How to Play

๐ŸŽฒย  โ€“ Rolling the Dice, Shaping the Outcome

In Arkaders, when your hero tries to do something risky, cool, dangerous, or surprising, the dice decide the outcome. This makes the game exciting and unpredictable!

You describe what you want to do...
The Master sets the difficulty...
And the dice reveal your fate.

๐ŸŽฏ When Do You Roll?

The Master will ask for a dice roll when:

  • There's a chance you might fail

  • The action is dangerous or dramatic

  • Your choice could change the story

  • Youโ€™re trying something beyond the ordinary

๐Ÿงช Common Reasons to Roll

  • Jumping from one crashing skytrain to another

  • Convincing a villain to stand down

  • Hacking a glitch-ridden portal before it overloads

  • Punching a ghost made of static and fire

  • Solving an alien puzzle under pressure

๐ŸŽฎ If it feels cinematic, exciting, or riskyโ€”it's roll time!

๐Ÿงฎ Step-by-Step Roll Guide

1. ๐ŸŽญ Describe your action

โ€œI leap across the rooftop and try to grab the falling orb mid-air!โ€

2. ๐ŸŽฉ The Master sets the Difficulty Number

  • Easy: 8โ€“10

  • Normal: 11โ€“14

  • Hard: 15โ€“17

  • Epic: 18โ€“20+

โ€œCatching the orb while jumping? Thatโ€™s Difficulty 14.โ€

3. ๐ŸŽฒ Roll your dice

  • Always roll 1d20

  • Add +1d6 if:

    • Your Class boosts the attribute used

    • You're using an Item that fits the action

Important Rule: If your Class and Item both apply, you still roll only one 1d6. Bonuses do not stack. This keeps the system fast and fair for all players.

4. โœ… Compare the total to the Difficulty

  • If total โ‰ฅ difficulty โ†’ Success!

  • If total < difficulty โ†’ Failure! (but maybe not a boring one)

โš ๏ธ Note on High Rolls

When using Token-Cards or bonus dice, your total roll result can exceed 20โ€”thereโ€™s no upper cap when comparing to a Difficulty Number.

However, other parts of the system (like Life Point damage or narrative effects) may still be capped at 20, or scaled narratively by the Master to keep the story balanced.

๐Ÿ” Example 1 โ€“ Agility Jump

๐ŸŽญ Master: โ€œYou must leap the broken bridge. Difficulty: 13.โ€
๐ŸŸข Player (Green Class, using speed boots): โ€œPerfect, thatโ€™s my Class and I have an Item.โ€
๐ŸŽฒ Rolls 1d20 = 9
๐ŸŽฒ Rolls 1d6 = 4
โ†’ Total = 13 โœ…
๐ŸŽญ Master: โ€œYou sprint, flip through the air, and land just as the ledge crumbles. Nailed it.โ€


๐Ÿ” Example 2 โ€“ Magic Puzzle

๐ŸŽญ Master: โ€œThe code rune pulses. If you misread it, it might explode. Difficulty 15.โ€
๐Ÿ”ต Player (Blue Class, using a spellbook): โ€œIโ€™m analyzing it with my Arcana Scanner.โ€
๐ŸŽฒ 1d20 = 10
๐ŸŽฒ 1d6 = 5
โ†’ Total = 15 โœ…
๐ŸŽญ Master: โ€œYou solve it perfectly. The trap disarms and leaves a glowing key.โ€

โŒ What Happens If You Fail?

Failure doesn't mean "nothing happens." It often means:

  • Something funny happens

  • You succeed but with a twist

  • You create a new problem

  • The story moves forward in a new direction

๐ŸŽญ Master: โ€œYou tried to jump the chasm but fell short. Instead of falling, you hit a lever that opens a hidden door below. Unexpected win!โ€


๐Ÿง  Master Tips for Setting Difficulty

Difficulty Description When to Use
8โ€“10 Easy or routine task Jumping a low fence, calming a friend
11โ€“14 Normal difficulty Fighting a minor enemy, disarming a basic trap
15โ€“17 Challenging Convincing a villain, surviving a firestorm
18โ€“20+ Epic, near-impossible feats Rewriting a magical law, catching time mid-flow


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