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Can someone explain to me how THE DUNGEON DICE GAME is supposed to work? I can't quite get it from the explanation.

Imagine I roll 3d6, get 17, I would certainly knock (indicating that I think I'm closest to 18), but I wouldn't want the game to go on. Does the game have to go on if nobody calls me on it but instead wants to raise?

What if nobody knocks at all, does it just go directly to raising?

Knocking in general seems risky, somebody with a strong set of dice will always call you, and if they don't have a strong set yet they will raise you and you will probably go over 18.

Hey There! Good question,  written as of now the rules are a bit janky, having had more time to test the game out I am currently rewriting the steps for better understanding. Thanks for your interest! Basically the game is like blackjack, but needs more fine tuning clearly.

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This is incredible. There’s no better word. This is raw, condensed power, ready for play. I have just one question. What do you recommend for a former wizard that is trying to reform themselves?

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Thank you kindly! I have one piece of advice: renounce the dark arts and lift my friend.

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This is fantastic. Amidst a sea of OD&D-inspired quasi-retroclones, hacks, revisions, reinterpretations, reimaginings, reskinnings, and what have you, Meatheads stands out.


It's well-written, imaginative, and has an air of whimsy. Looking forward to playing this.

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What do I even say??

Some things are too great to be shared with this world. 

Thanks for doing it anyways!

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One of thee freshest OD&D/Chainmail hacks I've seen in ages. Can we get a single pages version of the ashcan version for home booklet printing though?

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I will whip Eric into shape!

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I LOVE MEATHEADS

FUCK WIZARDS

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fuck wizards

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Yes! Looking forward to getting stuck into this.

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Save some talent for the rest of us, man. This absolutely blew me out of the park. This is so pure.
I love it. I'm gonna go live my best Meathead life, now.

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you're too kind big man 🙏