play against the CPU, share the screen, or battle online.
Two 24-card armies. Two dice. One battlefield. Play against the CPU, share the screen, or battle online.
No account needed. Pick your army above, then invite a friend or search for an opponent.
Create a room and share its six-digit code.
Enter the six-digit room code they shared.
Pair with anyone else searching now.
Two worlds wait beyond the 5th dimension. Choose the one your campaign will play through.
Pick once — you will play your chosen side in every battle of the campaign.
Choose the army you'll carry through seven campaign battles.
Learn by playing with guided rolls. Your paired rival is controlled by the tutorial.
Congratulations!
Started and completed CPU, spectator, hotseat, online, and campaign battles from this session. Play a battle here or share its hidden replay code. Shows the last 12 battles.
Each deck splits into a unit pile and an equipment pile. Draw 3 from each. At turn start, refill each side of your hand to 3, then roll 2d6.
Each die can play one card whose value is equal to or lower than that die. You may reroll either or both dice once, but not after playing a card. If a valid play exists after the final roll, you must make at least one.
Keep up to 3 Heroes or Followers in play. Power and Shield cards require a unit and each unit can hold one of each.
Each unit attacks once per turn. Declaring your first attack ends card plays. Heroes automatically defeat Followers when attacking first. Hero vs Hero: higher wins; a tie destroys both. Followers defeat lower-value units; a tie destroys both.
Power adds its value to an initiating attack. A Shield absorbs an incoming attack when the attack value meets or beats the Shield value. Equipment is discarded with its unit.
Use your deck power once that turn before normal plays, or decline it. A new double after a reroll can trigger the power.
Before playing a card, reroll either one die or both together, once per turn. A new double can trigger your deck power.
After your roll, you are eliminated if you have no units in play, no playable unit in hand, and no units left in your draw pile. The last player standing wins. When your unit pile reaches 0, you can offer a truce. Against a CPU, you both roll: win the roll and the truce is accepted; lose and the battle continues. Against another player, they decide whether to accept or decline. An accepted truce ends the battle in a draw.
On doubles, destroy an enemy Hero or Follower whose value is at or below the number rolled.
On doubles, summon a Hero or Follower from your hand or deck whose value is at or below the number rolled. Shuffle after drawing from the deck.
On doubles, destroy enemy equipment at or below the roll, or play Power or Shield from your hand, deck, or discard at or below the roll. Shuffle after drawing from the deck.
On doubles, summon a Hero or Follower from your discard pile whose value is at or below the number rolled.
On doubles, destroy an enemy Hero or Follower whose value is at or below the number rolled.
On doubles, summon a Hero or Follower from your hand or deck whose value is at or below the number rolled. Shuffle after drawing from the deck.
On doubles, destroy enemy equipment at or below the roll, or play Power or Shield from your hand, deck, or discard at or below the roll. Shuffle after drawing from the deck.
On doubles, summon a Hero or Follower from your discard pile whose value is at or below the number rolled.
Rolling…
Rolling…
Both armies start with empty battlefields, a full hand, and every remaining card packed into the discard pile. Every roll is a double six for both players, whoever starts — deck powers stay live all match.
Choose a test type, then load a focused scenario.
Tap a cue to hear the exact sound used during a match.
Each test loads three enemy units: one with a Shield, one with a Power, and one with both.
Each test rolls double six and loads valid summon or equipment choices.
Choose both CPU armies.
Every take runs exactly two CPU turns, one turn per side.
Choose which CPU performs the featured scenario action.
You defeated all 7 armies and claimed victory across the Dice Wars realm.
Keep waiting for them to reconnect or take the win.