

In Twotown, for example, everybody has two personalities that are set by the roll of the queen's dice. In my time with the game, I got to explore Even and Odd's One area but was able to make my way to Twotown. When you're not in combat, you're exploring the six areas of this world, each named after a side of a die.

In the presentation, I saw a card that can allow you to slow down time in a certain area, which I was not able to unlock during my playtime, so there is a lot to look out for. I didn't get to experience enough of it to say how it's going to scale up over the course of the runtime, but the game is constantly giving you new cards that you can work into your strategy. It's all fairly easy to comprehend, which makes jumping into combat a breeze. I also enjoyed using a trap simply called Bomb!, and you could probably guess what that did. For example, rolling well allowed me to use the Bow of One, an early-game weapon that turns your trusty slingshot into a powered-up bow and arrow. Depending on how much you roll, you can play a card from your deck, which can grant you access to new weapons and traps. When you defeat or deal a decent amount of damage to the enemies, you gain energy, which you can then use to roll Dicey. Each combat scenario requires you to hack and slash at your opponents, but there's a twist. To tie together the board game imagery and this theme of randomness, the team created a combat system tied to your die, a sentient, magical die named Dicey, and a set of cards.
