Roll five dice
Each turn starts with a fresh roll of five dice, plus a bonus die that helps or hurts before you act.
Roll the dice. Win the battle. Rebuild the kingdom.
A fantasy dice-rolling RPG built around clever combos, upgradeable heroes, and a kingdom worth restoring. Play offline, experiment with your best builds, and turn every roll into progress.
Roll the dice. Win the battle. Rebuild the kingdom.
Play offline with no account required. ReRoll Kingdom is available now on Google Play.
Designed for quick pick-up-and-play sessions but deep enough to reward experimentation, ReRoll Kingdom mixes approachable strategy with a colorful fantasy setting and satisfying progression.
Watch the gameplay preview, then explore four key parts of the experience below.
Every fight is a short push-your-luck problem. Take the safe hand now for a damage bonus, or spend rolls chasing the combo the enemy in front of you is actually weak to.
Each turn starts with a fresh roll of five dice, plus a bonus die that helps or hurts before you act.
Tap dice to lock them, then re-roll the rest. You get three rolls a turn to build the hand you want.
Unused rolls are not wasted. Every roll you do not spend adds +20% damage, so a strong first hand is worth committing to.
Each family is weak to one combo shape (×1.5) and shrugs off another (×0.7). The card tells you which before you commit.
Everything below is pulled from the game's own data, so it matches what you will actually roll. Use the tabs to browse, then search or filter inside each one.
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A building is not just a menu. Each one holds 6 levels of 10 stages, with a boss at the end of every level. Clearing the first level of a building opens the next building, so progress and power grow together.
Endless climb — fight as deep as your luck holds.
Steady food and gold over time.
Precious ore that powers upgrades.
Recruit heroes and collect their shards.
Forge stronger dice and combo bonuses.
Unlock spells you can cast in battle.
Gateway to the next kingdom — Tidewatch Atoll.
Kingdoms two through five rebuild the same loop with their own architecture — a forge, a recruiter, a spell house, an income building, a perk sink, and a gate onward.
Royal coral seat; passive gem income from tidal levies.
Pearls fuel rare upgrades and dice bonuses.
Recruit nautical heroes and crew dice.
Brine + heat = volcanic combo damage perks.
Tide spells channeled from the abyss.
Return portal back to the mainland kingdom.
Bubbling tar refined into gem income.
Demon forge — +10% combo damage perk.
Recruit Cinderfall's demon-touched champions.
Unlocks the 3 Pyremancer spells.
Spend Soul Embers on permanent perks.
Portal forward to the next kingdom.
Star Shard refinery — passive gem income.
Fourth forge — alien geometry sharpens dice.
Recruit Voidreach's three new heroes.
Spend Star Shards on randomized permanent perks.
Unlocks the three Voidreach spells.
Portal forward to the next kingdom.
Distills lingering Ether; passive gem income.
Fifth forge — joins the shared crafting catalog.
Recruit the three Reckoning heroes.
Spend Ether on permanent global perks.
Unlocks the three Reckoning spells.
Where the four kingdoms become one.
The road starts on a frayed mainland and ends somewhere the geometry stops behaving. Beat the last boss and the whole campaign loops with scaled-up foes.
A child sits on a throne built for giants. The royal line has been thinned by centuries of small wars and bad winters, and the kingdom — yours, now — has frayed at the edges. Goblins gnaw at the western woods. Bandits ride the old trade road. The dead walk where graveyards have been left unattended too long.
Your goal: Kingdom 1 of 5 on the road to the First King. Start at the Castle: clear its first Tower floor to unlock the Farm. Then clear all six campaign buildings (Farm → Mine → Tavern → Blacksmith → Mage Tower → Portal Gate) to rebuild the Mainland and unlock the gateway to Tidewatch Atoll. The Tower keeps climbing as high as your luck holds — come back for bonus loot between pushes.
The Portal Gate spat you out over salt water. The Elder Dragon's death rattled the firmament, and somewhere between cloud and sea you crossed into a kingdom the old maps forgot — a ring of coral islands clenched around a green-lit lighthouse that has never stopped burning.
Your goal: One kingdom reclaimed — this is 2 of 5. Six coral buildings stand between you and the Drowned Capital. Clear them in order — Coral Keep, Lighthouse, Pearl Forge, Shipyard, Saltworks, Deepfathom Watch — to reach the Tidegate. The Sunken Empress waits at the bottom.
When the Sunken Empress's crown hit the seafloor, the seafloor cracked. The Tidegate opened a second mouth this time — downward — and you fell with the rest of the saltwater into a hollow place that has been waiting for kings to fall into it for a very long time.
Your goal: Two thrones down — kingdom 3 of 5. Spend the new Soul Embers currency at the Soul Anvil to unlock permanent combat perks while you climb the seven Cinderfall buildings (Cinder Keep, Tar Pit, Bloodforge, Hellhound Kennels, Pyremancer Tower, Soul Anvil, Hellgate). Watch for the new Hellfire status — it can't be cured.
The Hellgate did not lead anywhere on a map. It led up, into a place where stars hum at the wrong pitch and the air has corners. Voidreach is not a kingdom. It is the empty space between kingdoms, and something in it has noticed you.
Your goal: Three thrones behind you — kingdom 4 of 5. Star Shards drop from Aberration enemies — spend them at the Cosmoreum to buy permanent randomized perks. Watch for the Unraveling status: it hides your dice values behind glyphs. Reach the Hollow Gate at the kingdom's end. The Watcher Below is waiting, and it is patient.
The Hollow Gate closed behind you with a sound like a coin dropping. You are now in a kingdom that contains the others — Mainland's hills bleed into Cinderfall's ash bleeds into Voidreach's broken sky. The dead from every throne you toppled are here, and so is something older than all of them.
Your goal: The last kingdom — win here and the war is over. Convert any prior currency into Ether (100:1) at the new Ether Well, then spend it at the Inheritance Throne to bank permanent perks across all future runs. Every fifth turn, Convergence Mode stacks Burn + Hellfire + Bleed + Unraveling onto your next combo at once. Reach the Worldspire. The First King has five phases. You have everything you've earned.
None of this is hidden from you in game — but knowing it on day one saves a lot of gold.
Each unused roll adds +20% damage, so striking immediately on a decent hand can beat spending two more rolls chasing a bigger one. Chase only when the bigger combo is also the one the enemy is weak to.
Weakness is ×1.5 and resistance is ×0.7 — more than a two-to-one swing. Goblins and Slimes fold to Pairs; Undead, Knights and Elementals fold to Of-a-Kinds; Bandits, Trolls and Dragons fold to a Full House.
Every hero has a favored family worth +50% combo damage. Swapping heroes before a boss is usually a bigger jump than another gear upgrade.
Shards spread thin are shards wasted. Nominate a focus set in the Collection screen and most drops route to it, so one set reaches Lv 5 while the rest wait.
The Shard Shop trades 3 spare shards for 1 of the set you want, and it always spends from your least-invested pile — never the set you are about to level.
It rolls itself at the start of every turn. Sword, Shield and Heart help you; Skull, Curse and Drain bite. A Skull turn is a good turn to shield rather than push.
The Blacksmith adds flat damage to the combos you roll most, the Mage Tower adds spell slots, and the Mine raises both gold and shard drops. Those compound over an entire kingdom.
A level's boss is always stronger than the toughest regular enemy in that level. Arrive with full HP, a shield combo in reach, and a spell you have not spent.
The full weakness and resistance table. Weak takes ×1.5 damage from that combo family; resisted takes ×0.7.
| Family | Weak to | Resists |
|---|---|---|
| Beast | Straights | Pairs |
| Goblin | Pairs | Full House |
| Undead | Of-a-Kinds | Pairs |
| Slime | Pairs | Of-a-Kinds |
| Bandit | Full House | Straights |
| Demon | Straights | Full House |
| Troll | Full House | Straights |
| Dragon | Full House | Pairs |
| Knight | Of-a-Kinds | Pairs |
| Elemental | Of-a-Kinds | Straights |
| Aberration | Straights | Of-a-Kinds |
Roll, keep, and re-roll to build powerful combos. The highest-damage hand wins — simple to learn, satisfying to master.
Recruit a roster of fantasy champions, each with a signature wild die and special abilities. Level them up and gear them out.
Unlock themed dice sets with unique passives, from humble bronze to shimmering convergence dice.
Journey through five distinct realms, each with its own enemies, bosses, and atmosphere.
Beat the final boss and loop the whole campaign with scaled-up foes. Climb the tower and take on the daily dungeon.
Climb daily and weekly Battle Points leaderboards through Google Play Games.
Assemble your party, forge your dice, and rebuild five kingdoms — one combo at a time. Your kingdom is waiting.