Dice Archetypes — Design Spec

Date: 2026-04-06 Status: Approved, implementing

6 Archetypes

Each archetype has: starting relic (unique, not from pool), modified stats, and a special mechanic.

1. The Gambler (risk/reward)

  • HP: 70 | Rerolls: 3 | Dice: 5
  • Starting Relic: "Loaded Dice" — Pairs give +12 chips, but each unmatched die costs -2 chips
  • Starting Consumable: "Double or Nothing" — double this turn's damage, then lose 10 HP
  • Play feel: High rerolls let you chase pairs aggressively. The -2 per unmatched die punishes settling for bad hands.

2. The Strategist (sequence planning)

  • HP: 85 | Rerolls: 1 | Dice: 6
  • Starting Relic: "Sequence Master" — +3 chips per die in your longest consecutive run (3=+9, 4=+12, 5=+15, 6=+18)
  • Special: Once per combat, can lock one die value before rolling
  • Play feel: 6 dice + sequence scaling rewards straights. Only 1 reroll forces careful planning.

3. The Bruiser (brute force)

  • HP: 100 | Rerolls: 2 | Dice: 5
  • Starting Relic: "Go Big" — Each 6 gives +8 chips, each 5 gives +4 chips. Three or more 6s doubles all chip damage this turn.
  • Starting Consumable: "Titan's Roar" — next roll's 6s count as two 6s for scoring
  • Play feel: Chase 5s and 6s. Triple-6 turns are explosive. High HP means you can take hits while building.

4. The Trickster (manipulation)

  • HP: 65 | Rerolls: 3 | Dice: 5
  • Starting Relic: "Penny Pincher" — Each 1 or 2 gives +5 chips AND generates 1 gold
  • Starting Consumable: "Flip" — turn one die to opposite face (1↔6, 2↔5, 3↔4). Reusable once per combat at cost of 3 HP.
  • Play feel: Low values become valuable. Flip lets you convert between high and low. Gold generation funds shops.

5. The Elementalist (elemental combos)

  • HP: 75 | Rerolls: 2 | Dice: 5
  • Starting Relic: "Elemental Lens" — +5% elemental dice chance. Elemental combo damage +20%.
  • Special: Elemental dice always appear in pairs. Elemental system unlocked from start.
  • Play feel: More elemental dice, stronger combos. Pairs guarantee combo triggers when elements appear.
  • Note: Full face-based element system (1=Poison etc.) deferred to future pass. Uses existing elemental system.

6. The Wanderer (economy/adaptation)

  • HP: 80 | Rerolls: 2 | Dice: 5
  • Starting Relic: "Adaptable" — Each unique number in roll gives +3 chips AND +2 gold. At combat start, gain +1 reroll per different relic owned (max +3).
  • Special: +15 starting gold. Shops always have a relic.
  • Play feel: Variety scoring + gold gen + relic scaling. Gets stronger the more relics you collect. Economy routing matters.

Implementation Approach

New files

  • src/gameplay/archetype_data.gd — static archetype definitions (class_name ArchetypeData)
  • src/ui/archetype_select_screen.gd + assets/scenes/ArchetypeSelect.tscn — character selection screen

Modified files

  • src/core/solo_game_manager.gd — apply archetype on run start
  • src/gameplay/hand_scorer.gd — archetype relic scoring effects
  • src/gameplay/dice_combat_manager.gd — archetype passives (lock die, overkill carry, etc.)
  • src/gameplay/dice_pool.gd — 6th die for Strategist, elemental pairs for Elementalist
  • src/ui/shop_screen.gd — Wanderer guaranteed relic
  • src/core/scene_manager.gd — register archetype select scene

Archetype-specific starting relics

These are NOT in RelicDatabase — they're unique to each archetype, created in ArchetypeData, and applied at run start. They can't be found in shops or rewards.

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