Board & Dice Games

Roll Player

Before the adventure comes the character sheet — and in Roll Player, that sheet is the game. Draft coloured dice, slot them into six attributes, shop for gear and skills, and craft the finest fantasy hero at the table. Here’s how it plays.

Roll Player, designed by Keith Matejka, is a dice-drafting and card-drafting game for one to four players. Rather than playing a fantasy adventurer, you build one: over the game you assemble a character with six attributes, a class, a race, an alignment and a backstory, then score points for how well-rounded and thematically consistent your creation turns out. The best-built hero wins.

The dice & how you draft

The engine is a pool of standard six-sided dice in six colours. At the start of each round, dice equal to the number of players are drawn from a bag, rolled, and lined up in an initiative row. Turn order that round follows the value of the die each player took — a neat tension, because the die you want and the turn order you want often pull in opposite directions.

Your character board has six attribute rows — the classic Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Each row has a preferred colour and a set of slots, and the value of a die placed in a slot maps to an attribute modifier. Line up the right colours and values and your attributes climb; place carelessly and you leave points on the table.

ElementRole
Coloured diceSix colours, each tied to an attribute row. A die’s colour affects a matching bonus; its number sets the attribute value in that slot.
Initiative rowThe drafted dice set turn order — take a high die to act later, a low die to go first.
Attribute rowsSix rows (STR, DEX, CON, INT, WIS, CHA) where dice are placed to build your scores.

How to play

Each round has two main beats. First, in initiative order, every player drafts a die from the row and places it into one of their attribute slots, immediately resolving any coloured-slot bonus that triggers. Then, still in order, each player may visit the Market.

The Market is a shared row of cards you buy with gold: weapons, armour, skills and traits that grant one-off effects, ongoing abilities, or end-game scoring. Class and race cards you started with set target attribute goals; your alignment card charts your deeds on a good-evil / lawful-chaotic grid; and backstory cards reward particular arrangements of dice. Over the game you also gain and spend gold, and use card powers to move, flip or re-roll placed dice — the only ways to fix a bad early placement.

When every attribute slot is filled the game ends, and you total your score: attribute totals matched against your class target, alignment position, backstory patterns, and the cards you collected. Highest score is the finest adventurer.

Strategy

  • Serve your class goal. Your class rewards high scores in specific attributes — steer dice toward those rows rather than spreading evenly.
  • Weigh the die against the turn. Sometimes a lower die you don’t need is worth taking just to grab first pick of the Market next.
  • Bank re-roll and move effects. Cards that reposition or flip dice are gold-dust for correcting a forced bad placement — save them for when they rescue the most points.
  • Watch your alignment drift. Card actions nudge your alignment marker; a few careless moves can miss your target zone and its bonus.
  • Don’t ignore backstory patterns. They score for specific die arrangements — plan placements early so the pattern is achievable, not a lucky accident.

Common mistakes

  • Placing dice without a plan. Slots fill fast; a die dropped in the wrong row early can cost you the class bonus you needed.
  • Chasing every Market card. Gold is limited — buying breadth over the few cards that fit your build wastes it.
  • Forgetting the colour bonuses. Matching a die’s colour to its row can trigger extra effects; ignore them and you leave value unused.
  • Neglecting alignment and backstory. These quiet goals swing final scores; players fixated on raw attributes often miss them.
  • Taking high dice for their number alone. A big die going last in initiative can hand rivals the Market card or dice you were counting on.

Want a feel for how a colourful pool of dice lands before you draft? Roll a mixed set in your browser and read the spread of colours and values.

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Keep reading: the dice-crafting favourite Dice Forge.