In order to combat the enemies within each act, a game of Farkle occurs. Farkle, basically a medieval version of Yahtzee, has players roll six dice to form various combinations to build up your damage counter towards your enemy. If you’re able to use all six of your dice in one giant combo (or several small combos), then you can reroll and start the process all over again to drastically increase the damage output. However, the big caveat to all this is if you roll your dice and a combo doesn’t emerge, then you create a “Farkle”, lose all that power, and immediately end your turn.

This was the first real push-your-luck aspect within Dicealot that captured my attention. However, the more I played, the less I was included to focus on the risk and aim my sights on consistent outcomes…

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