A small settled die at the center of a sacred diagram, watched by a vast congregation

A dice-building roguelike

The Order of Order

A sacred discipline. An unreasonable number of dice.

Start with one d6. Buy rule-changing cards, build impossible scoring combinations, and climb ten ranks of increasingly unreasonable trials.

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Make chance obey

One humble d6 becomes a screen-filling engine.

Start with one die, score on 1. Between Trials, buy cards that add dice, unlock new scoring faces, reshape the grid, and compound the whole roll. By the final ranks, one click can send an entire congregation into motion.

10
ranks to victory
3
trials per rank
15–30
minutes for a full run
Late-run gameplay showing a large grid of differently shaped dice
The "Genesis" doctrine creates new dice every roll!

A founding miracle

For as long as anyone remembers, dice of the realm never stopped turning.

Then one came to rest. It held one face, one thought, one mind, for nearly three miraculous seconds. That day, The Order of Order was founded to spread the miracle.

Where once was chaos,
only order remains.

Enlightened doctrine

Every card rewrites what a roll can mean.

Make new faces score. Shrink dice toward certainty. Duplicate your dice. Build feedback loops that turn one fortunate result into a congregation.

The in-game shop offering three loose cards and two sealed booster packs
Purchase doctrines from the shop, or try a booster pack to test your luck!
The in-game Two Newcomers card: Add two d6 to your grid.
The in-game Like Minds card: Choose a die size; every die of that size is duplicated.
The in-game Resonance card: Double every point you earn.

The approved curriculum

Roll. Settle. Improve. Grow.

A late-game congregation of dice ready to roll
One click. One hundred and sixty-eight opinions.

I

Learn to settle

At first, only a mind focused down to a single point can score. Roll 1s on any die to score points and increase the realm's order.

II

Build the Order

Add dice, rewrite scoring rules, and assemble combinations that turn a quiet roll into an avalanche.

III

Endure examination

Clear Lesser, Greater, and Boss Trials to succeed. The realm's order is at stake, and the Crown is watching.

Distinguished members

The Order is accepting students.

Clear your mind. Sit still for a while.

A cheerful golden die novice in a brown cap and monocle
DiebertThe die who started it all! He's a pretty lucky guy.
A triangular d4 scholar with freckles, sitting and reading a brown book
MelodieThe order's most promising scholar. She's always learning something new!
A stern purple-edged d20 swordsman with green eyes, a sword resting on his shoulder
RolandA swarthy, inconspicuous figure with a keen eye for points.

Advanced instruction

Every Boss Trial changes the rules.

Your practice of order is not acceptable to everyone in the realm. Watch out for meddling forces and unexpected consequences.

The Eclipse

Your multiplier is halved. Enlightenment continues at a reduced rate.

The Drought

No dice are added this Trial. Please work with the current congregation.

The Toll

A tenth of your dice score nothing. Their absence has been ordered.

Outside interests

The realm is taking notice.

Settled dice hold meetings. Roads run straight. Fields are planted on schedule. Consensus, once discovered, has proved alarmingly practical.

“The Crown congratulates The Order of Order on its recent growth. We look forward to discussing a modest, recurring contribution to the king's coffers.” Office of His Majesty’s Accounts
In-game view of an enormous congregation of dice
One hundred thousand, four hundred and eighty-nine dice. One roll. Perfectly reasonable.

Enrollment is open

The dice are still rolling.

Teach them better.

Play Free in Browser Free demo · About 15–30 minutes for a full run