Close Call: Dice Roguelite
Board
Ten targets, three rolls each. Get close - going over hurts as much as short.
- Downloads
- 16+
- on Google Play
- Price
- Free
- No in-app purchases
- Updated
- Oct 8
- 2026 · v1.1.1
Screenshots
About Close Call: Dice Roguelite
A dice game about getting close.
Every round draws a target and hands you a few dice and three rolls. Bank the
dice you want, roll the rest - but your total only ever grows, so pushing for one
more point can just as easily carry you past the number. Going over hurts exactly
as much as stopping short.
Ten rounds, one score, and the itch to beat it.
THREE WAYS TO PLAY
- Free pick: take any dice you like, one at a time. Four dice to start, and the
forgiving one - it's also the mode a run is built to grow.
- Faces: bank a number instead of a die, and every die showing it goes in
together. Control is coarse on purpose, which is what makes an exact hit worth
something.
- Split: two targets a round, and no die may sit it out - every one goes to one
side or the other, so feeding one target is always refusing the other. The two
scores multiply, so a target you give up on takes the whole round down with it.
A RUN THAT GROWS
Landing close pays marks. Between rounds the market opens with two shelves. Dice
are bought once and stay in your hand for the rest of the run - a spare die, a
lead d4, a heavy d8 - so a run is something you build. Talismans last the next
round only and can be bought again: a fourth roll, a free reroll, a nudge. A free
charm arrives on rounds 2, 4, 6 and 8, and a second copy of one stacks with the
first.
Two rare dice turn up on the counter now and then. The gold die is yours for the
rest of the run and the only die you set by hand instead of rolling. The wooden
die you can snap down to a smaller number - three times, then it is kindling, and
in Split shedding weight is the one thing no other die can do.
TWELVE ACHIEVEMENTS
From landing a first target exactly to a whole run of them. Each one pays coins
into the same purse the shop spends, so they are a reason to try a mode you would
otherwise skip.
Finished runs pay coins, and coins buy permanent upgrades - a steadier hand, a
more forgiving miss, an heirloom charm, a fourth roll, an extra die.
BUILT SMALL
- A few minutes a run
- No ads, no purchases, no account, no internet needed
- Scores, statistics, purchases and achievements stay on your phone
- A separate leaderboard for each mode, because the scores are not comparable
Every round draws a target and hands you a few dice and three rolls. Bank the
dice you want, roll the rest - but your total only ever grows, so pushing for one
more point can just as easily carry you past the number. Going over hurts exactly
as much as stopping short.
Ten rounds, one score, and the itch to beat it.
THREE WAYS TO PLAY
- Free pick: take any dice you like, one at a time. Four dice to start, and the
forgiving one - it's also the mode a run is built to grow.
- Faces: bank a number instead of a die, and every die showing it goes in
together. Control is coarse on purpose, which is what makes an exact hit worth
something.
- Split: two targets a round, and no die may sit it out - every one goes to one
side or the other, so feeding one target is always refusing the other. The two
scores multiply, so a target you give up on takes the whole round down with it.
A RUN THAT GROWS
Landing close pays marks. Between rounds the market opens with two shelves. Dice
are bought once and stay in your hand for the rest of the run - a spare die, a
lead d4, a heavy d8 - so a run is something you build. Talismans last the next
round only and can be bought again: a fourth roll, a free reroll, a nudge. A free
charm arrives on rounds 2, 4, 6 and 8, and a second copy of one stacks with the
first.
Two rare dice turn up on the counter now and then. The gold die is yours for the
rest of the run and the only die you set by hand instead of rolling. The wooden
die you can snap down to a smaller number - three times, then it is kindling, and
in Split shedding weight is the one thing no other die can do.
TWELVE ACHIEVEMENTS
From landing a first target exactly to a whole run of them. Each one pays coins
into the same purse the shop spends, so they are a reason to try a mode you would
otherwise skip.
Finished runs pay coins, and coins buy permanent upgrades - a steadier hand, a
more forgiving miss, an heirloom charm, a fourth roll, an extra die.
BUILT SMALL
- A few minutes a run
- No ads, no purchases, no account, no internet needed
- Scores, statistics, purchases and achievements stay on your phone
- A separate leaderboard for each mode, because the scores are not comparable
What’s new
Version 1.1.1 · Updated October 8, 2026
First release
Alternatives to Close Call: Dice Roguelite
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| App | Rating | Price | Installs | Last updated | Compare |
|---|---|---|---|---|---|
| Close Call: Dice Roguelite | – | Free | 10+ | Oct 8, 2026 | |
| Tsuro - The Game of the Path | 4.4 / 5 | 4.99 USD | 10,000+ | Apr 19, 2021 | Compare |
| Target | – | 0.49 USD | 10+ | Mar 12, 2026 | Compare |
| Biblicious | – | 4.99 USD | 10+ | Mar 2, 2026 | Compare |
| TwistedGraphen-pd | – | 1 USD | 10+ | Mar 8, 2026 | Compare |
| TACTIC VS AI 4.A.1 | – | 1.99 USD | 10+ | Apr 10, 2026 | Compare |
| Rotate Maze: G.O.T.S | – | 4.99 USD | 10+ | May 23, 2026 | Compare |