Tumble Tavern
Guildhelm Studios Ltd
Farkle with enchanted runes. Throw six dice, bank your points or push your luck, and cast the runestone that turns a losing throw around. Take on 12 tavern regulars, run the roguelite gauntlet, or pass the dice to a friend on the same screen.
Configuration requise
Exigences minimales
Exigences recommandées
À propos de ce jeu
Tumble Tavern is Farkle at a tavern table, with enchanted runes that can turn a losing throw around.
Throw six dice and set aside the ones that score. Then bank your points, or throw the rest for more. A throw that scores nothing is a Ruin, and everything you collected that turn is gone. Banked points are safe. First to the target score wins.
- 18 enchanted runestones. Carry three into every match and cast them when the throw needs it.
- 9 kinds of dice. Build a six-die loadout. Each kind pays its bonus its own way.
- 12 tavern regulars with habits instead of difficulty levels. Read how each one plays and take the table back.
- A roguelite gauntlet. Rivals one after another, winnings climb with the streak, and one loss ends the run.
- Two players, one table. Pass the dice in Local Duel, or invite a friend online with Remote Play Together.
- Full controller support, Windows and SteamOS/Linux, and ten languages.
Dice
You bring six dice to a match, chosen from nine kinds. Each kind pays a scoring bonus under its own condition, and the bonus is paid for every die of that kind you are holding. Ember pays a flat bonus on any scoring hold. Tide pays when you hold three or more dice. Void pays only on holds of 750 or more. Because the bonus stacks per die, six of one kind plays very differently from a spread of six.
Runes
You carry three runestones from a set of 18, and cast them during the match. Aegis shields your turn, so a Ruin breaks the shield and you throw again. Fortune adds 100 to the next set you hold. Longshot bets the turn on a face you name. You cannot swap them mid-match, so the three you bring shape how you play.
Rivals
Twelve tavern regulars, each with a fixed habit rather than a difficulty level. One banks the moment he is ahead, however little he holds. Another rolls on long after anyone sensible would stop. Once you have read a rival's habit, you can play against it.
Modes
Quick Wager. Four tables, Friendly through Gold, each with its own rival. One match, one stake.
Endless Gauntlet. Rivals one after another. Difficulty and winnings climb with the streak, and a loss ends the run.
Campaign. Twelve fights in order, each built around a specific problem.
Local Duel. Two players at one screen, taking turns.
Free demo: the first two campaign fights and the Friendly and Copper tables.
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